UNIVERSAL: Epic Fantasy
SIMPLE REALITY RPG RULES SUPPLEMENT
For Miniature Wargames and Role Playing Games of the Epic Fantasy Genre
INTRODUCTION
Epic Fantasy: Lord of the Rings, Dragonlance, and Future’s End: Past’s Beginning. These are but a few of the classic titles that epitomize the Genre of Epic Fantasy. Epic Fantasy consists of the following commonalities: medieval technical development, antediluvian setting when the Earth was full of Elves, Dwarves, Goblins and Dragons, good and powerful Wizards wielding spells, evil Sorcerers embrace by darkness that are determined to rule the world, and epic battles. Epic Fantasy usually builds on a single plot line. Each adventure adds to the conclusion of a great goal: to stop the forces of darkness from controlling the world. Heroes start off inexperienced and often young. As they continue to fight for the salvation of the world, often under the direction of an immensely powerful and good Wizard, they grow in character, in toughness and in morality. The final end of a campaign is the bloodiest of all of their battles with the entire planet as the prize. Fire balls, Elfish arrows, Dwarfish Axes and magical swords from both sides create an orchestra of destruction as pure good and pure evil meet to ultimately decide the fate of mankind, elfkind, dwarfkind and Magic itself!
At last there is a generic RPG System with precise and realistic combat and skill resolution rules (which still allow a GM and Player to advance their characters skills to add a cinematic touch) which are neither burdensome nor reliant on tables. And that RPG System is UNIVERSAL!
These rules are the accumulation of 18 years of research into:
Miniature Wargames
Role Playing Games
Amateur and Professional Marksmanship Statistics
Amateur and Professional Archery Statistics
Amateur and Professional Fencing Statistics
Dice Probability
WHAT YOU NEED TO USE THESE RULES
EPIC FANTASY SKILLS
Physical (Combat)
Swordsman (Includes other slashing/ piercing weapons)
Archer
Marksman (Crossbow)
Martial Artist
Wrestler
Brawler
Spearman
Pikeman
Knife Thrower (Includes all small thrown weapons)
Monster
Physical (Non-Combat)
Acrobat
Thief
Runner
Equestrian
Mariner (Sailor)
Mental (Combat)
Wizard
Sorcerer
*Elf (Innate ability to cast Magic Spells)
Mental (Non-Combat)
Alchemist
Philosopher
Physician
Artist
Leader
Theologian
*Hobbit (natural ability to resist evil)
*Dwarfs (detect secret passages and appraise treasure)
*Only one of these three skills can be chosen since they also indicate a non-human race.
Example Epic Fantasy Characters:
Chanowk the Artificer
Physical 1
Swordsman 1
Mental 5
Wizard 2
Paqad the Elder
Physical 4 (3 unused)
Archer 1
Mental 5
Elf 2
Mathuwshelach the
Warrior
Physical 5
Swordsman 2
Mental 1
Leader 1
Niciya the Ranger
Physical 4 (2 unused)
Swordsman 1
Archer 1
Mental 3 (2 unused)
Leader 1
MONSTERS
While often the big bad guy is a powerful Sorcerer, his magical might is concentrated on summoning and creating monsters to serve as his minions. Monsters are often twisted versions of other species in Epic Fantasy. Following JRR Tolkien’s example:
Here is a list of Monsters that are common to the Epic Fantasy Genre. Only the Monster Level and any additional Mental Skills (Combat) are listed, as these are all that is pertinent to Epic Fantasy Battles:
|
Monster |
Monster Level |
Mental Skills (Combat) |
Magic Treasure Chance |
|
Goblin |
1 |
|
Nil |
|
Half-Goblin |
2 |
|
Two 6’s on 3d6 |
|
Troll |
6 |
|
Two 6’s on 3d6 |
|
Skeleton |
1 |
|
Nil |
|
Zombie |
1 |
|
Nil |
|
Wight |
3 |
|
Two 6’s on 2d6 |
|
Wraith |
4 |
|
Two 6’s on 3d6 |
|
Cold Dragon (Non-Flying) |
7 |
|
One 6’ on 1d6 |
|
Hot Dragon (Flying) |
12 |
Sorcerer 6 |
One 6 on 1d6 |
|
Demon of Fire and Darkness |
