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Gateway Revised 2.0

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275 views16 pages

Gateway Revised 2.0

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htm.sys
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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PG.

1
Written by:

Curt Simcox

This ruleset is also available as a Mobile Companion App on the Google Play Store and a Mobile Friendly
Site has been created for Kindle and IOS users. For more information, go to:
https://auricanslair.wordpress.com/gateway-the-tabletop-rpg/

Produced by:

Aurican’s Lair – A Shared Community RPG Blog

Any Questions or if you want to share your success stories using this game system, please visit:

www.auricanslair.wordpress.com
Click the “Contact” Link

Special Thanks To:

Dominick Barnabei

Jeff Stevens

Andrew Daniels

Pancho MB

Justin Handlin

Derek Elliott

Heather Bee

Cameron Miller

Any reproduction or unauthorized use of the material contained herein is prohibited without the
express written permission of Aurican’s Lair or also following the guidelines of the Open Source
Agreement by Wizards of the Coast.

Copyright © 2017

PG. 2
Gateway-The Tabletop RPG System is Do I have to use this for a D&D® or other High
brought to you by Aurican’s Lair - A Fantasy style setting? Nope! This ruleset can be
Shared RPG Community Blog used for High Fantasy, Low Fantasy, Victorian
www.auricanslair.wordpress.com Steampunk, Cyberpunk, Modern, Space Opera,
Sci-Fi, Horror, or basically anything a Game Master
can come up with. Adding in new rules to make the
game make sense to the chosen setting is
completely up to the Game Master and can be
done with ease.

GATEWAY So what does this mean for the Game Master?


The Tabletop Roleplaying Game The GM will use a lot more of their story telling
discretion and can add in extra rules to customize
What is this? This is GATEWAY, a Simplistic their game however they want, and possibly
and Universal roleplaying game that uses a lot of moving players into a standard d20 system.
the traditional d20 Basic Rules and Statistics (as
seen in popular RPG’s such as Dungeons & What does it mean for the Players? Players are
Dragons®, Pathfinder®, GURPS®, etc.), but in a encouraged to come up with their characters in an
more “rules light” way in order to play any type of archetype manor and defining their particular skills,
roleplaying game setting without worrying heavily abilities, and actions in a narrative sense that
about strict rules and still getting to roll that sweet makes the most sense.
twenty sided die that many know and love.
References will be made to the D&D5e SRD®. Example: Everyone knows that a thief is going to
be able to pick a lock, so given this skill; they would
Just like D&D® or other RPG’s, a Twenty-Sided be able to roll a single d20 to try to accomplish
Die (or d20) will be used for all rolls for things such this. It is up to the Game Master to determine what
as Ability checks, Attacks, or Saving the number of the check is to accomplish this just
Throws. Unlike standard RPG’s, no other dice are like any roleplaying game. *Skill Proficiency or
necessary for resolution of ability checks, attacks, Deficiency and Difficulty Class can affect the
and saves (unless the GM wants to add them outcomes of this which will be covered further on.
in). This means that things like Hit Points, Weapon
Damage, Effects, etc. will be handled by what
makes sense narratively to what is happening in Character Creation
game rather than by worrying about the “Math”.
A Game Master might simply want to
Also, Critical Success (Rolling a Natural “20”) and
construct a few questions that they
Critical Failures (Rolling a Natural “1”) can be
would like their players to answer to
narratively described with ease and provide the
determine what type of character
same type of excitement or dread to a player.
would be appropriate to the setting
and what type of skills, proficiencies,
What is the point of this? This game system is
deficiencies, weapons, magic, items,
intended for introducing completely new players to
etc. that a character would have.
Tabletop Roleplaying Games (hence the name
“Gateway”) or for Veteran players and Game
Example Questions:
Masters that just want to play a game without
● What race/species is your character?
worrying about delving through long books and
● What type of character are you? A Fighter,
crunchy rules. This game system is NOT good for
Spellcaster, Ranger, Rogue, Jedi, etc.
people that want to do the above, or plan out really
● What type of weapons do you use?
long, expansive, complicated character campaigns.
● What do you think your character excels in?
But it's not to say that you couldn’t play a long
● What do they lack in?
campaign with these rules. Also, the intent of this
● Do they have any special powers/abilities?
is to first introduce new players to the concept of
● What type of background do they come from?
tabletop roleplaying, then potentially move them
into a more standard ruleset, such as D&D®.
PG. 3
Character Race/Archetype/Abilities: Characters Character Traits & Skills
should be created using imagination and fall into a ● Strength = Athletics checks, Melee Combat,
certain type of race and or archetype based on Strength Saving Throws
what type of game setting you are playing and what
● Dexterity = Turn Order in Battle (Initiative),
the Game Master determines as appropriate. From
Acrobatics, Sleight of Hand, Stealth, Hiding, Lock
these descriptions or archetypes, certain traits and Picking, Piloting (Land, Air, Sea, Mech), Ranged
abilities can be inferred rather than needing a Combat, Dexterity Saving Throws, Determines
detailed list of what a character Can and Cannot Armor Class
do.
● Constitution = Constitution Saving Throws,
Determines Hit Points
Character Archetype Example: A player wants to
play as an Elven Wizard. With a few more ● Intelligence = Arcana, History, Investigation,
questions by the Game Master to the player, we Nature, Religion, Computer Use, Sciences,
can infer what type of magical powers that they Streetwise, Intelligence Saving Throws
might be using. Then in game, if the player ● Wisdom = Animal Handling, Insight, Medicine,
describes what type of magic they want to use, Perception, Survival, Magic Spell Attacks, Casting
then, it's as simple as one Character Trait roll to non attack Magic Spells, Wisdom Saving Throws
see if it is successful (See Character Traits). ● Charisma = Deception, Intimidation, Performance,
Persuasion, Charisma Saving Throws
So if our wizard decided that they were going to
use Fire Magic, they could describe their magic use
in terms of what type of fire elements it might Ability checks: A player can use the following
cause, such as fireball or a wall of flame. Then skills if they are applicable to the setting. Examples
they would roll to see how successful it was. of what can be done with a skill are as followed:

