Mace

A ONE PAGE RPG

By Matt Wall (Copyright 2012)

BODY      MIND
M  A      C  E  
I  G      U  S  
G  I      N  S  
H  L      N  E  
T  I      I  N  
   T      N  C  
   Y      G  E  

SKILLS

EQUIPMENT

FATE

Starting Fate = 10

WOUNDS

WC = Body (M+A)

CHARACTER DEVELOPMENT

  • Start with 10 Fate
  • Increasing a Trait or Skill to the next rating costs current rating +1 Fate
  • Traits and Skills can be improved between sessions
  • Each player receives 1-3 Fate per session.

EQUIPMENT

  • 1 Handed Melee Weapon (+1 M)
  • 2 Handed Melee Weapon (+3 M)
  • 1 Handed Missile Weapon (+1 A)
  • 2 Handed Missile Weapon (+3 A)
  • Light Body Armor (+1 WC)
  • Heavy Body Armor (+3 WC -1 A)
  • Headgear (+1 WC)
  • Shield (+2 WC)
  • Money, Food, Material components, etc...

SKILLS

  • C: Alchemy*^
  • E: Aeromancy(X2 Fate cost for Geo.)*
  • E: Aquamancy (X2 Fate cost for Pyro.)*
  • E: Berserker*
  • C: Blacksmith^
  • M: Brawling (unarmed)
  • E: Geomancy (X2 Fate cost for Aero.)*
  • C: Hacking (computers)*^
  • C: Language (French, Latin, Dwarven)*
  • A: Lock-picking^
  • M: Medicine^
  • M: Melee (Swords, Spears, Maces...)^
  • A: Missile (Firearms, Archery...)^
  • E: Necromancy (X2 Fate cost for all Sorc.)
  • E: Persuasion
  • A: Pickpocket
  • C: Pilot (Starship, Fighter)*^
  • E: Pyromancy (X2 Fate cost for Aqua.)*
  • A: Ride (Horse)^
  • E:Telekinesis*

  • Cannot be used unskilled
    ^ Requires certain Equipment
    Letter indicates primary associated Trait
    Skills vary by genre. List is not exhaustive. Make up your own!

ROLLING

  • Roll 1d6 + additional dice from one appropriate Skill
  • Decide whether to “Pop” the dice (Spend a Fate to reroll 6’s and add value to each die rerolled. Keep rerolling until no 6’s are rolled.)
  • Select single highest die
  • Add bonuses from one appropriate Trait (MACE) and Equipment
  • Compare value to Target Number (TN)
    • EASYTN 1-6
    • HARDTN 7-12
    • IMPOSSIBLE TN 13+
  • If value is higher than TN, action is successful to the degree by which it exceeded TN
  • In extreme situations, GM may require a certain number of successful dice, in which case more than one die is evaluated

COMBAT

  • Each combatant rolls as described above according to the maneuver they are attempting
  • Difference between values is added to loser’s Wounds. Character’s Wound Capacity (WC) is equal to the sum of his Body Traits (Might + Agility)
  • If half or more of a character’s Wound capacity is taken in a single blow, character is knocked out
  • If Wounds are equal to Wound capacity, character is incapacitated
  • Heal Wounds with rest by rolling Might against a TN equal to current Wounds
  • Incapacitated characters cannot rest and must seek medical treatment (Cunning/Medicine Roll for healer)
  • Recover Wounds equal to diff. between TN and Roll for either medical treatment or rest
  • During all non-healing rolls, add current Wounds to TN.