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An AVOS RPG

Action Vesus Opposition System

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The Prometheus Blade RPG is © copyright 2007 by Jeff Moore
All rights reserved

Artwork is a modified detail of The Vitruvian Man by Leonardo da Vinci


Modification and original layout by Jeff Moore

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Legend teaches of the dawn of But, the Keres were clever demons.
mankind, of a world without evil. But it They had changed their appearance to
came to pass that Prometheus the last blend into the world of man. They
living Titan did bestow upon man the cowered behind human laws and the
power of fire. This did so anger Zeus, human world embraced them as their
lord of all the gods, that he chained own. The warriors of Prometheus, the
Prometheus to a mountain to suffer an wielders of the secrets of the
eternity of torment and he sent to man Prometheus Blades, had to move
his own gift. cautiously against the Keres who had
infused themselves so well into the
Pandora, the first woman, was the most societies of man.
glorious of gifts, but she carried with her
a price. Pandora came to man with a For generations the Warriors of
sealed container. Legend teaches that Prometheus have worked behind the
this container held all the evils of the scenes, armed with weapons of old,
world. When the container was opened forged in fire in the secret manner of the
out sprang the Keres, demons of death Titans. To this day the sons and
who spread the taint of evil and daughters of the original warriors of
corruption, disease and death into the Prometheus carry on the secrets of the
world. The world fell into chaos, but Prometheus Blades, passing them down
Prometheus had anticipated the rage of to their sons and daughters.
Zeus and hid within the container a
secret. All around us a secret war is being
waged ... a war of good versus evil ... of
Time passed but eventually the hope versus despair.
container of Pandora was opened again
and Prometheus's secret was revealed. Or so legend teaches.
Prometheus taught of a weapon forged
in fire, the Prometheus Blade, that could
slay the Keres, and might one day free
mankind of their influences.

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Prometheus Blade is a game of the Most players control "Heroes." A Hero is
imagination set in a world of mythical an avatar in the game world that acts on
evils and corrupted men. You are a a player's behalf. The "Referee" is the
Warrior of Prometheus, a member of an other kind of player. The Referee
ancient order that holds the secrets of adjudicates game actions and creates
the Prometheus Blade, the only weapon the game world. Only one Referee is
capable of destroying the Keres. required for play, and usually 2-6 other
players to portray the Heroes.

Each Hero has a "Body." A Body is a template that defines a hero's abilities. Each Body
Template is comprised of four components or Body Parts: the Head, the Chest, the
Arms, and the Legs.

Head
This body part
controls a Hero's
perception and
intelligence. Some
skills related to
Head are,
Computer Arms
Programming, This body part controls the Hero's
Research, coordination and manual dexterity.
Observation, Some skills related to Arms are,
Writing, Chemistry, Mechanic, Carpenter, Driving, Pilot,
Electronics, and Painting/Drawing, and playing a musical
Medicine. instrument.
Chest
This body part Legs
controls a Hero's This body
strength, part controls
confidence and a Hero's
physical balance and
appearance. Some speed.
skills related to Some skills
Chest are, related to
Climbing, Legs are,
Swimming, Running,
Intimidation, Jumping,
Willpower, Dancing,
Charisma, and Acrobatics,
Acting. and Stealth.

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A new Hero will have Body Parts that Each Body Part defines broad abilities in
are mostly Average in ability. Consider that aspect of the Hero. Additionally a
the four Body Part descriptions above, Hero will have learned specialized
for your Hero rank 2 Parts as Average, 1 applications of abilities. These Skills
Part as Below Average, and 1 Part as help to shape a Hero, reflecting areas of
Above Average. interest and experience.

For Each "Average" Part assign that For Each "Average" Body Part select
Part a value of 3. one skill.

For the "Above Average" Part assign For the "Above Average" Body Part
that Part a value of 4. select two skills.

For the "Below Average" Part assign Do not select any skill for the "Below
that Part a value of 2. Average" Body Part.

Optional fine tuning - Optional fine tuning -


Reduce the value of any Remove one skill from
one Part by -1. the Above Average Part.
Increase the value of any Add one skill to
one Part by +1. the Below Average Part.
(Do this only once.) (Do this only once.)

A player who wishes to have their Hero Subtract the Opposition Value from the
do something, where the outcome of the Action Value then consult the Action
action is in question, must roll dice to Table to determine the die roll required.
determine the success or failure of the
action. Prometheus Blade uses the Action Values are usually equal to the
"Action Versus Opposition System" to value of the Body Part related to the
determine what a player must roll on the task or skill use that is being attempted.
dice to succeed when attempting an
action. Opposition Values are sometimes equal
to a Body Part value, if the Action being
The AVOS game mechanic works like attempted is being opposed by another
this: Hero or character in the game (this
happens most often during combat.)
There are two types of values: Action
Values and Opposition Values. Otherwise, Opposition values are
determined by the Referee to reflect the
difficulty of the task or skill use that is
being attempted.

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Task is Easy ... Task is Hard ...
Opposition Value is 2. Opposition Value is 10.

Difficulty is Below Average ... Task is Very Hard ...


Opposition Value is 4. Opposition Value is 12.

Task is of Average Difficulty ... Task Seems Impossible ...


Opposition Value is 6. Opposition Value is 14.

Difficulty is Above Average ...


Opposition Value is 8.

Action is +10 (or more) greater than Opposition ...


Minimum dice roll required to succeed is 3.

Action is +7 or +8 or +9 greater than Opposition ...


Minimum dice roll required to succeed is 4.

Action is +4 or +5 or +6 greater than Opposition ...


Minimum dice roll required to succeed is 5.

Action is +1 or +2 or +3 greater than Opposition ...


Minimum dice roll required to succeed is 6.

Action is -0 or -1 lesser than Opposition ...