Proficiency/Deficiency: The Game Master should Acrobatics


determine what a player’s character would have as • Freeing yourself from grapples and the like
Proficiency and Deficiency. A player’s character • Squeezing through tight spaces
could be Proficient and/or Deficient in at least 1 of • Balancing on thin/fragile surfaces without falling
the following Character Traits/Skills below but are • Landing on your feet after a fall
not limited to this depending on what the Game • Tumbling
Master feels. (*Advantage/Disadvantage mechanic
D&D5e SRD) Animal Handling
● “+” Proficiency = A character that is proficient • Calming an unfriendly animal down
in a trait will roll a d20 twice and use the • Controlling a friendly animal to do something
HIGHER roll • Teaching an animal
● “-” Deficiency = A character that is deficient in Arcana
a trait will roll a d20 twice and use the LOWER • Recall lore about magic items, creatures, and
roll spells
● __ Normal (leave Trait blank) = A character • Identifying a spell in a scroll/book/item/etc.
that has neither proficiency or deficiency will • Controlling a magic item/effect
only roll a d20 ONCE and use the result • Disarming magic traps
*For other variants on Creating Characters, see the • Identifying spells being cast by enemies
Game Mastering Gateway section.
Athletics
Character Traits- Ability Checks, Combat • Climbing
Actions, Magic Spells, Saving Throws: Anytime • Grappling creatures
a character needs to make one of the following • Going through rough terrain, such as mud,
checks above, they will use the corresponding trait without losing movement
from the following traits. If they have Proficiency or • Jumping a certain height/distance
Deficiency in the trait they are using for the check, • Swimming in rough currents
they will use the rules above for rolling the die.

PG. 4
Computer Use Medicine
• Hacking a computer system • Stabilizing someone
• Implementing a virus into a computer system • Noticing a certain disease in someone
• Over-riding or controlling something that is run • Providing long-term treatment
by a computer • Knowing the body's limits related to a certain
• Opening a door that is locked by a computer physical activity
• Knowing the dosages and uses for natural
Deception healing items
• Lying
• Disguise emotions Nature
• Playing dead • Recalling lore about beasts, plants, terrain,
• Passing yourself off as someone else types of vegetation and weather
• 'Being cool' if seen while following someone • Knowing what plants are needed to make
certain compounds/potions
History • Identifying poisonous/dangerous food
• Recalling lore about families, events, places • Harvesting poisons from plants/beasts
and heraldry • Detecting strange weather changes
• Remembering anniversaries of important
happenings Perception
• Telling when/where a certain item was made • Spotting/hearing hidden threats
• Noticing a person's origins based on their looks • Recognizing someone who's far away
or customs • Finding minute details
• Identifying a noise's source
Insight
• Identifying whether someone is being deceitful Performance
or evasive in answering • Singing
• Noticing what a person plans by what they're • Dancing
doing • Telling stories
• Telling if someone is following you rather than • Delivering a good speech
just going in the same direction
• Getting the meaning of underlying messages Persuasion
• Convincing someone to do what you want
Intimidation • Debating
• Intimidating someone into doing what you want • Knowing how to behave in a given social setting
• Torturing someone • Flattering someone
• Taunting someone into violence • Seducing someone

Investigation Religion
• Searching someone (dead or alive) or an area • Recalling lore about deities, temples, and rituals
(unlike Perception, this is made for clues or • Performing a ritual per specification
deductions that mere sight fail) • Knowing what would be offensive to a certain
• Seeing through illusions faith
• Finding more about rumors
• Searching for specific information in a book Sleight of Hand
• Stealing from people without being noticed
Lock Picking • Putting something on someone without being
• Kind of self-explanatory, picking a lock noticed
manually using some sort of tools • Concealing belongings in yourself
• Performing gestures or messages without being
noticed

