Jayce Ran RPG System

Spacial Rules


Spacial Combat Rules

There are four spacial fields that are considered for combat, ground, air, underwater, and Space.

Common Rules In Spacial Combat

The Cube

The first spacial combat rule to understand is the cube. Normally when ground fighting characters do not need to consider the height or depth of a character. However in spacial combat character have to, so from square we go to cubes. Also like square, characters can share spaces. Just like squares the same applies.

Combat In Air

The following rules apply when performing air combat.

The Basic Rules To Air Combat

When in the air you will be considered in flight. During this time there will be restrictions to movement and certain modifies will come into play for attack and defense. Flight can only be done with either vehicle interactions, talents, or support characters. Flight generally means you have to keep moving foreword.

Crashing While In Flight

While in flight a character whose damaged may entering into a state of crashing. This occures when taking level 3 or 4 damage. They however can recover from this by rolling a flight check. Flight checks are determined by the Storyteller as an event. If a plane takes a level 5 of damage they will not be able to recover from the crash. All rolls are ½.

Air Mobility

Characters in flight are always moving. If movement is done as a main action it is 3x movement, if selected as a sub-action it is 2x and if movement is not selected it is its normal movement. If a character has Hover they can choose to hold in place. You must remain in the direction you are pointed and instead of turning you must change for facing.

Landing

A character in flight can declare a landing. It take a main action to land. Once you land you need to do another main action to fly again.

Crashed From Air

Once a character has entered crashing and then hits ground they have crashed. They can not perform any actions for a round. The character then rolls 1D100 for impact. Here is a chart below.

1-2: The character dies on impact.

3-5: The character is dying.

6-9: The character enters critical status and receives level 4 damage across the body.

10-14: The character gets level 3 damage.

15-17: The character gets level 2 damage.

18-20: The character has a safe landing.

Collision In The Air

If two characters collide size will be compared. If they are the same size they both go into crashing state and take level 5 damage where they hit each other. If they is a size difference of 1, the larger goes into crashing state and the smaller takes level 5 damage and goes into crashing state. If there is a size difference of 2, only the smaller is effected.

Combat In Water

The following rules apply when performing combat in water.

Diving

A character can go beneath the surface of water by declaring a performing a dive action, which is a normal movement but underwater. To surface you must declare that you are doing so.

Drowning

How long a character are able to stay underwater is determined by you Physical attribute. For every 1 in a character Physical attribute they can be underwater 1 round. If you go a round beyond that you enter drowning, and float to the surface and are unconscious. If a character cannot float back to the suffice within their Physical limit the character will enter dying state.

Combat In Space

The following rules apply when performing Space combat.

Mobility In Space

Characters in space are always moving. If movement is done as a main action it is 3x movement, if selected as a sub-action it is 2x and if movement is not selected it is its normal movement. If a character has Hover they can choose to hold in place. Once a move action is performed they will continue in that direction unless the direction is changed. The direction changed will have to go against the direction the character is already moving. So if a character is moving at a sub-action speed of 2x, then they make a main action in the other direction, there speed will be normal.

The character will always be moving so if a character is moving at 3x and they make another main movement they will be moving at 6x speed. This can be increased to any amount.

Collision In Space

If two characters collide size will be compared. If they are the same size they take level 5 damage where they hit each other. If they is a size difference of 1, the larger takes level 3 damage and the smaller takes level 5 damage. If there is a size difference of 2, only the smaller is effected.

Uncontrollable

If a character cannot create inertia with there movement they will lose the ability to move. They will be unable to stop there movement and drift in space.

Zero/Vacuum Death

If Physical Character is in the void of space, they die instantly.

Jayce Ran RPG System

Size Rules


Size Rules

Size

The size of a character is how the game represents the height of the character and somewhat the width. The size of a human character is 1. It is roughly 6ft or 2 yds. All human characters or man sized character will be considered Size 1. Everything is not perfect but it gives an rough idea. There can be character smaller and they will be considered a size 0. Size 0 characters will not occupy a square.

Square

A square is an area a character takes up in combat. The amount of squares a character takes up is the same number as there size. So if a character has a square of 1 it will take up one space. A character with a size of 0 will be treated as if it takes up 1 square. A character with a size of two will wake up a 2×2 area.

Natural Reach

A characters natural reach is also compared to size. A character of size one will have a natural reach of one meaning they can attack the next square over from them naturally. A larger character however will be able to attack from there size.

Occupied Square

This rule only applies to characters larger than 3. In a 3×3 square the middle square would be considered on occupied square. I can most easily show this with a 4×4 square which has a 2×2 occupied square at its center. This area is considered occupied. The occupied square cannot pass through solid objects and cannot turn unless the area of its size is free. Any character with an occupied square does not get a free spin.

