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Prometheus Blade

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    An AVOS RPGAction Vesus Opposition System

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    The Prometheus Blade RPG iscopyright 2007 by Jeff MooreAll rights reserved

    Artwork is a modified detail of The Vitruvian Man by Leonardo da VinciModification and original layout by Jeff Moore

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    Legend teaches of the dawn ofmankind, of a world without evil. But it

    came to pass that Prometheus the lastliving Titan did bestow upon man thepower of fire. This did so anger Zeus,lord of all the gods, that he chainedPrometheus to a mountain to suffer aneternity of torment and he sent to manhis own gift.

    Pandora, the first woman, was the mostglorious of gifts, but she carried with hera price. Pandora came to man with asealed container. Legend teaches that

    this container held all the evils of theworld. When the container was openedout sprang the Keres, demons of deathwho spread the taint of evil andcorruption, disease and death into theworld. The world fell into chaos, butPrometheus had anticipated the rage ofZeus and hid within the container asecret.

    Time passed but eventually thecontainer of Pandora was opened again

    and Prometheus's secret was revealed.Prometheus taught of a weapon forgedin fire, the Prometheus Blade, that couldslay the Keres, and might one day freemankind of their influences.

    But, the Keres were clever demons.They had changed their appearance to

    blend into the world of man. Theycowered behind human laws and thehuman world embraced them as theirown. The warriors of Prometheus, thewielders of the secrets of thePrometheus Blades, had to movecautiously against the Keres who hadinfused themselves so well into thesocieties of man.

    For generations the Warriors ofPrometheus have worked behind the

    scenes, armed with weapons of old,forged in fire in the secret manner of theTitans. To this day the sons anddaughters of the original warriors ofPrometheus carry on the secrets of thePrometheus Blades, passing them downto their sons and daughters.

    All around us a secret war is beingwaged ... a war of good versus evil ... ofhope versus despair.

    Or so legend teaches.

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    Prometheus Blade is a game of theimagination set in a world of mythical

    evils and corrupted men. You are aWarrior of Prometheus, a member of anancient order that holds the secrets ofthe Prometheus Blade, the only weaponcapable of destroying the Keres.

    Most players control "Heroes." A Hero isan avatar in the game world that acts on

    a player's behalf. The "Referee" is theother kind of player. The Refereeadjudicates game actions and createsthe game world. Only one Referee isrequired for play, and usually 2-6 otherplayers to portray the Heroes.

    Each Hero has a "Body." A Body is a template that defines a hero's abilities. Each BodyTemplate is comprised of four components or Body Parts: the Head, the Chest, theArms, and the Legs.

    HeadThis body partcontrols a Hero'sperception andintelligence. Someskills related toHead are,ComputerProgramming,Research,Observation,Writing, Chemistry,Electronics, andMedicine.

    ChestThis body partcontrols a Hero'sstrength,confidence andphysicalappearance. Some

    skills related toChest are,Climbing,Swimming,Intimidation,Willpower,Charisma, andActing.

    ArmsThis body part controls the Hero's

    coordination and manual dexterity.Some skills related to Arms are,Mechanic, Carpenter, Driving, Pilot,Painting/Drawing, and playing a musicalinstrument.

    LegsThis bodypart controlsa Hero'sbalance andspeed.

    Some skillsrelated toLegs are,Running,Jumping,Dancing,Acrobatics,and Stealth.

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    A new Hero will have Body Parts thatare mostly Average in ability. Consider

    the four Body Part descriptions above,for your Hero rank 2 Parts as Average, 1Part as Below Average, and 1 Part asAbove Average.

    For Each "Average" Part assign thatPart a value of 3.

    For the "Above Average" Part assignthat Part a value of 4.

    For the "Below Average" Part assign

    that Part a value of 2.

    Each Body Part defines broad abilities inthat aspect of the Hero. Additionally a

    Hero will have learned specializedapplications of abilities. These Skillshelp to shape a Hero, reflecting areas ofinterest and experience.

    For Each "Average" Body Part selectone skill.

    For the "Above Average" Body Partselect two skills.

    Do not select any skill for the "Below

    Average" Body Part.

    A player who wishes to have their Herodo something, where the outcome of theaction is in question, must roll dice todetermine the success or failure of theaction. Prometheus Blade uses the"Action Versus Opposition System" todetermine what a player must roll on thedice to succeed when attempting anaction.

