Bamomaki Tabletop System
Characters
Attributes
- Charisma
- Dexterity
- Diplomacy
- Endurance
- Intellect
- Luck
- 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.
Endurance
The ability to carry things and handle physical activity.
Each point grants 2kg of carrying weight. Therefore, the maximum weight a student can carry is 40kg
Each point grants 5 hit points. Therefore, the maximum HP a student can have is 100.
Intellect
The ability to learn and to solve problems.
Luck
Used for rolling rewards/discoveries.
Strength
The ability to use physical strength against something. Each point grants 2 Physical Attack. Therefore, the maximum melee attack a student can have is 40.
Will
The ability to form flow into spells. Each point grants one action point in combat. Therefore, the maximum AP a student can have is 20.
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 doing actions related to a skill. The Game Master decides when a player should gain a skill point. Skill Points are kept in an imaginary pool and may be spent to improve a specific skill.
The skill points cost depends on the rate at which the skill has been raised:
Range | Cost |
---|---|
10-30 | 1 |
31-50 | 2 |
51-70 | 3 |
71-90 | 4 |
90-100 | 5 |
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
Skill Checks
When performing a skill check, a player adds a d20 roll to their current skill value.
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.
Melee attacks cost 4 AP.
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.