PG. 5
Stealth Hit Points: Because the goal of Gateway is to be
• Hiding fast paced and simplistic, Hit Points (HP) will be low
• Moving without being heard as will be combat damage. No extra dice rolls will
• Blending in a crowd be needed. The Game Master can always increase
• Following someone the number of HP and Damage values as well to
make things more challenging.
Survival
• Tracking Calculating Hit Points: A character’s
• Foraging food
Constitution is the main Base Trait that will
• Protecting yourself from weather/terrain
hazards such as sunburn and mosquitoes determine a player’s Hit Points. After Character
• Finding water Creation, a player can consult the following to
• Knowing which way is north calculate their HP.
• Avoid getting lost
● Deficiency Trait = 3 Hit Points
Streetwise ● Normal Trait = 4 Hit Points
● Proficiency Trait = 5 Hit Points
• Recalling information of underground or
criminal organizations
Combat Damage: Each player’s combat attack will
• Recalling information of a city or urban
environment only inflict 1 Point of Damage on a successful hit.
For balance, the Game Master should also have
Non-Player Characters and Monsters follow the
Weapons: A character chooses to use either Melee
or Ranged weapons. If they have both on them, same damage values. Alternatively, as gameplay
they can pick and choose which to use and roll for goes on, the Game Master can give players better
the corresponding character trait. *Bonuses and weaponry or abilities that increase damage, and do
Modifiers can be added to these. the same for enemies making them more
challenging.
Melee Combat Attacks = Strength Trait
Swords, Daggers, Axes, Katana, Clubs, Critical Hits: Rolling a “20” on the die during an
Lightsabers, etc.
Attack action will automatically deal Double
Ranged Combat Attacks = Dexterity Trait Damage.
Crossbows, Longbows, Short bows, Muskets,
Pistols, Lasers, Rifles, etc. 0 Hit Points: Being reduced to 0 Hit Points (or
further depending on the damage taken) will result
Magic Attacks = Wisdom Trait in a player falling into a state of Dying. When a
Fireballs, Lightning, Charm, Force Push, etc. player is in this state, they must succeed Three
“Death Saves” to be returned to 1 HP. On the
Armor Class (aka AC): Essentially, how hard it is beginning of the turn in this state, the player uses
for a foe to successfully attack a character. A ALL their actions to roll a 10 or higher on the d20.
character’s armor class should be based on if they If they fail to roll 10 three times, their character
have Proficiency or Deficiency in their dies. If they succeed to roll 10 or higher three
Dexterity. *Bonuses or Modifiers can be added times, they are returned to 1 HP on their next turn.
when picking up new armor or alternative reasons. Rolling a Critical on Death Saves grants two
Successes (Rolling “20”) or two Failures (Rolling
“+” Proficiency = 14 AC “1”). Also, if a player is Hit while in this state, they
“-” Deficiency = 10 AC automatically suffer 1 Failure towards their Death
Saves. A player can be brought back to 1 HP or
Normal (having neither) = 12 AC
more instantly when another player uses some sort
of Healing on them (magic, medicine, potions, etc).

