Hi,
Dunno if this is adequate, but I thought it might interest some posters. It is the basic system that we have been using for our last games of Middle Earth and "ars magica ultralite" playing. The Ars system is not complete, but it has been used so far only for single scenario play, so the XP/lab system still need to be worked up. It has worked OK-ish, even if (like every system) has its rough edges.
In this system magi are powerful. Not as powerful as in Ars, but they are far above the "Order of the Small" and similar Ars-based systems. So, without further addo, here it comes.
Cheers,
Xavi
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Xavi's Homebrew RPG System
You have 10 points to distribute between 3 characteristics. Each characteristic has a related total.
Physical Controls all physical activities including combat. (Hit points)
Mental Controls all knowledges, and intelligence related. (Magic Points)
Social Controls all social activities, charm and info gathering. (Destiny points)
Each characteristic has a total between 2 and 5
Hit Points (HP). = Physical +2. How much damage you can take before dropping dead. When you have suffered more than half damage, you drop to -2D to all activities
Magic Points (MP) = Mental *2. They are spent to activate your powers.
Destiny Points (DP) = Social *2. You can modify a die roll by +1 spending a DP. You can spend several DPs at once. You can also spend one DP to ignore the malus for multiple foes in a combat round.
VIRTUES AND FLAWS
A virtue grants you a -1 to the difficulty to do something (fight with a sword, wilderness activities…) or grants you +2D to do the same thing. A flaw does the same, but in the inverse sense. Discuss with the troupe your V&F.
You get 1 free virtue. After that, each virtue must be accompanied by a flaw. You can have up to 4 virtues (and 3 corresponding flaws)
BASIC MECHANIC
When required to make a roll, roll a D6 for each point in the characteristic. Basic difficulty is 5+. Level of success depending on how many successes you rolled. If no successes, roll a D6. On a further 1, you botch. If 3+ success critical hit (auto-success or double damage)
There can be modifiers, like the support of friends in a debate or a better (or worse!) tactical position in combat
COMBAT
Physical roll. 5+ difficulty.
Damage is equal to your successes + weapon damage – armor
Weapons. (damage)
• Dagger, club, sling +0
• Hand weapon (sword, mace, spear, bow) +1
• 2 handed weapon (hand and a half, pike, longbow) +2
• Freakin’ powerful weapons (lance, crossbow) +3
Armor (protection)
• Shield 1 (can be added to other armor)
• Supple leather 1
• Brigantine 2
• Chainmail 3
Defenders (as per ArM5. Defended cannot be attacked until defender(s) goes down)
Multiple opponents (-1D for each opponent after the first)
Mounted combat (The horse counts as an ally, so you can fight 2 enemies without penalty, 3 enemies at -1 die... or attack a single enemy and he will be at -1 die. Allows the use of a lace).
ALTERNATIVE: EPIC COMBAT (Hollywood style)
If you are attacking canon fodder you hit on a 4+. Each point of damage you score is a dead enemy. So a single success with a sword would kill 3 enemies.
If you are attacking an important Bad Guy you hit on a 5+ and you score 1 point of damage (maximum) per hit. 2 points of damage if you score a critical success (3 successes)
RECOVERY
Once you drop to 0 pts of damage, well, creating a new character is easy.
You recover 1 point for damage per week of rest. 2 points if attended by someone with the Medic, Healer, Doctor or a similar virtue (and he rolls at least a success in his Mental roll)
Note: change “week” to “month” if playing “Ars style”.
MAGIC
(For systems like LOTR the magic system was much more basic; this variant is clearly based in Ars magica, and used for a world that is close to Mythic Europe in setting)
Needs a 6+ to cast.
Each level of spells requires a certain number of successes. And has a MP cost
• Apprentice: 1 success (Ars: 1st to 2nd magnitude). 1 MP to cast
• Mage: 2 success (Ars 3rd and 4th magnitude spells). 2 MP to cast
• Master: 3 success (Ars 5th and 6th magnitude spells). 5 MP to cast
• Archmage: 4 success (Ars 7th and 8th magnitude spells). 9 MP to cast
• Covenant: 5 success (Ars 9th and 10th magnitude spells). 15 MP to cast
• Tribunal: 6 success (Ars 11th + magnitude spells). 20 MP to cast
Modifiers
FOCUS: -1 MP to casting cost for spells in the focus area.
TALISMAN. +1D, -1 difficulty to casting total
FORMULAIC SPELL: -1 difficulty to casting total. Can be improved repeatedly up to a level of expertise of 3 (see “lab activities”). You get a -1 difficulty per level of expertise, so with a Talisman you can be casting spells at difficulty 2+. (Important for penetration).
ARCANE CONNECTION. -1 difficulty to cast spell
CEREMONIAL MAGIC: +2D. 30 minutes per magnitude of the spell.
VIS. +1D per pawn or make the spell permanent. If you do not reach the needed casting total, you auto-botch the spell. Vis is powerful, but dangerous.
WIZARD’S COMMUNION: Ceremonial magic (with the extra 2D and extra time for ceremony). +1D per extra magus casting the spell. +2D if the other magus knows the same spell. If you do not reach the needed casting total, you auto-botch the spell.
SUBTLE MAGIC: +1 difficulty, except if you have the “subtle magic” virtue.
FAMILIAR: +1XP per year. 4XP (and a suitable animal) to bind.
XP EARNING
1 point per season. If you have access to a library, lab and vis you earn +1XP in the Winter season. Non magicians need access to a trainer OR library to get the 5th XP but never need a lab.
XP SPENDING
5*current level to improve a characteristic by 1 point
6 pts to earn an advantage
10 pts + adventure to remove a flaw
Learn spells and create items (see below)
LAB ACTIVITIES
FORMULAICS
You start with none of those. You can learn them in the lab.
Cost = 1 XP and 1 pawn of vis per magnitude.
You spend 1 season in the lab to learn the spell. You earn XP normally during that season. So in a season you can earn 1 XP and spend it in a first level spell.
Each level of expertise gives you -1 difficulty to cast the spell.
MAGIC ITEMS
1 season investing effect per magnitude of spell (a year for a 4th level spell). 2 vis per magnitude of the spell.
TALISMAN
(1 year to create). -1 spell difficulty. +1D
FAMILIAR
(1 year to bind). +1XP year
MAGIC RESISTANCE
Supernatural creatures have MR of 1-5. MR above 3 is quite rare.
You need extra successes to beat it. A MR of 2 would require you to get 3 successes in your spell to affect the creature.
PARMA MAGICA
Magi of the OoH have it. Grants MR1. Can be improved, but only via initiations. It costs 5*current level to increase it, and requires a ceremony by a superior magus (one that has that level of expertise). Generally it is used to control how much defence a magus can get. So far the maximum parma level known in the OoH is 5. Only some very old mages have that level.