Prometheus Blade

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An AVOS RPG

Action Vesus Opposition System

1

The Prometheus Blade RPG is © copyright 2007 by Jeff Moore All rights reserved Artwork is a modified detail of The Vitruvian Man by Leonardo da Vinci Modification and original layout by Jeff Moore

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Legend teaches of the dawn of mankind, of a world without evil. But it came to pass that Prometheus the last living Titan did bestow upon man the power of fire. This did so anger Zeus, lord of all the gods, that he chained Prometheus to a mountain to suffer an eternity of torment and he sent to man his own gift.

But, the Keres were clever demons. They had changed their appearance to blend into the world of man. They cowered behind human laws and the human world embraced them as their own. The warriors of Prometheus, the wielders of the secrets of the Prometheus Blades, had to move cautiously against the Keres who had infused themselves so well into the societies of man.

Pandora, the first woman, was the most glorious of gifts, but she carried with her a price. Pandora came to man with a sealed container. Legend teaches that this container held all the evils of the world. When the container was opened out sprang the Keres, demons of death who spread the taint of evil and corruption, disease and death into the world. The world fell into chaos, but Prometheus had anticipated the rage of Zeus and hid within the container a secret.

For generations the Warriors of Prometheus have worked behind the scenes, armed with weapons of old, forged in fire in the secret manner of the Titans. To this day the sons and daughters of the original warriors of Prometheus carry on the secrets of the Prometheus Blades, passing them down to their sons and daughters. All around us a secret war is being waged ... a war of good versus evil ... of hope versus despair.

Time passed but eventually the container of Pandora was opened again and Prometheus's secret was revealed. Prometheus taught of a weapon forged in fire, the Prometheus Blade, that could slay the Keres, and might one day free mankind of their influences.

Or so legend teaches.

1

Prometheus Blade is a game of the imagination set in a world of mythical evils and corrupted men. You are a Warrior of Prometheus, a member of an ancient order that holds the secrets of the Prometheus Blade, the only weapon capable of destroying the Keres.

Most players control "Heroes." A Hero is an avatar in the game world that acts on a player's behalf. The "Referee" is the other kind of player. The Referee adjudicates game actions and creates the game world. Only one Referee is required for play, and usually 2-6 other players to portray the Heroes.

Each Hero has a "Body." A Body is a template that defines a hero's abilities. Each Body Template is comprised of four components or Body Parts: the Head, the Chest, the Arms, and the Legs. Head This body part controls a Hero's perception and intelligence. Some skills related to Head are, Computer Programming, Research, Observation, Writing, Chemistry, Electronics, and Medicine.

Arms This body part controls the Hero's coordination and manual dexterity. Some skills related to Arms are, Mechanic, Carpenter, Driving, Pilot, Painting/Drawing, and playing a musical instrument.

Chest This body part controls a Hero's strength, confidence and physical appearance. Some skills related to Chest are, Climbing, Swimming, Intimidation, Willpower, Charisma, and Acting.

Legs This body part controls a Hero's balance and speed. Some skills related to Legs are, Running, Jumping, Dancing, Acrobatics, and Stealth.

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A new Hero will have Body Parts that are mostly Average in ability. Consider the four Body Part descriptions above, for your Hero rank 2 Parts as Average, 1 Part as Below Average, and 1 Part as Above Average.

Each Body Part defines broad abilities in that aspect of the Hero. Additionally a Hero will have learned specialized applications of abilities. These Skills help to shape a Hero, reflecting areas of interest and experience.

For Each "Average" Part assign that Part a value of 3.

For Each "Average" Body Part select one skill.

For the "Above Average" Part assign that Part a value of 4.

For the "Above Average" Body Part select two skills.

For the "Below Average" Part assign that Part a value of 2.

Do not select any skill for the "Below Average" Body Part.

Optional fine tuning Reduce the value of any one Part by -1. Increase the value of any one Part by +1. (Do this only once.)

Optional fine tuning Remove one skill from the Above Average Part. Add one skill to the Below Average Part. (Do this only once.)

Subtract the Opposition Value from the Action Value then consult the Action Table to determine the die roll required.

