D10 is a tabletop role-playing game system designed for simplicity and flexibility.

Stats

Stats are defined by three Aspects (Physical, Mental, and Social) and three Attributes (Power, Durability, and Agility).

To begin a new character, assign the numbers 1 through 6 to the Aspects and Attributes. Alternately, use any collection of 6 numbers totaling 21. The grid formed by the Aspects and Attributes holds your character's 9 Ability scores. Strength, Stamina, Dexterity, Genius, Focus, Awareness, Charisma, Willpower, and Wit. Add together the value of the Aspect and Attribute to determine the Ability score.

Physical

Mental

Social

Power

Strength

Genius

Charisma

Durability

Stamina

Focus

Willpower

Agility

Dexterity

Awareness

Wit

For converting to standard D&D:

Stamina & Focus:

Constitution

Genius & Wit:

Intelligence

Willpower & Awareness:

Wisdom

Talent Points

New characters are given 8 talent points, which are used to earn new Talents, learn new skills, or improve existing skills.

Skills

A skill is something your character has some level of proficiency at doing. Each skill relies on one of the 9 Ability scores. To use a skill, roll a d10 and add both the relevant Ability score and the number of ranks you have put into that skill. To learn a new skill, pay a Talent Point to gain 4 ranks in a new skill of your choice. To improve an existing skill, pay a Talent Point to increase that skill's ranks by 2. Some skills can be used untrained, and some may not be used unless you have ranks for that skill.

List of skills, their relevant Abilities, whether they may be used untrained, and description:

Skill

Ability

Usable Untrained

Description

Alertness

Awa

yes

Arcana

Int

No

You are learned in the ways of magic, its jargon and its history

Divine

Wil

No

You have knowledge of the gods and religious tenets

Healing

awareness

yes

Military

Awa

No

You are familiar with the tactics and gear of war

Stealth

Dex

yes

appraise

genius

yes

balance

dex

yes

bluff

cha

yes

climb

str

yes

concentration

focus

yes

craft

genius

yes

decipher script

genius

yes

diplomacy

cha

yes

disable device

genius

yes

disguise

cha

yes

escape artist

dex

yes

forgery

genius

yes

gather information

wit

yes

handle animal

cha

yes

ride

dex

yes

intimidate

cha

yes

jump

str

yes

With a running start (10 or more feet in a straight line towards the jump this round), the total check is the distance leapt (in feet) and a quarter of that for vertical height reached by the jumper's feet. For no running start, halve the distance, and quarter it for vertical height reached by her feet. Using a 10-foot pole and running start, a jumper can reach up to half her total check in height, and a maximum of half the roll in distance.

knowledge (*)

genius

yes

open lock

dex

yes

perform

cha

yes

profession

awareness?

yes

search

genius

yes

sense motive

awareness

yes

slight of hand

dex

yes

speak language

yes

survival

awareness

yes

swim

str

yes

tumble

dex

yes

use magic device

wit

yes

use rope

dex

yes

STUB

Int

No

Still have to make this list

Talents

A Talent is a special capability your character has. Unlike skills, there is no rank or Ability score associated with Talents. Talents are (usually?) passive abilities, which may alter certain game rules regarding the character. To gain a new Talent, pay a Talent Point. Some Talents may not be earned unless the character has a particular Ability score, skill bonus, or other requirement.

List of Talents, their prerequisites, and description:

Talent

Requirement

Description

Armor

Light Armor

None

You are proficient in the use of light armor types

Medium Armor

Str >= 5

You are proficient in the use of medium-weight armor

Full Armor

trained Military skill, Str >= 5

You are proficient in the use of all armor types

Light Shields

None

You are proficient in the use of light shield types

Heavy Shields

trained Military skill, Str >= 5

You are proficient in the use of all standard shields

Weapons

Civilian Melee Weapons

None

You are proficient in the use of civilian melee weapons

Military Melee Weapons

trained Military skill

You are proficient in the use of all standard melee weapons

Civilian Ranged Weapons

None

You are proficient in the use of civilian ranged weapons

Military Ranged Weapons

trained Military skill

You are proficient in the use of all standard ranged weapons

Special Weapon (choose)

Depends on chosen weapon

You are proficient in the use of your chosen non-standard weapon. You may take this talent multiple times, choosing different weapons.

Other

Mage Casting

trained Arcana skill >= +10

The ability to use Arcane Powers

Deity (choose)

trained Divine skill

You have the favor of your chosen god

STUB

none

Still have to make this list

Action Points

Action Points are spent to do heroic feats. A character may use them for extra actions, to do special powers, or even do powers in shorter amounts of time. They represent your adrenaline and excitement level.

At the end of any rest of one hour or more, you reset to one Action Point. Whenever you accomplish something worth experience points, such a completing an encounter, you gain one more AP.

Powers

New characters may choose 4 powers. Powers are special actions your character can take, above and beyond that of normal folk. Powers have different speeds and costs. Most powers may not be earned unless the character has particular Talents, Skills, or other requirements.

Speed

Cost

List of Powers, prerequisites, and description:

Power

Requirement

Type

Description

Rebuke

Deity

Combat Action

You speak with the terrible authority of your deity, striking terror into your opponents (like Turn Undead).

Mark of the sage

Mage Casting

At Will

A flaming rune leaps from your fingertips to strike an opponent, leaving a small glowing mark.

Sages Intuition

Mage Casting

At Will

You make a brilliant observation that enables an ally to quickly act.

STUB

Still have to make this list

Confrontation

Confrontations can occur in any of the three Aspects. Body confrontations (combat) are the most common in typical role-playing games. d10 also allows Mind and Social confrontations. Regardless of the Aspect, the aggressor will roll 1d10, and add an Attack Ability of the relevant Aspect, as well as any weapon bonuses. If the resulting number is higher than the target's Defense Attribute for the relevant Aspect plus 5, plus any armor bonuses, the target will lose Aspect Health Points equal to the aggressor's Aspect Power + any weapon bonus.

To Hit : 1d10 + Attack + bonuses vs. 5 + Defense + armor

Damage : Power + bonuses

Most often Power applies to Attack and Agility to Defense, though these may vary depending on the weapon used, and defensive implement wielded. "Weapon" here refers to a physical weapon, power, or attack method.

Health Points

Characters have three pools of Health Points, one for each Aspect. The maximum for each pool is 4x that Aspect's Durability Ability. If any of the three pools gets as low as -(2x Durability Ability), the character is lost. This may mean dead, brain dead, or insane depending on which Aspect is damaged. In any case, the character may no longer be played. Damage received is recorded in a 'scratches' pool, for non-serious damage. When the encounter has ended, the character will immediately recover 2x Durability Ability for each scratches pool, up to their max HP. Any remaining damage should be moved to a 'serious wounds' damage pool. If at any time, scratches + wounds for an aspect are equal to or greater than the Health Points for that aspect, the character is defeated, typically either knocked unconscious, fallen into a coma, or fallen asleep. Some powers may have special rules for when they defeat opponents that put those opponents into some other state.

See Also

D10 (last edited 2008-10-07 22:26:02 by paw)