PG. 6
Recovering Hit Points: Other than Hit points being The Game Master then calculates an appropriate
recovered my magic potions, magic spells, or Difficulty Class or DC for the player to roll exactly
receiving medical aid. Hit points can naturally be or higher to be a success.
healed as well by Players deciding to take a Short
Example: Sean “the Barbarian” above wants to try
Rest (1 hour of game time) or Long Rest (8 hours
to intimidate a foe using his words and stature as a
of game time). barbarian. The Game Master determines that the
weak barkeep could be easily intimidated with a roll
After a Short Rest, each player receives Half of of 8 or above. Sean has Normal proficiency in
their Max Hit Points back (rounded down) Charisma (which is where the Intimidate Skill falls
automatically. Note: Multiple Short Rests do not under) so he would roll the d20 only once and take
gain any extra HP back UNLESS there was a the value. Sean rolls a 10 which is higher than the
Battle or Encounter with damage dealt DC of 8, thus he succeeds. The Game Master then
(traps/enemies) in between the last short rest. narrates that the barkeep is shaking in his boots
and that Sean has successfully intimidated him into
After a Long Rest, each player’s Hit Points are giving him the ale he ordered for a discounted
price.
returned to Full.
These same rules WILL be followed for players to
roll to succeed on anything from Attacks, Ability
checks, Casting Spells, Using Special Abilities,
Playing the Game Contested Checks, Combat Turn Order, and
Saving Throws (See GM Section).
Character Example
Sean “From the land of Connery” Combat: Before combat even begins, the GM will
Human Barbarian *Barbarians are determine the order in which players and non-
good at fighting but might be player characters/monsters will act. This is usually
lacking in intelligence. So from called an Initiative roll. This can be determined by
this, the Game Master could grant having all the players roll their Dexterity Trait and
the player's character Proficiency starting from highest to lowest. The GM will do the
in the Strength Trait and same for each of the NPCs or monsters. During
Deficiency in the Intelligence Combat, a character will be able to make ONE
Trait. Move Action (30 feet on average) ONE Primary
Action, and One Bonus Action
● +Strength = “+” Proficient
● Dexterity = Normal Primary Action examples (D&D5e SRD):
● Constitution = Normal ● Attack
● - Intelligence = “-” Deficient ● Move again “aka Dash” (same amount of first
● Wisdom = Normal movement)
● Charisma =Normal ● Interact with an object
● Armor Class = Dex is Normal = 12 AC ● Cast a spell or some other Special Ability
● Hit Points = Con is Normal = 4 HP ● Hide
● Weapons = Great Sword (Melee and ● Search
Proficient) ● Ready an Action (Choose to delay your action
and set a trigger and what you want to do when
Play will go as in any standard Tabletop the trigger is met)
Roleplaying Game. The Game Master sets the ● Grapple (Strength Skill Contest)
scene and interacts with players as appropriately in ● Escape from being Grappled (Strength Skill
social encounters. Players take turns explaining to Contest)
the Game Master what they are doing or trying to ● Declare a Dodge (causes Deficiency or
do in situations. If the Game Master determines Negative modifier, GM’s choice, of all attacks to
the need to check if a player’s action is successful this player until its next turn.
or a failure, he/she then asks the player to roll for
the appropriate Skill Trait for the action. Continued on next page

PG. 7
Primary Action Examples Continued: Using Miniatures in your Game:
If you are using a 1 inch square grid playmat or a
• Help on another player's turn (Gives the target hex board, each space should be considered 5ft
player Proficiency or Positive modified, on their when determining Size, Movement, or Range. Of
next Primary Action) course, the squares/hexes can be adjusted at any
• Improvise- simply tell your GM what you would time according to the Size or Scale of your
like to do as an action to see if they can allow it characters or combats.
(Get creative!) *GM’s see “Rule of Cool” further
on. Ex: If your player characters are in giant Robots
and are fighting other Giant things (think
Bonus Action examples (*D&D5e SRD): Mechwarrior or Pacific Rim) then you would want to
• Attack with the off hand adjust the distance between squares/hexes to be
• Interact with an object something higher than 5 ft.
• Switch Weapons
• Talk to someone during combat Size:
• Special Ability (GM Discretion) You can use the following to determine size in feet
in game and size of a mini on a grid or hex board:
• Cast a Spell (GM Discretion)
• Any other minor type of action • Tiny 2 feet and below 1 square 1 hex
• Small 2-4 feet 1 square 1 hex
Example: Sean “The Barbarian” is facing two • Medium 4-8 feet 1 square 1 hex
goblins who are about 30 feet away. Sean is • Large 8-16 feet 2x2 squares 3 hex
Proficient with his Strength trait and would like to • Huge 16-32 feet 3x3 squares 7 hex
swing his Great Sword at one of them. On his turn, • Gargantuan 32-64 feet 4x4 squares 12 hex
• Colossal 64 feet and above 5x5 squares 19 hex
Sean will be able to use 1 Move Action to move
the 30 feet to engage with one of the goblins. He
Movement:
will then be able to use his 1 Primary Action to
A standard base movement speed for any medium
Melee Attack with his Great Sword causing him to
sized character in Gateway is 30 feet per turn. A
roll the d20 twice and take the higher total (due to
Game Master can give higher or lower numbers to
being Proficient in Strength).
characters and NPC's as they wish depending on
size or other factors. Consult the following table
The GM will already have determined the Armor
below for good average movement speeds per
Class of the goblin and see if Sean hits on his
size.
attack. We will say that he successfully hits with an
18 and the GM determines that it kills the goblin.
• Tiny/Small 20 feet to 30 feet
At this point, Sean forgoes using his 1 Bonus
• Medium 30 feet
Action as he decides that he will wait until the next • Large 30 to 35 feet
turn. • Huge 35 to 45 feet
• Gargantuan 45 to 50 feet
*GM Note: Describing this scene should not be as • Colossal 50 feet and Above
simple as how it is written above. Describe in detail
the characters Actions either grouping together Range:
some actions such as the movement and attack Following the 5ft per square/hex standards, you
and waiting after the attack to give that player the can use the following to calculate range for attacks.
option to come up with a bonus action and then (If you are not using miniatures, to simplify game
describing how the scene all plays out. mechanics, a Game Master and Players only have
to narrate in terms of what type of range a player
● Sean The Barbarian runs up in between the two character or NPC is in.)
goblins who hunkered down in preparation for
the huge man’s attack. Sean swings his Great • Close Combat- Within 5 feet
Sword at the head of the goblin to his left and • Short Range- 10 feet to 60 feet
takes its head clean off. As the blood pours • Medium Range- 65 feet to 300 feet
from the fallen goblin, Sean lets out a horrifying • Long Range- 305 feet to 500 feet
roar and looks toward the remaining goblin. • Very Long Range- 500 feet and Above