A player who wishes to have their Hero do something, where the outcome of the action is in question, must roll dice to determine the success or failure of the action. Prometheus Blade uses the "Action Versus Opposition System" to determine what a player must roll on the dice to succeed when attempting an action.

Action Values are usually equal to the value of the Body Part related to the task or skill use that is being attempted. Opposition Values are sometimes equal to a Body Part value, if the Action being attempted is being opposed by another Hero or character in the game (this happens most often during combat.)

The AVOS game mechanic works like this: There are two types of values: Action Values and Opposition Values.

Otherwise, Opposition values are determined by the Referee to reflect the difficulty of the task or skill use that is being attempted.

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Task is Easy ... Opposition Value is 2.

Task is Hard ... Opposition Value is 10.

Difficulty is Below Average ... Opposition Value is 4.

Task is Very Hard ... Opposition Value is 12.

Task is of Average Difficulty ... Opposition Value is 6.

Task Seems Impossible ... Opposition Value is 14.

Difficulty is Above Average ... Opposition Value is 8.

Action is +10 (or more) greater than Opposition ... Minimum dice roll required to succeed is 3. Action is +7 or +8 or +9 greater than Opposition ... Minimum dice roll required to succeed is 4. Action is +4 or +5 or +6 greater than Opposition ... Minimum dice roll required to succeed is 5. Action is +1 or +2 or +3 greater than Opposition ... Minimum dice roll required to succeed is 6. Action is -0 or -1 lesser than Opposition ... Minimum dice roll required to succeed is 7. Action is -2 or -3 lesser than Opposition ... Minimum dice roll required to succeed is 8. Action is -4 or -5 lesser than Opposition ... Minimum dice roll required to succeed is 9. Action is -6 or -7 lesser than Opposition ... Minimum dice roll required to succeed is 10. Action is -8 or -9 lesser than Opposition ... Minimum dice roll required to succeed is 11. Action is -10 (or less) lesser than Opposition ... Minimum dice roll required to succeed is 12.

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The Dice

Skilled Tests

Dice in Prometheus Blade are of the standard cube shaped, six sided variety. When referring to the roll of two dice of six sides a common notation would be, 2d6. "2" being the number of dice rolled, "d" being an abbreviation of the word dice, and "6" being the number of sides on the dice.

When attempting to complete a task for which you have an applicable skill roll 2d6. (Roll 2 dice.) Unskilled Tests When attempting a task for which you have no skill roll 1d6+1. (Roll 1 die and add 1 to the result of the roll.)

!

This table does the math for you.

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8

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3

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Roll the number indicated or higher to succeed.

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"

!

The Heroes in Prometheus Blade are all trained warriors. As such, each Hero possesses specific Aspects that reflect their abilities in battle. Aspects are special skills that all Heroes possess that are only used in combat. The four Combat Aspects are ... Accuracy

Deflection

Used to attack. Accuracy is an Action value. An attacker's Accuracy is reduced by the defending target's Evasion to find the 2d6 roll needed on the Action table to successfully hit the target. Head is the Body Part related to the Accuracy Aspect.

Used to defuse damage. Deflection is an Action value. A defending target's Deflection is reduced by an attacker's Power to find the 2d6 roll needed on the Action table to successfully deflect damage. Chest is the Body Part related to the Deflection Aspect.

Evasion

Power

Used to avoid attacks. Evasion is an Opposing value. A defending target's Evasion is subtracted from an attacker's Accuracy to find the 2d6 roll needed on the Action table to successfully hit the target. Legs is the Body Part related to the Evasion Aspect.

Used to inflict damage. Power is an Opposing value. An attacker's Power is subtracted from a defending target's Deflection to find the 2d6 roll needed on the Action table to successfully deflect damage. Arms is the Body Part related to the Power Aspect.

" Accuracy and Power are assigned to a Hero or character and not to individual Body Parts. These values will be altered based upon the weapon being used.

Deflection and Evasion values are assigned to each Part of the Body independently, and these values will be altered based upon the armor covering each Body Part.

