WIP–0.
1
What is it about? Fights, Warfare and killing! It’s fast, it’s brutal, it’s simple.
Action roleplaying made manifest!
Ages ago, a powerful wizard named Merlin, setup a barrier to protect Eath from extra-
dimensional horrors.
Before that, a group of knights protected the world from those horrors. Warriors unlike any
other, they were equipped, trained and deployed amid evil itself.
They called themselves the Legion of Doom. For they fought what no mortal would dare to look
upon and stood where no mortal would dare wander.
Once they liberated the world, they set themselves upon a crusade into the outer realms. One
after the other, legions of monsters fell under their armored feet.
Soon, their conquest bore the fruit of victory and soon they grew in numbers. They grew bold
even and carried their exploits further into the realms of darkness.
The Legion of Doom held many banners, flown above the uncounted heads of it’s followers,
lead by charismatic heroes like sir Gawain, or a lesser known general, Archos the Mad.
The whole legion was inadvertedly lost, when the generals marched their forces into the heart
of Hellscape itself, known as the Tratorium to confront the reigning king of Hell, Lucifer
himself.
Trapped in the pit they were, decieved by Archos, who fell under the influence of false
promises and visions of power.
What became of them is not known. On that day, Merlin used all the remaining power of the
Forge to shield Earth of outside forces, including magic, for millenia.
After he done so, he laid himself to rest at the Citadel, fortress of the Legion, which remains
ever hidden from mortal eyes. There he sleeps, destined to awaken, when humanity needs him
again, at wake of a new era.
Now, it’s the year 2050 and the magical barrier around Earth is weakening…
Merlin has woken from his slumber and laid his sight upon the world. He judged it broken,
overcrowded and helpless. Even more so, the barrier slowly waning returned some of his
former power.
He knows what is coming. The return of life from beyond, more horrid than anything else.
Merlin seeks those, who are worthy again. He seeks champions to stand for humanity in the
moment of Darkness.
In the Legion of Doom, you as the player take control of a Knight, an elite warrior, chosen and
trained by Merlin, the famous wizard. You have many tools to aid you and the means to aquire
them.
You can wield devastating melee weapons, accurate and deadly firearms or mysterious arcane
magics.
You possess the Genesis armor, crafted in the Forge upon the Citadel of the Legion. It is highly
modular and sports 3 Slots for armor modules. It has a shoulder mounted ejector called Gyro,
which can be used for actions like potion administration or launching explosives.
Using Gyro takes an action.
Glossary and Definition
XP… Experience Points, used to shop for innate upgrades for the Knight. Purchase Attributes
and Perks. Gained by simply playing.
AE… Arch Energy, used to shop for items and upgrades for them. Gained by retrieving Arch
crystal on missions.
In Sight… Enemy is in sight, when he’s fully visible to the player. That means no cover.
Buy attribute = 10 XP
Base is from 3 to 10 (Starting 3),
can be upgraded beyond that.
BODY - STRENGTH BODY = basically hit points
BODY - CONSTITUTION SOUL = Hitpoints of your soul
BODY - AGILITY MIND = Hitpoints of your mind
MIND – LOGIC
MIND – WISDOM
MIND – WILLPOWER
SOUL – CHARISMA
SOUL – SENSE
SOUL - COMMAND
STR + CON = TOUGHNESS
STR + AGI = SPEED
CON + WIL = RECOVERY
SEN + AGI = STEALTH
WIL + AGI = REACTION
SEN + LOG = PERCEPTION
CHA + WIL = COMPOSURE
LOG + WIS = KNOWLEDGE
COM + WIS = ARCANUM
WIL + WIS = MEDITATION
COM + CHA = PERSUATION
COM + WIL = LEADERSHIP
2 Slots to PERMANENTLY equip, buy one for 30XP
Slots: Science, Crafting, Occult, Survival
Science – Gives you the ability to manipulate machinery, understand scientific research and
industry.