    The AVOS game mechanic works likethis:

    There are two types of values: ActionValues and Opposition Values.

    Subtract the Opposition Value from theAction Value then consult the ActionTable to determine the die roll required.

    Action Values are usually equal to thevalue of the Body Part related to thetask or skill use that is being attempted.

    Opposition Values are sometimes equalto a Body Part value, if the Action beingattempted is being opposed by anotherHero or character in the game (thishappens most often during combat.)

    Otherwise, Opposition values aredetermined by the Referee to reflect thedifficulty of the task or skill use that isbeing attempted.

    Optional fine tuning -Reduce the value of any

    one Part by -1.Increase the value of any

    one Part by +1.(Do this only once.)

    Optional fine tuning -Remove one skill from

    the Above Average Part.Add one skill to

    the Below Average Part.(Do this only once.)

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    Task is Easy ...Opposition Value is 2.

    Difficulty is Below Average ...Opposition Value is 4.

    Task is of Average Difficulty ...Opposition Value is 6.

    Difficulty is Above Average ...Opposition Value is 8.

    Task is Hard ...Opposition Value is 10.

    Task is Very Hard ...Opposition Value is 12.

    Task Seems Impossible ...Opposition Value is 14.

    Action is +10 (or more) greater than Opposition ...Minimum dice roll required to succeed is 3.

    Action is +7 or +8 or +9 greater than Opposition ...Minimum dice roll required to succeed is 4.

    Action is +4 or +5 or +6 greater than Opposition ...Minimum dice roll required to succeed is 5.

    Action is +1 or +2 or +3 greater than Opposition ...Minimum dice roll required to succeed is 6.

    Action is -0 or -1 lesser than Opposition ...Minimum dice roll required to succeed is 7.

    Action is -2 or -3 lesser than Opposition ...Minimum dice roll required to succeed is 8.

    Action is -4 or -5 lesser than Opposition ...Minimum dice roll required to succeed is 9.

    Action is -6 or -7 lesser than Opposition ...Minimum dice roll required to succeed is 10.

    Action is -8 or -9 lesser than Opposition ...Minimum dice roll required to succeed is 11.

    Action is -10 (or less) lesser than Opposition ...Minimum dice roll required to succeed is 12.

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    The Dice

    Dice in Prometheus Blade are of thestandard cube shaped, six sided variety.When referring to the roll of two dice ofsix sides a common notation would be,2d6. "2" being the number of dice rolled,"d" being an abbreviation of the worddice, and "6" being the number of sideson the dice.

    Skilled Tests

    When attempting to complete a task forwhich you have an applicable skill roll2d6. (Roll 2 dice.)

    Unskilled Tests

    When attempting a task for which youhave no skill roll 1d6+1. (Roll 1 die andadd 1 to the result of the roll.)

    !This table does the math for you.

    7 6 6 6 5 5 5 4 4 4 3 3 3 3 3

    7 7 6 6 6 5 5 5 4 4 4 3 3 3 3

    8 7 7 6 6 6 5 5 5 4 4 4 3 3 3 8 8 7 7 6 6 6 5 5 5 4 4 4 3 3

    9 8 8 7 7 6 6 6 5 5 5 4 4 4 3

    9 9 8 8 7 7 6 6 6 5 5 5 4 4 4

    10 9 9 8 8 7 7 6 6 6 5 5 5 4 4

    10 10 9 9 8 8 7 7 6 6 6 5 5 5 4

    11 10 10 9 9 8 8 7 7 6 6 6 5 5 5

    11 11 10 10 9 9 8 8 7 7 6 6 6 5 5

    12 11 11 10 10 9 9 8 8 7 7 6 6 6 5

    12 12 11 11 10 10 9 9 8 8 7 7 6 6 6 12 12 12 11 11 10 10 9 9 8 8 7 7 6 6

    12 12 12 12 11 11 10 10 9 9 8 8 7 7 6

    12 12 12 12 12 11 11 10 10 9 9 8 8 7 7

    Roll the number indicated or higher to succeed.

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    "!The Heroes in Prometheus Blade are all trained warriors. As such, each Hero possessesspecific Aspects that reflect their abilities in battle. Aspects are special skills that all

    Heroes possess that are only used in combat. The four Combat Aspects are ...

    Accuracy

    Used to attack. Accuracy is an Actionvalue. An attacker's Accuracy is reducedby the defending target's Evasion to findthe 2d6 roll needed on the Action tableto successfully hit the target. Head is theBody Part related to the AccuracyAspect.