Sharing A Square

Two characters can share the same square. You cannot however share an occupied square. Characters of size 2 cannot overlap but can share 2 squares.

Jayce Ran RPG System

Support Character System


Support Character System

While main characters are generally what we think of there are also support characters. This can be a a horse, or it can be a power armor. However the goal of a support character is to compliment the main character. However there are specific rules in how support character interact with the world.

Support Character Types

There are three types of support characters. Below is a description of them.

Mount Support Characters

Mount characters are just as they sound, they are a creature you ride. This can be a horse or a dragon or whatever. They can act autonomously.

Boarding Support Characters

Boarding Support Characters are like a power armor or mech. It might be strange to refer to an inanimate object as a character but for all intensive purposes it is treated like one. They can be boarded and road just like a riding character but they are not autonomous.

Autonomous Support Characters

This is a robot, Drone, or Golem, it can act separately from the character. A character can give the Autonomous Support Character instructions and it will carry them out.

Support Characters Behavior

Support characters act like NPCs. They can act on their own and will generally be helpful in most situations. However, at times a character will want their support character to do something specific. This will be determined by rolling a 1D100 and the Storyteller will select a difficulty for that. If the roll beats it they will perform the action(s). Depending on the intelligence of the character they will receive a bonus. Below is a chart of the different intelligence levels.

Support Character Intelligence

Level 0: There is no intelligence in itself. (Machine)

Level 1: Little intelligence. (Insects)

Level 2: Some intelligence. (Animals)

Level 3: Good intelligence. (Monster)

Level 4: High amount of intelligence (Human)

Level 5: Amazing amount of intelligence (Artificial Intelligence)

This does not mean the support character can speak.

Mount Support Character

Characters can ride a mount a mount support character by spending a sub-action on the main character. The same for getting off of one. The support character does not spend a sub-action. Both the support and the main character can’t attack. They must attack separately under normal circumstances. Characters attacking a mounted character must be of larger size then the mount. If they are not they must first attack the mount support character.

Boarding Support Character

Character can board a boarding support character by spending a main action on the main character. The same for getting out of one. The support character does not spend a sub-action. While inside the boarding support character all actions are done by the boarding support character. When attacking a boarding support character all damage is dealt to the boarding support character.

Jayce Ran RPG System

Abnormal Status


Abnormal Status

At times a character will receive a abnormal status. These can be bad or these can be good. Resistance to abnormal statuses is a Talent. Abnormal status have 10 levels, when they compound on top of each other the level rises. The different types of status that can be applied are as follows.

Action Can Not: Paralysis/full restraint/sleep/freezing, etc. (Character cannot perform actions.)

Behavioral Inhibition: Blind/Bad Oder/Noise/Paralysis/Partial Restraint ect. (Suffer a penalty for your attack rolls)

Can Not Move: Leg restraint/ Slip etc. (Move actions can not be performed.)

Actions Operation: Fascinated/Spirit/Dominated etc. (The character cannot control itself but rather does actions in accordance to another will.)

Action Confusion: Confusion/Spirit/Pollusion etc. (All actions will be different then what you think you are doing.)

Continued Damage: Curse/Poison/Fire/Bleeding (The character will constantly receive damage.)

Item Cursed: Curse (You cannot unequip an item.)

State Granted: Water adaptation/ flight etc. (Temporarily impart a talent on a character.)

Jayce Ran RPG System

Encounter Rules


Encounter Rules

In tight spaces, confined areas, twisting undercities, back alleys, inside ships, dense jungles or forests, rules that vision come into play. The area may become a battlefield at any moment or perhaps it already is. This is when we have special rules called Encounter rules. When applying these special rules characters will search the area and may find enemy characters.

Searching The Area

When you are venturing around the area you have several ways to do it. Depending on the area will decided in what way you encounter enemies.

Rush: You are quickly moving through the area, most often this is used when you don’t want to be in an area or you are trying to come upon a visible enemy for a surprise attack. If you encounter an enemy you will be immediately placed into battle while moving, if you are combat ready you can begin fighting. The characters who came upon the group, will roll a 1D20 and the Storyteller will pick a difficulty. If you defeat the difficulty you enter into a surprise attack.

Carefully: You are carefully searching the area trying not to make a sound. You are stealthy about your approach. If you spot a group of enemies you can choose to attack or not attack. If you attack it is a surprise attack. Movement is half.

Waiting: You are not moving but rather decided to wait.

Surprise Encounter

When you are searching and multiple characters are searching and find multiple characters at once they are all surprised when this happens at the same time. All of the characters take a round to react.

