COR v1-4
COR v1-4
To complete your hero, we must go through setting up your characters goals. These can be simple or
complex and can range from short-term to long-term. Goals are up to you but there are a few things you
must remember:
There are 3 slots for Goals on your character sheet and one must be used. It can either be short- or
long-term but the minimum is 1 Goal. No more than 3 goals are allowed for simplicity’s sake.
EXAMPLES OF GOALS:
Prove my Worth
Demonstrate my worth as a warrior by besting any that may challenge me
Complexity: Simple but may take some time
Term: Short or Long, depending on how I go about it
Difficulty: Hard, proving yourself takes hardships
Type: Combat, Roleplaying (Fight well and tell the tale)
Avenge my Family
My family was killed and I seek revenge
Complexity: Simple or Complex; based on if the guilty party is known
Term: Long; it will take time to find and kill them
Difficulty: Hard; the guilty party may be well armed or protected
Type: Combat, Exploration, Roleplaying; find them, expose them, and kill them
Reclaim my Honor
My honor has been stolen from me and I want it back
Complexity: Simple; when I defeat those who betrayed my
Term: Short
Difficulty: Average
Type: Roleplaying, Combat
Attain Wealth
Nothing matters but coin, and I seek as much as I can carry
Complexity: Simple; albeit it could take a while
Term: Long
Difficulty: Average
Type: Exploration, Roleplaying
EXPERIENCE CHART:
Given under circumstances, I’d say XP is given based on things done and enemies killed. But also, at
the end of each adventure, I grant a bonus based on tasks handled.
2 Critical Points: What you decided to do and how the dice favored you
Easy-5
Seldom Fails-10
Average-15
Seldom Succeeds -25
Longshot-35
CHARCTER TIES/RELATIONSHIPS
Now, an important aspect of Role-Playing is Relationships. Falling in love is one thing but developing
contacts and friends is another. Right now, relationships I have no rules set for, I just let my players act
that out themselves. But based on the Contacts Talent, I have a system in place to build contacts and
friendships.
The Threshold is an Advanced Test based on Ability Tests to persuade the person. Once the
Threshold is reached, the benefit is gained. Every time you interact with that person, add the Dragon Die
to the threshold like normal. This can be done over much greater time and thus some people may take
longer to persuade.
The TN for gaining an Acquaintance should begin at 9. Increasing it based on culture and race and
other factors is up to the GM. Once the person becomes an Acquaintance, the TN is increased by one
level, to TN 11. To gain a Friend, it is increased one more level to TN 13. To gain a partner is a two level
jump to a TN of 17. The TN increases are for gaining information or favors. Failing a Test on the person
will force a -2 penalty on the following Test rolls. However, it will not increase TN or the Threshold. This
just makes it a bit harder to convince the person to help.
Also, keep in mind that you could also make a person dislike you. This could be done through
intimidation or blackmail. While the Acquaintance rules remain the same, the following changes are for
a negative response to you.
Fear is a good thing to have, but some may not easily scare and instead become a rival. Rivals are
those who flat out hate you and will do anything to ruin your day. A person who is afraid of you can
easily become a Rival. The same rules apply but instead…
The Threshold for a Rival is how far you have to go to convince them to back off. Someone who is a
Nemesis may be convinced you aren’t a bad person but it will take a hell of a lot of convincing. In that
case, a Nemesis TN begins at TN 17 and will get decreases as the level does in reverse order of a
Contact. Sometimes, making a deal with the person decrease the level, but it must fit in with their goals
as well as yours. If one thing goes wrong, they may try to kill you upright.
HAZARD TABLE
Category Damage
Minor 1D6
Moderate 2D6
Major 3D6
Arduous 4D6
Harrowing 5D6
Murderous 6D6
HAZARDS:
COMBAT ODDITIES
Now, in the DARPG, the combat system is rather simple, and while that is not really a bad thing, I
came up with some new ideas that can enhance a player’s game. I have divided these into five
categories; Attack Penalties, Called Shots, Defensive Actions, Cover, and Team Attacks.
Attack Penalties:
In the DARPG, attack penalties are just generalized penalties based on a circumstance negative.
Here, I have refined it a bit into a small list that can be used as a reference guide. Also, more can be
added, depending on the GM’s circumstances.