    Evasion

    Used to avoid attacks. Evasion is anOpposing value. A defending target'sEvasion is subtracted from an attacker'sAccuracy to find the 2d6 roll needed onthe Action table to successfully hit thetarget. Legs is the Body Part related tothe Evasion Aspect.

    Deflection

    Used to defuse damage. Deflection isan Action value. A defending target'sDeflection is reduced by an attacker'sPower to find the 2d6 roll needed on theAction table to successfully deflectdamage. Chest is the Body Part relatedto the Deflection Aspect.

    Power

    Used to inflict damage. Power is anOpposing value. An attacker's Power issubtracted from a defending target'sDeflection to find the 2d6 roll needed onthe Action table to successfully deflectdamage. Arms is the Body Part relatedto the Power Aspect.

    "Deflection and Evasion values areassigned to each Part of the Bodyindependently, and these values will bealtered based upon the armor coveringeach Body Part.

    Accuracy and Power are assigned to aHero or character and not to individualBody Parts. These values will be alteredbased upon the weapon being used.

    ACCURACY = Current Head + Weapon AdjustmentPOWER = Current Arms + Weapon Adjustment

    DEFLECTION = Current Chest + Armor Adjustment for each individual PartEVASION = Current Legs + Armor Adjustment for each individual Part

    Head Deflection has a natural -1 modifierHead Evasion has a natural +1 modifier

    Chest Deflection has a natural +1 modifierChest Evasion has a natural -1 modifier

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    #Heavy Weapon+2 Power / +0 Accuracy

    Medium Weapon+1 Power / +1 Accuracy

    Light Weapon+0 Power / +2 Accuracy

    No Weapon+0 Power / +0 Accuracy

    Heavy Armor+2 Deflection / +0 Evasion

    Medium Armor+1 Deflection / +1 Evasion

    Light Armor+0 Deflection / +2 Evasion

    No Armor+0 Deflection / +0 Evasion

    "Weapon" mainly refers to meleeweapons, such as a dagger (light,) asword (medium,) or a claymore (heavy.)But other weapons can easily be fit intothese same categories. Heavy weaponsrequire 2 hands and cannot becombined with a shield or an off-handdefensive weapon.

    "Armor" refers mainly to clothing layersand other modern day alternatives ...primitive heavy armors of medievaltimes might increase deflection at a costof mobility to as much as +3 Deflection /-1 Evasion but such bulky coverings arenot generally seen today.

    Using a Shield

    A Hero who wields a shield (or an off-hand defensive weapon) can choose toskip their next attack to immediately rollan additional Deflection check. Thisbonus Deflection check can turn a failedDeflection into a success or turn asuccessful Deflection into a Block.

    Shield Penalty

    A Hero using a Shield (or an off-handdefensive weapon) must reduce theirAccuracy by -1.

    $%New Heroes begin play with the player's choice of a primary melee weapon and of armorworn. The armor is of a normal quality as described above. The weapon is one of thePrometheus Blades passed down for generations to the Warriors of Prometheus.

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    In addition to the Combat Aspects there are also 2 Secondary Aspects. These Aspectsrepresent traits that cannot be defined by a single Body Part. The 2 Secondary Aspects

    are Initiative and Fortitude.

    Initiative

    Initiative represents reflexes, speed andperception. It determines who will getthe drop on whom in a combat round.Initiative is equal to the sum of Head +Legs values.

    Initiative = Head + Legs

    Fortitude

    Fortitude represents over all health,toughness and determination. It helpsone to survive the rigors of harshenvironments or a fall from a greatdistance. Fortitude is equal to the sumof Chest + Arms values.

    Fortitude = Chest + Arms

    Certain things can injure a Hero creatingdamage over a broader area than afocused attack. Combat attacks involvethe strategic targeting of specific bodyparts. Dynamic Damage injures a Heroover all Body Parts.

    Examples of Dynamic Damage are:

    Poison, Fire, Radiation, Starvation,Drowning, Explosion, or Falling.

    Dynamic Attacks cannot be evaded.

    Dynamic Damage cannot be deflected.

    The damage is delivered and it must besurvived.

    To resist Dynamic Damage thecharacter must roll a successfulFortitude Test.

