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epos |
a Fantasy-Roleplaying Game
This is the english translation of the rules for my
Fantasy-Roleplaying Game EPOS. Since my english is not very good
i hope you forgive any mistakes i make. I will be glad about any
suggestions about improvements concerning the syntax, words and
even the contents. (jens@gacel.de)
I have tried to keep the rules as simple as possible to encourage
a fast and easy gaming. Rules should suport roleplaying,
not prevent it.
There is a world called EPOS, too. But i don't think that i will
translate it into english, since EPOS works with any world this
should be not a problem.
I think that the unpredictability of dices is an essential
part of roleplaying how i like it. So i have choosen a simple
dice system in favor of a pure "Storytelling" approach.
Every dice throw is made with a D10. If the throw is
"open" then the calculation starts in positive
direction (add). If the result is a 10 a second throw must be
made and the result is depending on direction added or
subtracted. A throw of 1 changes the direction and a further
throw must be made.
For Example:
1. Throw: 8
result: 8
1. Throw: 10
2. Throw: 6
resukt: 10+6=16
1. Throw: 10
2. Throw: 10
3. Throw : 2
result:10+10+2= 22
1. Throw: 1
2. Throw: 7
result: 0 - 7 =-7
( the one only changes direction and is not counted)
1. Throw: 1
2. Throw: 10
3. Throw: 5
result: 0-10-5=-15
1. Throw: 10
2. Throw: 1
3. Throw: 8
result: 10-8=2
High results are good, low bad.
All rules are a 'can' and not 'must'. I encourage any GM and Player to change them as they like it.
I think you know what a Charakter in a RPG is.
The available races depend on the world you use. You should make a table with modifications of the Attributes.
Every Character has some basic data:
There are 5 different Attributes:
Strength | (ST) | Force, physique |
Dexterity | (DE) | precision, Body control |
Willpower | (WI) | Concentration,self-confidence |
Intuition | (IN) | empathy, spontaneousy |
Presence | (PR) | apearence |
This values can change during the life of a charakter. The
range for a human is 1 to 10. All values are absolute, not
relative to a race.
Willpower+Strength
Dexterity+Intuition
Skills are all the things a Charakter learns during his life.
How good a charcter has learned the skill is shown on a scale
from 0 to 10 (and more). Every skill belongs to a attribute. The
value of the skill can't grow over the value of the atribute.
A (incomplete) list of skills:
Skill | Attribute |
Weapon | |
One handed fence weapon (1 fence) | GE |
One handed swing weapon (1 swing) | ST |
One handed stab weapon (1 stab) | GE |
Two handed fence weapon (2 fence) | GE |
Two handed swing weapon (2 swing) | ST |
One handed stab weapon ( 2 stab) | GE |
Martial arts (martial) | GE |
Throw weapen (throw) | GE |
Bow (bow) | GE |
Crossbow (crossb) | GE |
Sling (sling) | GE |
Bodycontrol | |
Climbing | GE |
Riding | IT |
Sneak | GE |
Swiming | GE |
Meditation | WI |
Society | |
Dancing | GE |
Poetry | IT |
Etiquette | WI |
Drinking | ST |
Playing (e.g. cards ) | IT |
Craft | |
Smith | GE |
Instrument | IT |
falsify | GE |
wood carving | GE |
traps | GE |
Pickpocket | GE |
disarm traps | GE |
read trace | WI |
open lock | GE |
Healing | |
First help | WI |
Second | WI |
Herb lore | WI |
Knowledge | |
Read/Write | WI |
Language | WI |
Trade | WI |
estimate Value | WI |
History | WI |
Animal lore | WI |
Plant lore | WI |
Myth | WI |
Geography | WI |
Society | WI |
Religion | WI |
Magician | |
Light | IT |
Darkness | WI |
Life | IT |
Death | WI |
Psyche | IT |
Matter | WI |
Sorcerer | |
Understand White language | WI |
Speak White language | WI |
Understand Black language | WI |
Speak Black language | WI |
Understand Old language | WI |
Speak Old language | WI |
Magiical gestures | GE |
Mentat | |
Meditation | IT |
aktive Mentalism | WI |
passiv Mentalism | IT |
The Equipment of the Chakter must be clearly noted somewhere. Especially where the item is stored is importend.
Skills are increased with "experience dices" (ED). A
ED is either "free" and can be used as the player likes
or "linked" to a group (or single) of Skills.
