Approved Rulebook

Introduction:
RPT is an RPG designed not for reality, conformance with a certain setting, or nuance, unlike many RPGs of this time period. What it is designed for is brevity and ability to pick up and play at pretty much any time you choose. Whereas many games like this are designed for use at weekly meetings, planned and scheduled in advance, RPT is designed as basically a structured activity to do anytime one is bored and with friends. As such, one character may often be in the middle of five games at once. This changes the way things are played and makes the GM (game master) need to worry much about continuity. Now let us explain how this works. Basically, one player is the Game Master (henceforth referred to as “GM”). They are the final rules arbiter, narrator and creator of the game world in which the players find themselves. They also control non-player characters (NPCs) and use them to usher the players through a story, which at the start is the GM’s creation. However, the other players will probably change that story through the actions of their characters. Though the rules are written with the idea that players will already have some background knowledge of RPGs, such as knowing how RPGs are supposed to go, in general, they are still hopefully easily learned and easily remembered, to facilitate not carrying around an enormous rulebook (or even a small one, as the case may be). These rules were designed so that, while lacking explanations for much, they can facilitate any environ thought up by the GM, maybe with his/her players together or maybe just by him/herself, from an ancient castle in the wilderness, rank with moldering magic, to the starship Queen Nighterian III.

Characters:
In an RPG like RPT, you are your character. Even if you are just Joe, you are Sinthiear, the powerful warrior from an alternate universe. Many RPGs have statistics for intelligence and other abilities of the mind. However, RPT has none, because your character is you in the mind. However, their memories are their own, so they have their own skill set and mannerisms. Thus, there is never a point where, “My character is an incredibly smart wizard with amazing eyesight from his race. Shouldn’t he be able to solve this puzzle easily?” The answer to this question is always, “No”, because the character is only as smart as you are. Perceptiveness is one thing, but your characters intelligence is only as much as you make it.

How To Play:
The basic mechanic is this: you go around the circle and each person tells everyone what he or she is doing, and the GM tells him or her the result. The GM is allowed to break in at any point to narrate or describe NPC actions. For players, though not necessarily NPCs, only one action is allowed per turn. These actions may vary from hitting an enemy to running to casting a spell to saying, “Moo”. Afterwards, the GM may say that they succeed, or that they fail, or any other consequence of their action. He might also say to do a “check”. The basic way a check works is this: the GM picks a difficulty based on what is happening (i.e. chopping down a tree with an ax is much easier than chopping one down with a sledgehammer). We’ll call this D. This may be a number from 1 to whatever number he chooses (that top value we’ll call T). Then he picks another number, again from one to T. This we will call R, because upon it the randomness hinges. Lastly the player picks a number between 1 and T (let’s call this one P). Then you do this formula:

V (value) = P+(T-R) mod T

This value is then compared to D. D-V is the success margin. A negative success margin indicates failure. A side note about the formula: mod T means that T is subtracted from the value, if it is higher than T until it is lower than T. For our purposes, however, 0 is the same as T. If V is lower than 0, T is added until it is between -1 and T (not inclusive). A higher success margin means a greater success. An example could go like this:

Player: I slash the soldier with my knife.
GM: OK, give me a number between 1 and 20.
The GM just gave the player T. Let us say R (which he keeps secret, by the way) is 10.
Player: Hmmm… 15.

At this point the GM would calculate V. Let’s walk through the math. T-R is 20-10, so we get 10. Add this to P, 15, and you get 25. As this is 20 or higher, you subtract 20 and get 5. If the difficulty was 15, the player would have just failed miserably. But now let’s pretend that R was 15. 20-15 is 5. 5+15 (the player’s value) is 20. This is V, so in regular modular arithmetic you would get 0. For our purposes, however, this is a 20, indicating critical success, possibly chopping off a head or something similar.
For monster attacks, this is done exactly the same, only the player supplies R and the GM keeps the rest hidden (except for T, of course).

Creating Your Character:
Your character in RPT is an alternate-universe incarnation of yourself, only possibly of a different species and possessing distinctly different talents. Try to give him/her a background to tie into the race and class you choose for it. Creating a character comes in multiple steps:
1. Think up a general concept. For example, a spell-hurling swashbuckler that wields twin scimitars.
2. Think about what class would best fit this concept. For our swashbuckler, we’ll want spells, so it will have to be Caster.
3. Think about a race. For example, if your character is a Rogue, then being a stone giant is not necessarily a good choice. For our swashbuckler, we’ll just pick human, because he really doesn’t need many special abilities, and humanity’s failings can make for a good story.
4. Customize. Pick spells for a Caster and assign skills for a Rogue. Choose your weapons and equipment.