Jayce Ran RPG System

Action/Combat Rules


Action/Combat Rules

Action/Combat rules apply when a scene occurs when multiple characters are interacting in fighting or challenging circumstances and require an orderly flow to make determinations. Action/Combat is broken down into Rounds and Phases in order to make the events happening more understandable to all players and the storyteller. The units of Action/Combat are as follows.

Action/Combat Units Of Time

Round: A round represents 10 seconds.

Phase: A phase represents the time when characters select their actions.

The Flow Of Time In Action/Combat

Rounds always represent a 10 second period of time. While a phase is more like a reaction to the events happening. Several phases occur during a round and depending on the actions taken several phases may be used up to complete certain actions. The Flow Of Action/Combat is as follows.

Flow Of Action/Combat

Round Begins

Start Phase

Question Phase

Declaration Phase

Initiative Phase

Reaction Phase

Counter Phase

Cleanup Phase

Round Narrative Summary

Round Ends

Start Phase: A general description of the scene is given to all participants in the battle to give a general idea of how things are.

Question Phase: This is when player characters can ask questions to clarify the event about to play out.

Declaration Phase: Players and NPCs declare their actions for the round at this time. A character can choose not to declare at this time but instead wait to take actions later. There are three main types of actions a character can choose. Primary Actions, Sub Actions, and Movement Actions.

Fast Actions

Fast Actions are declared at the start of phase. They are immediately then carried out. Player characters always take priority over NPC actions.

Long Actions

Long actions are action performed that take more than one round to perform. When a long action is started the storyteller determines how many rounds it will take to accomplish the action. At which time the character begins the task. There are generally two types of long actions, focused and cumulative.

Focused Long Action: A focused long action requires the complete attention of the person performing the task. At which time if they are attacked they are not allowed a chance to respond. The action is stopped and the count for the action is reset to 0.

Cumulative Long Action: A cumulative long action only requires the user to use their main action on the task. Each time a main action is used on the task the count to completion is reduced by one. If the character is attacked while performing that action the count is not reduced by one and the attack will automatically be successful. However, if the main action completes during its proper phase the character can use the rest of their available actions as normal for the remainder of the round. This main action can be performed at any time a main action could be performed.

Initiative

Initiative is what priority an action has compared to other actions. Initiative is normally determined by a characters Finesse. Whichever character has the highest Finesse acts first. Wounds apply to Finesse checks. Initiative means the character acts first before other characters act. When two or more player characters share the same Finesse they will roll 1D20 to determine order.

Actions

Actions are how the characters interact with the world. Primary, Sub, and Movement are generally the categories which actions take place. A description of each is as follows.

Primary Actions
Attacks, Using Talents [Primary Action Talents], Alternate Actions, Unique Actions, and Actions that are determined by the Storyteller that do not fit into the normal categories. Primary action can be performed once during the round.


Sub Actions
Using Talents [Sub Action Talents], Drawing Weapon, Using Items, Unique Actions [Changing Stance, Guarding, Taking Cover, Reload], Actions that are determined by the Storyteller that do not fit into the normal categories. Sub actions are simple actions that can be performed during a round. You can do several of them during a single round.

Movement Actions
Movement or movement skills.


Initiative Phase: During this phase, the Storyteller will consider all actions and give a brief summary of the situation for each character. At this time all declared actions will begin their initiative.

Reaction Phase: During this phase characters who either used a sub-action or waited will be able to declare a new set of actions in response to what had just occurred. This is called an Interrupt Action. A character can choose to wait again if they wish.

Interrupt Action

When a character declares they are going to interrupt an action it is considered simultaneous. The same with all other interrupt actions and initiative will be reevaluated at the time. Interrupt Actions can complete remove another characters initial action, they will not get there action back for the turn.

Free Spin

The free spin rule allows a character to turn in any of the nine cardinal direction once per turn. This allows them to react to an incoming attack. However, they are set in that direction once they turn.

Battle Ready

If your character was unarmed at the start of the round at this time they will have drawn there weapon if they choose too.


Resolution Phase: All events in Initiative Phase and Reaction Phase are calculated and resolved.

Counter Phase: If any characters waiting in both the Initiative Phase or Reaction Phase they can make an action at this time. If any character only made a sub-action they can make an action during this phase as well. Any character who has made a primary action can perform a sub action at this time.

Cleanup Phase: All other actions are calculated at this time. In addition to all declared actions this is when abnormal states will deal damage or be recovered. In some circumstances special events may also be declared by the Storyteller.

Round Narrative Summary
The round is given a narrative summary of all actions and events that occurred at this time. If there are still enemies or events to be resolved at this time the Narrative Summary will be treated as the start phase for a new round.

