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Unheard Whispers - Campaign

nightcraw240 May '16  /  edited May '16
Rules :

1.) Attacking : You will roll to attack the enemy. If you roll enough stars to hit through the enemy's AC you will do your main trait as damage, without the need for additional rolling.
1. Example.) You need to roll two stars to successfully hit an enemy. You are using a bow with an Agility score of 4. You roll four dice to attack the enemy and you roll 3 stars. You successfully hit the enemy for your Agility score for a total of 4 points of damage.

2.) Defending : Your AC is your Agility score if you are wearing nothing, cloth, or leather armor, this is what enemies need to beat when attacking to hit you. If you are wearing plate armor your AC is equal to your Might score. Shields add Illusionary stats for your AC.
2. Example.) You have 4 Agility, an enemy rolls 5 stars on 10 dice, they deal their main trait as damage. The enemy has 3 Might and an ability that adds +7 to their hit rolls, so you would take 3 damage.

3.) Illusionary stats : Some items or abilities can add to your base scores, you could have a visible Agility score of 4, but an illusionary Agility score of 7 with an item that gives you +3 to your Agility score. These illusionary scores should be marked in your notes.

4.) Advantage and Disadvantage : Advantage and Disadvantage are a mechanic that will both make you roll two instead of once for a particular roll. With Advantage, you take the higher of the two rolls and use that. With Disadvantage you take the lower of the two rolls and use that.

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Fighter :
HP : 1D10

Leveling :
Lvl 1 : One Combat Proficiency, Second Wind
Lvl 2 : Action Surge
Lvl 3 : One Fighter Spec
Lvl 4 : Improvement
Lvl 5 : Extra Attack

Combat Proficiency :

1.) Archery : You gain +1 die when attacking with ranged weapons.
2.) Defense : While wearing plate armor you gain +1 to your Might score for blocking only.
3.) While you are wielding a single melee weapon and no other weapons, you gain +1 to your Might score for damage only.
4.) Great Weapon Fighting : When you roll 1 star or less to hit an enemy with a two-handed weapon, once per turn, you can re-roll the attack roll, you must accept this new roll.
5.) Guardian : When a creature within 5 feet of you that you can see attacks someone besides you, you can impose Disadvantage on their attack roll. You must be wielding a shield to use this effect.

Second Wind :
Once per day you gain Hit Points equal to your Might score.

Action Surge :
Once per day you can use this ability to attack again.

Fighter Spec :
1.) Once per short rest you can double your hit roll.
1. Example.) You have 4 Might and an enemy has an AC of 3 stars. You use this ability and instead roll 8 dice to hit. You roll 5 stars, you deal 4 hp worth of damage to the enemy.

2.) Once per short rest you can forgo your turn to give your party +2 dice to their attack rolls until the start of your next. This ability affects people up to your Might score.
2. Example.) You have 3 Might, you use this ability, 3 players of your choice get +2 to their hit rolls until the start of your next turn.

3.) You can not be disarmed, if an enemy would attempt to disarm you and you are within 5 feet of the enemy, you can instead make them roll to see if they instead become disarmed.

Improvement :
You may add +1 die to your Might, Agility, or Wisdom score.

Extra Attack :
You can attack twice per turn as a normal action.

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Cleric :
HP : 1D8

Leveling :
Lvl 1 : Lay on Hands
Lvl 2 : Divine Specialization
Lvl 3 : One Cleric Spec
Lvl 4 : Improvement
Lvl 5 : One Improved Cleric Spec

Lay on Hands :
You gain a pool of magic you can draw from to heal allies. You can heal for a total of your level + Wisdom score x2. You can expend these points in any increments you so desire.
Example.) You have 4 wisdom and are level 1. An ally took 3 damage. You have a total of 9 points of healing. You expend 3 to heal your ally and have a remaining 6 points to use.

Divine Specialization :
Your melee attacks gain flame and radiant damage, this is likely to do extra damage to particular types of enemies.