ACCURACY = Current Head + Weapon Adjustment POWER = Current Arms + Weapon Adjustment DEFLECTION = Current Chest + Armor Adjustment for each individual Part EVASION = Current Legs + Armor Adjustment for each individual Part Head Deflection has a natural -1 modifier Head Evasion has a natural +1 modifier Chest Deflection has a natural +1 modifier Chest Evasion has a natural -1 modifier

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# Heavy Weapon +2 Power / +0 Accuracy

Heavy Armor +2 Deflection / +0 Evasion

Medium Weapon +1 Power / +1 Accuracy

Medium Armor +1 Deflection / +1 Evasion

Light Weapon +0 Power / +2 Accuracy

Light Armor +0 Deflection / +2 Evasion

No Weapon +0 Power / +0 Accuracy

No Armor +0 Deflection / +0 Evasion

"Weapon" mainly refers to melee weapons, such as a dagger (light,) a sword (medium,) or a claymore (heavy.) But other weapons can easily be fit into these same categories. Heavy weapons require 2 hands and cannot be combined with a shield or an off-hand defensive weapon.

"Armor" refers mainly to clothing layers and other modern day alternatives ... primitive heavy armors of medieval times might increase deflection at a cost of mobility to as much as +3 Deflection / -1 Evasion but such bulky coverings are not generally seen today.

Using a Shield

Shield Penalty

A Hero who wields a shield (or an offhand defensive weapon) can choose to skip their next attack to immediately roll an additional Deflection check. This bonus Deflection check can turn a failed Deflection into a success or turn a successful Deflection into a Block.

A Hero using a Shield (or an off-hand defensive weapon) must reduce their Accuracy by -1.

$ % New Heroes begin play with the player's choice of a primary melee weapon and of armor worn. The armor is of a normal quality as described above. The weapon is one of the Prometheus Blades passed down for generations to the Warriors of Prometheus.

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In addition to the Combat Aspects there are also 2 Secondary Aspects. These Aspects represent traits that cannot be defined by a single Body Part. The 2 Secondary Aspects are Initiative and Fortitude. Initiative

Fortitude

Initiative represents reflexes, speed and perception. It determines who will get the drop on whom in a combat round. Initiative is equal to the sum of Head + Legs values.

Fortitude represents over all health, toughness and determination. It helps one to survive the rigors of harsh environments or a fall from a great distance. Fortitude is equal to the sum of Chest + Arms values.

Initiative = Head + Legs

Fortitude = Chest + Arms

Certain things can injure a Hero creating damage over a broader area than a focused attack. Combat attacks involve the strategic targeting of specific body parts. Dynamic Damage injures a Hero over all Body Parts.

Fortitude is an Action Value and it is compared to an Opposition Value (determined by the referee based upon how difficult the Dynamic Damage event should be to survive.) Find the values on the Action Chart and roll the number listed or greater on 2d6 to succeed in the Fortitude Test.

Examples of Dynamic Damage are: Poison, Fire, Radiation, Starvation, Drowning, Explosion, or Falling.

Fortitude Test is Successful: Suffer minor damage. Reduce the Value of your highest valued Body Part by -1.

Dynamic Attacks cannot be evaded. Dynamic Damage cannot be deflected.

Fortitude Test is Failed: Suffer major damage. Reduce the Value of all Body Parts by -1.

The damage is delivered and it must be survived. To resist Dynamic Damage the character must roll a successful Fortitude Test.

Some Dynamic Damage events may require more than one Fortitude test to survive.

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"

!

Turn order

Deflection

Each participant in the combat rolls 1d6 and adds the value of their Initiative to the roll.

The defender reduces the Deflection Value of the targeted Body Part by the Power Value of the Attack and consults the Action Table to see what number or higher they must roll on 2d6 to Deflect the Hit.

Record a Turn Order for the participants starting with the player who rolled the highest. Where needed roll again to resolve ties.

A successful Deflection allows the Defender not the Attacker to declare which Body Part takes the hit.

Attack On their turn, the attacking player declares a target and an attack against one of the four target Body Parts... Head, Chest, Arms, or Legs.