Circumstance Penalty
Bad Light -1 to attack/-1 to all Perception (Seeing) Tests
Complete Dark -2 to attack/-2 to all Perception (Seeing) Tests
Prone -2 melee attack/-1 ranged attack
Crouched -1 melee attack/no penalty for ranged attacks
Off-hand weapon -2 melee/void if you have the Duel Weapon Style Novice Rank
Called Shots:
Sometimes, one may wish to hit a specific part of their targets body. This is called a ‘Called Shot’. It
can be both melee or ranged and introduces a penalty for the difficulty of the target.
(Types: Easy -1, Tricky -2, Hard -3, Challenging -4, Impossible -5)
Location Type Penalty
Head Tricky -2
Eye Impossible -5
Neck* Challenging -4
Chest Easy -1
Heart Impossible -5
Vitals Challenging -4
Arm Easy -1
Leg Easy -1
Hand** Tricky -2
Foot** Tricky -2
Joint Hard -3
* You can decapitate a target by increasing the penalty to a -6.
** You can sever the hand or foot by increasing the penalty to a -5.
Defensive Actions:
Defensive Actions are taken when you decide to defend rather than attack. You can gain the bonus
to your Defense Score for the round you chose to defend.
Action Bonus
Dodge (Lower INTV) +1
Block (Higher INTV) see below
Unarmed vs. Unarmed +1
Unarmed vs. Weapon +2
Weapon vs. Unarmed +0
Weapon vs. Weapon +1
Parry +2
NOTE:
For the Block it is attackers’ weapon vs. your weapon. So if your target is attacking with a fist
(Unarmed) and you have a Sword, you will use the Unarmed vs. Weapon Bonus (+2). If you have no
weapon and they are attacking with a sword, you use the Weapon vs. Unarmed (+0).
Parry is a deflection of their weapon, not a strait on block. With a parry, you knock their weapon off
target, not just stopping it.
Cover:
As a Major Action, you can take Cover. The bonus to Defense you get depends on the exposure
level. The more exposed, the less the bonus. But remember, too much cover means you cannot attack
either.
Exposure Level Bonus/Notes
Head Exposed +3 DEF/-2 to any attack/Must come out of cover to attack
Head/Shoulders Exposed +2 DEF/-1 to any attack/Must come out of cover to attack
Half Body +1 DEF/-1 to any attack/Must come out of cover to attack
Light Cover (Brush) +1 DEF
Person (Human Shield) +2 DEF/-1 to any attack
Prone, No Cover +2 DEF/-2 attack unless you use a Crossbow/Major action to stand
Prone, Light Cover +3 DEF/-2 attack unless you use a Crossbow/Major action to stand
Crouched +1 DEF/Minor action to stand/Move at half speed
Total Cover +4DEF/Cannot attack at all unless you expose your head or move from
cover
Team Attacks:
Team Attacks are when two or more people attack the same target. What will happen here is that all
peoples attacking will roll their attack. You then take the highest against their DEF. if it beats their DEF,
then they will take damage equal to half the combined total.
EXAMPLE: three people are attacking an armored thug with a DEF of 14. Theirs rolls are 12, 15, and
18. They also gain a +2 attack for having three in the team (14, 17, and 20). The highest rolled was 20, so
the attacks win. Then damage is rolled to be 12, 13, and 8. 12+13+8=33. Half of 33 (Rounded down) is
16. The Thug is wearing leather armor with an AR of 10. This means that he then takes 6 damage from
all of those attacks. BUT: since there were more than 2 in this team attack, they deal an additional +2
damage, regardless of AR for a total of 8 damage to this thug.
Follow the chart below to determine how much extra damage for the number of people in the team
attack.