Classes:
The main determining factor in the abilities of your character is your class. This is what you do in life, and you start with four basic choices: Caster, Transport, Rogue and Combatant. Each gives you different benefits and abilities, and they are described in detail below. Whenever your GM tells you that you can go up a tier, you pick any one class that you qualify for. In addition, you can multiclass, which means taking one of the special Multiclass Classes on page XX. Then, you can take another part of the class, or Multiclass Class of the same class to gain more benefits of the class. Instead of being able to take a third one, you can then take the full class, losing the benefits of the Multiclass Classes you took.

Format:
Class Name(Tier): Initiative: X
Requirements
• Ability 1
• Ability 2
• Ability 3
Class Name: This is the name of the class, which is a general description of what it is.
Tier: This is the relative specialization of the class. 1/3 means it is a partial class used for starting another class, 1 means it is a base class, 2 means it is a specialization, 3 means it is a double-specialization, and 4 means that it is a special class with special entry requirements.
Initiative: This is the relative speed of the class in terms of reaction time. As classes are accumulated, you use the highest initiative of all of your classes that you have not further specialized in (i.e. an Caster-red mage-blaster could not use his red mage initiative, even though it is highest, because he has built on red magic. However, if he was a rogue too, even though rogue is only a 1st-tier class, since he has not specialized in it, he can still use its higher initiative.
Requirements: You must have all of these to take the class. If the requirement is “start”, you can only take this class at the beginning.
Abilities: Each class gives certain abilities, which appear in a bulleted list.

List of Classes

Caster Type:
A caster is anybody who uses rare, powerful, elemental bursts, whether fueled by the magic of the moons, technology, or some other mysterious source.

First Specializations:

White Mage:
This type of caster specializes in healing and creating new animal life.

Black Mage:
These specialize in killing and creating undead, like zombies, skeletons and ghouls.

Red Mage:
These casters specialize in fire spells.

Blue Mage:
These casters specialize in water spells.

Yellow Mage:
These casters specialize in teleportation, telekinetics and other manipulations of nonliving matter.

Psion:
A psion is a mage of Consulo, the Reflective Moon. They specialize in magic of the mind, such as illusions and mind reading.

Green Mage:
A Green Mage is a mage that specializes in magic of the forest, as well as stone and other parts of nature.

Clear Mage:
These specialize in wind magic, as well as storm and sky magic.

Secondary Specializations:

From White Mage:

Healer:
These White Mages devote their most powerful spells for healing, including limited resurrection, but forgo the most powerful creation magic.

Creator:
These White Mages do not gain the most powerful healing spells, which include limited resurrection, but gain the ability to create large organisms.

From Black Mage:

Necromancer:
These Black Mages do not gain attack spells, but can even create some sentient undead, allowing limited resurrection by this means too.

Death Mage:
These people simply can kill. They have many varied means of killing. However, they can’t do much with what they kill.

From Red Mage:

Blaster:
These Casters use their fire simply for attack.

From Blue Mage:

Healing Spring:
These use the water spells in their possession to heal or defend.

Tidal Wave:
These simply attack with rushing waves, carrying their foes away.

From Yellow Mage:

Teleporter:
These specialize in moving objects from place to place over long distances.

Telekineticist:
These specialize in grabbing and moving stuff from a distance.

From Psion:

Soother:
These soothe and heal souls and minds.

Controller:
Controllers use their magic to control the minds of enemies, making them see illusions or even bend to your will.

From Green Mage:

Stone Mage:
These abjurers and magicians bend the very fabric of Axis to their will.

Druid:
Druids manipulate the animals and living terrains of Axis.

From Clear Mage:

Breeze Mage:
These Clear Mages ward their friends with wind, even using to soar high in the air.

Gale Mage:
Gale Mages batter their foes with screaming winds.

Rogue Type:
A rogue is any sort of diplomat, backstabber, thief, pirate, swashbuckler, or other underhanded specimen.

First Specializations:

Thief:
Thieves are Rogues who focus not on combat, but on their many unusual skills.

Combat Rogue:
These Rogues go the way of combat, increasing their in-combat versatility manifold.

Secondary Specializations:

From Thief:

Pickpocket:
Pickpockets simply steal stuff.

Trickster:
These Thieves are masters of disguise.

