CARPG – my LOL/Supers RPG – The Rules

2 years ago I needed a system to run League of Legends and I wrote my own system. It was designed to be quick and player facing, so all rolls were made by the player. It was intended to run a League of Legends story, specifically ruination. And we were planning to play this in a car, hence the name. It’s not called CaRPG on the document but that is what me and Jeremy refer to it as.

So here are the rules (it’s quite barebones)

Characters (version 2)

  • Accuracy
  • Brawn
  • Communication
  • Dexterity
  • Fighting
  • Intellect
  • Perception
  • Willpower
  • Focus (1)R grant an Extra dice and a re-roll
  • Focus (2)R grants 2 Extra dice and a re-roll
0Weak
1Poor
2Average
3Good
4Excellent (max human)
5Remarkable
6Incredible
7Amazing
8Fantastic

Merits

Rated from 1-4

Resources, contacts, special abilities, special gear

Allow abilities above 4 and access to special skills.

If doing damage with something and no value – use Merit Rating x2 to roll, and Merit Rating x2 for damage

If using in relation with a roll:

Merit ValueEffect
1Re-roll
2Automatic Success 
3Automatic success and Re-roll
42 Automatic successes

Normal rolls

D1-4

Beat difficulty for bonuses

  1. Average
  2. Hard
  3. Difficult
  4. Very Difficult

5+ is success. 8= 2 successes.

On fail can re-roll dice equal to relevant traits from weapons or character

Combat

Initiative decided on round based on weapon types.

  • Light > Medium > Heavy
  • Melee > Ranged > Magic

Fast improves your initiative, Slow reduces it.

2 Actions

  • Move
  • Attack
  • Use Power
  • Revive player
  • Stunt

Attack

Roll against Fixed Stats

Defenses = Dex+Focus / 2 = 1>4

Attacks = Accuracy or Fighting+Focus / 2 = 1>4

Attack Type
Attack TypeHarmSpeedAttack dice
Normal0=0
Fast-1Faster0
Heavy+1Slower0
Accurate-1=+1
Wild+1=-1

Damage

Do Harm based on 

  • Weapon Type (Light, Medium, Heavy – 2/3/4)
  • Attack Type 
  • Extra successes
  • Light Armour can reduce damage for light weapons only (1/2 )
  • Medium Armour can reduce damage from light and medium weapons and half from heavy (1/2)
  • Heavy Armor can Reduce Damage from all weapons (1/2/3)
Extra Successes
  • 1 = extra damage, Add 1 dice to next roll
  • 2 = 2 extra damage, Combat Trick (Disarm, throw, Trip, stun), Cleave
  • 3 = 3 extra damage, Extra attack

Can choose combat trick as goal, success = succeeds, spend successes on damage

Damage

Damage ValueRatingWeapon Equivalent
0Weak
1PoorFast Light
2AverageLight / Fast Medium
3GoodMedium / Heavy Light / Fast Heavy
4Excellent (max human)Heavy 
5RemarkableHeavy Heavy
6IncrediblePower Rank 3
7Amazing
8FantasticPower Rank 4

Powers – Always work.

Pay for powers with actions, power or both

If Power builds then should have a passive to build it and powers that don’t need it.

Character “creation”

  • Attributes
    • Decide
  • Traits
    • Pick 2-4
  • Merits
    • 8 points Worth
  • Powers
    • As necessary
  • Attacks and Armour
    • Based on gear or powers
  • Health = 4 + (Brawn x 2) + Willpower
    • Lowest = 7
    • “Average” = 10
    • Good = 13
  • Mental Health = 4 + Intellect + Willpower
    • Lowest = 6
    • “Average” = 8
    • Good = 10
  • Power = 4 + Willpower

Character advancement

At every Milestone Players get 2 Advance points.

Advance points can be used to:

  • Increase Health by 1 and Mental Health by 1
  • Increase Power by 2
  • Gain a New Power (max once every 4 milestones)
  • Improve an Existing Power
  • Add new focus 
  • Improve a focus from Focus 1 to Focus 2 (Costs 2 advance points)
  • Improve an Ability (see below)

Advancements cannot be made to the same Category twice at the same milestone or 2 milestones in a row. Increasing an ability above 4 costs 2 advancements and above 6 costs 3 advancements.

Enemy Stats

  • Level (gives a general level)
  • Traits
  • Health
  • Success Value
    • Number of successes NPC would generate on a average roll
    • Treat as Difficulty for Opposed Tests 
    • Double this if dice needed
    • Add Focuses – Count as 1 SV higher
  • Defense
  • Attack
    • Value (to dodge/block) and traits
    • Harm
  • Armor and traits
  • Powers

Defenses = Dex+Focus / 2 = 1>4

Attacks = Accuracy or Fighting+Focus / 2 = 1>4

Enemy Powers should generally only be used once each per encounter unless flagged as favoured with a *

LevelHealthMinion/Avg/MaxSuccess ValueDefenseAvg/MaxAttack Value Avg/MaxAttack HarmAvg/MaxArmorAvg/MaxPower HarmAvg/Max
11/3/511/11/11/20/1/
21/4/1011/21/22/20/1/
32/6/1521/21/22/30/2/
42/8/2022/22/23/41/22/4
53/10/2532/32/33/51/23/5
63/12/3032/32/34/51/33/6
74/14/3543/43/44/62/34/7
84/16/4043/43/45/62/44/8
95/18/4553/53/55/72/45/9
105/20/5054/54/56/83/45/10
Damage ValueRatingWeapon Equivalent
0Weak
1PoorFast Light
2AverageLight / Fast Medium
3GoodMedium / Heavy Light / Fast Heavy
4Excellent (max human)Heavy 
5RemarkableHeavy Heavy
6IncrediblePower Rank 3
7Amazing
8FantasticPower Rank 4

For NPC vNPC Compare SV v SV or AV v DV

Comments Welcome Here!