Free ED are distributed after solved tasks or adventures, linked
ED after using special skills very often. (E.g.: a Charakter has
spend some time in the woods, so he gets a ED linked to wood
skills). ED must be spend at once, it is not possible to
"store" them. The GM should only distribute ED if
the gameflow is not disturbed (e.g. after a Session, or in a
break)
When the Player has chosen a skill he throws a open D10. If the
result is higher or equal than the actual value +2 the skill
rises by one. Instead of throwing the dice the Charakter can
learn a new Skill on 0. The circumstances should be so that it is
possible to learn the skill (Book/Teacher...).
A skill can't rise above the attribute it belongs to. ED with
bonus are possible (e.g. +1 for a good teacher)
Attributes are increased with the same ED, but one more point
is neaded for success (actual value +3). Additionally must be
potential available.
Potential | |
Strength | |
Dexterity | |
Willpower | |
Intuitio | |
Presence |
It is up to the GM to decide if potential is avialable.
The GM decides how difficult the intended action is ( 0 to 20 or more) (don't tell the player). Then the player throws a open D10 and adds the value of his skill. If the value is greater or equal than the difficulty it is a success. If the value is lower the GM decides what happens.
How to create the player charakters is up to the GM (there are
a lot of possiblities)
One way is the following sequence:
1. | Race |
2. | Birth place and background |
3. | Player throws 5 D10. If the sum is lower than 25 than the player may throw again. Then he distributes the values on the 5 attributes. Then modifying the values according to race. |
4. | Childhood (distribution of ED) |
5. | Education (distribution od ED) |
6. | Life of the character until "now" (distribution of ED) |
The amount of ED depends on the kind of campain the GM will
play. I suggest 1 or 2 per "Year"
Combat is divided into rounds. At the start of every round all
players decide what the charakters try to do. It is a general
declaration of intent which can be devided into 5 categories:
Categorie | declaration of player |
Attack | targer (e.g. I attack the Dragon) |
Defending | - |
Magic | depends of system (e.g.: Spell/Target) |
Movement | Target (Person/Location/Item etc.) and/or the Way |
other actions | What |
The sequence of the actions is declared by the GM (or with a Reflex check if preffered)
All attacks are simultanesly. Every character who attacks or
is attacked in the round calculates his combatpower (CP)
If the Character
There may be modifications of the CP (injuries etc)
The CP can be distributed freely on the attacking opponents.
Example:
If a charakter has a CP of 6 he can attack one opponent with 6 or
two opponents with 3 or one with 2 and one with 4 or one with 3
and three with 1 or any other combination.
Against all opponents he allocates no point he defends
with CP=0. To cause damage the character must attack and at least
allocate 1 CP against the opponent.
When the distribution of CP is decided every player throws one open D10. This throw counts for all attacks/defenses in this round. A character who is completly unmoveable (e.g. sleeping) is not allowed to throw the dice (® Value 0)!
CP+ Dice result = Attack Power (AP)
For every pair of combatants the AP is compared. The one with the greater value has hit his opponent (of course only if he attacks). The strength of the hit is the difference of the values minus armor (of the looser). The result is devided into four damage classes. (in brackets the number of hitpoints)
Type of Weapon | light (1) | middle (2) | heavy (4) | very heavy (all) |
A | 1-2 | 3-6 | 7-15 | 16+ |
B | 1-3 | 4-7 | 8-16 | 17+ |
C | 1-4 | 5-9 | 10-20 | 21+ |
D | 1-5 | 6-10 | 11-22 | 23+ |
E | 1-6 | 7-12 | 13-25 | 26+ |
F | 1-10 | 11-18 | 19-30 | 31+ |
Depending on strength of the charcter the different body parts can endure the following amount of damage:
Body part | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | after reaching 0 |
Head | 2 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 | unconscious |
Torso | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | nearly dead |
each Shoulder | 4 | 4 | 4 | 5 | 5 | 5 | 6 | 6 | 6 | 7 | 7 | 7 | 8 | not usable |
each Arm | 3 | 4 | 4 | 5 | 5 | 6 | 6 | 7 | 7 | 8 | 8 | 9 | 9 | not usable |
each leg | 5 | 5 | 6 | 6 | 7 | 7 | 8 | 8 | 9 | 9 | 10 | 10 | 11 | not usable |
Which body part is hit decides the GM with a table (or as he likes)
It is not possible to defend against distant weapons with a
weapon.
The CP of the attacker is reduced 1 per X meter (depending on
weapon)
The character moves to the target. He can move around
obstacles and stop the movement before reaching the target.
see Magic
The charkter performs the action (mybe with a test on a skill)
Movement (Meter/Round) | |||
Typ | without Attack | with Attack | protection |
light clothes | 30 | 6 | 0 |
firm clothes | 27 | 5 | 1 |
Lether | 24 | 4 | 2 |
Ringmail | 18 | 3 | 3 |
Platemail | 12 | 2 | 4 |
Full armor | 6 | 1 | 5 |
Shield | -3 | -1 | +1 |
large Shield | -6 | -2 | +2 |
A normal shield don't protects the legs.