Movement And Spacial Rules

Units of movement are broken up into bands. One band is roughly 2 yards or 2 meters in using metric system. The numbers do not need to be exact but it is a rough idea. Movement Range is the number of bands a character can move in a single turn.

Band: Rough 2 yards from where character is facing.

Movement Range: The maximum amount of bands a character can cover in a single round.

Jump Range: The vertical limit of a characters movement is their ability to jump over/on-top of different planes or obstacles.

Battle Field And Movement

Battle fields are designed as imaginative interlinking hexagon. Each octagon is considered as a basis of movement. Generally one hexagon is considered 2 yards or 2 meters depending on preferred metric system. Most characters will take up only one unit of space on the map. However some characters are larger and may take up multiple units of space.

Unit Of Space (UOS): A general reference of space to envision the distance and size of an environment.

Range: The distance something can reach in a given phase. Generally applied to attacks, movements, and skills.

Types Of Movement

There are several different types of movement that can be declared. They are as follows.

Move: The typical movement, a character can choose to move up to their maximum movement range. A character typically pass through characters or obstacles without suffering penalties to their maximum movement range. In addition terrain can also hinder a characters movement range.

Full Sprint: When a character chooses to move at a full sprint they double their normal movement range. However, unless they collide with an enemy they cannot perform a primary action or sub-action. There are a few exceptions to this rule which can be determined in special circumstances by the Storyteller.

Jumping: When a character makes a Jump action there are several different circumstances to consider. Typical jumping is based on a character’s Jump Range and their skills. However, other modifiers can increase these limits. These modifiers are as follows.

Basic Jump: No additional bonus.

Assisted Jump: Character assisting jumps Height is added as a bonus. (Assisting character must be able to lift character.)

Strictly Vertical Jump: Divide Jump By 2.

Run And Jump: Multiply Jump Range By 2.

Sprint And Jump: Multiply Jump Range By 3.

Other modifiers that may effect jumping to be determined by the Storyteller include environmental and combat situations. Injuries and wounds to the legs will prevent jumping all together.

Egress: A character not in direct combat can choose to egress from the field of action. If they have done so they will be removed from the action/combat unless pursued.

Movement Skills: Movement skills are special kinds of movement that are only available to character with skills. These skills are typically pertaining to specific types of movement such as flying or swimming or teleportation ext.

Movement can also be affected by Initiative Bonuses.

Attacking And Defending Rules

Attack Rules

Declaring Attacks

When a character chooses to attack another character several things need to be considered. First and most important can the character attack the other character. Most often this is determined by both characters positions on the battlefield. If the attacking character is within range to attack the other character then the attack will continue.

The defender will choose a strategy of defense at this time. Then the attacker will then roll 1D100 for their attack. They will then add their Physical or Finesse as to there attack roll. The defender will then roll for their defense and add their Physical or Fineese to their defense roll. All modifiers will be added and subtracted to get a final number. If the attackers number is higher than the defenders it is considered a successful attack. If it is the same or lower it does not damage the defender.

Critical Hits And Critical Failures

A Critical occurs when a 20 or 1 is rolled. 20 being a Critical Hit and 1 being a Critical Failure. A Critical hit is an automatic hit. The defender does not roll and takes damage based on their Physical Attribute only. However, a Critical Failure is an automatic miss and the defender can immediately roll for a counter attack. The attacker at that point does not get to make a defense.

Melee Rules
Melee attacks are attacks that are carried out within arms reach. When Attacking and Defending at Melee range the following rules apply.

Engagement

Engagement is when two characters share the same unit of space. Both characters are locked onto the space until either their engagement ends, one character is wounded or one character performs a successful break away movement.

Melee Attack

When a character chooses to attack they must first declare their target. The attacker rolls a 1D20 then adds their Physical Attribute then adds all applicable modifiers together in order to get the Attack Value.

Melee Attack Formula: Base roll + Physical Attribute + Modifiers = Attack Value

Targeted Melee

When a character chooses a specific spot to attack they must first declare their target and what spot they want to hit. The attacker rolls a 1D20 then adds their Finesse Attribute then adds all applicable modifiers together in order to get the Attack Value. The attack value is then negated by how small the target is. The following chart shows the different penalties apply.

Large Area: 0

Limbs: 5

Head and Hands: 10

Eye, Small Area: 15

Precise Area: 20

Targeted Melee Attack Formula: Base Roll + Finesse Attribute + Modifiers = Attack Value – Target

Melee Defense

When a character is attacked there is a number of options for responding to an attack; Blocking, Dodging, and Breakaway.

Melee Blocking

First the character must declare they are attempting to block the attack. When blocking the defender rolls 1D20 then adds their Physical Attribute then adds all applicable modifiers together in to calculate the Defense Value. If the block is successful no damage is dealt to the defender.

