KASA - Rapid Fire RPG with Fun Specificity
(c) 2023 ghobo
Krones, Aptitude, Morale and Age
A simple word based RPG system for rapid fire role playing with fun specificity
Roll 1d100 for KASA stats
Kroner
Kroner are essentially Danish money. This game has nothing to do with the Denmark, and kroner were used simply for the cool and suggestive abbreviation of the system. To use Kroner, roll 1d100 and consult the item table. Rolling anything lower than the relevant Krone number in the table will allow you to name an item that possesses a corresponding Aptitude/Morale bonus/detriment at 0 cost. Rolling above the number will deduct the corresponding Krone cost amount from your Kroner.
You can gain Kroner from bringing back treasure, performing odd jobs, completing quests, or robbing the bank (which is a bad idea)
This item named can be any item such as potions, weapons, drugs, but whatever it is, it will have the corresponding morale / aptitude score
Aptitude
Determines how well a character performs his entire repertoire of skills. 0 aptitude means you are incapacitated and will have to be resuscitated by someone with the relevant skill. This doubles up as HP for the character.
You may permanently exchange 20 aptitude for 1 new skill that includes 1 specificity.
When aptitude is beyond 100, you automatically gain a success in your roll, which will allow you to succeed most checks, save the extremely difficult ones that may require multiple successes.
Specificity
How much you can specify your skills. Divide your specificity score by 10 and round down to the nearest integer to get how many words you can specify in your skills. Its not clear how specificity is gained. Some say it is gained with age, but it is not confirmed.
You may permanently exchange 20 specificity for 1 new skill, or 10 specificity for 1 new specificity.
Age
How old a character is. Beyond a certain age range, you must do an age check. Rolling higher than your age means you survive, while rolling lower than your age means you die of natural causes. Completing 2x of resting / questing / odd job / training etc will net you 1 age. It may be possible to become younger and older from magic.
Checks
All checks favor lower number. Except in the case where competing checks are the same, in which case the character with the higher aptitude wins.
Skills
A character starts with 5 skills, each with 1 specificity.
e.g. A player chooses Sword, Armor, Sneaking, Jumping, Lock-picking
For each skill he can then specify a scenario under which the skill is used, and if that criteria is met, he can roll against his aptitude twice and choose the best result. The more specific the result is, the more bonuses he may get.
For instance Sword piercing armor will give him a double roll, but Sword piercing Chain-mail will give him a triple roll, while Sword Piercing Metal Chain-mail will give him a 4x roll, and Bronze Sword Piercing Metal Chain-mail, 5x roll, and Bronze Sword Piercing Iron Chain-mail a 6x roll and so on. In other words, the more accurate and precise the specificity is in terms of word count, the more rolls the player gets in his check.
The number of rolls essentially matches the number of words the skill specification matches.
Example:
Sword |
Sword Piercing Chain-mail |
Armor |
Deflecting with Heavy Bronze Plate Armor |
Sneaking |
Sneaking in Heavy Bronze Plate Armor |
Jumping |
Jumping in Heavy Bronze Plate Armor |
Lock-picking |
Lock-picking iron locks with brass Lock-picks |
If you are trying to do something you don’t have the skill for, you must roll below your aptitude divided by 10.
Generally, there is no limitation to what skills you can have, but try to keep it balanced, i.e. nonsense like Immortality, Time-Stopping and other ridiculous skills will normally be rejected by the GM.
Gameplay
A session involves Questing which is the usual dungeon delving, and downtime. Aptitude will be lost when a character gets hurt, as such the character will either have to describe how he rests or trains to recover or improve his aptitude, or work odd jobs to gain wealth.
Any 2x of any combination of resting, training questing or working will cause the character to gain 1 age.
Kroner table
Kroner Below |
Kroner Cost |
Item Type |
Aptitude |
Remarks |
70 |
1 |
Common |
0 |
Mundane |
50 |
2 |
Fine |
5 |
Mundane |
20 |
10 |
Masterwork |
10 |
Mundane |
10 |
20 |
Magic |
10d2 |
Special Effect |
Special effect of magic items will be determined at random by the GM, while players can roll 10d2 on their own the generate the morale and aptitude bonuses of their item.
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