PG. 8
Helping Create Characters: As stated in the
Creating Characters section above. You should
help your players come up with exciting characters
Game Mastering GATEWAY by having prepared questions on figuring out what
type of character they are.
If you are a Veteran Game Master, you might not
need these tips, but if you have never run a If this seems to be too much of a task for them,
Tabletop RPG, read on as this will help you run HELP them along. If they can’t put down exactly
GATEWAY and other role-playing games. what they want to be at first, or choose something
that doesn’t exactly fit into your game, have them
The “Rules”: The rules of this game provide some describe their character, pick out some
barebones instruction on how to play a game using Proficiencies and Deficiencies, and then you can
this system, but you as the Game Master are not add in any special abilities that they might get or
limited to them. Treat ANY rule in this system as a extra proficiencies as you go along. There is no
“Guideline”. Add new ones in whenever! right or wrong way to play.

Be flexible with your players and change anything Creating Non-Player Characters and Monsters:
from the rules that need changed to make the story This is as simple as following the same rules above
make sense, or to create the most fun for creating characters. You can stat them out with
situation/outcome for the group. all of their different stats if you feel the need to. Or
you can choose to forgo this and just assign them
World Building: Because this game can be played only the Proficiency or Deficiency Traits and AC.
with any genre, there really is no right or wrong way Don’t make it harder on yourself if you don’t have
to do this. If you are running something completely to. Your players don’t always have to know that
random, say a Space themed game, feel free to you came up with a creature's AC or attacks on the
play off of tropes that already exist or get creative fly. Just be sure if you are in combat and you
and come up with your own stuff. If you are running choose one, try to jot it down so you don’t forget it
a theme like an already established Roleplaying while combat takes place.
Game, then potentially consider using other source
materials and ideas that fit. *And if you are brave Non-Combat Scenarios: Try to remember to ask
and good at Improvising, simply ask your players ALL of your players what they are doing during
before you start what theme they would like to play. exploration or interacting with people or places.
Maybe even let them give you some setting ideas. Some players will always try to do everything for
the group or say that they are doing multiple things
Adventure Building: Each adventure that you plan at the same time. Try to also break these moments
for should have elements of what will make for the down and go around to each player to give them a
most fun for you AND your players (not just you!). turn.
This being said, it is always good to find out what
type of game your audience is looking to play. Are Ability checks: Anytime a player’s character is
they a bunch of heroes who want to explore and kill attempting to do something inside of one of the Skill
things? Are they a bunch of diplomatic people who Traits. Make them roll a d20 for that particular Trait
want to interact heavily with people or solve a the skill is under. The DC that you set is what they
mystery? Or are they looking for high paced will look to roll or higher.
adventure with all of these combined?
Contested Rolls: Sometimes players will be in
Just make sure you talk with your players first to what is known as a “Contested Roll” with
find out. If they don’t know, the simplest formula for something. This could be trying to grapple with
a game is to try to include Somewhere for your another creature or lie to another creature. When
players to explore (a town, a dungeon, a spaceport, this occurs, have your player roll the appropriate
etc.), Someone for them to talk with (a barkeep, a Trait and you as the Game Master will also roll
star pilot, a villain, etc.), and Something for them to what you determine is the Antagonists roll.
fight (dragons, evil robots, an evil mastermind, etc.) Whoever has the higher number succeeds over
OR something to accomplish (finish a race, solve a them.
mystery, return an object) within some form.
PG. 9
Saving Throws: If something causes a character Paralyzed
or non-player character/monster to be under some • A paralyzed creature is incapacitated (see the
type of condition, you can make them roll an condition) and can’t move or speak.
appropriate “saving throw”. If they fail to pass the • The creature automatically fails Strength and
DC the GM sets, they are then affected by the Dexterity saving throws.
condition. • Attack rolls against the creature have proficiency.
• Any Attack that hits the creature is a critical hit if the
attacker is within 5 feet of the creature.
Examples include: Blinded, Poisoned,
Unconscious, Grappled, Stunned, Frightened,
Deafened, Incapacitated, etc. (*D&D5e SRD) Petrified
• A petrified creature is transformed, along with any
Blinded nonmagical object it is wearing or carrying, into a
solid inanimate substance (usually stone). Its weight
• A blinded creature can’t see and automatically fails
increases by a factor of ten, and it ceases aging.
any ability check that requires sight.
• The creature is incapacitated (see the condition),
• Attack rolls against the creature have proficiency,
can’t move or speak, and is unaware of its
and the creature’s Attack rolls have deficiency.
surroundings.
• Attack rolls against the creature have proficiency.
Charmed • The creature automatically fails Strength and
• A charmed creature can’t Attack the charmer or Dexterity saving throws.
target the charmer with harmful Abilities or magical
• The creature has Resistance to all damage.
effects.
• The creature is immune to poison and disease,
• The charmer has proficiency on any ability check to
although a poison or disease already in its system is
interact socially with the creature.
suspended, not neutralized.

