GMD CORE RPG

 

CORE RPG Rules

The following Crib Sheet has been provided to give an outline of the CORE RPG Rules whilst we are editing the rule book. Once sections have been approved the rules will be update online and linked from this Page.

 

The CORE RPG has been made possible by the GMD Online Patrons and a warm thank you goes out to you all!

 

Making Primary / Secondary Stat Check

 

  1. Build the dice pool consisting of Statistic Dice.
  2. Roll the Dice.
  3. Open Ended: Any dice that rolls it’s maximum roll again and add it to the maximum result, keep going until no maximum has been rolled. The final result is that Dice’s total.
  4. Drop the lowest and keep the highest dice result.
  5. Add any modifiers to the highest dice.
  6. Compare result against target dice result.
  7. Highest wins

For Fantasy Grounds you Click the Bomb Icon (sometimes it will look different) this will automatically perform the above.

For Modifiers make sure you add the modifier into the bottom left of the screen. Square box with 0 and Modifier in.

 

Making a Specialisation Check

 

[ppp_patron_only level=”5″ silent=”no”][/ppp_patron_only]

 

  1. Build the dice pool consisting of Specialisation and it’s associated stat.
  2. Roll the Dice.
  3. Open Ended: Any dice that rolls it’s maximum roll again and add it to the maximum result, keep going until no maximum has been rolled. The final result is that Dice’s total.
  4. Drop the lowest and keep the highest dice result.
  5. Add any modifiers to the highest dice.
  6. Compare result against target dice result.
  7. Highest wins

 

DoS: Degrees of Success

In Many cases the difference of the roll, or the amount you beat the target roll by, will become a modifier or provide additional effects. This is known as DoS (Degrees of Success)

For Fantasy Grounds you Click the Bomb Icon (sometimes it will look different) this will automatically perform the above.

For Modifiers make sure you add the modifier into the bottom left of the screen. Square box with 0 and Modifier in.
At the bottom of your More Core Tab you will find Attack, DMG & Defence Pools use these in combat.

 

Dice Types & Levels

 

Dice Type Dice LVL
D4 1
D6 2
D8 3
D10 4
D12 5
D12 & D4 6 etc…

 

Difficulty Dice

Whenever a character performs a task under strenuous circumstances or where there is a chance that the character might miss a clue or fail at a given task. Then the character is required to make either a Statistic or Specialisation check as detailed above.

Often these checks will be rolled against an opponent such as in combat, (See Below).

However, there will be circumstances when there will be no opponent. This is when the games master assigns a difficulty dice to the task.

 

Dice Type Difficulty
D4 Easy with a chance of failure
D6 Average difficulty task
D8 Challenging task
D10 Extremely Difficult Task
D12 Legendary Feat

 

The Turn Sequence

 

  • All Health, Stun, Wounds taken, Initiative: can be found More Core Tab, Top right

 

The Turn Sequence

 

  1. Roll Initiative
  2. Highest acts first [on a draw the highest AGI goes first, if still draw then dice off with AGI]

 

INITIATIVE:

 

  1. Roll AGI and subtract any Stun received
  2. If result 0 or less cannot perform any actions as you are stunned. However, you can perform any Activated Defensive Perks and Defend yourself. Example Counter Attack.

Beginning of your turn:

Going on Hold: Change Initiative result to a lower Result.

 

  1. Reduce Stun by 1
  2. Recover 1 POW
  3. Reduce Effects Timers by 1
  4. Make 1 Hard Action & Soft Action OR 2 x Soft Actions
  5. Reduce Initiative score by 10 (if below 0 you gain no more actions this turn)

 

ACTIONS:

In your go, you may Perform:

 

  • 1 Hard Action and 1 Soft Action
  • 2 x Soft Actions.
  • SPECIAL FULL ACTION

Perks and Powers may give the ability to perform more.

 

SOFT ACTIONS

 

  • Use a Specialisation.
  • Use Perk: If a Perk contradicts a rule then the Perk rule stands.
  • Move up to MR Normally 25′ (5 Squares)
  • Get up from Prone and Move 10′ (2 Squares)
  • Crawl 15′ (3 Squares)
  • Unarmed Attack
  • Draw Weapon, Pick Up / Drop item,
  • Aim +1 Attack (Up to a Max AIM +3)
  • Concentrate +1 Roll (Up to a Max AIM +3)
  • Use Aspect
  •  

 

HARD ACTIONS

 

  • Ranged Attack
  • Melee Attack
  • Power Use
  • Charge: Move at least 10′ (2 Squares) Up to MR and Attack. -2 COM, +1 DMG / 5′ (Square) of movement)
  • All out Defence: Add COM LVL to Defence Modifier.
  • ALL OUT Attack: +DEF LVL as a COM modifier (DEF suffers DEF LVL as a Penalty)
  • Withdraw, Move out of enemies threat zone defensively and avoid attack of opportunity. Move up half move round up to nearest 5′ (15′, 3 Squares)
  • First Aid:Make a MND Vs Difficulty D10 Check. The amount of Health healed is equal to the DoS.

