RULES/GAMEPLAY
*Brief
Hairōru (Roll High) is like most tabletop RPG's, where as the game is based off a 1D20 dice roll to determine the probability of your character successfully completing an Action. D&D 5e is the root of this home brew (THANK YOU D&D 5e) so if you've ever played D&D 5e, then familiarizing yourself with the concept of Hairōru will come with ease. If you're not familiar with D&D 5e, then please check out Youtube and watch some tutorials on D&D 5e. and how a basic game is played.
*Creating Characters/NPCs
In this game, you will go threw five steps to create your character. Stat points are already assigned to each choice given, in each step. As you make your choice for each step you'll add the correct stat points to the Character sheet. Each step will also include various ability proficiencies, extra stat boost, and attack proficiencies. It's best too print out a Hairōru character sheet before you start creating a character.
*Movement (Speed)
Movement can be used at any point of your turn, as well as before and/or after each Action. You can use movement outside of your turn if another player or NPC invokes you too do so; if you choose to comply, then on your next turn you will lose an equal amount of movement (speed) to the amount of movement used. Your movement always resets at the end of your turn. Players who start with no movement left can not move during their next turn.
HAIR ōRU
HAIRōRU =
Roll High!
HAIRōRU =
Roll High!!
HAIRōRU =
Roll High!!
HAIRōRU =
Roll High!!
HAIRōRU =
Roll High!!
*Actions
Actions are used on your turn can be used to interact with objects, surroundings and/or used to do combat. Each turn, you will start with two actions (max of 4). Each action takes 6 seconds in real time; your whole turn will be 12 seconds, double that of what D&D 5e is. If you attempt an action and fail to succeed on your roll, that action still counts as used. At the end of every turn two actons will reset and be available to use. Actions can not be given to other players or NPCs, but actions can be combined with the players/NPCs outside of your own turn.
*Re-Actions
A Re-action is an action that happens outside of your turn, but only when another player or NPC invokes you to do so. If you choose to use a Re-action, then on your next turn you will lose an equal amount of actions to what was used. MAXIMUM of 4 Re-actions can be used until the beginning of your following turn.
*Xtra-Actions
PATIENTS
*Attack Types
There are four different types of Attacks; Light, Medium,Heavy and Ultra. Each type has its own cost in the amount of actions that are needed to attempt the attack:
-Light ATK = 1 action.
-Medium ATK = 2 actions
-Heavy ATK = 3 actions
-Ultra ATK = 4 actions (Each ultra ATK can only be used once per fight)
Each Attack type also have their own stipulations. (for example; If two Light ATKs successfully landed in a row, on the same turn, then the second Light ATK Gains Xtra Damage dice to the damage roll.)
In each Attack type, there are three levels of attack, (example; Light ATK level 1 or Light ATK level 2)
-Light ATK. level 1 = 1D4+mod
level 2 = 1D6+mod
level 3 = 1D8+mod
-Med ATK level 1 = 1D8+mod
level 2 = 1D10+PC level+mod
level 3 = 1D12+PC level+mod
-Heavy ATK level 1 = 2D12+mod
level 2 = 2D12+PC level+mod
level 3 = 4D12+PC level+mod
-Ultra ATK. level 1 = 1D20xPC level+mod
level 2 = 2D20xPC level+mod
level 3 = 3D20xPC level+mod
****During your Turn You can NOT RE-USE them same attack twice in the same turn. This makes you use a variety of your attacks in one turn, and making sure someone doesn't keep using the same attack over, and over and over etc...
By the time you get enough EXP you'll more options on moves then you'll know what to do with.
. This ability gives you the option to not use up to both of your actions during your turn (PATIENCE). At the beginning of your following turn you will have gained 1 to 2 additional action along with the standard two actions. Giving you a total of 3 or 4 actions for this turn. After this turn you will go back to starting with two actions.PATIENTS can only be used once every-other turn, and a Player can only hold a MAX of 4. Actions at any time. Actions gained by this ability (as well as actions gained by materials)must be used the very next turn after you've gained them or they'll be lost.