Cleric Spec :
1.) Your heals now heal for +1 in addition to their normal healing.
1. Example.) You have 4 wisdom and are level 1. An ally took 3 damage. You have a total of 9 points of healing. You expend 2 to heal your ally for 3 points of damage and have a remaining 7 points to use.

2.) Your AC is now your Wisdom score, this does not stack with the Agility score.

3.) As an action you can now reduce AC of a target by half your Wisdom score, rounded down. This effect does not stack on the same target. If you recast this ability on another target, the prior target's AC returns to normal.

Improvement :
You may add +1 die to your Might, Agility, or Wisdom score.

Improved Cleric Spec : These effects remove your level 3 Cleric spec choice when you acquire one.

1.) Your heals now heal for +2 in addition to their normal healing.

2.) Your AC is now your Wisdom score plus your Agility score.

3.) As an action you can now reduce AC of a target by half your Wisdom score, rounded down. This effect does not stack on the same target. You may cast this on up to three targets.

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Sorcerer :
HP : 1D6

Leveling :
Lvl 1 : Spellcasting, Arcane Recovery
Lvl 2 : --
Lvl 3 : Meta Magic
Lvl 4 : Improvement
Lvl 5 : --

Spellcasting :
At level one and as you level up you may use magical spells as listed below. The spells and their description will be listed below.
Level 1 :
Spells known : 2
Cantrips known : 3
1st level spell slots : 2
Level 2 :
Spells known : 3
Cantrips known : 3
1st level spell slots : 3
Level 3 :
Spells known : 4
Cantrips known : 3
1st level spell slots : 4
2nd level spell slots : 2
Level 4 :
Spells known : 5
Cantrips known : 4
1st level spells slots : 4
2nd level spells slots : 3
Level 4 :
Spells known : 6
Cantrips known : 4
1st level spells slots : 4
2nd level spells slots : 3
3rd level spells slots : 2

Arcane Recovery :
Every short rest you can regain spells. The level of said spell(s) you can regain is based off of your wizard level, halved, then rounded up.
1. Example.) You are a level 4 wizard, you take a short rest, you can regain two 1st level spells or one 2nd level spell.

Metamagic :
You gain Sorcery Points equal to your sorcerer level +2. You restore these charges after a long rest. You may pick two abilities from the list below. You can use one Metamagic per action, unless otherwise noted.

1.) Careful Spell :
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Wisdom score (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

2.) Distant Spell :
When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

3.) Empowered Spell :
When you roll to hit for a spell, you can spend 1 sorcery point to reroll a number of the hit dice up to your Wisdom score (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have
already used a different Metamagic option during the casting of the spell.

4.) Extended Spell :
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

5.) Heightened Spell :
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

6.) Quickened Spell :
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

7.) Twinned Spell :
When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

Improvement :
You may add +1 die to your Might, Agility, or Wisdom score.
ferhargo May '16
While I have to give props for going through all the effort to transfer 5e to Fabletop rules... why not just run a 5e game? And this point there are enough custom rules that anybody who doesn't like a rule-heavy system will run away, and anybody who sticks around would probably be fine with just a 5e game where you don't have to worry about the nature of Fabletop dice breaking the port.
daretobe May '16
After reading and thinking on this, I have to agree with Ferhargo... Instead of spending a ton of time re-working a 5.0 game into FT, you could use the great class system you spent *forever* on with TETT! That would be more familiar to players, and a lot more simpler. Plus, I also have to comment that almost no one on FableTop has done a proper TRPG without including the older users. I get what your trying to do, but I don't see the reward out of all the work. I would much prefer the classes and abilities you created for TETT over the confines of a 5e class just solely because I play a 5e class In real life every saturday, and FableTop allows for me to have more... freedom of expression of my classes than conventional Crunch games. Just my thoughts, hope you the best.
-Dare
nightcraw240 May '16
Both fair points, too fair to ignore. I suppose I'll just leave this be.

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