    Fortitude is an Action Value and it iscompared to an Opposition Value(determined by the referee based uponhow difficult the Dynamic Damage eventshould be to survive.)

    Find the values on the Action Chart androll the number listed or greater on 2d6to succeed in the Fortitude Test.

    Fortitude Test is Successful:Suffer minor damage.Reduce the Value of your highestvalued Body Part by -1.

    Fortitude Test is Failed:Suffer major damage.Reduce the Value of allBody Parts by -1.

    Some Dynamic Damage events mayrequire more than one Fortitude test tosurvive.

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    "!Turn order

    Each participant in the combat rolls 1d6and adds the value of their Initiative tothe roll.

    Record a Turn Order for the participantsstarting with the player who rolled thehighest. Where needed roll again toresolve ties.

    Attack

    On their turn, the attacking player

    declares a target and an attack againstone of the four target Body Parts...Head, Chest, Arms, or Legs.

    The attacker reduces the AccuracyValue of their attack by the EvasionValue of the targeted Body Part andconsults the Action table to see whatnumber or higher they must roll on 2d6to Hit.

    If the attack hits, the defender must roll

    to try to deflect the hit to a different BodyPart.

    Attempting to deflect the hit is a goodidea even if the defender doesn't needto "move" the hit... because the rollgives the defender a chance for a block- see "Blocks."

    Deflection

    The defender reduces the DeflectionValue of the targeted Body Part by thePower Value of the Attack and consultsthe Action Table to see what number orhigher they must roll on 2d6 to Deflectthe Hit.

    A successful Deflection allows theDefender not the Attacker to declarewhich Body Part takes the hit.

    Shield Use

    after a failed Deflection

    A defender with a Shield (or an off-handdefensive weapon) can attempt asecond deflection action after the firstone FAILS but must give up their nextattack action to do so. If this defectionsucceeds the attack is redirected asnormal.

    Shield Useafter a successful Deflection

    A defender with a Shield (or an off-handdefensive weapon) can attempt asecond deflection action after the firstone SUCCEEDS but must give up theirnext attack action to do so. If thisdeflection succeeds the attack isBlocked - see "Blocks."

    If an attack is Blocked, the damage from the Hit is not Deflected, but is insteadeliminated entirely and no injury is suffered.

    If Doubles are rolled on a Deflection test AND the Deflection is successful, that hit isBlocked. This will apply to any standard Deflection test or any Deflection made with aShield following a failed Deflection test.

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    "If Doubles are rolled on an attack, ANDthe attack is a successful hit, the attack

    scores +1 Hit on the targeted Body Part.The defender must roll separateDeflection tests for each Hit and maysuffer injury from multiple hits from asingle attack.

    If a defender with a shield (or an off-hand defensive weapon) rolls Doubles

    when attempting to Block (following asuccessful Deflection) AND the Block issuccessful, the defender doesn't losetheir next attack action, and can taketheir next turn normally.

    Injury

    Any time a Body Part suffers damagefrom a Hit, reduce the CURRENTVALUE of that Body Part by -1.

    Unconsciousness

    If any one Body Part is reduced to avalue of 0, the defender is renderedunconscious and is removed fromcombat.

    Death

    If any Body Part has been reduced to aValue that is less than 0, or if more thanone Body Part is reduced to 0 then thedefender has been killed and isremoved from the game.

    Instant KO

    If any one Body Part suffers the woundsof two Hits from a single blow, then thedefender is rendered unconscious andremoved from the fight, even if the BodyPart is not reduced to a Value of 0.

    Note: A Body Part that has beensuccessfully targeted and hit by anAttacker has not suffered a Wound fromthe Hit until after the Deflection attemptis made and the damage is assigned.

    Declaring Damage

    As part of Damage resolution, an injureddefender must reveal to their attackerwhich body Parts took Hits and theirCurrent Values.

    After Damage has been Declared, the turn then passes to the next player in the TurnOrder. Do not roll Turn Order again. The same Turn Order is retained for the duration ofthe combat.

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    &'Catching Your Breath

    At the end of any combat,when the melee is over andparticipants have a fewminutes to rest, everysurvivor of the combat who isnot unconscious immediatelyremoves the effects of onehit. (Increase the currentvalue of the lowest valuedBody Part that has had itsvalue reduced throughdamage by +1.)

    An unconscious Hero, whohas all Body Parts withvalues higher than zero (1 ormore,) will automaticallyregain consciousness duringthe Free Healing phase.