Melee Blocking Formula: Base roll + Physical Attribute + Modifiers = Defense Value

Melee Dodging

First the character must declare they are attempting to dodge the attack. When dodging the defender rolls a 1D20 then adds their Finesse Attribute then adds all applicable modifiers together to calculate the Defense Value. If the dodge is successful no damage is dealt to the defender.

Melee Dodging Formula: Base roll + Finesse Attribute + Modifiers = Defense Value

Break Away

First the character must declare they are attempting to break away from the attack. When breaking away the defender rolls a 1D20 then adds their Physical or Finesse Attribute then adds all applicable modifiers – 1 for each direction blocked to calculate the Defense Value.

Break Away Formula: Base roll + Physical or Finesse Attribute + Modifiers – Directions Blocked = Defense Value

Melee Counter Attacks

Counter Attacks are treated as if an attack was previously declared. It is resolved as a continuation as the previously declared attack.

Melee Range Considerations

Reach Advantage: Some Melee weapons have a longer reach than others. When this occurs the character using the weapon with a longer reach has Reach Advantage over the other character. If the attacker has a longer reach they can attack without being attacked by the defender. Likewise an attacker that has a weapon with a shorter reach must first close in on the character, unless they are carrying out a sneak attack.

Closing In: Closing In is a minor action that acts exactly like a dodge. If a character has closed in on a character that character no longer has a reach advantage.

Point Blank Ranged Attacks: Ranged Attacks done at Melee distances are treated like any other Melee Attack. Damage is however calculated like a Ranged Attack negating any considerations for cover.

Grappling

Grappling: Grappling is treated like dodging. When a character is grappling another character they cannot perform any actions, like wise the character being grappled cannot perform any actions as well. Instead both characters are treated as if they have already made their actions. The only action that can be performed is a Break Away action.

Grappling An Item: Grappling an item is treated like dodging. While item is being grappled it cannot be used. The Storyteller at this time may make a determination as to what actions can be taken depending on the situation for the attacker and defender. Otherwise the action is treated like a standard Grapple.

Unarmed Attack

When attacking unarmed, the damage is purely calculated by the physical strength attribute alone.

Ranged Rules

Ranged attack are attacks that take place at a distance. When performing ranged attacks it is important to consider range of sight and arc. The following rules apply when attack from afar.

Ranged Attacks

When a character chooses to perform a ranged attack they must first declare their target. The attacker rolls a 1D20 then adds their Finesse Attribute then adds all applicable modifiers together in order to get the Attack Value.

Ranged Attack Formula: Base roll + Finesse Attribute + Modifiers = Attack Value

Ranged Defense

When a character is attacked there is a number of options for responding to an attack; Blocking, Dodging, or Take Cover.

Ranged Blocking

If a ranged attack is successful while blocking the durability of the item used to defend and the penetration of the attacker’s projectile is considered. If the Penetration Value is higher than the durability the damage is reduced by the amount of durability. If the Penetration Value is lower than items durability the defender takes no damage. Reduce items durability by 1. The attack is lowered by -1 for each point of penetration.

Ranged Blocking Formula: Base Roll + Cover + Modifiers = Defense Value

Ranged Dodging

First the character must declare they are attempting to dodge the attack. When dodging the defender rolls a 1D20 then adds the Cover bonus then adds their Finesse Value then adds all applicable modifiers – 1 for each direction blocked to calculate the Defense Value. The defender loses one stamina. If the dodge is successful no damage is dealt to the defender.

Ranged Dodging Formula: Base Roll + Finesse Attribute + Cover + Modifiers – Directions Blocked = Defense Value

Take Cover

First the character must be already behind cover and declare they are taking cover. When taking cover the normal cover bonus is doubled. If the attack is blocked by cover the durability of the cover is considered. If the attacker’s projectile’s Penetration Value is higher than the cover’s durability the damage is reduced by the durability of the cover. If the durability is higher than the Penetration Value the defender takes no damage.

Taking Cover Formula: Cover X 2 + Modifiers = Defense Value

Cover Bonus Table

Level 1: 5

Example: Anything that blocks visibility but does not seriously protect the character.

Level 2: 10

Example: Anything that covers at least half of the character’s body.

Level 3: 15

Example: Anything that covers a majority of the character’s body.

Level 4: 20

Example: Anything that covers all of the character’s body.

Special Targeting

You can choose to aim for a specific area you want to hit. When you do there is a modifier added to your attack depending on how large of an area you are targeting.

Level 1: 5

Example: Half the area. For instance upper body or lower body.

Level 2: 10

Example: Targeting an arm or legs.

Level 3: 15

Example: Targeting a hand or foot.

Level 4: 20

Example: Something that is a few centimeters.

