Nexal 1.5
A free roleplaying game system for all, based off of
Brandon Harris' game, Nexus War (http://www.nexuswar.com).
Basics Information for Player & GM
The Nexal game is used for many purposes. The first of which
is to liven up a game of In-Character Behavior. As such, the
game uses die rolls to facilitate many aspects of the game,
though many judgement calls are left to the game master.
Die rolls are oft used; for example, 1d8 would mean to roll
one eight-sided die, or 1d10+1 would mean to roll one ten-
sided die and add +1 to the total.
Rolling a Character Information for Player & GM
Characters in Nexal have various statistics. These are generally
decided by a GM when the game starts.
CONDITION: Health is measured in Body Levels, or condition.
In the order of Disabled, Very Bad, Bad, Average, Good,
Very Good, Extremely Good, and Invulnerable. In addition to
these, each stage can hold up to three 'plusses,' or bonus
hit points.
MAGIC: Used by all characters, magic is the player's energy
and will. It is used with manuevers and spells (see below).
PROFICIENCIES: Characters can only use items which they
are proficient in (such as Archery, Spellcasting.)
SKILLS: See 'Skill Points,' below.
ITEMS: Items are held by a character and used, read, or
consumed. They have effects, as shown below.
Determination of these stats is between player and GM,
except for Skill Points (see below).
Action Points Information for Player & GM
Action Points, 100 per character per day, are used
to perform extraneous actions outside of combat,
such as crafting.
Skill Points Information for Player & GM
Skill Points are a game mechanism by which players
aqcuire new abilities, or gain abilities and spells
when the game starts. Each Player is given 250
Skill Points when the game starts, per character.
Characters gain some more as they level up.
SKILLS
Research (25): Adds chance of salvaging arcane writings
from mundane books instead of just tomes, gaining spells.
(If going by rolls, use d20; 17 and above is spell).
Focus (25): Adds chance of performing a critical hit with
a weapon, dealing two times the damage. (If going by rolls,
use d10; 8 and above is crit).
Weapon Specialization (25): Select one weapon. Its damage
increases by one step (1d2 to 1d3, for example, or 2 to
3.)
Incantations (25): Character gains the ability to perform
ritual spells.
Dodge (25): Character gains chance to dodge missile and
melee attacks (If going by rolls, d20; 17 and above is
dodge.).
Itemcraft (25): Character can repair broken items; can
salvage one item from that which they lose on disabling.
Tumble (25): Can perform basic acrobatic manuevers,
such as vaulting a low fence, or surviving a twenty-foot
fall unscathed.
Protect (25): When a person close (in an emotional sense) to
the character dies, the character deals 2x damage for their
next attack. Once per battle.
Tactician (25): Character gains Damage Resist 1.
Warrior (50): Requires Focus. Deal +1 damage with any
weapon.
Loresearcher (50): Requires Research. May write your
own books for 10 AP.
Weapon Mastery (50): Requires Weapon Specialization.
Deal +1 damage with your chosen weapon.
Spellwrit (50): Create your own spells by spending
AP and gold, or train someone to cast spells by
spending AP and time. Requires Incantations.
Evasion (50): Requires Dodge. As Dodge, but applies
to spells as well.
Transcriber (50): Requires Spellcasting proficiency.
Allows you to write scrolls of spells you know.
Alchemy (50): Craft potions with components and AP.
Gunsmithing (50): Craft guns and ammo with components
and AP.
Smithing (50): Craft swords and metal objects with
components and AP.
Rapid Fire (50): Attack twice with a gun in one
turn, at the cost of -2 Damage Resist for 3 turns
afterward.
Combat Expertise (75): Deal 1 less damage with an
attack to gain Damage Resist 1 for a turn.
Lucky (75): Add +1 to rolls for you, and -1 to
rolls against you.
Master Tactician (75): Requires Tactician. Prepare
for one turn, against one foe, to deal +3 damage
against them next turn. Damage Resist -2 while
planning.
Spell Expertise (75): You may cast spells at -1
MP cost.
Far Shot (75): You may fire from a distance that
requires your opponent to spend a turn moving
towards you to attack in melee. You must spend
1 turn to move away. You can move up to 3 turns
of movement away.
Health Plus (75): You gain 2 health conditions. This stacks.
Magic Plus (75): You gain 2 mana conditions. This stacks.
Spell Mastery (125): You may cast spells at a
-2 MP cost. This requires and stacks with
Spell Expertise.
Combat Mastery (125): You may spend 1 MP
condition to deal 3 extra damage with
your next attack.
Counterattack (125): You can counter
any attack by attacking back for 1
MP condition.
Improved Gunsmithing (125): You may
strengthen and modify guns with parts
and AP.
SPELLS AND MANUEVERS
Note; not full list.
GM will give bigger
list on level up.
SPELLS
Lightning Bolt (20): 1 MP, deal
3-4 elec damage.
Magic Needle (20): 1 MP, autohit,
deal 2 magic damage.
Cure Light Wounds (20): 1 MP,
cure 2 health conditions.
Charge (20): 1 MP, cure 1
magic condition.
Icicle (20): 2 MP, deal 3-6 ice
damage.
Poison Sting (20): 1 MP, possible
poison enemy (1 damage/turn, 4 turns).
Icicle Shower (20): 2 MP,
AoE (3 targets), 2-3 ice damage.
MANUEVERS
"Protection?" Wonder where ya got that.. .:p ~Han