Hybrid role play / cards A simple ruleset to have a quick and intuitive role-playing game.

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Hybrid role play / cards A simple ruleset to have a quick and intuitive role-playing game. The same cards can be used for a cooperative or competitive card game. Every aspect of the game is regulated by a series of cards. Each player can have cards in hand or in play. The cards in play represent the items that the Personage is wearing and grant bonuses and permanent abilities as long as they are in possession of the card. The cards in hand represent the objects in the backpack and can only be used in the player's turn by spending an action. The maximum number of cards a player can have in his hand and in play depends on the level of the character and the adventure. Class cards They represent a Character s physical, mental and special abilities. This card does not count in the maximum number of cards available to the player. Treasure cards they represent weapons, objects and spells. Adventure cards they represent monsters, traps and other obstacles that the party must overcome. In the role-playing game are handled by the master, in the card game they are randomly drawn. Authority and exclusivity of the cards Ra each card is defined by rarity and exclusivity. A card can be made of bronze, silver, gold or platinum. A Personage may use any card equal to his level but may have only one card in play at a higher level (for example, a Bronze Personage may have only one silver card in play), but may hold cards of any rarity. The four levels of power apply to Characters, equipment, spells, traps, and any other card. Some cards, in particular the Classes and Monster cards indicate a rarity progression. For example, the Goblin card may represent a Bronze (goblin), Silver (hobgoblin) or Gold (redcap) monster, depending on the level of the adventure. As the level increases, the creature's abilities and powers grow. Exclusivity indicates who can use the card. Some cards can be used by all characters, others only by specific classes or creatures. Classes Like the other cards, the classes are also divided into rarities starting from the bronze. Depending on the level of the adventure a Character may be a simple squire (bronze), an expert warrior (silver ), a veteran knight (gold), or a legendary paladin (platinum).

The class cards have the following fixed characteristics: Might, the hit points, also represent the physical prowess of a character, dropped to 0 the character dies Movement, represents the agility of the character and, if you want to use a combat grid, how many squares (or hexagons, or inches), the character can move in a turn Acumen, represents the intelligence and the ability to understand the world of the Character Personality, represents the ability to resist external influences and influence others Each class has its own style of play and skill. Warrior: high power and the ability to use all the weapons inflicting more damage. He plays a lot of cards in the field and consequently he has few in his hand. Magician: high acumen, and decent movement and personality, but little power. He uses many disposable spells, so he will have many cards in his hand and few in the field. Thief: high movement, all other mediocre abilities. It has a decent ratio of cards in hand and in play. His cards are mainly based on annoying the opponent. Cleric: decent power, good personality, other mediocre statistics. It can act as a secondary fighter. He may discard a card in his hand to cure 1d6 points for one of the characteristics of a character. The higher the level the features and class skills increase. Role of the master dungeon (deck master?) The purpose of the DM is to give life to the game world, creating the adventure that the Heroes will face. The DM manages the history, obstacles, adversaries and allies of the Heroes. Unexpected cards help the DM in managing the world and can be used to generate a random challenge. Example of challenge generated by the DM: The group of Heroes is fighting on a bridge suspended against a group of bandits, suddenly one of them begins to cut the ropes on one side of the bridge. The DM states that in 5 game turns the bridge will collapse, the bandit who is cutting the rope can only be hit by ranged attacks and two bandits on the bridge try to slow down the Heroes. The DM also holds a "Trap - trapdoor" card to represent some of the bridge's damaged axes. Anyone who overcomes first the bandits will have to pass the test described on the card (Movement 10+ or lose a point of Might and skip the rest of the turn). Example of a randomly generated challenge: The same challenge can be randomly generated by extracting the "Race against time" cards (the match must be completed in 5 turns), "forced passage" (the Heroes can only advance), "gang of thieves" (put a number of opponents Bronze equal to the number of Heroes. "Task of the DM in this case will be to manage the enemies and make sense of the story.

Challenges and actions Depending on the adventure the DM has conceived, the Heroes will be able to face different challenges. A challenge is defined as a situation that can have consequences for the Heroes. If the Heroes are in immediate danger of life, the players will take turns acting according to their order of initiative (given by 1d6 + movement, if the DM controls monsters the lowest Movement is used). The challenges are divided into Fights and Skill Tests, during a challenge a Personage has two actions per round, in one action a Personage may: attack use a card from your hand change a card in play with one in your hand use a skill move wake up a sleeping character pass / use an object to another adjacent player You can not use the same skill twice in the same turn except the move. Skills work on reaching a threshold: roll of a die (1d6 per level of the character) + basic characteristic - possible malus. In the case of contrast effects, such as convincing a merchant to apply a discount to his goods, the parties in question make a roll of opposing skill. Skipping an obstacle, climbing, swimming, and other acrobatic abilities are Movement abilities, if you play with a combat grid the impervious terrain directly reduces the movement value (for example crossing an ice square counts twice, jumping a ditch counts double and you can not stop on the "hole" box, etc. ). Remembering an event, knowledge skills, looking for clues, distinguishing details, etc. are Acumen's skills. Persuading, threatening, resisting illusions, etc. are Personality skills. All physical tests such as lifting a weight, resisting fatigue, breaking through a door are Mighty skills. Wounds, poison and disease can reduce the power of a character, compromising his physical performance. When the Might of a Character reaches 0 the character is no longer able to act, it is up to the DM to decide if he is dead or not. Prizes for completing a challenge Prizes are at the discretion of the DM, but should be proportionate to the challenge faced. In principle players should draw a treasure card for each adventure card that the DM used to complete the challenge, plus all items equipped by monsters and unused (cards in play and cards in hand). The prize of a challenge does not necessarily have to be a treasure, but also a suggestion, an ally, a bonus die or other benefits. Death of a character When one of the Character's statistics reaches 0, he is no longer able to take any action. Generally when the Might reaches the 0 the character faints for the wounds back t and, when the Acumen reaches 0 the character is in a coma, Movement 0 indicates the paralysis and Personality 0 the madness. However, it is up to the DM to decide if the character dies.