 

SPECIAL FULL ACTION [Perform no Soft or Hard Action]

 

  • RECOVER STUN: Roll MND and recover Stun points by the result.
  • RECOVER HEALTH: Roll PHY and recover Wounds Taken by Result.
  •  

 

SPECIAL RULES

 

  • Armed with two melee weapons: May re-roll a failed attack or Parry action.

 

MAKING AN ATTACK ROLL

 

  1. Roll COM & Specialisation of attack being made / Power being used
  2. Drop the lowest Dice
  3. Add modifiers

 

MAKING A DEFENCE ROLL

 

  1. Roll DEF & Specialisation of Defensive action being made.
  2. Drop the lowest Dice
  3. Add modifiers

Note the DoS between these rolls.

 

ROLLING DAMAGE

 

  1. Roll STR
  2. Drop the lowest Dice
  3. Add modifiers & DoS

 

RESISTING DAMAGE

 

  1. Roll PHY & Specialisation of attack being made / Power being used
  2. Drop the lowest Dice
  3. Add modifiers

 

STUN

 

  1. Take 1 Stun whenever you make a DMG RES roll pass or fail.
  2. Recover 1 Stun 1 / Round
  3. Stun affects Initiative.

 

MOVEMENT RATE [MR]

 

  • 25′ (5 Squares unless otherwise specified)

 

POWERS

 

  • Either Active or Instant
  • Active Powers do not regenerate POW
  • Instant Powers regenerate POW 1 / Round

 

Combat Sequence

 

  1. Attackers Roll Attack Pool and Defender rolls Defence Poll
  2. Highest Wins

 

IF ATTACKER WINS

 

  1. Gains DMG Bonus (DB) = DoS
  2. Attacker rolls DMG+DB, Defender Rolls DMG RES
  3. Defender take 1 Stun
  4. Highest Wins

 

IF DMG Roll beats DMG RES Roll

 

  1. Wounds Taken = DoS.
  2. For every full 5 Wounds Taken you are knocked back 5′ and receive 1 extra stun. (Knock-back DOES NOT cause attack of opportunity, Attacker may move 5′ in any direction for FREE, with no Attack of Opportunity against you)

 

Attack of Opportunity

 

  • When ever you move OUT OF an enemies threat zone (Adjacent squares or 5′) The enemy may make an attack of opportunity.

 

Health Reduced to 0?

 

  • Characters and Villains suffers a penalty equal to the amount of health below 0 to all actions and MR (Round up to nearest 5′)
  • NPCs are defeated once they reach 0. Remove them from combat.

 

Health Reduced to -2xPHY Health

 

  • Character is defeated, becomes prone and can only crawl 15′. Cannot perform any other actions.
  • Character must make a Difficulty D10 PHY Check to avoid death.
  • If a character is healed to at least 1 Health. The character can perform actions.

 

Momentum

Each time an action rolls a DoS of 10 or more, You gain 1 Momentum point.

MOMENTUM USE:

 

  • Gain [+1] Modifier
  • Perform a FREE Soft Action. [2 MOMENTUM to perform a free Hard Action]
  • Re-roll Dice [Cannot Re-roll Natural 1’s]
  • Recover 1 Stun
  • Recover 1 POW
  • Purchase 1 Plot Card
  • Recover from Unconsciousness to PHY LVL Health.

 

Knockback

For every 10 DoS on DMG roll, the target is KB’d 5′ away from the attacker in any direction of choice (Attackers choice). Target that is knocked back does not incur an attack of opportunity when knocked back. If the character hits a solid object then roll for DMG.

Knockback DMG is 1DT per 5’ Knocked back.

If the knocked-back character strikes another character, then DMG is rolled against both characters.

 

Core Mechanics

 

  • CORE RPG uses a dice pool system based on Statistics, Specialisations and Bonus Dice. These are ranged from d4 to d12.
  • All dice are open-ended, which means that if they roll the maximum dice face, roll again adding the result to itself, keep going until maximum is not rolled.
  • The basic mechanic of the system is Highest Wins. So remove the lowest resulting dice and keep the highest.
  • The game works on an opposing game mechanic, which means you are always testing your skill against a random factor, normally an opponent’s Dice roll. An opponent will follow the same steps above.
  • Once both opposing sides have rolled their dice, compare the results. As mentioned, Highest wins.
  • The Degrees of Success (DoS), equals the difference of the dice rolled. Compare both opposing results and subtract the lowest from the highest, this give the DoS Value. Normally a simple highest wins result is all that is required. But sometimes, normally attack rolls in combat, the DoS becomes a modifier to another roll.

