MEATY BONES

WIP watch the building, changes, and edits as it's developed

WELCOME

... to Meaty Bones, a Table Top Role Playing Game (commonly known as a TTRPG) of high adventure and magic. This is a game where players and a Game Master (commonly called a GM) come together either at a table or a virtual table with a group call and a screen share.
Let's Begin
Avast ye! Welcome to Meaty Bones, a table-top role-playing game that will take you into the world of Pangorio and about the wilds of the Basquay Sea. Explore islands, ports, and undersea places with monsters, minions, and ne'er-do-wells.
What You Need
For this game you will need one Game Master (GM), at least one player, pencil, paper, or their digital equivalants.. Each should have a complete set of dice that includes: Four-Sided (D4), Six-Sided (D6), Eight-Sided (D8), Ten-Sided (D10), Percentile (D%), Twelve-Sided (D12), and Twenty-Sided (D20 or use a digital dice roller.
 
***There may be times you will be asked to roll a D2, do this by rolling 1D6 which results in 1-3 = a 1, 4-6 = a 2.   There may be times you will be asked to roll a D3, do this by rolling 1D6 which results in 1-2 = a 1, 3-4 = a 2, 5-6 = a 3.***

HOW TO PLAY

Dice Rolls Matter
Successes and failures are measured by rolling a D20 to reach or exceed a Difficulty Rating (DR). The numbers 1 and 20 on the D20 are very important and can sway the results. This is how they do that:
Bonus To The D20 Rolls
A number of D4s can be added to the D20 when making a DR roll. There can never be a D20 roll smaller than just the D20 and no D20 roll with more than 5D4. How many D4s are added to a roll is based on the following system:
  • Rolling a 20 and succeeding at the DR: This means success with a Boon
  • Making a successful DR roll without a 1 or a 20: This means success without a Boon or a Bane.
  • Rolling a 20 and failing at the DR: This means failure with a Boon.
  • Making a successful DR roll with a 1: This means success with a Bane.
  • Rolling a 1 and failing at the DR: This means a failure with a Bane.
RANKS
  • 0) Nekkid 20: This is a DR roll involving only the D20.
  • 1) Novice: Add 1 D4 to the DR roll
  • 2) Adept: Add 2 D4 to the DR roll
  • 3) Master: Add 3 D4 to the DR roll
  • 4) Epic: Add 4 D4 to the DR roll
  • 5) Legendary: Add 5 D4 to the DR roll
*** *** ***
ORDER OF PLAY
ENCOUNTERS
Interacting with the world and the creatures in it leads to encounters. An encounter is where players meet characters, monsters, and experience the environments of the world. These encounters can happen in two ways.   The first is called a Social Encounter where players interact with citizens and creatures of the world without involving combat. This a freeform style of encounter with no structured order of who will go. Actions and even spells can be cast during this time along with some dice rolls with a heavy focus on story outcomes. This can lead to the second type of encounter, combat.   When the Combat Encounter happens, it changes to a turn-based style of play, meaning every player and every creature/thing involved in the combat take turns. At the start of the combat encounter, the player characters choose who amongst them will roll initiative for the group while the GM rolls for the enemies. This is a Nekkid 20 roll. Once the GM has noted the order in which all groups involved go, the turns begin.  
TURNS
When it is time for the party to take their turns, the players decide in which order they will go amongst themselves. This order can change every round, thus allowing for a greater variety of teamwork and tactics if they wish to do so.  
DOING TRICKS AND REACTIONS
When a player's turn starts, they have Three Trick Points and One Reaction Point. They use these points to carry out their movements and actions, which are called Tricks and Reactions. When their points are used up, there is nothing more that they can do until the start of their next turn where they get a fresh set of points.
 