Shield Use after a failed Deflection A defender with a Shield (or an off-hand defensive weapon) can attempt a second deflection action after the first one FAILS but must give up their next attack action to do so. If this defection succeeds the attack is redirected as normal.

The attacker reduces the Accuracy Value of their attack by the Evasion Value of the targeted Body Part and consults the Action table to see what number or higher they must roll on 2d6 to Hit.

Shield Use after a successful Deflection

If the attack hits, the defender must roll to try to deflect the hit to a different Body Part.

A defender with a Shield (or an off-hand defensive weapon) can attempt a second deflection action after the first one SUCCEEDS but must give up their next attack action to do so. If this deflection succeeds the attack is Blocked - see "Blocks."

Attempting to deflect the hit is a good idea even if the defender doesn't need to "move" the hit... because the roll gives the defender a chance for a block - see "Blocks."

If an attack is Blocked, the damage from the Hit is not Deflected, but is instead eliminated entirely and no injury is suffered. If Doubles are rolled on a Deflection test AND the Deflection is successful, that hit is Blocked. This will apply to any standard Deflection test or any Deflection made with a Shield following a failed Deflection test.

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" If Doubles are rolled on an attack, AND the attack is a successful hit, the attack scores +1 Hit on the targeted Body Part. The defender must roll separate Deflection tests for each Hit and may suffer injury from multiple hits from a single attack.

If a defender with a shield (or an offhand defensive weapon) rolls Doubles when attempting to Block (following a successful Deflection) AND the Block is successful, the defender doesn't lose their next attack action, and can take their next turn normally.

Injury

Instant KO

Any time a Body Part suffers damage from a Hit, reduce the CURRENT VALUE of that Body Part by -1.

If any one Body Part suffers the wounds of two Hits from a single blow, then the defender is rendered unconscious and removed from the fight, even if the Body Part is not reduced to a Value of 0.

Unconsciousness If any one Body Part is reduced to a value of 0, the defender is rendered unconscious and is removed from combat.

Note: A Body Part that has been successfully targeted and hit by an Attacker has not suffered a Wound from the Hit until after the Deflection attempt is made and the damage is assigned.

Death

Declaring Damage

If any Body Part has been reduced to a Value that is less than 0, or if more than one Body Part is reduced to 0 then the defender has been killed and is removed from the game.

As part of Damage resolution, an injured defender must reveal to their attacker which body Parts took Hits and their Current Values.

After Damage has been Declared, the turn then passes to the next player in the Turn Order. Do not roll Turn Order again. The same Turn Order is retained for the duration of the combat.

10

&

'

Catching Your Breath

Medicine

At the end of any combat, when the melee is over and participants have a few minutes to rest, every survivor of the combat who is not unconscious immediately removes the effects of one hit. (Increase the current value of the lowest valued Body Part that has had its value reduced through damage by +1.)

Each successful application of the Medicine (Head) Skill will remove the effects of one hit. (Increase the current value of the lowest valued Body Part that has had its value reduced through damage by +1.)

An unconscious Hero, who has all Body Parts with values higher than zero (1 or more,) will automatically regain consciousness during the Free Healing phase.

Each application of the Medicine Skill to an individual patient in a single day gets increasingly harder whether or not the application is successful. For Conscious Patients 1st time to attempt to heal the patient that day ... Opposition Value of Medicine Test (Easy) 2. 2nd time to attempt to heal the patient that day ... Opposition Value of Medicine Test (Average) 6. 3rd time to attempt to heal the patient that day ... Opposition Value of Medicine Test (Hard) 10. 4th time to attempt to heal the patient that day ... Opposition of Medicine Test (Seems Imp.) 14. No 5th attempt allowed. Use of Medicine Skill on an unconscious patient is more difficult. For Unconscious Patients 1st time to attempt to heal the patient that day ... Opposition Value of Medicine Test (Below Ave.) 4. 2nd time to attempt to heal the patient that day ... Opposition Value of Medicine Test (Above Ave.) 8. 3rd time to attempt to heal the patient that day ... Opposition of Medicine Test (Very Hard) 12. No 4th attempt allowed. An unconscious Hero, who has all Body Parts with values higher than zero (1 or more,) will automatically regain consciousness after the successful application of the Medicine Skill.

