Fiction:Spore Wiki Fictionverse Tabletop RPG

Welcome Fellow Travelers to the start of your journey of space and things.

Base of things
So this is a little Project I have had the idea of starting ever since I started Playing tabletop RPGs like DnD, Dark-heresy... the list goes on so I thought Wouldn't it be fun If we as a community had our own version of that so here it is.

Core Rules
We Do not have any character sheets yet but that will Be sorted out shortly (I hope)

(This will Be expanded on in the future)

Stats Start of each character will have a set of 8 base stats that are rolled for with 1d20+10 with a max stat roll of 30 for each of the 6 stats then each stat has modifier which you calculate by Dividing the original stat total by 2

The stats are:

Strenght

dexterity

Intelligence

Constitution

Charisma

Wisdom

Weapon skills

Ballistic skills

each of the first 6 stats has sub-stats that are measured by the main stats modifier + a proficiency bonus if Character is proficient in that stat. Weapon skills only have one subcategory that is with melee weapons of if your character will be proficient/Is trained to use them Same applies to ballistic skills but in this case, it is with Firearms.

Rolling for Initiative.

In the Scenario of combat, your GM will utter "roll initiative" and by this, all players should roll a d20 + their Dexterity modifier to see in what order the combat goes. the GM will do the same action once and that will count as the initiative roll for all the enemies. each player has time on there turn in the order to commence a completely optional movement-action and a bonus action to reload and things of that sort.

Hitting and dealing damage: After Initiative is done and it is your turn and you and your friends are fighting enemies and you say "I shoot enemy Y with my X" you will need to roll a d20+your ballistic skills modifier(if you are proficient in said weapon) if you are shooting otherwise your weapon skills modifier if melee, and get a number that is higher than the enemies base number to hit which the GM only knows. keep in mind that if you roll a 1(Crit fail) you might A hit a friend or B Gun is broken or C Gm may decide how this one happens (you shoot and the recoil of the gun makes you fly backwards and you need to role a dexterity save to see if you can land on your feet). if a 20is rolled it is a critical hit and you will deal double the damage, let's say that your weapon deals 1d10+10 you now take the damage you get from that role and multiply it by 2, and that explains the basics of weapons and damage.