Armory – Gives you the ability to craft ammo of choice, equal to the amount of successes on
you Knowledge check.
Occult – Gives you the ability to understand occult phenomena, read ancient scriptures and
manipulate mysterious arcane objects.
Survival – Gives you the ability navigate strange terrain and wildlife. You can make tools for
hunting and improvised weapons.
Medical – TBD
Spell use drains your Soul.
Spells = Slots Base spell price = 5 XP Set Force from 1 to 10 during play.
Spells have 5 slots, switch while resting.
Force at least 1, XP at least 1
Spell type Effect XP Price Force Price
Destruction + set 1 DV + 1 XP / DV +1 / effect
Destruction + set 1 DV of different + 2 XP / DV +2 / effect
Body type
Destruction + set 1 Breaking DV + 3 XP / DV +3 / effect
Destruction + set 1 Morale DV + 3 XP / DV +3 / effect
General - set 1 Drain + 1 XP / Drain
General Distance: Touch - 5 XP
General Type: Area + 1 XP / square +1 / square
General Slow to cast - 1 XP / turn
postponed
General Trigger (Area) + 1 XP / square
Destruction Armor piercing + 2 XP; + 2XP /
square
Healing Neutralize effect + 1 XP / effect count + 1 / effect
Healing Regenerate + 1 XP / restore / turn + 1 / effect
Healing Revive + 5 XP +5
Healing + set 1 Restore + 1 XP / Restore +1 / effect
Manipulation Grant Armor +1 + 1 XP / turn active + 1 / effect
Manipulation Grant DV +1 + 1 XP / turn active + 1 / effect
General Generate light + 1 XP / turn active
Manipulation Push target + 1 XP / square + 1 / effect
Manipulation Pull target + 1 XP / square + 1 / effect
Manipulation Invisibility + 2 XP / turn + 2 / effect
Manipulation Intangibility + 2 XP / turn + 2 / effect
Manipulation Force field (Area) + 2 XP / turn + 2 / effect
Manipulation Seal door + 2 XP / turn + 2 / effect
Manipulation Remove Armor -1 + 1 XP / turn active + 1 / effect
Manipulation Remove DV -1 + 1 XP / turn active + 1 / effect
Manipulation Impair ability -1 + 3 XP / turn active +3 / effect
Manipulation Empower ability +1 + 3 XP / turn active +3 / effect
Manipulation Paralyze + 3 XP / turn active +3 / effect
Manipulation Stop caster + 5 XP +5
Destruction spell: DV = Hits + Force
Healing spell: Restore Body or Mind = Hits + Force
Manipulation spell: Affect targets total Drop x Force, for turn x Hits
Summoning spell: Summon one or more creatures with total Drop x Force, for turns x Hits
Spell examples:
Smite (Combat, 5XP):
Type: Direct DV: Hits + F Drain: Force Distance: LOS
Thunderstrike (Combat, 9XP):
Type: Direct DV: Hits + F + 2 Shock Drain: Force + 4 Distance: LOS
Ignite (Combat, 9XP)
Type: Area 4 DV: Hits + F Drain: Force + 4 Distance: LOS
Blood punch (Combat, 4XP)
Type: Direct DV: Hits + F + 2 Crushing Drain: Force + 4 Distance: Touch
Mend (Healing, 5XP)
Type: Direct Restore: Hits + F Drain: Force Distance: LOS
Circle of life (Healing, 10XP)
Type: Area 4 Restore: Hits + F + 1 Drain: Force + 1 Distance: LOS
Paths offer perks, Only 5 perks can be active at a time. Switch when Resting.
Perks cost 10 XP.
When you buy all perks, you get a permament bonus for Path completion called Mastery.
Path of the Warrior
Blademaster (Once per encounter)
Reroll a melee roll.
Duelist
Inability to use Ranged Attacks. Double your melee DV.
Predator
You can only drop Body. You drop twice as much.
Berserker
For every Body injury (not a point) suffered in an encounter, add a +1 die to your melee rolls,
until the end of encounter.