Deafened Poisoned
• A deafened creature can’t hear and automatically
• A poisoned creature has deficiency on Attack rolls
fails any ability check that requires hearing.
and Ability Checks.

Frightened Prone
• A frightened creature has deficiency on Ability
• A prone creature’s only Movement option is to crawl,
Checks and Attack rolls while the source of its fear is
unless it stands up and thereby ends the condition.
within line of sight.
• The creature has deficiency on Attack rolls.
• The creature can’t willingly move closer to the
• An Attack roll against the creature has proficiency if
source of its fear.
the attacker is within 5 feet of the creature.
Otherwise, the Attack roll has deficiency.
Grappled
• A grappled creature’s speed becomes 0, and it can’t
Restrained
benefit from any bonus to its speed.
• A restrained creature’s speed becomes 0, and it
• The condition ends if the Grappler is incapacitated
can’t benefit from any bonus to its speed.
(see the condition).
• Attack rolls against the creature have proficiency,
• The condition also ends if an effect removes the
and the creature’s Attack rolls have deficiency.
grappled creature from the reach of the Grappler or
• The creature has deficiency on Dexterity saving
Grappling effect, such as when a creature is hurled
throws.
away
Stunned
Incapacitated
• A stunned creature is incapacitated (see the
• An incapacitated creature can’t take actions or
condition), can’t move, and can speak only
reactions.
falteringly.
• The creature automatically fails Strength and
Invisible Dexterity saving throws.
• An invisible creature is impossible to see without the • Attack rolls against the creature have proficiency.
aid of magic or a Special sense. For the purpose of
Hiding, the creature is heavily obscured. The
creature’s location can be detected by any noise it
makes or any tracks it leaves.
• Attack rolls against the creature have deficiency,
and the creature’s Attack rolls have proficiency.
PG. 10
Unconscious Example: Sean finds an ancient demonic battleax
• An unconscious creature is incapacitated (see the that is magical. It grants him a +2 to his Melee
condition), can’t move or speak, and is unaware of Attack rolls, but it is also gives him Deficiency in his
its surroundings Charisma (as normal NPC’s might fear the demonic
• The creature drops whatever it’s holding and falls energy coming off it)
prone.
• The creature automatically fails Strength and ● Grant Proficiency: Add Proficiency to a non-
Dexterity saving throws.
proficient Character Trait
• Attack rolls against the creature have proficiency.
• Any Attack that hits the creature is a critical hit if the
attacker is within 5 feet of the creature. ● Add new Special Powers or Abilities:
Example: if a magic user uses one element
Difficulty Class: Calculating a DC should be ONE (say fire), allow them to start casting water
number within the general range of difficulty below: spells.
● Simple: 2 to 5 - A task that even a child could do.
● Easy: 6 to 10 - A task that requires some skill to Rule of Cool- A great GM should allow their
perform but not much. players to come up with clever ideas of how their
● Moderate: 11 to 15 - A task that requires a great characters are going to try and accomplish things.
deal of skill to accomplish. Award these players by at least letting them
● Hard: 16-19 - A task that is very hard to accomplish attempt to roll to see if they succeed. Even if you
even with skill. want to set the DC to an Impossible number. This
● Near Impossible: 20 - A task that is almost will also help you as a Game Master be able to
impossible.
“Roll” with things (pun intended!) and improvise on
the fly yourself. Most importantly, just make sure
Special Abilities: These could be defined at
that you and your players are having the most fun
character creation or as you go along. For instance,
they possibly can.
spellcasting in general could be a special ability or
if you want to get creative and come up with
Avoid Metagaming: Try to have players act
particular spells, you can do so. But be wary,
accordingly to what their characters would do, not
getting more detailed and complicated with rules is
what the player knows they should do in order to
less the point of this game. But if you need to
accomplish something. This is called Metagaming
define specifics such as if they can only use these
(doing something that your character has no
things as Actions or as Bonus Actions, you can.
knowledge of but the player does).
Character Advancement Options: As you go
Example: A character should not know a Werewolf
along, you may end up liking the characters you are
is allergic to silver in your world as they have never
playing with but your players might want to feel like
heard of them or encountered it, but a player might
advancing towards something greater. Here are a
and want to immediately go find a silver weapon to
few options you can pull in whenever you feel like
attack it with. This should be frowned upon.
giving characters a boost.