TRICK AND REACTION POINTS
All the possible actions, movements, and spells a player can do require either Trick Points, which can only be used during their turn, or Reaction Points, which can be used during anyone's turn. The player then makes a DR roll and checks for success according to how many trick points were used for the action.   The character can carry out as many tricks as they have points for. When th, their turn is over. Any left over trick points do not roll over to the next turn. They are simply lost and new ones replace them at the start of that player's next turn.   The Reaction Point can be used at anytime to carry out a Reaction, whether it is that character's turn or not. These do not roll over, either and are simply replaced at the start of the player's next turn.   A character can combine actions into one roll as long as their combined Trick Point Total does not exceed the total Trick Points the character has available. Determing the Stat used to carry out this combined action is in the order of aggression. The order goes like this: Damage dealing attack action, Non-damage dealing attack, Non-combat action, or Movement which can happen at any time or even more than once as long as the character has enough units to do so.
DIFFICULTY ROLLS OF TRICKS AND REACTIONS
The Difficulty Rolls (DR), are based on the amount of Trick or Reaction Points needed to carry out that Trick or Reaction
  • Rolling under the Success results in Failure (F): The failed movement is not carried out, the failed weapon or damaging spell has its damage cut in half, and the failed non-damaging or non-combat action does not happen.
  • Rolling the Success (S) difficulty results in The movement is carried out, a damaging weapon or spell Trick rolls its base dice, and the non-damaging or non-combat action is carried out.
***** ***** ***** ***** ***** ***** *****
  • Rolling the Greater Success (GS) difficulty results in The Movement is carried out with style, a damaging weapon or spell Trick adds the Stat Rank dice to the damage roll, and the non-damaging or non-combat action is carried out in style.
  • Rolling the Epic Success (ES) difficulty results in The Movement is carried out with style and earns the character one additional Trick Point, a damaging weapon or spell Trick adds the Stat Rank dice to the damage roll plus all the dice become Exploding Dice, and a non-damaging or non-combat action is carried out in style and earns the character one additional Trick Point.
***** ***** ***** ***** ***** ***** *****
TRICK POINTS
  • 1 Trick Point S: 11-14, GS: 15-19, ES: 20+
 
  • 2 Trick Points S: 14-17, GS: 18-22, ES: 23+
 
  • 3 Trick Points S: 17-20, GS: 21-25, ES: 26+
 
  • 4 Trick Points S: 20-23, GS: 24-28, ES: 29+
 
  • 5 Trick Points S: 23-26, GS: 27-31, ES: 32+
REACTION POINTS
 
  • 1 Reaction Point S: 13-16, GS: 17-20,
    ES: 21+
 
  • 2 Reaction Point S: 20-23, GS: 24-28,
    ES: 29+
 

CHARACTER DETAILS

THE STATS
Your six STATS are everything. Stats advance in potency based on the RANK chart above.   All Stats start at zero. No Stat can be raised higher than Legendary.   No Stat can be lower than Nekkid 20.
Brawn (BRN)
This Stat presents physical strength, the muscular power.
Nimble (NIM)
This Stat represents agility and quickness of actions, but not speed.
Hearty (HTY)
This Stat represents durabiliy and immune system toughness.
Reasoning (RSN)
This Stat represents cognitive abilities and academics.
Focus (FOC)
This Stat represents accuracy, mental focus, strength of will, and memory.
Flair (FLA)
This Stat represents charisma; compelling charm or intimidation.

 
BANES AND BOONS
A Boon is earned when a player rolls 20 on a D20 roll or when an NPC grants them one. These can pile up but those unused by the end of a session are erased when the next session starts.   A Bane is acquired when a player rolls a 1 on a D20 or when a Monster or NPC afflicts them with one. A Boon can counter the effect of one Bane. Every third Bane rolled during a session become a Boon.
BANE
Social Encounter Bane
Banes bring about a less favorable outcome to one incident at a time determined by the GM who will say "Bane" when using it.  
Combat Encounter Bane
Banes lower one Stat by 1 Rank. When a characters receives a Bane, they must roll 1D6 to determine which Stat gets the Bane.
Roll 1D6 For Bane Result
1 = Brawn
2 = Nimble
3 = Hearty
4 = Reasoning
5 = Focus
6 = Flair
BOON
Social Encounter Boon
The player can spend a Boon to get a more favorable outcome from one incident by saying "Boon".   How favorable, is up the GM.  
Combat Encounter Boon
Boons grant the player a Bonus Trick Point or a Bonus Reaction Point for the duration of a Combat Encounter.   The player chooses which combat encounter to use their Boon and does this by saying "Boon".

 
HEALTH POINTS (HP)
Health Points, commonly called HP, represent the amount of physical and mental strain a character can take before taking Injuries.   When a character's total HP is reduced to 0, it stops, never going below 0. If there is more damage leftover after being reduced to 0, the characters takes one Injury.   If a character takes more damage for another attack while at 0 HP, they instead take one Injury.   When a character take 8 Injuries, they are dead.   Recovering back to Total HP requires 8 hours of Sleep. If a creature Sleeps for at least 4 hours but less than 8, they must roll one of their Folkright Dice for each character level they are at and add they recover that many HP. Folkright Dice x Character Level = Amount of HP recovered   If the amount of HP added would exceed the Total HP, the
character only adds what is needed to reach the Total HP. Any extra is ignored and tossed away. The Total HP is based on the Folkright Dice of the player species, called folks, chosen at character creation. The die ranges used vary from D4 to D12.   At level 1, the character takes the maximum on the Folkright Dice for the Folk chosen and adds it to their Total HP.   EX: Tria chose to be a Chirkin (Bat Folk) with a Folkright Dice: D6. Her Total HP is now 6.   Whenever a character gains a new level after Level One, they roll their Folkright Dice and adds the result to their Total HP.   EX: Tria made it to level 2! She rolls 1D6 and gets a 3. Her Total HP is now 9.