Throwing Weapon

When throwing a weapon with no set ability for throwing range is decided by the Physical Attribute. You would divide your Physical Attribute by what ever the weight of the weapon is. That is the range of the attack. You then make a ranged attack. Damage is the weapons damage.

Other Things To Consider About Combat

Protect

Other characters can choose to protect a character who is the target of an attack. This must be declared before the attack is processed. The character attempting to protect must be within range and able to more to that character. If they are engaged with another character they must first perform a break way action in order to protect. The character performing the protect action must block the attack and cannot choose to evade or use an evasion skill.

Surprise Attack

If a character is surprised attacked they will not be able to react to what is happening for one round. They have to spend the following round getting Combat Ready.

Combat Ready

When a character is combat ready there weapon is drawn if any and they are in a fight stance. This can be established by declaring they are combat ready. It may effect social interactions.

Hiding And Seeking

When in hidden status a character must be in hindering terrain and they cannot be in eye sight of enemy characters unless special rules apply. Once hidden they will remain hidden until they either attack an enemy or they are spotted. All actions performed by a character that is hidden have a +4 bonus to them.

Jayce Ran RPG System

Social Rules


Social Rules

Social rules apply when characters are interacting in a hostile conversation or situation. Under normal social interactions it is not needed but when dealing in a situation with someone or a group where hostility or rather a deal is needed it is. When a scene occurs where multiple characters are interacting in communications or social challenges and require an orderly flow to make determinations. Social Action is broken down into Rounds and Phases in order to make the events happening more understandable to all players and the storyteller.

Time During Social Encounters

The passage of time is not set during social encounters. Instead it is determined by the encounter itself. The Storyteller will determine how long the interact takes. Some interacts may take longer than a day, others may take only minutes and be played out live.

Flow Of Social Actions

Round Begins

Start Phase

Question Phase

Declaration Phase

Initiative Phase

Reaction Phase

Counter Phase

Cleanup Phase

Round Narrative Summary

Round Ends

Start Phase: A general description of the scene is given to all participants in the situation to give a general idea of how things are.

Question Phase: This is when player characters can ask questions to clarify the event about to play out.

Declaration Phase: Characters declare their actions for the round at this time. A character can choose not to declare at this time but instead wait to take actions later. There are three main types of actions a character can choose to perform. Primary Actions and Sub Actions.

Primary Actions

Verbal Actions, Non Verbal Actions, Alternate Actions, Unique Actions, and Actions that are determined by the Storyteller that do not fit into the normal categories.

Sub Actions

Using Talents [Sub Action Talents], Changing Pose, Using Items, Unique Actions [Joking, Comments, Concealment], Actions that are determined by the Storyteller that do not fit into the normal categories.

Initiative Phase: During this phase, the Storyteller will consider all actions and give a brief summary of the situation for each character. At this time all declared actions will begin their initiative.

Reaction Phase: During this phase characters who either used a sub-action or waited will be able to declare a new set of actions in response to what had just occurred. A character can choose to wait again if they wish.

Counter Phase: If any character waiting in both the Initiative Phase or Reaction Phase they can make an action at this time. If any characters only made a sub action they can make an action during this phase as well. Any character who has made a primary action can perform a sub action at this time.

Cleanup Phase: All other actions are calculated at this time. In addition to all declared actions this is when abnormal states will be delivered or be recovered. In some circumstances special events may also be declared by the Storyteller.

Round Narrative Summary: The round is given narrative summary of all actions and events that occurred at this time. If there are still enemies or events to be resolved at this time the Narrative Summary will be treated as the star phase for a new round.

Communications Rules

(Working on this.)

Jayce Ran RPG System

Skills And Talents


Skills And Talents

Skills and Talent are the special abilities a character has at their disposal. This makes up the characters more intimate side and the personality of a character as well. Depending on how you choose to build your character will determine how they interact with the world. Skills can be leveled up to 10. However Talents have few levels, if any.

Skill Classifications

Skill are divided into categories based on the attribute they best represent; Physical, Finesse, Mental, Social, and Spiritual. Skills are generally used to help you during events and doing certain tasks. They give a +1 bonus to that task per level.

Physical Skills

Acrobatics: The art of performing feats of balance and agility.

Athletics: The act displaying physical strength and stamina on command.

Brawl: The skill of unarmed combat.

Endurance: The power to withstand hardships or stress.

Resistance: The ability to withstand a chemical, disease, or environmental stressors.

Finesse Skills

Archery: The art of using a bow and arrow.

Artistry: The ability to make a craft of workmanship.

Cooking: The practice of preparing food.

Dancing: The ability to move ones feet in rhythm, especially when accompanied by music.

