User:マイキ/NexiaRPG (temp)

Traits

 * Tough** - Two additional HP.


 * Charged** - Two additional EP.


 * Quick** - Increases Move by one.


 * Focus** - Additional initiative die.

Skills and Abilities
* **Archery** - Trained use of bows. Untrained, the maximum range is 5, each level of Archery increases this by 5. So, level 2 Archery would give a range of 15. * **Rapid Shot** - Each level allows you to attack an additional target. Each target must be within 3 of the target before. Cost 2 EP per level. * **Polearms** - Trained use of polearms. Includes spears and halberd. * **Piercing Shove** - Attack that allows you to move the target back a number of space up to the level of this ability. Cost 2 EP. * **Light Bladed Melee** - Trained use of light, one-handed melee weapons. * **Slashing Rage** - Attack that adds dice, up to the level of this ability. Cost 3 EP per level.

Brainstorms
In my example this uses cards to keep track of components, which I like because I like card games and I also wouldn't want to keep track of this in another way.

Instead of having a point budget when setting encounters, the GM matches the (spent) point total of the characters. You have an NPC point value, add them up to match the party. However, it can be modified in two ways: at the GM's discretion, and also by the players.

Each player will have one or more plot cards, which are generalized (adds more enemies, makes an enemy more powerful, makes fire magic better, allows the player side to act first, etc.) conditions that affect that scene.

Brain storming some cards:

Plot cards, change a scene, played at the beginning of it   Quest cards (task, minor, major), which give rewards Action cards, which are played on refreshes (where the player rolls the same as the refresh die)

Plot cards could have a negotiation portion to them, like a small game of poker. If each side (the GM and the players) have a pool of cards, you can play a mini-game which sets the conditions for the game, while also modifying the XP total.

Example: Player enhances fire, GM uses enemy card to cancel fire card, instead of using its own ability. There can be some kind of back and forth to make this a strategic part of the game.

Reward cards could be used in lieu of "item wishlists" for players. Whenever treasure is found (aka the scene starts) a player can play a reward card to get something they want specifically.

The same cards could mean different things to the GM and the players. If each player gets two cards, and the GM matches that amount, then they could be geared towards that adventure (which can be suggested in printed adventures). The difference is, the GM will not need reward cards for the bad guys, so the more cards the players take with them, the more options the GM has to combat them. #interesting