Rutilus Luna RP Systems

An overview of our D20 RP systems and perks.


Rules and Systems

Here you will find an easily laid out overview of how our system works in simple and clear-cut terms. Its designed on a very basic homebrew D20, as many are. We use some minor 5E mechanics with our own twist of perks and item enhancements. Each section early on will explain basic stuff, everything hereafter is answers given for questions before they are asked. If you have any further questions, needs or wants for help, you can contact a @Guardian in our discord and request assistance.

Character Sheets

The following is a very quick & easy way to set up a character sheet using a simple note pad or your TRP notes - this can be complete in less than 5 minutes, but do take your time.

Name:
(Example: If I need to tell you, we have big problems.)
Class Type:
(Example: Are you a Tank? A Dps? Perhaps a Healer? Support?)
Rutilus Luna Rank:
(Example: You will place your mechanical rank which range from 1-5. You can also place your in-character rank in the guild if you have one too!)
Perk Powers:
(Example: You will place as many sockets as you possess from the rank, and within them the perk you have chosen to wield. You can interchange this at any time but it must be done before a session. You can find our entire archive within Rp-Directory-->Perk Directory in our discord or on our handy Carrd! Keep an eye on the amount of sockets you are allowed per rank and how much each perk costs!)
Perk Name Example
Perk Name Example
Artefact Inventory:
(Example: Your mechanical rank determines how many can be brought to each session unless Dm declares otherwise. However you can still possess many items, but only few can be holstered per event. Please post each and every item you possess here. How do you get items? They are rewards and discoveries.)
Character Proficiency Information:
(Example: This will be an information blurb for what skills you possess, traits, personality, etc. This helps give the Dm a flavour of your character type, this is purely for flavour and helps them either prepare situations for your sort of ways you can have synergy with others.)


The Goodie Bag

All agents are provided new standard issue packs that have been dubbed 'goodie bags'. They contain a number of useful consumables and provide an excellent alternative for those lacking in items or the veterancy power during early missions. Each pack contains the following:2 D3 + Extra Atk 'Invigoration' Healing Potions For 1 turn (May contain trace amounts of [REDACTED])1 D12 'Kraken Black' fragmentation powder bomb. (Developed by Trident Bay for anti-personnel blasts with knock-back.)2 D2 'Oak Seeds' (Use these to attempt to grapple or stun targets. Dm discretion.)1 Bloodgrin Brand Swapblaster Pistol (Activate one to swap places with an ally or enemy combatant. (May not work on a boss) )


Class Operations

Tanks
• You deal 2 damage per hit average
• You roll a D3 for a minor heal
• You have 1 AoE attack charge average
• You have an average of 12hp
• You have 2 free Intercepts average. Call these to take the hit for somebody instead. You must have Line of Sight on them. This is also DM discretion depending on situation.
DPS
• You deal 3 damage per hit average
• You roll a D3 for a minor heal
• You have 1 AoE attack charge average
• You have an average of 10hp.
• You have 2 free best out of 2 ATK re-try average. Use them wisely.
Healers
• You deal 1 damage per hit average
• You roll a D4 and apply +2 to heal.
• You have 1 AoE heal charge to reach up to 5
• You have 1 AoE heal charge to reach up to 3
• You have an average of 8hp
• You heal 1 hp naturally every 2 rounds
Support
• You deal 2 damage per hit average
• You roll a D3 for a minor heal.-
• You can buff a party member for +2 extra damage on a call of their attack. ( Twice an encounter )
• You have 2 self-shield charges average. Use it wisely. This will absorb an attack. You may direct it at another
• You have an average of 8hp
Pets ( Hunters/Warlocks/Etc-Specifics)
• Pets have an average of 3hp
• You can have 2 pets out at any time
• Pets deal +1 damage when they attack
• Any summoned pets roll out of D3 for how many rounds they stay helping


Knockouts and/or Death

Knockout Character's hp is at 0, you are out of commission until healed and unable to act.Bleed Out Character's hp is below 0 and in negatives.Death Characters hp achieves negative mirror of pool. In field resurrection is sometimes possible. Otherwise you are done for the fight and session. You can be considered comatose if you do not want to 'die' but you are critically wounded and in a bad way.We will not force death on characters, but we will also not allow you to be invulnerable and untouchable. Take your licks.


Rolls of Engagement

Combat Rolls You may have to roll D2's for stuns. D10s for specific damage counters. You will often roll D20s to hit and apply average damage of your class + whatever items & perks may apply. Sometimes you may roll a D100 for major type of attacks. This is dm dependent.Utility Rolls You may have to roll things like Perception, Investigation, Insight, History and so on. These are all often done entirely in D20 and D100s. Should you roll a Nat20, you are awarded a further action. Should you roll a Crit Fail 1, you are done for that attempt and turn entirely. You may even blunder it poorly.Conflict of Rollterests
• 20's on ATK deal 2x Damage
( A dirty 20 does not count. )
• 20s on DEF allow a parry counter attack for free
( A dirty 20 does count to help another's defense, but not counter )
• 1s on ATK allow the enemy a parry counter attack for free.
( A dirty 1 will not save you. )
• 1s on DEF will cause you to take 2x damage
( A dirty 1 will not save you. )
• Tied rolls always go to the defender, you are locked in glances or blows with no damage
Ac Checks
• Most enemies will have a certain defensive mark of AC to beat on an attack roll. These are entirely the Dm's discretion and will be told when you make your attack. The average is typically 10-12-15-16-18-20
• Sometimes what we call an Adversarial Roll will come after you. This is a simple D20VD20 or D100vD100 roll. The enemy is targetting you hard.


Initiative Rolls / Orders / Turns

Classical Style The party or raid rolls out of 100, Dm takes count.Raid Order The party or raid goes in order as the DM see's. This is often favoured for efficiency.Situational Order Very dm dependant on situation, you will be told if this is active.


AoE Attacks & Heals

When using an AoE attack, select up to three targets and proceed to roll attacks on them. You can additionally use three attacks on a single target, or two on one and the last on another. So on, so forth, etc. You get the idea.When using an AoE heal, roll your D4+2 and apply the results to five or three chosen party members, based on what charge you are using.


Interrupts and Taunts

Interrupts are entirely at dm discretion at this time. You may ask to try and the Dm will say yes or no, then have you roll.
The dm may announce things can be interrupted or stopped depending on situation. This is entirely user dependent.
We do not have legitimate taunts at this time, potentially ever. There are some specific perks that can force the targets to pay attention to you however. In a sense of a D20 lite home-brew system, most enemies will have agency and consider taunts to be stupid. Why would they stop what they are doing and go after you? This however does not draw away agency entirely from the player. If you can think of something unique that touches on the 'rule of cool' and ask the dm, do try. We await with eager anticipation of creativity.