# in team Attack Bonus Damage Bonus
2 +1 +1
3 +2 +2
4 +3 +3
5 +4 +4
GENERAL COMBAT STUNTS: Stunts anyone with any melee weapon can use
Skirmish 1+ You can move yourself or your target 2 yards in any direction for every point
spent
Stay Aware 1 Make a TN 11 Perception Test with a focus of choice. If you succeed, you gain
a +1 to any test you make for rounds equal to your Cunning
Knock Prone 2 You knock your target Prone
Defensive Stance 2 You gain a +2 Defense until your next turn
Disarm 2 You and your target make opposed attack rolls. If you win you knock their
weapon away 1D6+STR yards in a direction you decide
Mighty Blow 2 Deal an extra 1D6 damage
Peirce Armor 2 For this attack, your targets AR is reduced by half (Rounded Down)
Taunt 2 Within 10 yards, opposed test of your COM (Provocation) vs. their WILL (Self-
Discipline). If you win, they suffer a -1 to all attack or casting rolls
Threaten 2 Within 10 yards, opposed test of your STR (Intimidate) vs. their WILL (Self-
Discipline). If you win, he must attack you in some way in their next turn
Lightning Attack 3 You can make a second attack on the same target or another in range. You
must have ammo loaded for a ranged attack and you cannot use any Stunts
on the second attack
Dodge Roll 4 You can either escape from an enemy or close the gap by rolling. Make a TN
11 DEX (Acrobatics) test. If you succeed, then you can move up to 5 yards
either forwards or backwards, even if you have moved your maximum Speed
this round. You can also make an opposed test of their Attack Roll vs. Your
DEX (Acrobatics) to evade their attack all together
Lethal Blow 4 Deal an extra 2D6 damage
RANGED STUNTS: For those with Archery training or using Thrown Weapons
Rapid Reload 1 You can reload for one action less (Major to Minor; Minor to free)
Precise Shot 2 Deal an extra 1D6 damage
Piercing Shot 2 Your attack ignores half of your targets AR
Crippling Shot 3 You hit a vital area, target takes a -1 to Attack and Defense for one round
Rapid Fire 3 You can make one extra attack this round. You cannot use any Stunts on the
second shot
Critical Shot 4 Your shot hits a vital area, dealing an extra 2D6 damage
ADVANCED STUNTS: For those with Combat Tactics Talent, these include Advanced Ranged Stunts
Riposte 1 If you take a turn to defend, you can counterattack even if your target hits you.
You will roll as if it were your normal attack
Cripple 2 You deal an extra 1D6 damage and they lose -1 to DEF and a -2 to speed for
rounds equal to your STR. This effect cannot be added more than once to one
target
Flurry 2+ You attack twice in one fluid movement. The second attack will be at a -2. This can
only be used on one single opponent
Shield Bash 3 You attack with your shield dealing ‘Improvised Weapon’ Damage. If the target
fails a CON (Stamina) check vs. TN 11, then they are knocked prone
Shield Wall 3 If you chose to Defend this turn, you gain a +3 DEF instead of a +2
Pommel Strike 4 You follow up an attack with a strike with the butt of your weapon. This does no
damage, but if the target fails a CON (Stamina) vs. your STR (Might) test, then
they are stunned and can only make one Minor Action next round
Sunder Armor 4 Your attack breaks your targets armor, reducing the AR by 2 for rounds equal to
your STR. This effect is not cumulative
Cleave 5 You deal an extra 3D6 damage
Bone Breaker 5 Your target loses STR and DEF equal to your STR score for three rounds. This
negative is not cumulative with other effects
Hack and Slash 5 Your attack penetrates your targets armor. The extra damage they take is equal to
your Dragon Die
Steady Hand 1 Any ranged attack penalty such as high winds are ignored for this shot.
Ricochet 2+ You can bounce your arrow/bolt to hit a target behind cover. The target will take
a -2 while in cover. You can spend more Stamina to increase the negative by
bouncing more than once, each time increasing the negative by -1 more. You
cannot spend more than 6 Stamina (-4 to Cover)
Bullseye 3 Your attack hits home dealing an extra 3D6 damage.
MAGIC STUNS
DIVINE: Only Clerics and Druids can use
Armor of Faith 1+ Add one point to your AR for every point spent until the start of your next
turn
Divine Sacrifice 1 You can sacrifice up to 5 health to heal an ally by DOUBLE that amount
Divine Inspiration 2 You and an ally get a +2 bonus on WILL Tests until the end of your next turn
Overcome Resistance 2 You can ignore a targets resistance to your next attack. For example, a
target that resists Physical Damage will take regular damage by your
weapon
Divine Mercy 3 Any ongoing effects to you or an ally are removed, such as Weakness or
Walking Bomb. It does not heal any damage taken
Shield of Faith 3 Gain a +2 DEF bonus until your next turn
Divine Mantle 4 One foe of your choice can only take a Minor action when going against
you
Divine Awe 4 All foes suffer a -2 to all Tests until your next turn
Miracle 6 Your deity comes to aid you granting a single favor. The GM will determine
the favor and degree to which your patron will help
ARACANE: Only Elementalists and Paladins can use
Puissant Casting 1-3 Increase your Spellpower/Zeal by the number of Mana spent (up to 3). This is
active until the end of your next turn
Skillful Casting 2 Decrease the TN of Spells by 1 point. An attack spell gets a +1 on the attack roll.