Twin Fury
Dual wield: Get to use 2 different melee weapons at once at a single target, with full pools.
Obliterate (Once per encounter)
Target enemy through cover.
Cleave (Once per encounter)
Ignore target AV.
Charge (Once per encounter)
Move your double SPEED distance for a turn.
Closing Strike
Throw your Melee weapon to deal it’s usual DV. Range is your STR rating. It must be retrieved.
Awaken (Once per encounter)
Recover instantly.
Meathook (Mastery)
Once per turn, you can place yourself in front of an enemy in your sight, as a free action.
Path of the Ranger
Crounching Tiger
Roll AGI instead of STR for melee.
Dodge
Roll AGI instead of STR for Toughness.
Barrels of death
Dual wield: Get to use 2 different ranged weapons at once at a single target, with full pools.
Unrelenting
Extra attack action per turn.
Locked and Loaded
You can only drop Ammo. You drop twice as much.
Deny the enemy
Once per turn, if targeted by a ranged attack, attack the attacker first if you can (outside your
turn).
Marksman
Every Ranged weapon has it’s range increased by +5.
Dash (Once per encounter)
Instead of rolling for TOUGHNESS, move out of the way (To cover if ranged).
Counterstrike (Once per encounter)
Make a ranged attack at every enemy in sight (or until ammo is depleted) with a single
weapon.
Kitbash (Once per encounter)
Convert an amount of one ammo type to other ammo type.
Arsenal (Mastery)
Once per encounter, regenerate all your ammo.
Path of the Sentry
Stand your ground
Double your CON if you don’t move that round.
Shieldbearer
You shield has double its TOUGHNESS rating.
Specialist
You carry twice the amount of ammo, but only of a single type.
Sentinel
If you kill an enemy you keep the ammo spent on the killshot.
Fire in the Hole
Throw an explosive to twice it’s range.
Barrage (Once per encounter)
Use a single ranged weapon with double it’s DV, spend all the remaining according ammo.
Indomitable (Once per encounter)
Ignore all injury taken.
Commando
Carry two extra explosives.
Intimidate (Once per encounter)
An enemy group of your choosing cannot act the next turn.
Boom (Once per encounter)
Use two explosives as a single action for a turn.
Suppresion (Mastery)
Once per encounter, disable an enemy turn.
Path of the Warlock
Path of the Cleric
Medic
Double your hits on all healing spells
Path of the Sorcerer
100 XP to Spend
1) Buy attributes and construct abilities
2) Buy perks from paths
3) Buy spells
100 AE to Spend
1) Buy Weapons and weapon upgrades
2) Buy Armor and armor upgrades
3) Buy Gear
Players roll an amount of D10 equal to their ability pools.
Every Die which is a 5 or above is a success in the standard difficulty.
Roll your reaction to determine order, players go before npcs. If two players have the same
reaction result, simply resolve the issue like responsible adults.
Difficulty: Standard (0), Difficult (+1), Hard (+2), Extreme (+3)
1. Select target
2. Roll Xd10 (Where X is the ability pool), anything equal to or above 5 + difficulty is a hit.
3. Count hits
4. Apply modifiers and resolve the roll
You roll against a threshold, or another roll (resistance roll), if the roll is resisted, you need to
have more hits.
Actions
Character has a number of actions per turn equal to the SPEED rating / 2 rounded up.
Basic movement (SPEED range) is an action.
Combat:
Attacker makes an attack roll against the defender, who has to match him with his
TOUGHNESS roll.
If the Defender loses, he has to substract the difference of successes - appropriate Armor
Value from his HP, SP or MP.
Multiple action
For the same action on multiple targets, split your pool evenly.
Multiple actions of different abilities are not permitted without a perk.
!!!Flavor die!!!
Roll D20 as well to determine the kill flavor.
Below is a general table, feel free to create your own.