Driving:

Firearms:

Forgery:

Impersonation:

Larceny

Mechanics

Music

Piloting

Riding

Sailing

Sewing

Smithing

Stealth

Subterfuge

Surgery

Mental

Appraisals

Biology

Botany

Brewing

Chemistry

Computers

History

Investigations

Law

Linguistics

Medicine

Navigation

Occult Knowledge

Research

Rituals

Robotics

Science

Survival:

Tactics

War

Social

Animal Ken

Communication

Etiquette

Gambling

Larceny

Leadership

Performance

Politics

Seduction

Sign Language

Singing

Socialize

Streetwise

Style

Writing

Spiritual

Awareness

Empathy

Prayer

Psionics

Thaumaturgy

Talent Classifications

Talents are on the other hand are separated into groups; General, Passive, and Active.

General Talents

General Talents can be used in many different ways. Like skills they are more or less assistant tools. However, the task is very specific but can be used in a general sense.

Passive Talents

Passive Talents are talents that are always active. They are passive in the sense that they do not need to be acted upon.

Active Talents

Active Talents are Talents that need to be acted upon.

Gaining Talent Restrictions

Unlike skills which can be acquired without anything, Talents on the other hand have some restrictions on gaining them. Below is a number of reasons why you cannot gain certain Talents.

1. Lack Of Attribute

Most talents are have a minimum Attribute point limit. If an attribute is lacking the talent cannot be gained.

2. Race

Some talents are only aquiurable by certain races. If you are not the race you cannot gain the Talent.

3. Prerequisite Skills

Most talents require a certain skill in order to be gained.

4. Skill Level Too Low

While you may have the skill(s) for the talent they have not been leveled enough to gain the talent.

5. No Longer Available

Some talents are acquirable during character creations only. These are ones that are normally racial in nature.

Using Active Talents

The Basic Rules Of Active Talents

Active Talents have special timing rules. You generally can only use one at a time. Action timing can fit into “Fast Actions”, “Sub-Actions”, “Main Actions”, or “Long Actions”. Most Talents require the user to focus on said task. Thus other actions you are not able to use/do when performing a talents.

Number Of Uses Of Active Talents

Most active talents are infinite, however some have a set number of uses. So each time the talent is used in a battle it will decrease by one. Some have a global number of uses, meaning that they can be used only so many times per day.

Active Talent Equipment Requirements

For some Active Talents certain equipment is required to use said Talent. If you do not have the equipment required for the Talent you cannot use it.

Active Talents In Play

In order to declare the use of an Active Talent one must first ensure all perquisites are met, once they are the talent can be used. The talent is then rolled for success by using the Active Talents attribute(s). If there is more than one Attribute attached to the talent you add all the attributes up then divide it up by the number of attributes, this will be the bonus used based on attributes.

Overlapping Effects Of Talents

– If Timing Is Equal

If two or more characters are using Talents where the timing overlaps each other it will fall the Storyteller to resolve the conflicts. The Storyteller must first consider the power of each talent being used. If there is a clear difference in power then talent that is more powerful wins out. If there is no clear power difference the Storyteller must consider the characters and their positioning. If still no clear advantage is spotted it will be left up to the Storyteller’s discretion or a dice roll between the characters.

-If Timing Is Different

If timing is different the priority will go to the talents which is fastest.

Jayce Ran RPG System

Life And Death


Life And Death

Vitality

Unlike most RPG systems, this one does not use a standardized form of Hit Points. Instead damage is applied through wounds.

Wounds

When a wound is applied to a character, the first thing you need to determine is the severity of the injury. The table for injuries is as follows.

Level 1 (Superficial Wound): The damage is only visible and causes no impact.

Level 2 (Wound): The damage is only slight. -2 to all actions.

Level 3 (Serious Wound): The damage is is severe and needs treatment. -4 to all actions.

Level 4 (Critical Wound): The damage is life threatening; needs treatments immediately. -6 to all actions.

Level 5 (Mortal Wound): The body part is unusable.

Severed: The limb has been completely removed from the body.

Critical Status

When a character has more than one mortal wound they enter Critical Status. While under Critical Status a character must roll 1D20. If the result is below 2 they cannot act.

Deadly Wound

When a mortal wound is applied to a vital body part, (head or body), the character cannot participate in combat. (There are some characters who have special rules concerning Deadly Wounds.)

Dying: Death Or Resurrection

When a character has a deadly wound there is a number of outcomes for the character after battle. 1D20 will be rolled to check the determination. The results can be as follows.

18 to 20: Resurrection: The dying status is removed. All wounds are downgraded to Level 3.

14 to 17: Miraculously Survived: The character is has dying removed from their status. All wounds are downgraded to Level 4.

10 to 14: Stabilized: The character has dying removed from their status.