*Light ATKs
Light ATKs only require 1 action to attempt. If 2 Light ATKs successfully landed in a row, on the same turn, then the second Light ATK gain Xtra Damage dice to the damage roll. If 3 Light ATKs successfully landed in a row, on the same turn, then the third Light ATK gains x2 Xtra Damage dice to the roll. If 4 Light ATKs successfully landed in a row, on the same turn, then the third Light ATK gains x3 Xtra Damage dice to the roll. Players can choose to create new Light ATKs as they complete training(the level of the Light ATK created will be decided on what level of training you are currently at)
level 1 = 1D4=mod
level 2 = 1D6+mod
level 3 = 1D8+mod
*Medium ATKs
HAIRōru
Medium ATKs require 2 actions to attempt. If your attempt does not succeed, you still have one action If your Attack does succeed then you roll 1D20 to see if your medium ATK gets a Combat Effect must beat a D/C of 15 NAT, if you successfully land 2 Medium ATKs in a row, on the same turn, then the second Medium ATK Gains x2 Xtra Damage dice to the damage roll.
LEVEL 1 = 1D8+mod
LEVEL 2 = 1D10+mod
LEVEL 3 = 1D12+mod
Combat Effects for Mediums ATKs:
Prone = enemy falls down
Push = Enemy pushed back 10-20ft
Disarm = enemy drops one hand off weapon
Dash = Player moves a free 20ft after the attack
Kick it out = enemy drops materials
Grab = enemy is held still
Bitched em = only works on E1 E2 they run away from and hide for a turn
*Heavy ATKs
Heavy ATKs require 3 actions to attempt. if your attempt does not succeed, you still have 1 action remaining . ***Also, each level of a Heavy attack has different bonus effects that hurt your oppoent automatically after your attack is successful. Every time time you create a new Heavy attack add 1 LCE to the attack
LCE
-Level 1; -1 A/C or NO SPEED or 1D4 BLEED out or Nerfed or Blinding sight or Lunch Money= for 1 turn
-Level 2; -2 A/C or NO SPEED or 1D6 BLEED out or Nerfed or Blinding sight or Lunch Money= for 2 turns
-Level 3; -3 A/C or NO SPEED or 1D8 BLEED out or Nerfed or Blinding sight or Lunch Money= for 3 turns
LEVEL 1 = 2D12+mod. LCE
LEVEL 2 = 3D12+mod LCE
LEVEL 3 = 4D12+mod LCE
*Ultra ATKs
Ultra ATKs require 4 actions to attempt. These attacks are meant to do deal extreme amounts of damage, as well act as a support to your Team mates for X amount of turns. Each Ultra ATK can only be used once per fight
LCE
-Level 1; +1 A/C or x2 SPEED or 1D4 heal or Xtra Damage dice or Dyer sight or Payday= for 1 turn
-Level 2; +2 A/C or x3 SPEED or 1D6 heal or Xtra Damage dice or Dyer sight or Payday= for 2 turns
-Level 3; +3 A/C or x4 SPEED or 1D8 heal or Xtra Damage dice or Dyer sight or Payday= for 3 turns
LEVEL 1 = 1D20xPC level+mod LCE
LEVEL 2 = 1D20xPC level+mod LCE
LEVEL 3 = 1D20xPC level+mod LCE
IMPORTANT AF
***ANYONE WHO USES AN ULTRA ATK, ROLLS THEIR OWN HEALING DICE AGAINST THEMSELVES MULTIPLIED BY THE LEVEL OF THE UTLRA ATTACK USED EXAMPLE (1D6+INT)xLEVEL OF ULTRA. , AND INFLICTS THAT AMOUNT OF DAMAGE THEIR OWN HP***
*Healing
Players don't have to roll to a 1D20 to attempt to heal, the Player Rolls their assigned HP Dice when healing.
Healing takes 1 Action too heal another Player or NPC.
Healing takes 3 Actions too heal yourself
10 Material can make a (HP dice x1)Med-pack, takes one action to make, can use right away or held for later
15 Material can make a (HP dice x2) Med-pack, takes one action to make, can use right away or held for later
*You must be in contact with the player/NPC you are healing, and also able to assist them (can't be asleep and healing someone etc...)