● Add Modifiers: Give +1, +2, etc. bonuses to


Weapons, Armor Class, or even particular
Skills. These can even be items that they buy
as they go along. Players then add those
modifiers to their d20 roll.

● Weapons, Armor, or other Items could grant


Proficiency or Deficiency: Aside from adding
+1 or higher modifiers, you could make items
give a proficiency or deficiency in something.
You could even combine modifiers and
proficiency/deficiency together.

PG. 11
Option 2: Point Buy

Each player is given 7 Points to buy Traits with.


They can then arrange the Traits however they like
across the 6 Base Traits. Assigning 0 points to a
Expanded Character Creation Trait will default to having a Deficiency in that Trait

In most Roleplaying Games, a player can have • Deficiency Trait = 0 Points


many options to choose from when building a • Normal Trait = 1 Point
character. Most can choose to roll their stats, buy • Proficiency Trait = 2 Points
stats with allotted amounts of points, or use a
standard array of stats. These stats are then Example
arranged in each of the 6 Base Traits (Strength,
Dexterity, Charisma, Intelligence, Wisdom, • Str: 2 = Proficiency
Charisma) at the player’s choice. • Dex: 1 = Normal
• Con: 0 = Deficiency
On the next page are some variations of how you • Int: 1 = Normal
can have your players build characters using these • Wis: 1 = Normal
RPG standards rather than the Game Master • Cha: 2 = Proficiency
assigning Proficiencies and Deficiencies based on
the player’s Archetype chosen.
Option 3: Standard Array
Note: “Unbalanced” Characters such as having
all Proficiencies or Deficiencies is possible. This option is the most basic. Simply give each of
your players the option at 1 Proficiency and 1
Option 1: Rolling Stats Deficiency to assign into the 6 Base Traits. All the
other traits will be Normal.
Roll the d20 six times and write down the results.
Use the following table to calculate whether the
Example
result grants a Proficiency or Deficiency. Then the
player can choose where to align the results in the • Str: Proficiency
Traits. (Note: “Unbalanced” Characters such as • Dex: Deficiency
having all Proficiencies or Deficiencies is • Con: Normal
possible).
• Int: Normal
• 1-7 = Deficiency Trait • Wis: Normal
• 8-14 = Normal Trait • Cha: Normal
• 15-20 = Proficiency Trait

Example
Creator’s Note
• Str: 15 = Proficiency
• Dex: 3 = Deficiency That's it! Now enjoy taking your players on an
adventure with the Printable Character Sheet on
• Con: 6 = Deficiency the last page!
• Int: 18 = Proficiency
• Wis: 11 = Normal May this be you and your players “GATEWAY” into
• Cha: 13 = Normal the fun and exciting hobby of tabletop roleplaying. If
any of the rules don’t sync up with your game, just
quickly modify them to whatever is the most fun!

PG. 12
GATEWAY RPG Resolving Combat

Step 1: Game Master Determines if there is a Surprise


QUICK REFERENCE SHEET Round

Step 2: Roll Initiative for all involved (Dexterity)


Proficiency/Deficiency:
Step 3: Resolve Surprise Round if necessary, then full
“+” Proficiency =Roll a d20 twice and take the higher Initiative during each Round.
roll
“-” Deficiency = Roll a d20 twice and take the lower roll Step 4: During a Player’s Turn they can do the following:
__ Normal (Blank Trait) = A character that has neither ● ONE Move Action (30 feet on average)
proficiency or deficiency will only roll a d20 once ● ONE Primary Action
● One Bonus Action
Character Traits & Skills
Primary Action examples:
Strength = Athletics checks, Melee Combat, Strength ● Attack
Saving Throws ● Move again “aka Dash” (same amount of first
movement)
Dexterity = Turn Order in Battle (Initiative), Acrobatics, ● Interact with an object
Sleight of Hand, Stealth, Hiding, Piloting (Land, Air, Sea, ● Cast a spell or some other Special Ability
Mech), Lock Picking, Ranged Combat, Dexterity Saving ● Hide
Throws ● Search
Constitution = Constitution Saving Throws ● Ready an Action (Choose to delay your action and
set a trigger and what you want to do when the
Intelligence = Arcana, History, Investigation, Nature, trigger is met)
Religion, Computer Use, Sciences, Streetwise, ● Grapple (Strength Skill Contest)
Intelligence Saving Throws ● Escape from being Grappled (Strength Skill
Wisdom = Animal Handling, Insight, Medicine, Contest)
Perception, Survival, Magic Spell Attacks, Casting non ● Declare a Dodge (causes Deficiency or Negative
attack Magic Spells, Wisdom Saving Throws modifier, GM’s choice, of all attacks to this player
until its next turn.
Charisma = Deception, Intimidation, Performance, ● Help on another player's turn (Gives the target
Persuasion, Charisma Saving Throws player Proficiency or Positive modified, on their next
Primary Action)
Armor Class aka AC: Based on Dex (or Modifiers ● Improvise- simply tell your GM what you would like
added) to do as an action to see if they can allow it (Get
● “+” Proficiency = 14 AC creative!) *GM’s see “Rule of Cool” further on.
● “-” Deficiency = 10 AC
● Normal (having neither) = 12 AC Bonus Action examples:
• Attack with the off hand
• Interact with an object
Attack Types: • Switch Weapons
• Talk to someone during combat
Melee Combat Attacks = Strength Trait • Special Ability (GM Discretion)
● Swords, Daggers, Axes, Katana, Clubs, Lightsabers, • Cast a Spell (GM Discretion)
etc. • Any other minor type of action
Ranged Combat Attacks = Dexterity Trait
Step 5: Continue following Initiative Turn Order until all
• Crossbows, Longbows, Short bows, Muskets, combatants are cleared from the battlefield.
Pistols, Lasers, Rifles, etc.
Magic Attacks = Wisdom Trait Difficulty Class Scale
● Fireballs, Lightning, Charm, Force Push, etc. Simple: 2 to 5
Easy: 6 to 10
Special Ability Attacks = GM Discretion Moderate: 11 to 15
● Depends what the GM chooses at character creation Hard: 16 to 19
that your Ability trait uses Near Impossible: 20