5 to 10: Critical Condition: The character is still dying and needs treatment immediately.

1 to 4: Death: the hero was killed in battle.

Dead Characters

Dead characters are not necessarily dead forever. By special means some characters may be able to be resurrected from the dead. Even still characters may also return from the dead as undead by their own means or other means. Darker still are those who return from death in their new spectral form as a ghost. These methods are always covered under special rules, specifically designed for certain campaigns and may not always be available.

Jayce Ran RPG System

The Event System


Event System

Determination Of Events

Events are generally actions done by characters that will effect the story of the game. When such events occur a review of the character’s abilities involved in the event are looked at along side of the challenge of the event occurring. When determining the result of an event several factors are considered. The goal is to beat the target value of the event. Determination of success for most events is decided by rolling a 1D20.

Dice

For the purposes of this game we use a D20.

Resolving Events

Events are generally actions done by characters that will effect the story of the game. When such events occur a review of the character’s abilities involved in the event are looked at along side of the challenge of the event occurring. When determining the result of an event several factors are considered. The goal is to beat the target value of the event. Determination of success for most events is decided by rolling a 1D20.

Flow Of Events

The flow of Events is as follows:

1. To determine the difficulty of the challenge.

From the difficulty chart, the storyteller will pick a difficulty. This will become the base number to defeat.

Difficulty Rating Table

Easy: 6

Routine: 8

Simple 10

Ordinary: 12

Unusual: 14

Hard: 16

Difficult: 18

Challenging: 20

Formidable: 22

Impossible: 24

Miraculous: 26

2. Determining if the character as any modifiers.

Some characters will have advantages or disadvantages based on their abilities. For that we will first look though a characters skills. Then we will check other modifies such as items and what not.

3. Determining outside conditions.

Outside conditions are thing such as time, your environment, and weather, they can be any number of things. This may help the character or hinder the character.

4. Determining General Attribute Bonus

The storyteller will determine which attribute most applies to the event. This will be added as a bonus to determine the result.

5. Roll For Final Judgment

Finally we have the roll. The character will roll 1D20 to determine the end result.

The formula to determine the result of an event is as follows:

Event Formula: Base roll + Difficulty Rating + Modifiers = Actual Value

Success = Actual Value higher than Target Value

Failure = Actual Value less than Target Value

Base Roll: The result of the 1D20 roll.

Difficulty Rating: The bonus or penalty given to denote the challenge of the specific task. (Below is a table of difficulty ratings and their values.)

Modifiers: Any additional numbers that impact the total of the roll. These include considerations for character attributes, skills, equipment, injuries ext.

[Character Attribute Modifier]: Only Character Attributes applicable are applied as a bonus.

Actual Value: The total of the Base Roll, Difficulty Rating, and Modifiers after being calculated together.

Target Value: The value that determines the success or failure of the event.

Success: The event results in a favorable result.

Failure: The event results in an unfavorable result.

Additional Difficulty Modifiers

Sometimes special difficulties can effect the result of a roll. These include but are not limited to special environments, time of day, seasons, weather conditions and other slight things to consider. A player can call for consideration of these factors if they feel it would give them an advantage. This correction can increase or decrease a difficulty rating no more than the Difficulty Rating Table’s current rating. It is up to the Storyteller to determine whether or not these modifiers apply and to what extent they assist.

Determining Results

Characters involved in an event are either active in the event or passive. At times the effects of an event could effect more than the character directly active during an event. Only characters active during an event are considered for the results of an event. Passive characters do not assist in an events determination. While passive characters are not involved in determination of an event the success or failure will still effect those characters determined to be passive during an event.

Multiple Characters

At times multiple characters will be involved in an event. When this occurs all characters with active roles will pool their modifiers and rolls together. The actual value will then be divided by the number of active characters involved in the event. Characters can choose not to assist in an event and they will be considered passive for the results of this event.

Conditions of Success

Success is defined as being “equal to or greater than target value.” If there is an event where the actual value and target value match this will result in a successful roll.

Player Vs Non Player Results

If a player has tied with a non player the success, is always given to the player over the non player.

Two Players Tie

In the result of a tie between players it is up to the Storyteller to determine the results of the event. If the Storyteller so chooses the two players can re-roll the event until there is no tie.

Critical Result

A result of rolling 20 or 1 will result in either a Critical Success or Critical Failure without considering the Target Value.

Critical Success: Rolling 20 results in a Critical Success.

Critical Failure: Rolling 1 results in a Critical Failure.

Priority Of Event Determination

The chain of results is as follows.

Critical Success or Failure < Actual Value is equal to or greater than Target Value < Character Priority Storyteller Determination < Non Player Priority < Event Priority