It is possible to have different armor on different body parts.
The values are for a average unencumbered human.
If a Charcter has less than the needed ST or DE the CP is reduced by 2 .
Weapon | Type | min. ST | min. DE | Skill |
Two handed Sword | A | 7 | 6 | 2 fence |
Morningstar | B | 7 | 6 | 2 swing |
Great Wareaxe (one blade) | B | 6 | 2 | 2 swing |
Greate Wareaxe (two blades) | A | 8 | 2 | 2 swing |
Warehammer | B | 6 | 0 | 2 swing |
heavy pike | B | 0 | 0 | 2 stap |
Halberd | B | 3 | 4 | 2 stap |
Wareclub | A/B/C/D/E depends on size | 2 swing | ||
Longsword | C | 0 | 0 | 1 fence |
Sword | D | 0 | 0 | 1 stab |
Sabre | C | 0 | 0 | 1 fence |
light Warehammer | D | 0 | 0 | 1 swing |
Mace | C | 0 | 0 | 1 swing |
Wareaxe | D | 0 | 0 | 1 swing |
small Morningstar | C | 0 | 4 | 1 swing |
Dagger | E | - | - | 1 stab |
Knive | F | - | - | 1 stab |
Weapon | Type | X | Skill |
Longbow | C | 20 | Bow |
Shortbow | D | 15 | Bow |
Crossbow | B | 25 | Crossb |
Sling | D | 15 | Sling |
Spear | D | 2 | Throw |
Dagger | E | 2 | Throw |
Knive | F | 3 | Throw |
for every X meter CP is reduced by 1
Ther is no specific Magicsystem for Epos. The available systems depend on the Worl and the GM. To use a existing system with Epos or to create a new one it should be classified by answering the following questions. A exact answer is not always possible and there may be more then one yes to a question.
What is the source of the power chnaging the environment? Who provides the knowledge in information spells?
This system is designed specific for the World Epos, but can be used on any other world, too.
A Magiacian uses a mixture of Scientific and Ritual magic. He opens with his Mind/Willpower a gate to one or several of the 6 planes and shapes from the in the world flowing energies the desired effect. He uses concentration, speech and gestures. The proceeding for a special effect is stored in complicated magic formulas. Every magician has its own set of formulas, which must be explored personally. Casting spells drains the magicians endurance and there is a risk of failure.
The 6 Planes:
1. Light (Light, Good, Protection, Order) |
2. Darkness (Darkness, Chaos, Pain, Hate) |
3. Life (Life, Energy, Creation, Movement) |
4. Death (Death, End, Destruction, Silence, Peace) |
5. Psyche (Psyche, Soul, Intellect, Feelnings, Remembrance) |
6. Matter (Matter, Body, Power) |
A spell is a combination of one or more of this plains. Every
combination has for every magician a specific effect, created of
the personal association of the combination of the plains (e.g.
the picture in the mind the magiciand gets when thinking about
Light and Matter, this could be maybe a healing spell or a
protection spell). Every spell has three possible targets: Area,
Organism, Item. The effect of the spell modified according to the
target (a spell that heals a person repairs a item). Befor a
magician can cast a spell he must explore it (which takes
about a day per plain). The formulas are written down in
his peronal spellbook (this spellbook must not be physical to the
Charakter, but it is necessary for the Player and GM). It
contains the description of the effect on the different targets
and the difficulty (set by the GM). It is possible to keep some
"factors" like time or power open which are
"entered" when casting the spell. Every open
factor increases the basic difficulty. When a effect for a
plain combination is set the magician can't change them in his
whole life. So a magician can know a maximum of 63 different
spells (*3 for three targets).
The planes are learned as seperate skills. For a spell the worst
learned plane is relevant.
When the spell is cast the basic difficulty is modified by
situation and "size" of the entered factors. Then a
test against this value is made. (Plane Skill + Open D10 must be
>= difficulty)
The difficulty can be reduced with concentration/preparation:
Time | Bonus |
1 Minute (6 Rounds) | 1 |
10 Minutes | 3 |
1 Hour | 5 |
8 Hours | 7 |
1 Week | 9 |
Casting spells cost endurence (determined by the GM) Low
endurence increases the risk of failure.
If a spell fails at least some of the open factors ore the Target
is changed. At worst the gates to the other plains get completly
out of control.
The speed of the spell depends on the number of plains it contains.
(in the german version are some more example systems, but nothing especially intersting)
© 1999-2005 by Jens Rupp http://www.gacel.de
jens@gacel.de
20. July 2005