Each Combat type(STEP 5) has a Health Points (HP) hit dice assigned to it;
-Melee = 1D6+INT
-Range = 1D6+INT
-Aggressive Special = 1D6+INT
-Passive Special = 1D8+INT
Healing anyone with a positive fable meter will raise your Fable Meter by +1
Healing anyone with a negative fable meter will drop your Fable meter by -1
*Training
Training Starts in the middle and/or at the end of your session. To start your training you roll a 1D20(+Fabler Meter score)and apply that number to the Training Chart, to figure out how many Experience Points (EXP) you've gained from your first training roll. Then you take your Second roll, 1D20(+fable meter score)and apply that number to the Training Chart. Add all of your EXP to the Training Meter. The Training Meter keeps track of all the EXP you've ever gained and it shows you when your next upgrade is or when the next time you'll level up. Every 5 EXP gained unlocks upgrades and stat points and Every 10 EXP gained unlocks the next level for your character. You can never lose your EXP. Your fable meter can count against your roll while training (see Fable meter for info).
*** TRAINING CHART ***
GRADE. \. 1D20(+fable meter \ EXP
--------------------------------------
NONE. \ NAT 1 \ 0
LIGHT. \ 2 - 5 \ 1
MEDIUM. \ 6 - 10 \ 2
HEAVY. \ 11 - 15. \ 3
XTREME. \ 16 - 19 \ 4
PERFECT. \. 20. \ 5
GOD. \. NAT 20. \6
(NAT 20 GIVES YOU additional ROLL)
Always keep track of your EXP from game to game and session to session, so you don't miss out on leveling up !!
-=-=-=-=-=Training Meter =-=-=-=-
EXP
0-start
1
2
2
4
5 +5 speed / +1D? Learn Patients Ability to save actions up for one turn (Max 2)
6
7
8
9
10 Level 2 +1 stat / and one Medium ATK level 1 / Unlock Light ATK level 2
EXP
11
12
13
14
15. +10 speed / +1D? /+1D?
16
17
18
19
20. level 3 +1 stat /add one Light ATK level 2 OR one Heavy ATK level 1 / Unlock Medium ATK level 2 / unlock Ultra ATK level 1
EXP
21
22
23
24
25 +1 stat/ +1D?/+15 speed
26
27
28
29
30 level 4 +1 stat /+1d?/add one Medium ATK level 2 or one Light ATK level 3 / Unlock Heavy ATK level 2
EXP
31
32
33
34
35 /unlock Medium ATK level 3/ 1D?/ +5 speed
36
37
38
39
40 level 5 +1 stat /add one Heavy ATK level 2 OR one medium ATK level 3 / Unlock Ultra ATK level 2
EXP
41
42
43
44
45 unlock Heavy ATK level 3/ 1D?/ +5 speed
46
47
48
49
50 level 6 +1 stat / add one Heavy ATK level 3 OR one Light ATK level 3 OR Medium ATK level 3 / Unlock Ultra ATK level 3
EXP
51
52
53
54
55 -1D?/ -5 speed
56
57
58
59
60 level 7 -3 off highest stat/-20 speed /-1D? /
EXP
61
62
63
64
65 -2 stat// -1D?/ -5 speed
66
67
68
69
79 level 8 -1 stat /-20 speed /-1D? /
EXP
71
72
73
74
75 -2 stat/ -5 speed
76
77
78
79
80 level 9 -1 stat /-5 speed
EXP
81
82
83
84
85 +6 stat
86
87
88
89
90 level 8 +6 stat
*Fable meter
Fable meter is meant to show how the player is interacting with other players and NPCs. The meter will go in the positive side if the players actions were good or virtuous and the meter will go in the negative side if the players action were evil or villainous. When the meter is at 0, it means the players action were either completely neutral or they’ve done as many good deeds as bad deeds, to balance the scale. You want the Fable meter to Align with your characters Alignment (step 1). For example; a Sidekick is a good guy, so he’ll want his Fable meter to be in the positive side, where as if a Henchman would want his Fable meter on the negative side and a Anti-Hero would want his Fable meter to stay on 0. Fable meter goes from -5 to 5 . (-7 to. 7 after Level 5). The Fable meter is used when to add to your training rolls and used the boost damage with some attacks. When it’s used with training rolls; Sidekicks want to be at +5 to add the max to their training roll, negatives count against the sidekicks training roll, Henchman want to be at -5 to add the max to their training roll , positives count against the henchmen’s training roll and Anti-Hero’s want to be at 0 to add the max to their training roll (5) nothing counts against the anti-hero’s training roll but if the fable meter isn’t 0 , then there’s no bonuses added to the training roll.