This lasts for 2 rounds
Mighty Spell 2 The Attack Spell deals an extra 1D6 if successful
Mana Shield 3 Your DEF is increased by +2 until your next turn
Fast Casting 2 Reduce the Casting time by one degree (Major becomes Minor and Minor
becomes Free). Those with specific times (1 Minute) get halved (30 seconds)
Imposing Spell 4 Until your next turn, anyone trying a Melee attack must make a WILL (Courage)
Test vs. 10+your MAG. Those who fail must make a Move or Defend action
instead
Staggering Spell 1+ Any Attack Spell moves the target 2 yards in one direction for each Mana Spent
on this stunt to a maximum of 6 Mana (12 yards)
Arcane Armor 1+ For every Mana point spent you gain a bonus to your AR, to a maximum of 5
points
ADVANCED: Must have the Spell Expertise Talent; useable by all Spellcasting classes
Arcane Advantage 1 Your target gets a -1 to resist your next spell until the end of your next turn
Masterful Casting 4 Decrease the TN of Spells by 2 points. An attack spell gets a +2 on the
attack roll. This lasts for 3 rounds
Mana Surge 4 Regain half the Mana cost of the Spell, not including the cost of the Stunt
Lethal Spell 5 The Attack Spell does an extra 2D6 damage to one target, and if any others
are selected, it does an extra 1D6 to them
Mana Grab 1+ If your target has Mana, then they make an opposed Magic test. If you
succeed, you gain 1 mana for every point spent and they lose that amount
but it cannot exceed the Dragon Die. If you fail, you lose that 1 point to use
the Stunt
Healing Mana 3 Heal 1D6 health
Lasting Spell 3 An Spell that is not Instant goes to twice its normal duration with no
additional Mana cost
Split Spell 4 If the spell affects only one target, you can make a second, separate roll
against a second target within 6 yards of the first with no additional Mana
cost
Penetrating Spell 5 All of the Spells damage is now Penetrating, ignoring the targets AR
entirely
Arcane Acuity 1 Make a TN 11 Magic Test using any Focus. You become aware of some key
magical detail in the encounter or gain a +1 to your next Magic test in this
encounter. If you fail, nothing happens
OTHER STUNTS: The rest are Stunts used by anyone. These are the only ones that do not require
Stamina/Mana to use. Instead, you can use a number of points equal to your Dragon Die but only if you
roll Doubles.
EXPLORATION: when you roll doubles on any Exploration Roll, you generate SP equal to the Dragon
Die. The points can be spent on these EX Stunts below…
Advantageous Positioning 1 You can move up to 2 yards in any direction after making a discovery
Efficient Search 1+ Your search bears more fruit. The GM will give you information as if
you gained 1 more success per point spent
Speedy Search 2 You complete the search in half the time
That Makes me Wonder… 3+ Make a second Perception Test with a different Focus to try and get
more information about the objects you find
Object of Attention 3 Gain +1 to further Tests to examine aspects of the object until venue
or situations change
Resources at Hand 3 Pick a Focus you do not have for the Ability you are testing in. You have
that focus until venue or situations change
The Upper Hand 4 If this Test leads into combat within one minute, gain +3 on Initiative
With a Flourish 4 All nearby are impressed, gain +1 to any Opposed Test against anyone
nearby until venue or situations change
INITIATIVE: when you roll doubles on any Initiative Roll, you generate SP equal to the Dragon Die.