D20 KILL FLAVOR
1 You took off a limb in a bloody manner.
2 You punched trough the enemy’s torso.
3 You split the enemy in half.
4 You splatter the enemy into small bits.
5 You shave the flesh of the enemy off their body.
6 You have imploded the enemy’s torso.
7 You have broken the enemy’s bones in a grotesque way.
8
9
10
11
12
13
14
15
16
17 You caved in the enemy’s face.
18 You split the enemy’s head.
19 You decapitated the enemy.
20 You destroyed the enemy’s head.
Damage can be inflicted in many ways. It can be seen best on the Body as it bears the majority
of damage. Losing all your Body in a fight will make you catatonic, until the threat is dealt with,
then you Recover automatically with 1 Body and suffer the consequences of Death. If the threat
is not dealt with, you die, permanently. There are means to recover the you and cheat all those
consequences however.
Your Mind takes and equivalent manner of damage when it is subjected to unspeakable
horrors. You make a Composure check. If it passes, you continue on. If it doesn’t, you lose
some of your Mind equal to the Difficulty Rating. If you lose all your Mind, you pass out for an
indeterminate amount of time.
Damage to your Soul is usually arcane in nature, as it also powers magic. You lose Soul when
you cast and you can suffer Soul damage from the enemy. Losing all your Soul will stop all
your magic. You cannot cast and every magical passive effect ceases to exist, until you gain
some Soul back, then you have to cast it again or etc. according to the rules.
You can regenerate points of Body, Mind and Soul when Resting.
Body Types: Piercing, Crushing, Slashing, Fire, Frost, Shock, Poison, Energy
Mind Types: Breaking
Soul Types: Drain
All magic damage is energy by default.
The thing you wear on your body. It can hold different effects, according to it’s slots.
Armor Values = How much damage can you ignore of which type.
Amor has 3 Slots, buy additional for 50 AE and switch while Resting.
Upgrade Slots with AE, Every slot holds up to 5 Values of a single type.
If you die, one slot gets broken.
Slot effect Arch Energy Price
+ Body type AV + 20 AE / AV
+ Mind type AV + 25 AE / AV
+ Soul type AV + 25 AE / AV
+ Body type DV + 30 AE / DV
+ Mind type DV + 35 AE / DV
+ Soul type DV + 35 AE / DV
+ Attribute value + 50 AE / DV
+ Ability value + 45 AE / Value
How many dice it adds and the damage.
Melee weapons: Roll base DV + STR + additional DV.
Ranged weapons: Roll base DV + AGI + additional DV.
Explosive: Roll set DV for each explosive.
You have 5 Slots for weapons (Melee, Ranged and Special).
Ammo types: Small mag, Big mag, Rocket, Fuel can, Power Cell, Shell, Magnum round
You can carry the amount of STR * 2 of Small mags, Fuel Cans, Shells
And the amount of STR of Big mags, Power Cells, Rockets and Magmum rounds.
You can carry the amount of STR - 2 of total Explosives.
If you die, the weapon you used at the time breaks, it’s gone.
You can upgrade every weapon, but if you upgrade it again, the previous upgrade disapears.
Upgrade effect AE Price
+ Body type DV + 20 AE / DV
+ Mind type DV + 25 AE / DV
+ Soul type DV + 25 AE / DV
+ Attribute value + 50 AE / DV
+ Ability value + 45 AE / Value
Melee – Chainsaw BL-00D (20 AE)
Chainsaw reinfoirced for warfare. Barbaric, brutal, but effective.
Reach: 1 DV: 5 (Slashing), +5 (Piercing) Ammo / use: 1 Fuel
Melee – Power Sword (10 AE)
Standard sword with a power core. A knight’s stalwart companion.
Reach: 1 DV: 5 (Slashing), +2 (Energy) Ammo / use: -
Melee – Soul Blade (30 AE)
Soul draining sword. Does magic damage, makes the user feel it.
Reach: 1 DV: 5 (Slashing), +5 (Drain) Ammo / use: 1 Soul
Melee – Power Axe (15 AE)
An Axe with a power core. For the barbarian in the group.
