Ragnarok Online (Rune-Midguard)
The game setting and story is based on Ragnarok online but the game system is SWADE. A classless RPG system where the classes from the game were created. Players are expected to have graduated from Novice Academy and just finished their First class Job Quest.
Hook: Either alone or in a party, you start by doing quests to explore the world and discover more about the problems in Rune Midguard.
Game Settings:
Races: Human (Only), or Doram (For those who knows from the game)
Classes: Only the game classes are permitted.
Classes: Swordsman, Archer, Thief, Mage, Merchant, Acolyte, Gunslinger
If you want to play another class, the only options are Taekwon or Ninja. Just tell me.
Fast Healing
Wild Cards make natural healing rolls once per day instead of every five days (or once per hour if the species has Regeneration). Bumps & Bruises: Wild Cards recover one level of Fatigue from Bumps & Bruises (page 125) every four hours instead of the usual 24.
Wound Cap
Characters can never suffer more than four Wounds in a single hit and therefore never have to Soak more than four wounds either. Large Creatures: The Wound Cap applies even to creatures with more than three Wounds (due to their Scale or the Resilient/ Very Resilient Special Ability, both explained in Chapter Six). A Huge creature that can take five Wounds, for example, can’t take more than four from a single attack, so it can’t normally be killed with a single attack. The GM can always overrule this in specific and obvious situations, of course, such as massive blasts, falling from towering cliffs or mountains, etc.
Unarmored Hero
If a Wild Card chooses not to wear any armor (ignoring shields), he adds +2 bonus to his Soak rolls!
Born A Hero
Heroes may ignore the Rank qualifications for Edges during character creation. They must still meet any other Requirements as usual. The usual rules for Rank Requirements apply afterward.
Creative Combat
Tests make a game even more exciting and memorable. Creative Combat enhances a pulp-style game with additional benefits for those who Test with a raise. A successful Test (page 108) works as usual, but if a Wild Card character succeeds with a raise while in combat, her foe is not automatically Shaken—she rolls on the Creative Combat table instead:
Creative Combat: 2D6
RESULT
2 Second Wind: The foe’s reaction gives your hero hope or allows her to catch her breath. She may remove a level of Fatigue or a Wound (her choice). If she doesn’t have Fatigue or Wounds, the enemy is Shaken instead.
3 Inspiration: Fate favors the bold. The clever hero receives a Benny.
4–5 Double Whammy: The target is both Distracted and Vulnerable.
6–8 Shaken: The foe is Shaken.
9–10 Setback: The target suffers a setback of some sort. She might fall off a ledge, lose the confidence of her minions (who then desert her), take a rash but foolish action, or simply lose her next turn as she attempts to recover from whatever situation she finds herself in.
11 Insight: The hero has new insight into the target’s nature. Once during this encounter, she may add +d6 to any Trait roll made to directly attack, affect, or damage the same foe. If rolled a second time in the same encounter, the foe is Shaken instead.
12 Seize the Moment: After the hero resolves this turn, she immediately gets an entire additional turn. This includes movement as well! She may use the turn to go on Hold if she wishes.
Damage Weakness and Resistance
If an enemy has Weakness or is Weak to some type of damage, he receives +4 damage. If he has Minor Weakness or Minor Weak, he receives +2 damage.
If an enemy has Resistance or is Resistant to some type of damage, he receives -4 damage. If he has Minor Resistance or is Minor Resistant, he receives -2 damage.
If an enemy is Immune to some type of damage, you don't need to roll damage because it will be irrelevant.
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