Greed Hunter: A minimalist RPG
Greed Hunter
or, Dreaming toward the stars.
A minimalist RPG
In a never-never land of Science-Fantasy out there beyond the stars in an aether of the unreal. Are ancient kingdoms, time travel, and spaceships. Tokusatsu-inspired Superheroes fight for the galactic police. Space pirates fight for freedom. Cyber espers seek the eternal through philosophy and magic.
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Death, if you die your ghost haunts the party if in a group can do a psychic check to interact with them 1 per turn. If the whole party dies they cross over.
Stats.
Stats are dice. Every stat is a minimum of a d4 and upgraded through character creation to a maximum of a d12. weapons count as separate dice and are rolled at the same time the maximum number of dice rolled per check is three.
A starting character has 4 points to invest in stats. or four dice boost (permanently raise the dice rolled.) For example, use a boost on a d4 strength to become d6.
The way a check works is the Dm decides a DC (Difficulty Challenge) a number between 1 and 12 if you can not roll the stat or higher then the task is impossible for your character. 1-4 is an easy task 5-8 is a medium task 9 - 12 difficult.
Health points
Strength dice + speed
Example
Strength D8 Speed D6 = 14 hit points
Sanity points
Your sanity point is psychic Hp below 0 your character collapses into psychosis.
Aether Points
Aether points are spiritual hp points if below 0 when you die you will not come back as a ghost. Aether points are required for espers psychic abilities. Example: cast blast 4 AP from 14 becomes 10.
Strength: D4
> = Hp - Health points AP
Speed: D4
Wisdom: D4
> = Sp - Sanity points 8 AP
Cunning: D4
Psychic: D4
> = Ap - Aether points 8 AP
charisma: D4
Life Paths.
Neon ronin
Are like a tokusatsu superhero the law and order of the world. Skilled martial artists. They are impervious for short periods of time.
Comes with a ring to transform into a neon ronin (invincible but health count down 1 for every turn taken. For his faze and one for the enemy's face with a minimum of 3 per use.)
Space pirate
Outlaws who specialize in cunning. they are the best spaceship pilots. use High technology like lasers and shields.
Starts with a small spaceship. and on an item of his choice.
Cyber Esper
Psychics (also called space wizards) use their abilities "PLEROMA" to shape reality to their will.
Starts with three psychic cards. used for channeling pleroma. every use of a psychic card requires a psychic check of 4 if failed nothing happens but the loss of ap.
6 starting psychic cards to choose from.
1 psychic chop 1 d4 of melee damage
2 psychic blasts 1d4 of damage to a visible enemy
3 psychic invisibility turn invisible for a turn costs two AP per turn.
4 possession possess an enemy for one turn (controls the person as if they were them until out of ap or release them.)
5 pyrokinesis catching anyone or anything on fire. does 1d4 per turn but after the third turn they are consumed by fire and no longer living.
6 float. can fly using their mind for 3 AP per turn.
inventory starts at 8 A small item counts as 1 a knife a large item counts as two such as a sword. psychic cards count as a deck that can carry up to thirty before they start as another deck. if carrying more than eight they are encumbered and have to drop something till they are no longer encumbered.
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