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 Descriptions
Charisma
The ability to persuade characters.
You roll this attribute when attempting to convince characters of your arguments (but it does not guarantee success even if you pass!).
Dexterity
The ability to evade and perform precise moves.
You roll this attribute when dodging attacks and when doing actions that require high precision.
Diplomacy
The ability to resolve situations peacefully.
You roll this attribute when negotiating with other characters.
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 3 hit points. Therefore, the maximum HP a student can have is 60.
You roll this attribute when doing physical resistance actions.
Intellect
The ability to learn and to solve problems.
You roll this attribute to advance in class, or when solving more advanced challenges.
Luck
You roll this attribute when exploring areas and investigating, as well as during special events.
Strength
The ability to use physical strength against something. Each point grants 1 melee attack power. Therefore, the maximum melee attack a student can have is 20.
You roll this attribute when doing physical strength actions.
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.
You roll this attribute when doing intense magical actions.
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 Checks
The character rolls a d20 and adds that value to their attribute value plus the attribute modifier.
Range | Cost |
---|---|
Easy | 12 |
Medium | 18 |
Hard | 25 |
Very Hard | 30 |
Element
Each character may have an element associated to it, and may change it eventually over the course of the campaign if they're not happy with it.
Elements
Available Elements are:
- Flames
- Nature
- Water
- Light
- Darkness
Elements can deal extra damage to elements they counter, typically dealing twice as much damage in that case. There are no resistances.
The element weaknesses are:
Flames | Water |
Nature | Flames |
Water | Nature |
Light | Darkness |
Darkness | Light |
Skills
Players have 20 points to distribute among skills. They each start at 10. The maximum skill level is 100.
- Alchemy
- Artificing
- Care for Creatures
- Cooking
- Curses
- Destruction
- Enchantment
- Farming
- Healing
- Herbalism
- Infusion
- 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
Artificing
The skill to create magic and non-magic artifacts
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
Farming
The skill to handle farm work
Healing
The skill to cure ailments and heal damage
Herbalism
The skill to find and treat herbs
Infusion
The skill to inject a spell into creatures and objects
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.
Skill Check levels:
Difficulty | Range |
---|---|
Easy | 15-40 |
Medium | 40-65 |
Hard | 65-85 |
Very Hard | 85-100 |
Time Blocks
Days are split into several time blocks, with breaks between them.
This system is flexible and can be changed at the GM's will.
The regular scheme is:
- Preparation
- Morning
- Lunch
- Afternoon
- Evening
- Night
Maps and Movement
Rather than feet, Bamomaki uses grid units, or just units. Each unit is about the size of 2ft.
Maps aren't supposed to be very large, and should have tiers of detail rather than making a very big map.
Movement
Moving costs 2 action points per unit.
Players may run across two units in a single direction for 3 action points instead of 4.
Players may jump across three units in a single direction for an additional cost of 2 action points.
Combat
Characters roll a d20 then get sorted highest to lowest for the turn order.
Action Points
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.
Once per turn, a player may do a Hard Will check to gain two additional action points.
Attacking
Casting spells have an AP cost specific to that spell. Using a card from the Deck of Magic Cards costs 1 point instead.
Attacks cost 4 AP. If a character has no ranged attack yet wants to do one (possibly due to being unable to attack otherwise), they may throw small objects around them such as rocks, with a modifier of -1 ATK.
Attacking and casting spells requires rolling a d20. When the character gets a 20, the potency (spells) or damage (attacks) is doubled, and it's considered a critical hit (crit).
When a non-player character is being attacked, the GM rolls a d20 for the defender, and if the value is higher than the attacker, the attack fails (the GM doesn't reveal the value, only the outcome).
The same is done in reverse when a player character is being attacked.
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)
Items
Weight
Players keep items in their backpack. Each item has a weight cost.
If a player reaches 90% of their weight limit, they are no longer able to run or dodge.
If a player exceeds their weight limit, they are barely able to walk and all movements cost an additional 2 AP.
Conjured Items
Items can be conjured from a spell.
Conjured items disappear after 24h.
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, after doing so, they gain an exhaustion modifier that adds -4 to their next dice roll. This modifier is cleared after that roll, resting, or a time block ends.
Status Effects
A character may be afflicted with a temporary status effect. Typically, these last a certain amount of turns.
Wet
The character is wet and is weak to Nature damage. At the start of the character's turn, if it passes an easy dexterity roll, remove this status.
Slippery
The character has -1 to all physical attribute rolls while slippery (dexterity, endurance, strength), as well as -1 to all attack and defense rolls. At the start of the character's turn, if it passes an easy dexterity roll, remove this status.
Poison
The character takes 2 damage each turn for each stack. Remove a stack at the end of each turn.
Fear
The character has to take a medium will roll whenever doing any action. Not stackable. At the start of the character's turn, if it passes a medium will roll, remove this status.
Bravery
Add +2 to each roll the character takes. Not stackable. Getting bravery removes Fear status. At the start of the character's turn, if it fails a medium will roll, remove this status.
Rage
Increases melee attack by 2 each turn for each stack, and causes a medium will check to perform non-violent actions. Remove a stack at the end of each turn.
Spell Crafting and Learning
Spells can be personal and as such, players may suggest a spell to add to their repertoire, if the Game Master allows it.
In order to learn a spell, the players must spend one time block practicing their spell.
That player must roll 2 d20s up to two times in a row. If any of those times, both dice are above the spell's challenge rating, that player learns the spell, and should note it in their character sheet.
Spells might have worse scaling based on the Game Master's appreciation of the character's ability. So, even if a player is able to learn a spell, it doesn't mean they'll be able to do much with it at first.
Scaling might improve based on skill increases and character maturity, depending on the Game Master's interpretation.
A player should give a spell a keyword, which is a personal name for the spell, which acts as its focus.
Class spells are more similar across students and still require rolling to learn the spell. If a player succeeds, they may proceed with the class and perform additional tasks. Otherwise, they spend the entire class practicing (and still learn it).
When creating spells, keep in mind skill scaling in some way: You may not want that spell to stay the same forever.
Casting a spell
Spell Components have a cost, both in action points and in turns. AP and Turns can be rebalanced in order to give more flexibility: A spell may be cast instantly for a higher multiplier of the APs required to cast it, for instance.
Spell Components also may have an element (or no element), and combining components of opposing elements requires a wisdom roll for successful casting. A failed roll will cause the spell to fail to cast.
Cost Tables
Kind | AP Cost |
---|---|
Very Easy | 1 |
Easy | 2 |
Medium | 3 |
Hard | 5 |
Very Hard | 6 |
Kind | Turn Cost |
---|---|
Very Easy | 0 |
Easy | 0 |
Medium | 1 |
Hard | 2 |
Very Hard | 2 |
Classes
Going to Class
Students have a schedule to attend to and will need to go to class at times.
There can be some roleplaying as the class proceeds, but the general idea is for each student to roll four medium intellect rolls to finish the class.
Each successful roll might have an additional reward, as defined by the GM.
Rewards from Class
At the end of a class, teachers may award each student with a new spell, a skill point, or both. Teachers may award more than 1 skill point if the student performed exceptionally well. Follow the Class page's Lessons section to know what happens each lesson and the rewards to give.