*Combo Action
Combo Actions are performed when at least 2 players work together to complete one action. If a player assist another player outside their turn, they’ll lose actions equal to the amount of actions used. Three different results will occur when a combo action is attempted;
- Both players fail on their 1d20 roll = Attack misses
-Only one player misses on their roll = Attack Hits but only the player with the successful roll deals damage and Xtra Damage dice
-Both players succeed on their roll = Attack Hits and both players Roll Their Xtra Damage dice x2
x3 = 3 player Combo
x4 = 4 player Combo
*** Team combo actions work the same, just it’s not a critical unless everyone succeeds on their roll ***
Defensive Re-Action Roll (DRR)
Defensive Re-reaction Roll (DRR) are meant to dodge or block an attack that would otherwise hit. When a NPC or Players has already rolled the attack you, and they beat your A/C successfully , right before it hits (before battle damage is inflicted) you can use a DDR , defensive re-action roll , too intervene and try to beat your opponents roll score. If you choose to dodge the attack, the GM will ask you to make a DEXTERITY saving throw (there is no countering or parrieing when dodging) if successful you’ll get the option to move a free fifteen feet away. If you choose to block the attack, the GM will ask you to make a STRENGTH saving throw , if successful then depending on how much better your roll was in comparison to your opponents, will determine which level of block you performed and if you dealt any damage in response. Using a DRR is considered a Re-action, so you can only use up too 2 outside your turn and none during your turn (because that wouldn’t be a re-action..duh) You will lose an action on your very next turn for every DRR( defensive re-action roll) you use outside of your turn.
Different types of blocks;
- epic fail. =. You take twice the damage and you drop your weapon ( one hand ) and fall prone
Happens When you roll a NAT 1
- easy block. = You take no damage and the attack was negated
Happens When your roll is 1 or 2 points higher then your opponents roll
- hard block. =. You take no damage and the opponent takes damage equal to your HP dice + Strength mod
Happens When your roll is 3 or more higher then your opponents roll
—Counter/Parry = you take no damage, the opponent takes damage equal to your HP dice + Strength and you choose to either disarm your opponent (one hand) OR knock your opponent prone,
Happens When your roll comes out to the same as your opponents or when you roll a NAT 20
Hairōru
*Kill or Detain
Whenever a NPC is totally out of HP, the last player whom dealt damage gets to decide whether they wish kill or detain the NPC. Killing will give negatives towards your Fable meter and Detaining will give Positives towards your Fable meter
*Settling Disputes
If two or more Players disagree on a matter (example; whether or not an NPC should die) Each player, two at a time, will roll 1D20+CHARISMA+fable meter and they must choose a form of arguing(Intimation,Deceit or Persuasion ability check) Also even if you don't win the dispute, your Fable meter will still effected either positive or negative. Neutral People tend not to argue.
* HP=(Level+CON)x10
NO Armor*A/C type D
Light Armor
*A/C (type A)=11+DEX
SPEED=15xDEX
Armor Break = +0
Medium Armor
*A/C (type B)=12+STR
SPEED=10xDEX
Armor Break = +3
Heavy Armor
*A/C (type C)=13+STR
SPEED=5xDEX
Armor Break = +5
NO Armor (Naked)
*A/C (type D)=8+CON
SPEED=25xDEX
Armor Break = -3
*** Remember every time you gain a stat point, check to see if A/C,SPEED and/or HP has changed!! ***
If your stat is 0 or -1 and you're trying to make a A/C or Speed then just treat it as 1 but only to get your A/C or Speed then its still a 0 or -1 and will not count as a one anywhere else like attacks or checks