15 |
Sorcerer 15 |
One 6 on 1d6 |
|
Giant |
12 |
Sorcerer 4 |
Two 6’s on 3d6 |
|
Vampire |
9 |
Sorcerer 9 |
Two 6’s on 3d6 |
MAGICAL TREASURE
Gold means little to intrepid heroes and wizards. However magical treasure aids them in their quest to defeat evil. When a successful Magical Treasure Roll is made after defeating the monster(s) then roll on the table below to determine what the treasure is:
EXPERIENCE POINTS
While realistic combat and task resolutions are great for a starting Hero or Wizard, Epic Fantasy by its nature is very cinematic. So Experience Point awards should take a more accelerated for. When playing in an Epic Fantasy Campaign, characters should receive 1 Experience Point for each:
MAGICAL NON-COMBAT
A Time will arrive when a Wizard, Elf or Sorcerer will wish to cast a spell to obtain a particular event, instead of simply shooting magical bolts in combat, hoping for a fire ball (Spell Complexity 3) or meteor swarm (Spell Complexity 9). In order to do this the Game Master must determine what Spell Complexity Level the conceived spell result is. Here are some basic examples:
|
Spell Complexity |
Example |
|
1 |
Magically lock a door |
|
2 |
Become invisible until attacking |
|
3 |
Dispel a spell |
|
4 |
Create a wall of fire |
|
5 |
Teleport |
|
6 |
Dispel a magical item |
|
7 |
Become Ethereal |
|
8 |
Project Astral Body into the Astral Plane (Watch your Silver Cord though; Demons can sever it with on two 6’s on one attack roll) |
|
9 |
Create a Gate to another Plane of Existence (like Heaven, Purgatory, Limbo or Hell) |
|
10 |
Level an entire city |
In order to successfully cast that specified spell the Wizard, Elf or Sorcerer must roll a number of sixes equal to the spell’s complexity level.
Keep an eye out for more products for UNIVERSAL: Simple Reality RPG Rules:
ALLEGIENCES
Epic Fantasy is quite simply Good
against Evil with the protagonists universally being those of Good Allegiance.
Each character has two Allegiance Scores: Good and Evil. Each time a character
does something good (according to the list below) he receives a Good Point (or
Points). Likewise happens if he does something Evil, but then that Point is and
Evil Point. Characters must keep themselves as pure as possible when questing
to save the earth, especially when the world does not need anymore evil in it.
Thus, any character whose Evil Points exceed their Good Points they become
embraced by darkness and are retired from the game.
|
Points |
Action |
|
3 |
For each Evil human converted to Good |
|
1 |
For each Evil human slain |
|
=CR |
Kills an demon |
|
1D10 |
For participating in a military attack on an Evil
nation |
|
1D6 |
For each new shrine of Good founded |
|
2D6 |
For each new |
|
5 |
For each Evil Agent slain |
|
1 |
For each Magical Item owned (Save for the magical
ring) |
|
1 |
Invocation restores someone’s life (Spell Complexity
7) |
|
1 |
charity |
|
1 |
Rescues someone from danger |
|
-1 |
Tells a significant lie |
|
-5 |
For each demon summoned |
|
Points |
Action |
|
3 |
For each Good human converted to Evil |
|
1 |
For each human soul slain and dedicated to a Demon |
|
1 |
For Destroying an Magic Item (except for
the Magical Ring) |
|
1D10 |
For participating in a military attack on a Good
nation |
|
1D6 |
For each new shrine of Evil founded |
|
2D6 |
For each new |
|
4 |
For each Good Agent slain |
|
1 |
For each bound demon (Spell Complexity 9) |
|
1 |
Learns Sorcery (per Sorcerer Level) |
|
1 |
Murders |
|
1 |
For each demon summoned (Spell Complexity 7) |
|
1 |
Takes advantage |
|
1 |
Takes revenge |
|
1 |
Tells a significant lie |
|
1 |
Speaks with the dead |
|
1 |
Steals something important |
|
1 |
Wounds someone |
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