 

Dice Steps

Each Dice Level increases the Dice Type by 1. See chart below.

 

DICE TYPE (DT) DICE LEVEL (LVL)
d4 1
d6 2
d8 3
d10 4
d12 5

 

Statistics & Specialisation Rolls

 

Statistics

All CORE RPG Characters are defined by ten different Statistics. These Statistics are used to test a character’s effectiveness of overcoming obstacles they will face during an adventure.

All statistics are abbreviated as follows:

AGILITY (AGI) – Measures a character’s nimbleness, dexterity and quickness.

MIND (MND) – Represents knowledge, intelligence and mental resilience.

SOCIAL (SOC) – A character’s charm, social influence and presence.

STRENGTH (STR) – Measures a character’s raw power and physical strength.

PHYSIQUE (PHY) – How tough or physically fit a character is and ability to resist pain.

COMBAT (COM) – Represents a character’s natural fighting ability.

DEFENCE (DEF) – The ability to avoid being physically hit.

STEALTH (STL) – This measures the character’s ability to avoid being seen or move silently.

PERCEPTION (PER) – Represent the five senses and a character’s natural awareness.

FOCUS (FOC) – How attuned to the spiritual, arcane or supernatural world that exists in the game world. This measures a character’s raw magical or super power energy level. Also the ability to resist certain effects.

Statistics are measured using Dice Types and therefore given a dice result. Sometimes the rules will refer to Dice Levels. Each Dice Level increases the Dice Type by 1. See chart below.

 

NRG: Energy

Is the amount of Energy Points a character has to use for activating Powers.

 

STUN

Stun reduces a character’s chance to act in a round. Stun is subtracted from AGI for Initiative.

 

Other Statistics

 

MR: Movement Rate

This statistic is how far a character can move in one action (see Actions Below).

 

Health

Health measures how much damage a character can sustain until they are defeated.

 

Specialisations

Specialisations represent the skills the character has trained in. These define what the character has taken an interest in. The higher the dice, the better they are at that particular skill.

All Specialisation are associated to a particular Statistics.

For example: A Sword [COM] shows that the Sword Specialization is associated with the Combat Statistics.

If a character is not specialised in Sword, then that character would roll just their Combat Dice. However, if a character is specialised with Swords, they would roll both their Sword Specialisation and Combat dice. This would give the character a better chance of success as they choose the better roll.

A full list of specialisations and their game effects are detailed under the Specialisations Section

 

Fear

Often heroes are faced with situations or beasts that cause Fear.

Sometimes Fear can freeze a character in place and other times it can make the character struggle to react as their mind races to comprehend what has just been witnessed.

Fear is resisted using MND Statistic Dice Type.

Fear checks, like all other rolls, are an opposed check.

Fear is recorded as Fear(d4)

 

  • The Dice Type will change depending how difficult it is to resist the fear.

On a successful Fear check the character can continue as normal and is no longer scared of the source of Fear.

If the character scored a DoS of 10+ then the character’s adrenaline kicks in and the Character gains Inspired for 3 Rounds.

On a failed check a character suffers 1 stun per DoS of the Fear Dice and is applied a level of Fear Effect.

 

Drowning

The risk of drowning in thick liquid or a raging river or the swells of a deep ocean, is a risk for most heroes. Whenever a chance a character is swimming in treacherous conditions or an action scene then swimming checks will be required.

The GM will give the conditions a difficulty to overcome with the Swimming Specialisation.

Here is a guide to conditions Difficulty.

 

Condition Difficulty Dice
Mild / Swelling current and waves D4
Rough Current and Waves D6
Strong Current / High waves D8
Thick Gloopy Liquid D10
Thunderous Conditions / Rapids / Quicksand D12

A Character suffers exhaustion equal to the Difficulty Dice’s DoS against a failed swimming specialisation.  Once the characters Exhaustion equals twice their PHY Level, the character drives.

 

Effects

Different type of effects can benefit or hinder characters.

 

Mental Effect

Mental Effects are effects that have been resisted with MND or FOC or SOC

 

  • Stun – See Stun
  • Confusion – Soft Move Action only
  • Fear – Suffer -1 (Max -3) per Fear Level to all Initiative, FOC, SOC and MND checks. If Fear Level is equal to MND DT, Character suffers a New Worst Fear of the object that caused the Fear Level to reach MND DT.
  • Inspired +1 [Max +3]
  • Distracted -1 [Max -3]

 

Physical Effects

Physical Effects are effects that are resisted with STR or PHY or AGI

 

