User blog:Mystic Monkey/Sonic TTRP

I designed this game purposely to be simple enough for anyone to follow and play, regardless if experianced TTRPers or just playing with friends.

This ruleset is still WIP and severely unbalanced. The blog may change frequantly as it updates. Comments and suggestions welcomed.

Dice requirement and function
A six sided dice is required to play. Six sided dice are the more common varient of dice.

It is also important to know that 1 is more valued than 6.

1 = A (Critical) 2 = B 3 = C 4 = D 5 = E 6 = F (Fail)

If possible, play with an alphabetized dice.

Character Creation
Standard for all players.

Statistics
Based after the Vital Statistics from the gamebooks, some stats replaced for modern based Sonic gaming.


 * Speed / Power / Flight (Prime Stat)
 * Replacing "Speed" from the gamebooks. The player can choose one of either of the three stats to make up the kind of character you are. The prime stat can be used in combat. It is also rolled for feats of strength, quick or aerial skills, it is one thing to be good at what you can do but also to stop as well.


 * Endurance
 * Replacing "Strength" from the gamebooks to not be confused with Power. Endurance is used for test of will-power and own strength. Such as when the character is under pressure, struggling with difficulties etc.


 * Agility
 * Balance, coordination and reflexes for when situations call for the player to get out a tight spot.


 * Performance, Awesome, Style or Coolness
 * A unique stat based after "Coolness" that can still be used for TTRPing. Because sometimes it is okay to boast and show off your skills and can have it's own rewards. But remember it only takes a single letter to make the "Cool" from "Fool". (I have yet settled on a name.)


 * Perception
 * It is summed up in "Quick Wits" from the Gamebooks but can also apply with the use of other general senses as well to detect problems or dangers.


 * Charisma
 * Summed up in "Cool Looks", it is about how others percieve you. Such as attitude, apperance or knowing when and what to say the right thing.

Each stat has the limit of 6. For balance, each player can be limited to 20 points to spend on each statistic.

Traits
Abilities you start off with which grant various gameplay advantages.


 * Dodge! Use Agility Roll in combat to avoid attacks. Exclusive for Speed players.
 * Block! Use Endurance Roll in combat to avoid attacks. Exclusive for Power Players.
 * Up! Use Performance Roll in combat to avoid attacks. Exclusive for Flight Players.
 * Chump Change Instead of damage loss or Super Ring gain of rings by the tenths, the loss and gain is now by unit of rings.

How to play
Traditional to tabletop RPs, a game master is designated to narrate and guide the adventure how he see's fit for the players. Maps and markers are required for navigation.

Rings! Health and Currency
Sonic TTRP does not use traditional health based point system. Instead it is merged with it's currency system.

At the begin of play, the Game Master decides how many rings each player may have. This can be done with dice roll to determine random ammount to be given to all. If players are unhappy with inital ammount yet in each others company they may exchange if permited by Game Master.

Rings are loss when the Game Master sees fit to his game. that or with dice rolls that detmine the loss. If a player is attacked without rings then they are knocked out/dead.

Stat rolling
Throughout the adventure there will be obsticals and difficulties that can be sold ether with roleplay or stat rolls. Depending on what the stat is chosen, if the roll is lower than the stat number means that it is successful.

For example:
 * Coldsteel the Hedgehogs walks a corridor of which could be dangerous.
 * The player could either-
 * Roll for Perception (4) in order to notice traps before he can trigger them.
 * Accidentally trigger a trap but roll for Agility (5) to jump out of harm way.
 * Roll for Speed (6) to run through to set off traps before they can harm him.
 * Whatever he decides, he rolls a 5
 * If he decided to roll for Perception (>5 "bad"), he would of failed to notice a trap and fall for it.
 * If he decided to roll for Agility (= "Good"), he would avoid it.
 * If he decided to roll for Speed (<5 "Good", "Better"), he would be fast enough to trip all the traps without harm.

It is important to roll lower than your required stat as it will be more in your favour than it would be rolling above it.

Combat
Two kind of enemies. Game Master chooses what kind of enemies as well as their attack stats.
 * Standard (1-3 hit points, enemies sometimes in groups.)
 * Boss (6-12 hit points, optional, 8 being traditional.)

Combat is done by rolling with your prime stat as well additional stats if required. Each player takes turn rolling with their prime stats. The lower the roll, the more successful the hit.

When enemies roll low strike, their target opponents must roll to see how many tenths of rings they have lost.

Item Boxes

 * Barrier Shield Protects the player once from damage and ring loss.
 * Lightning Shield Attracts rings, skipping roll requirement for them. Prevent electrical damage, but will disperse after other damage or contact with lots of water.
 * Fire Shield Protects against projectile attacks and prevents fire damage, but will disperse after other damage or contact with lots of water.
 * Invincibility Attack roll value is one and player not harmed for 3 combat rolls.
 * Speed-up Able to have three turns.
 * Super Ring Roll for how many tenths of rings earned.