The points can be spent on these INTV Stunts below…
Super Feet 1 You can take a Minor Action before the Encounter
On Your Toes 2 You can take a Major Action before the Encounter
Seize Initiative 4 You take first action despite Initiative rolls
No Hesitation 6 You can make a full turn before the Encounter
ROLEPLAYING: when you roll doubles on any Role-Playing encounter, you generate SP equal to the
Dragon Die. The points can be spent on these RP Stunts below…
Bon Mot 1 By adding the perfect witty remark to your action, you spread influence,
either good or bad
And Another Thing… 1 You can try and weave another thread of conversation so long as it is
similar to the previous. Make another Test relevant to what you are doing
before anyone has a chance to make their arguments
On a Roll 2 Gain a +1 on your next COMM Test unless venue or situation changes
Sway the Crowd 2+ You affect one more person that your target. By spending one extra point
you can affect one more person. You cannot expand this to anyone with a
higher Abiliy+Focus than the target
Shoe me the Money! 3+ Increase the normal COMM (Bargaining) Test from 5% price adjustment to
a 10% for one use and a 15% for two. You cannot use more than 6 points
Stunned Silence 3 You leave everyone who sees you unable to speak for a round of combat
or until you begin another action
Jest 3 You try to get a laugh and those wish to resist must make a WILL (Self-
Discipline) Test vs. TN 11. Failed test means they laugh and are now
distracted
Flirt 4 COMM (Seduction) vs. WILL (Self-Discipline) to initiate a romance. They
begin as Enamored
Tower of Will 4 Gain a +1 to resist any emotional sway from opposed COMM Tests
Enrage 5 WILL (Self-Discipline) vs. TN 11 to resist becoming enraged. Failed test
means they take the insult to heart and will try to attack you
HEALTH: Injuries and Recovery
Normal Healing:
Method Details
Heal Action You can heal yourself or another by making a CUNN (Healing) Test. This can only be done
once until the person takes more damage
Take a breather Only outside of combat, you can take 5 minutes to regain CON+Level in health. Not an
option for characters who reached 0 health in combat
Magical Healing Either from Potions or Magic, you regain health and this is not limited like the Heal Action
or Take a Breather Action
Sleeping After 6 hours of sleep, you gain 10+CON+Level in health.
Regeneration Some Races/Classes can naturally regenerate Health
Now, once your Health reaches 0, you will die in die in a number of rounds equal to 2+CON.
Remember: Any character that is unconscious can be killed in one shot by a Coup de Grace.
A player who has been recovered from 0 Health can receive an Injury. Injuries are bad things that
happen and must be healed. They induce a penalty that must be healed over time with an Advanced
Tests Threshold.
INJURIES:
OTHER CONDITIONS:
Bleeding
Blinded
Dazed
Deafened
Disorientated
Dominated
Dying
Encased
Frozen
Helpless
Immobilized
Paralyzed
Petrified
Prone
Restrained
Slowed
Stunned
Surprised
Unconscious
Weakened
ACTIONS: You can take one Minor and one Major action in a turn or 2 Minor Actions
Major Actions:
All-out attack Gain a +1 to damage this attack but suffer a -1 to DEF
Charge Move up to half speed and gain a +1 to hit your target
Defend Concentrating on defense grants a +2 bonus to DEF until your next turn
Heal Make a TN 11 CUN (Healing) Test and heal your target for health equal to Dragon Die
+ your CUN
Melee attack Attack a target within 2 yards of you this round
Ranged Attack Fire a ranged attack at a target within the weapons range
Run Move up to twice your Speed but take no other action
Push You can make an opposed STR (Might) test vs. your targets STR (Might) or DEX
(Acrobatics). Upon success, you push the target back yards equal to your Dragon Die
Minor Actions:
Activate Use certain powers or readied potions and the like
Aim Plan your attack, granting a +1 on your attack roll, but the attack must be your next
move
Guard Up You can add either a +1 or +2 to your DEF until the end of the round with a
corresponding negative to any Test made this round. This must be taken before any
Major action this round
Move You can move up to your Speed in yards. You can also go prone, stand up, or mount
a horse or vehicle, but if you do so you can only move at half Speed (rounded down).
If you start a round prone and do not stand up, you may only move at half Speed.
Prepare Chose a Major action and wait. You can interrupt any character’s or NPC’s turn to
use that action. But you must use it or lose it and you cannot make a Major Action
before using this
Press the Attack You stand ready to pursue an enemy if they should fall back or flee your blows.
Declare an adjacent enemy combatant when you do this action. Until the beginning
of your next turn, if that enemy moves away from you, you may immediately move
up to your Speed in yards in direct pursuit of that enemy at no additional cost in
actions. This occurs immediately after your foe’s movement, before they can do
anything else. However, you can only use this minor action on an enemy you have
already successfully struck in melee combat this turn (whether you inflicted damage
or not). When you make your move, it need not bring you adjacent to that enemy if
you can’t go that fast. In that case, you simply move as far as you can before
stopping. You are free to forego some or all of the movement this action allows
when your enemy triggers it, if you wish.
Ready Unsheathe a weapon, pull out a potion, or otherwise ready any item available to
you. You can also put things away.
Stand Firm Until the beginning of your next turn, anyone trying to use the Knock Prone and
Skirmish stunts must make a STR (Might) vs. either your STR (Might) or DEX
(Acrobatics) in order to make those successful. The Stunt Points are still used
whether or not they were successful.
REMEMBER:
Cast and Reload can be either Major or Minor depending on circumstances and power/weapon
descriptions