 
SIZE MATTERS
Hitting a target, whether it be an object or a creature, is as easy or difficult as its size. Hitting a fly is much, much harder than hitting a barn. There are 7 categories of size:
  • Mini: these are things whose largest dimension is 6 inches (15 cm) or less and clouds of minute things like flies and sand. Penalty when trying to attack a Mini thing is to subtract 3 Ranks from the attack roll.
  • Tiny: these are things whose largest dimension is 1 Foot (30 cm) and swarms of Mini things. Penalty when trying to attack a Tiny thing is to subtract 2 Ranks from the attack roll.
  • Small: these are things whose largest dimension is 3 Feet (91 cm) and swarms of Tiny things. Penalty when trying to attack a Small thing is to subtract 1 Rank from the attack roll.
  • Medium: these are things whose largest dimension is 8 Feet (243 cm).
  • Large: these are things whose largest dimension is 15 Feet (4.5 m). Bonus when trying to attack a Large thing is to add 1 Rank to the attack roll.
  • Gigantic: these are things whose largest dimension is 30 Feet (9 m). Bonus when trying to attack a Gigantic thing is to add 2 Ranks to the attack roll.
  • Massive: these are things whose largest dimension is greater than 30 feet (9 m). Bonus when trying to attack a Massive thing is to add 3 Ranks.

 
MOVEMENT
Creatures move in various ways and at a wide range of speeds. This is reflected by a grid on a map during gameplay. Meaty Bones refers to distances as Squares which are 5 ft/ 1.5 m on each side.   Rather than listing a character's movement in ft/m then dividing it by 5/ 1.5 to determine how many squares to move on a VTT to table battlemap, speed is represented as the number of squares they can move.   This is very helpful as a character can more quickly do another action, and then move again as long as they have the Trick Points, and movement squares, to do so.
EX: Tria has a speed of 6 Squares. Using her three Trick Points, she moves 5 Squares, swings her staff at a skeleton, then moves one Square back out of reach.

 
SLOTS
WHAT ARE SLOTS?
All characters have a total of 20 slots available. Twelve slots hold your Armament and Magic. Eight slots hold your extra Gear and Injuries. Pack animals, carts, wagons, etc can hold extra Gear and their capacity is measured in Slots as well. When a character chooses their class, the class determines the arrangement of the slots at Level One.
When a character attains a new level after the first, they can choose to swap One Slot from Armament to Magic or from Magic to Armament.
 
THE CLASSES
Warrior Armament Slots: 12, Magic Slots: 0, Gear/Injury Slots: 8   Knave Armament Slots: 9, Magic Slots: 3, Gear/Injury Slots: 8
Cleric Armament Slots: 6, Magic Slots: 6, Gear/Injury Slots: 8   Mage Armament Slots: 3, Magic Slots: 9, Gear/Injury Slots: 8

 
ARMAMENT SLOTS
These slots hold the gear a character has equipped for use during combat.   Things kept in a backpack or other such container are considered extra Gear and not Armaments.   This gear includes: Weapons, Quiver of Ammo, Spellstaffs, Wands, Spell Book, Talismans, Armor, Shield, and Pouch.   A pouch can hold up to 1 Encounter's worth of Spell Components or 5 small items like potions, flasks, keys, or trinkets.
MAGIC SLOTS
These slots hold the magic a character can use. These slots represent the spells or prayers a character has prepared for the day. These are continuous use slots which means once trick or reaction points are spent to cast it, the magic remains in the slot ready to be cast again.   Consumable magics like scrolls or charms can be placed in these slots but once used the slot becomes empty. Creature with a natural power will have that power in their Magic Slots as well. These cannot be removed and replaced by spell or prayers as they are an essential part of these creatures.

