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
0 | Weak |
1 | Poor |
2 | Average |
3 | Good |
4 | Excellent (max human) |
5 | Remarkable |
6 | Incredible |
7 | Amazing |
8 | Fantastic |
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 Value | Effect |
1 | Re-roll |
2 | Automatic Success |
3 | Automatic success and Re-roll |
4 | 2 Automatic successes |
Normal rolls
D1-4
Beat difficulty for bonuses
- Average
- Hard
- Difficult
- 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 Type | Harm | Speed | Attack dice |
Normal | 0 | = | 0 |
Fast | -1 | Faster | 0 |
Heavy | +1 | Slower | 0 |
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 Value | Rating | Weapon Equivalent |
0 | Weak | |
1 | Poor | Fast Light |
2 | Average | Light / Fast Medium |
3 | Good | Medium / Heavy Light / Fast Heavy |
4 | Excellent (max human) | Heavy |
5 | Remarkable | Heavy Heavy |
6 | Incredible | Power Rank 3 |
7 | Amazing | |
8 | Fantastic | Power 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 *
Level | HealthMinion/Avg/Max | Success Value | DefenseAvg/Max | Attack Value Avg/Max | Attack HarmAvg/Max | ArmorAvg/Max | Power HarmAvg/Max |
1 | 1/3/5 | 1 | 1/1 | 1/1 | 1/2 | 0/1 | / |
2 | 1/4/10 | 1 | 1/2 | 1/2 | 2/2 | 0/1 | / |
3 | 2/6/15 | 2 | 1/2 | 1/2 | 2/3 | 0/2 | / |
4 | 2/8/20 | 2 | 2/2 | 2/2 | 3/4 | 1/2 | 2/4 |
5 | 3/10/25 | 3 | 2/3 | 2/3 | 3/5 | 1/2 | 3/5 |
6 | 3/12/30 | 3 | 2/3 | 2/3 | 4/5 | 1/3 | 3/6 |
7 | 4/14/35 | 4 | 3/4 | 3/4 | 4/6 | 2/3 | 4/7 |
8 | 4/16/40 | 4 | 3/4 | 3/4 | 5/6 | 2/4 | 4/8 |
9 | 5/18/45 | 5 | 3/5 | 3/5 | 5/7 | 2/4 | 5/9 |
10 | 5/20/50 | 5 | 4/5 | 4/5 | 6/8 | 3/4 | 5/10 |
Damage Value | Rating | Weapon Equivalent |
0 | Weak | |
1 | Poor | Fast Light |
2 | Average | Light / Fast Medium |
3 | Good | Medium / Heavy Light / Fast Heavy |
4 | Excellent (max human) | Heavy |
5 | Remarkable | Heavy Heavy |
6 | Incredible | Power Rank 3 |
7 | Amazing | |
8 | Fantastic | Power Rank 4 |
For NPC vNPC Compare SV v SV or AV v DV
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