  • Staggered – No Hard Actions
  • Burning – Brun LVL DMG Rolls Vs DMG RES per Turn, Takes a soft action to reduce burn level by 1. Each Burn applied increases the Burn LVL by 1.
  • Each level of burn is d4 vs dmg res, no armour.
  • Grappled – No MR or Actions until break free with STR or AGI
  • Poisoned- Poisoned LVL DMG roll per RND Resisted with PHY, Each Poisoned LVL applied increases the Poisoned LVL
  • Prone – Soft Action to get up or ½ move with crawl. DEF -3 vs melee opponents, Gain D6 Bonus Dice to DEF vs Ranged
  • Slowed – ½ MR
  • Bleeding –  suffer Bleeding LVL in wounds per turn, Each Bleeding LVL applied increases the Bleeding LVL by 1.
  • Exhaustion – Character suffers -1 to all actions per Exhaustion LVL over PHY LVL. IF Exhaustion LVL equals twice PHY LVL then character collapses from Exhaustion.
  • Shock – Character Must Resist the Shock LVL Difficulty with PHY or take 1 Stun. On a success reduce the Shock LVL by one.
  • Blindness – A character cannot see. If a blinded character wishes to attack a target, they suffer -3 and Defender gains a D12 Bonus Dice.

 

Size Differences

When there is a considerable Size difference then there could be a Bonus Dice award. See Chart below.

 

Size Size Level
Tiny (Rat / Squirrel) -2
Small (3’ Child / Halfling) -1
Average (Man Sized) 0
Large (Bear, Ogre) 1
Huge (Elephant, Troll) 2
Massive (Dragon / Giant) 3

Attacking a target of larger size.

For each category the target is larger than the attacker, the attacker gains a bonus COM dice LVL equal to the difference.

E.g: Man attacking a Troll. Troll is 2 steps larger and gains a Bonus Dice of LVL 2 which is a D6.

Attacking a target of smaller size.

For each category the target is smaller than the attacker, the target gains a bonus DEF dice LVL equal to the difference.

E.g: Man attacking a Halfling. The Halfling is 1 steps smaller and gains a Bonus Dice LVL of 1 which is a D4.

 

Strength Pushing, Lifting and Throwing Chart

There will be times when a character would like to either lif or throw a heavy object. Here is a Chart to help work out what a character can lift and throw and what bonus Damage that object will cause.

Your STR Push, Lift and Throw capability is your STR LVL + any STR Modifiers.

The higher values are mainly used for comparison and Superhero games.

 

Weight Range Example Destroy /Tear Up Difficulty LVL MIN STR Push / Drag at MR MIN STR Lift  Min STR Throw or Attack DMG Bonus Dice
About 80 KG Large Heavy Set Table, Kitchen Appliance, Moped, Man sized humanoid. D8 3 5 7 D12
Approx. 160 KG Motorbike, Large Boulder, D10 4 6 8 D12 D4
Approx. 500 KG Speed Boat, Caravan, Lamp Post, 2 wheeled Wagon (Cart) D12 5 7 9 D12 D6
Approx. 1 Ton Small Car, Helicopter, Old Tree, satellite,  4 wheeled Wagon D12 6 8 10 D12 D8
Approx. 2 Tonnes Saloon Car, Small Aircraft. D12 7 9 11 D12 D10
Approx. 4 Tonnes Large Car, Van, Space Capsule D12 8 10 12 2D12
Approx. 10 Tonnes Bus, Pick up Truck, Fighter, Elephant D12 9 11 13 2D12 D4
Approx. 20 Tonnes Lorry, Bulldozer, Tank,  Dragon D12 10 12 14 2D12 D6
Approx. 50 Tonnes Passenger Shuttle / plane, Lorry and Trailer, Industrial Vehicle. D12 11 13 15 2D12 D8
Approx. 100 Tonnes Train, Bomber, Small Mech D12 12 14 16 2D12 D10
Approx. 250 Tonnes Ferry, Blue Whale, Medium Mech D12 13 15 17 3D12
Approx. 500 Tonnes Scout Ship, Large Passenger Shuttle, Jumbo Jet, Heavy Mech D12 14 16 18 3D12 D4
Approx. 1,000 Tonnes Gunboat, Courier, Heavy Mech Transport D12 15 17 19 3D12 D6
Approx. 2,500 Tonnes Submarine, Frigate D12 16 18 20 3D12 D8
Approx. 5,000Tonnes Destroyer D12 17 19 21 3D12 D10
Approx. 10,000 Tonnes Cruiser, Cargo Vessel D12 18 20 22 4D12
Approx. 25,000 Tonnes Battle Cruiser D12 19 21 23 4D12 D4
Approx. 50,000 Tonnes Battle Ship D12 20 22 24 4D12 D6
Approx. 100,000 Tonnes Carrier D12 21 23 25 4D12 D8
More than 200,000 Tonnes Starbase, mining facility etc… D12 22 24 26 5D12

 

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