Climber:
These Thieves are able to climb up vertical walls with ease.

From Combat Rogue:

Assassin:
Assassins wait for the perfect moment, before stealthily killing their target.

Combat Acrobat:
These warriors roll around the battlefield, surprising opponents.

Combatant Type:
A Combatant is anyone whose training and purpose is combat, and that uses mundane armaments to triumph, even over magic.

First Specializations:

Melee Fighter:
These are the warriors who use swords, axes and spears in close combat.

Ranger:
These are the warriors that favor bows, whether they snipe, guide or shoot whole volleys at point-blank.

Secondary Specializations:

From Melee Fighter:

Defensive Fighter:
These Combatants focus solely on their defensive skills.

Specialist:
These Combatants devote their lives to the study of one particular weapon.

Berserker:
Raging across the battlefield, Berserkers smash anything in their path.

From Ranger:

Tracker:
Trackers can track and observe foes, before shooting them down from afar.

Sniper:
Snipers hide, looking for the perfect moment to shoot their opponent from afar.

Point-Blank Shot:
These skilled ranged attackers shoot three enemies down from point-blank, before the rest can lift a finger.

Transport Type:
A Transport is somebody whose primary focus is an external transport, such as a car, spaceship or horse.

First Specializations:

Combat Transport:
These Transports make combat their primary purpose for use of their vehicle.

Skilled Transport:
These Transports just transport stuff in fancy ways, not focusing on anything specific … yet.

Casting Transport:
Casting Transports are transports with minimal spellcasting ability.

Healing Transport:
These are the mechanics, the mounted healers and the horse-tenders.

Secondary Specializations:

From Combat Transport

Mounted Assailant:
A Mounted Assailant focuses on attack over defense.

Evasive Defender:
These people can defend very well, whether evading or simply blocking.

There are some other classes not stemming from the base classes. These are Multiclass Classes, and are in essence a 3rd of one of the base classes. This allows a very powerful character to have these ability sets, in this order:

• Transport (horse)
• Healer Transport (horse)
• Combat Transport
• Caster (1)
• Caster (2)
• Caster
• White Mage
• Healer
• Rogue (backstabber)

Races:
Your race determines the physical appearance of your character, possibly the capabilities and possibly the history, as well as mannerisms and social niceties. However, YOU determine its thoughts. Just because its race is not known for being scholarly, doesn’t mean your character can’t spend their time studying in a library. Here are some choices:

Player Character Races Go Here**

Equipment:

Weapons:
The main tenet of RPT is that you can do anything that seems cool, if it is not too powerful, and you will not be weaker. Just because in real life wielding a magical lamp of always being lit on a pole is not very good as a weapon, and a simple sword would be better, doesn’t mean that you will be less powerful than your friends. Here, below, are some ideas for unique items at different levels of power. Each is labeled on a scale of 1 to 10 for general power. However, you can always make your own with GM consent or use something more mundane.

Great Bow (1): These bows are enormous, and as such, take 4 hands to wield. However, their range is insanely large, and they can shoot an arrow the length of a short spear all the way through an armored opponent at 50 feet, with a very good archer.
Neverending Light (1): This is a torch that never goes out until you die. You can dim it with a thought, as well as expand its light to blinding quantities, shooting a laser-like beam at one target once per day. Other specifics may vary.
Cannon Array (1): This is an array of cannons attached to ones shoulders via implants. They can fire multiple times per round, as decided by the GM.
Hand Implants (2): These are various tools and appliances condensed into small bottle cap sized objects. These can be screwed into the hands of the user if they have had the receptor attached into their hands with a surgical operation. They can be activated with finger and hand motions, and have buttons for control of parameters. They can be anything from a laser-gun to a cooling unit to a gadget that creates a fuzz of energy around it.
Fire Sword (2): This is a sword that, when willed to, bursts into flame instantly. This flame cannot hurt the user.
Returning Projectile (2): This can be any sort of projectile. It instantly returns to the hand of the user, or in front of them if their hands are full, after being projected. When it ceases to move, it returns.
Interrupting Starfish (2): These are jars full of starfish that can be thrown like shuriken at any point (once per 2 rounds). On a hit, they clamp onto the mouth of the target, muffling them. The jars shrink to pocket size when closed, and grow when open. Each jar can hold 40. The starfish can live indefinitely within the jars.
Happy Starfish (3): These are the same as Interrupting Starfish, except that they lick the target, causing a pleasant, happiness-inducing rubbing feeling.

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