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(

)

*

Each night a Hero can recover from damage through rest and regeneration. There are two types of recovery, Natural Recovery and Guided Recovery. Any patient who has been successfully treated with a Guided Recovery (Medicine) Test will benefit from Guided Recovery. A Hero that has not been successfully treated by a Guided Recovery (Medicine) Test will recover according to the rules for Natural Recovery. Guided Recovery

Natural Recovery

Guided Recovery can be attempted on each patient once per day. (This is independent of the Medicine Skill Tests listed above.) Guided Recovery is a Medicine (Head) Skill Test. The Opposition Value of a Guided Recovery Test is (Above Average) 8.

If a Hero did not receive the benefit of a successful Guided Recovery (Medicine) Test, the Hero might skill recover some Hits naturally. Heroes that are conscious regain 1 Hit over night with proper rest.

Heroes that are conscious regain up to 3 Hits over night with proper rest.

Unconscious Heroes roll 1d6. 1

Unconscious Heroes roll 1d6. 1-4

No Change

5-6

Recover 1 Hit over night

2-5 6

the Hero has perished No Change Recover 1 Hit over night

An unconscious Hero, who after successful Guided or Natural Recovery, has all Body Parts with values higher than zero (1 or more,) will automatically regain consciousness in the morning.

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+

#

Normal

Bulletproof

These weapons and this armor follow all combat rules as provided in the combat section with no special exceptions. Unless otherwise noted, all weapons and armor are assumed to be of Normal Quality.

Bulletproof is a special quality that can be applied to Armor or a Shield. A Bulletproof Body Part always Blocks on a successful Deflection. The Bulletproof Quality and the Gun Quality counter each other so that attacks by Guns against Bulletproof Body Parts are NOT automatically Blocked by a successful Deflection. (see Blocks)

Demonic Entities with the Demonic quality cannot be harmed by Normal or Gun weapons at all. The Keres are creatures possessing the Demonic Quality.

Guns Guns are a special category of weapon. Guns always inflict +1 Hit on a successful attack. (The target defender must make a separate deflection attempt for each Hit.) The Bulletproof Quality and the Gun Quality counter each other so that attacks by Guns against Bulletproof Body Parts do NOT inflict +1 Hit.

Magic Magic Weapons cancel out the Demonic Quality and damage resolution is handled normally. The primary melee weapon carried by the Warriors of Prometheus, the Prometheus Blade, possesses the Magic quality.

$ , In Combat, DOUBLES grant special combat results (see Blocks, Critical Attacks, and Shield Bashes) outside of combat rolling Doubles on skill tests has a different result.

Round Experience amounts up (adding experience if needed) so that every Hero gets the same amount of Experience and no Experience is lost.

When rolling skill tests outside of combat for skills that are not COMBAT ASPECTS, if any player rolls doubles the group earns 1 experience point. This benefit is gained whether or not the skill test was successful.

BODY PART VALUE +1 costs current value of Body Part x 6 in experience points. ADD A NEW SKILL costs sum total of all Skills known x 3 in experience points.*

Experience accumulated for the group will be divided equally between all players at the end of the game session.

*This is the sum of all Skills under all Parts not just those Skills related to a selected Part.

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Body Parts

Hero Record

Head Value (use to find Accuracy & Initiative) Max.

Current

(Head + Legs)

Fortitude

(Chest + Arms)

Head Skills

Chest Value (use to find Deflection & Fortitude) Max.

Initiative

Current

Arms Value (use to find Power & Fortitude) Current

Max.

Chest Skills

Legs Value (use to find Evasion & Initiative) Max.

Current

Weapon Main Hand

Accuracy

Power

Off Hand

If using a shield or parrying weapon reduce Accuracy by -1

Arms Skills

Armor Head

Evasion (+1)

Deflection (-1)

Chest

Evasion (-1)

Deflection (+1)

Arms

Evasion

Deflection

Legs Skills

Experience Points Legs

Evasion

Deflection

Prometheus Blade is © copyright 2007 by Jeff Moore, all rights reserved. Permission is granted to copy this form for use in playing the game.

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