Reach: 1 DV: 3 (Slashing), +2(Crushing), +2 (Energy) Ammo / use: -
Melee – Power Spear (15 AE)
Spear is a weapon of war. Every knight should be able to wield one.
Reach: 2 DV: 3 (Piercing), +2 (Energy) Ammo / use: -
Melee – Power Hammer (20 AE)
A big powered hammer. Everything looks like a nail now.
Reach: 1 DV: 5 (Crushing), +2 (Energy) Ammo / use: -
Ranged – Personal sidearm RMB11 (Free)
The most basic weapon of a soldier. Handy when you run out of bullets.
Range: 1-10 DV: 3 (Energy) Ammo / use: -
Ranged – Saint Guardian Mark II Pistol (15 AE)
A better sidearm. Don’t run out of bullets.
Range: 1-10 DV: 5 (Piercing) Ammo / use: 1 Small Mag
Ranged – Revolver Reaper XX (20 AE)
An utter powerhouse. Do you feel lucky now?
Range: 3-10 DV: 7 (Piercing) Ammo / use: 1 Magnum
Ranged – T-800 Combat Shotgun (20 AE)
Great choice if you wanna live.
Range: 3-13 DV: 6 (Piercing) Ammo / use: 1 Shell
Ranged – Destroyer Super Shotgun (30 AE)
The personification of doom with a trigger.
Range: 1-8 DV: 10 (Piercing) Ammo / use: 2 Shells
Special – Power Shield (15 AE)
A Knight’s duty is to shield others from the darkness of the outside and himself from the
raining rockets.
Reach: 1 Bonus: +3 TOUGHNESS Rating
Restriction: Must be carried in the off-hand when used and uses up a weapon slot.
Explosive – Frag Grenade (10 AE)
When you need to blast something from afar and get rid of that annoying group of enemies.
Range: 15 Area: 9 DV: 8 (Piercing)
Explosive – Flame Grenade (10 AE)
Fire and brimstone to cleanse the unclean.
Range: 15 Area: 9 DV: 8 (Fire)
Gear helps you survive on missions as you face threats of all kind.
You can carry STR amount of additional gear.
Buy Gear for AE.
Health Potion (5 AE)
Health potion is administered through the gyro. It instantly replenishes CON amount of BODY.
Arcane Potion (5 AE)
Arcane potion is administered through the gyro. It instantly replenishes COM amount of SOUL.
Stress Potion (5 AE)
Stress potion is administered through the gyro. It instantly replenishes WIL amount of MIND.
Focus (20 AE)
sadfsafa.
Make a RECOVERY test if you are injured.
Make a COMPOSURE test, if you are shaken.
Make a MEDITATION test, if you are drained.
Resting takes away time. For simplicity, it takes one full day off of your schedule for Resting.
Enemies renew player action on kill, drop Body, Mind, Soul or ammo / explosive of player’s
choosing per Drop.
Enemies have Melee attack, Ranged attack, HP, Armor Value, Toughness Value, Speed Value,
Reaction Value, Drop Value.
------------------------------HUMANS------------------------------------
-
Triggerman
MA: 5 (Crushing) / 1, RA: 10 (Piercing) / 1-10
HP: 10, SP:5, AV: -, TV: 3, SV: 5, RV: 4, DV: 1
------------------------------DEMONS------------------------------------
-
Zombie
MA: 5 (Slashing) / 1, RA: -
HP: 5, AV: -, TV: 3, SV: 5, RV: 4, DV: 1
Imp
MA: 6 (Slashing) / 1, RA: 6 (Fire) / 2 - 15
HP: 7, AV: -, TV: 5, SV: 10, RV:5, DV: 2
Hellknight
MA: 5 (Slashing) + 5(Crushing) / 2, RA: -
HP: 15, AV: 3 (Slashing) + 4 (Crushing), TV: 5, SV: 10, RV: 7, DV: 3