PG. 13
Character Name: _____________________________
Character Portrait
Character Race/Archetype/Class Description:
_____________________________________________
_____________________________________________
_____________________________________________
_____________________________________________
_____________________________________________
_____________________________________________

Proficiency: (Mark “+” sign next to traits below)


Deficiency: (Mark “-” sign next to traits below)

Strength: ____
● Athletics Check
● Melee Attack
● Strength Saving Throws
(STR) Melee Weapons:
Dexterity: ____ _____________________________________________
● Turn Order in Battle (Initiative Check) _____________________________________________
● Acrobatics Check _____________________________________________
● Sleight of Hand Check
● Piloting (Land, Sea, Air, Mech) (DEX) Ranged Weapons:
● Lock Picking _____________________________________________
● Stealth Check _____________________________________________
● Hide Check _____________________________________________
● Ranged Attack
● Dexterity Saving Throws Armor Class: _____

Constitution: ____ Hit Points: _____


● Constitution Saving Throws
Character Special Abilities:
Intelligence: ____ _____________________________________________
● Arcana Check _____________________________________________
● History Check _____________________________________________
● Streetwise _____________________________________________
● Investigation Check
● Computer Use Items:
● Nature Check _____________________________________________
● Religion Check _____________________________________________
● Intelligence Saving Throws _____________________________________________
_____________________________________________
Wisdom: ____ _____________________________________________
● Animal Handling Check _____________________________________________
● Insight Check _____________________________________________
● Medicine Check _____________________________________________
● Perception Check _____________________________________________
● Survival Check _____________________________________________
● Magic Spell Attack
● Casting Magic Spells (Non-attack) Background
● Wisdom Saving Throws _____________________________________________
_____________________________________________
Charisma: ____
_____________________________________________
● Deception Check
● Intimidation Check _____________________________________________
● Performance Check _____________________________________________
● Persuasion Check _____________________________________________
● Charisma Saving Throws _____________________________________________

PG. 14
Legal Stuff any Open Game Content that you Use. No terms may be added to or
subtracted from this License except as described by the License itself. No
other terms or conditions may be applied to any Open Game Content
Written by Curt Simcox
distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate
Illustrations
Your acceptance of the terms of this License.
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Weapons, Books, Banner, and Shield - Axebane Games
4. Grant and Consideration: In consideration for agreeing to use this
License, the Contributors grant You a perpetual, worldwide, royalty-free,
GATEWAY is a “Homebrew Ruleset” that pulls in some of the non-exclusive license with the exact terms of this License to Use, the Open
mechanics/terminology from Dungeon’s & Dragons 5th Edition® Game Content.
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“Used” or “Using” means to use, Distribute, copy, edit, format, modify, 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy
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2. The License: This License applies to any Open Game Content that END OF LICENSE
contains a notice indicating that the Open Game Content may only be
Used under and in terms of this License. You must affix such a notice to
PG. 15
GATEWAY is a Simple, Rules-Light, Fast Paced, and Universal d20 ruleset that
can be used for getting people who have never played a roleplaying game into
the hobby. This system also allows for any setting or theme as well so it is great
for Veteran Players and Game Masters to run fun "One Shot" adventures.

The rules for the game are based around some of the mechanics from the most
popular roleplaying game in the world's 5th Edition, but simplifying them even
more. This product can be used to excite new people into the hobby, hence the
name "Gateway". You can even expand the rules of GATEWAY to incorporate
whatever d20 system you want to move your players over to.

All in all, the moral of this game system is to just have the most FUN you can
have playing it in the easiest way possible.
PG. 16

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