The combat The attack is thus carried out: roll of a die (1d6 per level of the character ) + damage of the weapon enemy s armor. The corresponding result must be subtracted from the Possession of the adversary. An unarmed character uses only the d6. Melee weapons can be used against adjacent enemies, shooting weapons only against enemies in line of sight and not adjacent. Special attacks such as fighting, disarming, pushing, etc. are related to particular descriptions of the single weapon card. Positioning and displacement If you use a combat grid the Movement of a Personage determines how many squares (or hexagons) can move in one turn. Using only the cards you can place the cards to get a quick representation of the position of the characters. If one side of the card is adjacent to combat, it is melee, otherwise at a distance.

In the example below, Bandit 1 can attack the Heroes remotely, Bandit 3 can attack the Warrior in close combat, the latter can attack Bandit 2 and 3 in the body. The Cleric can use his healing ability on the Wizard.. If the warrior wants to attack Bandit 1, he must use a movement action on his turn to reach him. The DM can determine that more movement actions are needed to reach an enemy. For example, to reach a sniper placed on a tree, a Hero may need 4 movement actions (2 turns in total), or use a ranged attack. Examples of cards Objects in play Generic bronze weapon: +1 dagger to damage Generic silver weapon: long sword + 3 to damage Silver special weapon: +3 mazza to damage, roll a die, with 5+ the opponent loses the weapon

Gold special weapon: jellyfish bow +5 to damage, roll a die, with 4+ the opponent skips the next turn Leather armor: +2 armor Magic wand: remote weapon for wizards, +2 to damage Boots of the 7 leagues: + 3 to the movement Belt bag : you can have two extra cards in your hand Fetish of fortune : cancel the effects of a trap, discard it immediately afterwards Inebriating perfume: + 2 to personality tests Single-use items Potion of wound care Potion of neutralizing poison Minor poison: deals damage in turn for 1d6 turns Theft: the character discards a card Adrenaline shot: one character gets one more action at his next turn Unfortunate misfortune: a character automatically fails the action he is taking (can also be used not in his turn) Confusion: A player discards his hand and draws as many treasure cards Dart of frost: deals 2d6 damage, rolls a die, with 5+ the affected character loses the next turn Fireball: deals 2d6 damage to 1d6 enemies Seduction: make a clash of Personality, if you emerge victorious take control of the opponent for a turn (out of combat a character becomes friendly). Magic Shield: immune to physical ranged attacks for this Challenge Sleep: personality test or the opponent skips the challenge (can be woken up with a movement action) Adventures Ambush: the opponents attack first, the heroes jump the first round Compulsory passage: the heroes can only advance Trap trap: deals 1d6 points of damage, skips a turn Unexpected Ally: A Bronze Monster for this Challenge will fight alongside heroes Race against time: the heroes must finish the challenge in a fixed time Advantage: a group of characters has +1 to all shots for this challenge Distracted guards: overcome the guards with a proof of movement or personality

Bad idea: a hero can not use his class skills for the next challenge Great idea: a hero has a +2 bonus to his numerical class skills for the next challenge Complete the quest: a character has a bonus die to use at any time during the course of the adventure Strong wind: ranged attacks can not be used Mirror Trap: summons an enemy with the same characteristics as the hero who pulled the card Monsters A character should be able to face a level monster like no other, without problems, but it should be a group effort to face one of a higher rarity, and almost impossible to face one of two higher rarity. You can use the classes as a monster. Bronze monsters should be simple with at most one special attack from the equipment. Silver monsters should have at least one innate ability. Monsters gold two skills. The platinum monsters will be the bosses of the end of the campaign (dragons, lich, major demons). Type of monster (in case you want to use a chosen enemy or similar): Humanoid, N on dead, Beast (animals, magic beasts, parasites, dragons), Spirit (elves, elementals), Construct (robot, golem) and Otherworldly ( angels, demons ). Not dead Sparti, Zombie, mummy Ghoul, vampire Platinum: Lich Beasts Bronze: wild animal Silver: Manticora, chimera, griffin Gold: Viverna, cocatrice, basilisk Platinum: Dragon, kraken constructs Bronze: Animated object Silver: Golem Gold: Animated idol

Platinum:?? Spirits: goblin, hobgoblin, redcap driade / nereide / naiad other elemental spirits Outdoors Bronze: Imp, putto Silver: Gold: Platinum: Humanoid Orc, ogre, troll Platinum: titan