Bamomaki Tabletop System

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Characters

Attributes

  • Charisma
  • Dexterity
  • Diplomacy
  • Intellect
  • Luck
  • Physique
  • Strength
  • Will

Players will roll 8 d20 dice and set their values to the order they prefer.

Attribute Roll Modifiers

Roll Modifier
1 -3
2-5 -2
6-9 -1
10-13 0
14-17 +1
18-19 +2
20 +3

Attribute Descriptions

Charisma

The ability to persuade characters.

Dexterity

The ability to evade and perform precise moves.

Diplomacy

The ability to resolve situations peacefully.

Intellect

The ability to learn and to solve problems.

Luck

A global modifier to all other modifiers. Also used for rolling rewards/findings.

Physique

The ability to carry things and handle physical activity. Each point grants 4kg of carrying weight. Each point grants 5 hit points.

Strength

The ability to use physical strength against something. Each point grants 2kg of weight capacity.

Will

The ability to form flow into spells. Each point grants one action point in combat.

Skills

Players have 20 points to distribute among skills. They each start at 10. The maximum skill level is 100.

  • Alchemy
  • Care for Creatures
  • Cooking
  • Curses
  • Destruction
  • Enchantment
  • Engineering
  • Farming
  • Infusion
  • Healing
  • Herbalism
  • Restoration of artifacts
  • Transportation

Players earn skill points for a specific skill by practicing that skill, reading a book related to the skill, or attending a class related to that skill.

Alchemy

The skill to create potions and shakes

Care for Creatures

The skill to take care of animals and magical creatures

Cooking

The skill to create meals out of ingredients

Curses

The skill to create curses to afflict creatures and objects

Destruction

The skill to cast destructive spells

Enchantment

The skill to enchant creatures and objects

Engineering

The skill to create magic and non-magic machinery

Farming

The skill to handle farm work

Infusion

The skill to inject a spell into creatures and objects

Healing

The skill to cure ailments and heal damage

Herbalism

The skill to find and treat herbs

Restoration of Artifacts

The skill to find and fix magic artifacts

Transportation

The skill to transport things or self around

Time Blocks

Days are split into several time blocks, with breaks between them.

This system is flexible and can be changed at the DM's will.

The regular scheme is:

  • Preparation
  • Morning
  • Lunch
  • Afternoon
  • Evening
  • Night

Combat

Characters roll for initiative then follow a turn format to perform actions

Characters have a specific amount of action points they can do per turn. This amount can be increased over time as the character grows.

Once all action points are spent or the character skips their turn, the next character performs their turn.

Unused action points are cumulative to the next turn.

Moving costs 2 action points per "grid unit".

Once per turn, a player may do a Hard intelligence check to gain two additional action points.

Casting spells have an AP cost specific to that spell. Using a card from the Deck of Magic Cards costs 1 point instead.

Equipment

Default Equipment

  • A wand (0.5kg)
  • School Books (5kg)
  • A familiar and a book on that familiar's care (1kg)
  • A deck of beginner magic cards (0.5kg)
  • The Recall Bracelet (0kg)

Rerolling

A player will have to perform multiple challenge checks in order to advance an obstacle.

In the case of a failure, the player may reroll that dice once. However, when doing so, they gain an exhaustion modifier that adds -4 to their next dice roll.