    Medicine

    Each successful application of the Medicine (Head)Skill will remove the effects of one hit. (Increase thecurrent value of the lowest valued Body Part thathas had its value reduced through damage by +1.)

    Each application of the Medicine Skill to anindividual patient in a single day gets increasinglyharder whether or not the application is successful.

    For Conscious Patients

    1st time to attempt to heal the patient that day ... Opposition Value of Medicine Test (Easy) 2.

    2nd time to attempt to heal the patient that day ...Opposition Value of Medicine Test (Average) 6.

    3rd time to attempt to heal the patient that day ...Opposition Value of Medicine Test (Hard) 10.

    4th time to attempt to heal the patient that day ...Opposition of Medicine Test (Seems Imp.) 14.

    No 5th attempt allowed.

    Use of Medicine Skill on an unconscious patient ismore difficult.

    For Unconscious Patients

    1st time to attempt to heal the patient that day ... Opposition Value of Medicine Test (Below Ave.) 4.

    2nd time to attempt to heal the patient that day ...Opposition Value of Medicine Test (Above Ave.) 8.

    3rd time to attempt to heal the patient that day ...

    Opposition of Medicine Test (Very Hard) 12.

    No 4th attempt allowed.

    An unconscious Hero, who has all Body Parts withvalues higher than zero (1 or more,) willautomatically regain consciousness after thesuccessful application of the Medicine Skill.

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    +#Normal

    These weapons and this armor follow allcombat rules as provided in the combatsection with no special exceptions.Unless otherwise noted, all weaponsand armor are assumed to be of NormalQuality.

    Demonic

    Entities with the Demonic quality cannotbe harmed by Normal or Gun weaponsat all. The Keres are creatures

    possessing the Demonic Quality.

    Magic

    Magic Weapons cancel out the DemonicQuality and damage resolution ishandled normally. The primary meleeweapon carried by the Warriors ofPrometheus, the Prometheus Blade,possesses the Magic quality.

    Bulletproof

    Bulletproof is a special quality that canbe applied to Armor or a Shield. ABulletproof Body Part always Blocks ona successful Deflection. The BulletproofQuality and the Gun Quality countereach other so that attacks by Gunsagainst Bulletproof Body Parts are NOTautomatically Blocked by a successfulDeflection. (see Blocks)

    Guns

    Guns are a special category of weapon.Guns always inflict +1 Hit on asuccessful attack. (The target defendermust make a separate deflectionattempt for each Hit.) The BulletproofQuality and the Gun Quality countereach other so that attacks by Gunsagainst Bulletproof Body Parts do NOTinflict +1 Hit.

    $,In Combat, DOUBLES grant specialcombat results (see Blocks, CriticalAttacks, and Shield Bashes) outside ofcombat rolling Doubles on skill tests hasa different result.

    When rolling skill tests outside ofcombat for skills that are not COMBATASPECTS, if any player rolls doublesthe group earns 1 experience point. Thisbenefit is gained whether or not the skilltest was successful.

    Experience accumulated for the groupwill be divided equally between allplayers at the end of the game session.

    Round Experience amounts up (addingexperience if needed) so that everyHero gets the same amount ofExperience and no Experience is lost.

    BODY PART VALUE +1costs current value of Body Part x 6in experience points.

    ADD A NEW SKILLcosts sum total of all Skills known x 3in experience points.*

    *This is the sum of all Skills under all Parts notjust those Skills related to a selected Part.

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    Body Parts

    Head Value (use to find Accuracy & Initiative)

    Max. Current

    Chest Value (use to find Deflection & Fortitude)

    Max. Current

    Arms Value (use to find Power & Fortitude)

    Max. Current

    Legs Value (use to find Evasion & Initiative)

    Max. Current

    Weapon

    Main Hand Accuracy Power

    Off Hand If using a shield or parryingweapon reduce Accuracy by -1

    Armor

    Head Evasion (+1) Deflection (-1)

    Chest Evasion (-1) Deflection (+1)

    Arms Evasion Deflection

    Legs Evasion Deflection

    Hero Record

    Initiative (Head + Legs)

    Fortitude (Chest + Arms)

    Head Skills

    Chest Skills

    Arms Skills

    Legs Skills

    Experience Points

    Prometheus Blade is copyright 2007 by Jeff Moore, all rights reserved. Permission is granted to copy this form for use in playing the game.


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