 
GEAR AND INJURY SLOTS
There are always 8 of these Slots, a number that cannot change. These slots hold extra gear and also mark how many Injuries a character has taken.
INJURIES
Any injuries taken by the character are marked in these Slots. When the 8th Slot is filled, the character dies. When an Injury occurs and there is no empty slot to make it in, the character must choose which extra item to drop in order to use. This reflects the character being weakened and now unable to carry all their things.   Recovering Injuries: If a character Sleeps uninterrupted for 8 or more hours in one day, they will get to make a roll to erase one Injury.
Roll 1D20 + HRT Rank Dice to reach a DR: 13 to erase one Injury
A character can also pay be under the care of a healer at a protected place such as an inn or temple. If they do, they will get to make two rolls and have the chance to heal 2 Injuries per day instead of only one.
EXTRA GEAR
When there is no injury in it, the slot can carry gear.   When an injury happens, the character chooses which Gear/Injury Slot to put it in.   If all the slots are filled with gear, the character chooses which item to drop to replace with an injury.   This represents the character being weakened and now unable to carry that item.   In the case of an item that takes up more than one Slot, if that item is dropped, all the slots it was in are now emptied and ready for injuries.
The Extra Gear Slots Hold
Any item that makes up 8 or less slots. Items will be identfied by one of three ways:
1) Number: how many slots they fill
2) Stack: which will say how many of them can stack up to fill one slot
3) None: which means these will not take up any slots and any number of them can be carried. These are things like paper notes, keys, etc.
Types of Stacked Items
  • 500/500 Coins pr Gems of any type or even an assortments of types as long as the total is no more than 500
  • 10/10 Spell Component Uses, each use lasts for one encounter.
  • 5/5 One Type of Ammunition Uses, each use lasts for one encounter. No need to keep count of each piece, only its type.
  • 5/5 Stack of Small Items. This is things like Potions of the exact same kind, Rations, Scrolls (can be varied), maps (can be varied), etc.
Interactive Table Of Contents
SUGGESTED EDITS
Erase after considering
• WIP: Watch the ... (Continue as you have it.)
• Get rid of "commonly known as", just keep TTRPG in parenthesis.
• "High adventure" needs a snappier keyword , high gives wrong impression lmao.
• "come together at a table or online." instead of virtual table and group call stuff.
• Decide on table top, tabletop, or table-top and always use the same one. Same with roleplay, role play, and role-play.
• Do a general spellcheck
• Get rid of "a" before numbers with 1-3 = a 1.
• Bonus To The D20 Rolls Section is confusing. Not the explainer on the rolls, but the first paragraph about limits needs different phrasing.
• Turns: what do they do if 2 people want to go first and won't budge?
• Trick and Reaction Points: I'd rearrange this to "All possible actions, movements, and spells require trick points or reaction points." and then make a subsection for trick points and another for reaction points, format both similarly with same locations for differences so people can get that info at a glance.
• Boons: Does the phrase "boon" need to be said before rolling or after? List limits for boons because I see so many loopholes I could abuse the heck out of.
• I would love a visual for slots amounts, even if it's just boxes in different colors for now
• "The Extra Gear Slots Hold" is awkward phrasing, maybe "Slots For Extra Gear"?


Comments

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Nov 12, 2023 20:54 by Melissa

I have really enjoyed watching you create this TTRPG system on stream! Thanks for hosting such a positive and creative community over on Twitch! I love your Nekkid Dice and the humor you infuse into your rules. It's been insightful to hear your decision-making process for things such as how initiative rolls and critical fumbles will be handled. I want to take a look at your Ship-to-Ship combat system. It sounds like your last tabletop session was a blast!  

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Nov 13, 2023 02:24 by K.S. Bishoff

Thanx!

Come vist my worlds
PANGORIO
and
HYPNOSIUM
Nov 22, 2023 22:16 by Makenzie Turney

This rules system is simple, yet thought out. The only question I am left with is: Can you gain Slots over the course of gameplay? You did really well with this. I love the stats in particular :)

⚝moonflower⚝
Nov 23, 2023 19:18 by K.S. Bishoff

The total slots allowed are 20 .... however, this needs to be playtested to see how well that works.

Come vist my worlds
PANGORIO
and
HYPNOSIUM
Aug 21, 2024 00:23 by Dr Emily Vair-Turnbull

The rules seem pretty solid so far. Just a quick question:   'The player can spend a Boon to get a more favorable outcome from one incident by saying "Bane". '   Is this meant to be 'boon'?

Emy x
Explore Etrea
Aug 21, 2024 00:27 by K.S. Bishoff

Ooops! thanx for catching that! I swear edits just tip toe in in on me lol

Come vist my worlds
PANGORIO
and
HYPNOSIUM