Minimum dice roll required to succeed is 7.

Action is -2 or -3 lesser than Opposition ...


Minimum dice roll required to succeed is 8.

Action is -4 or -5 lesser than Opposition ...


Minimum dice roll required to succeed is 9.

Action is -6 or -7 lesser than Opposition ...


Minimum dice roll required to succeed is 10.

Action is -8 or -9 lesser than Opposition ...


Minimum dice roll required to succeed is 11.

Action is -10 (or less) lesser than Opposition ...


Minimum dice roll required to succeed is 12.

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The Dice Skilled Tests

Dice in Prometheus Blade are of the When attempting to complete a task for
standard cube shaped, six sided variety. which you have an applicable skill roll
When referring to the roll of two dice of 2d6. (Roll 2 dice.)
six sides a common notation would be,
2d6. "2" being the number of dice rolled, Unskilled Tests
"d" being an abbreviation of the word
dice, and "6" being the number of sides When attempting a task for which you
on the dice. have no skill roll 1d6+1. (Roll 1 die and
add 1 to the result of the roll.)

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This table does the math for you.

7 6 6 6 5 5 5 4 4 4 3 3 3 3 3
7 7 6 6 6 5 5 5 4 4 4 3 3 3 3
8 7 7 6 6 6 5 5 5 4 4 4 3 3 3
8 8 7 7 6 6 6 5 5 5 4 4 4 3 3
9 8 8 7 7 6 6 6 5 5 5 4 4 4 3
9 9 8 8 7 7 6 6 6 5 5 5 4 4 4
10 9 9 8 8 7 7 6 6 6 5 5 5 4 4
10 10 9 9 8 8 7 7 6 6 6 5 5 5 4
11 10 10 9 9 8 8 7 7 6 6 6 5 5 5
11 11 10 10 9 9 8 8 7 7 6 6 6 5 5
12 11 11 10 10 9 9 8 8 7 7 6 6 6 5
12 12 11 11 10 10 9 9 8 8 7 7 6 6 6
12 12 12 11 11 10 10 9 9 8 8 7 7 6 6
12 12 12 12 11 11 10 10 9 9 8 8 7 7 6
12 12 12 12 12 11 11 10 10 9 9 8 8 7 7

Roll the number indicated or higher to succeed.

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" !
The Heroes in Prometheus Blade are all trained warriors. As such, each Hero possesses
specific Aspects that reflect their abilities in battle. Aspects are special skills that all
Heroes possess that are only used in combat. The four Combat Aspects are ...

Accuracy Deflection

Used to attack. Accuracy is an Action Used to defuse damage. Deflection is


value. An attacker's Accuracy is reduced an Action value. A defending target's
by the defending target's Evasion to find Deflection is reduced by an attacker's
the 2d6 roll needed on the Action table Power to find the 2d6 roll needed on the
to successfully hit the target. Head is the Action table to successfully deflect
Body Part related to the Accuracy damage. Chest is the Body Part related
Aspect. to the Deflection Aspect.

Evasion Power

Used to avoid attacks. Evasion is an Used to inflict damage. Power is an


Opposing value. A defending target's Opposing value. An attacker's Power is
Evasion is subtracted from an attacker's subtracted from a defending target's
Accuracy to find the 2d6 roll needed on Deflection to find the 2d6 roll needed on
the Action table to successfully hit the the Action table to successfully deflect
target. Legs is the Body Part related to damage. Arms is the Body Part related
the Evasion Aspect. to the Power Aspect.

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Deflection and Evasion values are Accuracy and Power are assigned to a
assigned to each Part of the Body Hero or character and not to individual
independently, and these values will be Body Parts. These values will be altered
altered based upon the armor covering based upon the weapon being used.
each Body Part.

ACCURACY = Current Head + Weapon Adjustment


POWER = Current Arms + Weapon Adjustment

DEFLECTION = Current Chest + Armor Adjustment for each individual Part


EVASION = Current Legs + Armor Adjustment for each individual Part

Head Deflection has a natural -1 modifier


Head Evasion has a natural +1 modifier

Chest Deflection has a natural +1 modifier


Chest Evasion has a natural -1 modifier

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Heavy Weapon Heavy Armor
+2 Power / +0 Accuracy +2 Deflection / +0 Evasion

Medium Weapon Medium Armor


+1 Power / +1 Accuracy +1 Deflection / +1 Evasion

Light Weapon Light Armor


+0 Power / +2 Accuracy +0 Deflection / +2 Evasion

No Weapon No Armor
+0 Power / +0 Accuracy +0 Deflection / +0 Evasion

"Weapon" mainly refers to melee "Armor" refers mainly to clothing layers


weapons, such as a dagger (light,) a and other modern day alternatives ...
sword (medium,) or a claymore (heavy.) primitive heavy armors of medieval
But other weapons can easily be fit into times might increase deflection at a cost
these same categories. Heavy weapons of mobility to as much as +3 Deflection /
require 2 hands and cannot be -1 Evasion but such bulky coverings are
combined with a shield or an off-hand not generally seen today.
defensive weapon.

Using a Shield Shield Penalty

A Hero who wields a shield (or an off- A Hero using a Shield (or an off-hand
hand defensive weapon) can choose to defensive weapon) must reduce their
skip their next attack to immediately roll Accuracy by -1.
an additional Deflection check. This
bonus Deflection check can turn a failed
Deflection into a success or turn a
successful Deflection into a Block.

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New Heroes begin play with the player's choice of a primary melee weapon and of armor
worn. The armor is of a normal quality as described above. The weapon is one of the
Prometheus Blades passed down for generations to the Warriors of Prometheus.

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In addition to the Combat Aspects there are also 2 Secondary Aspects. These Aspects
represent traits that cannot be defined by a single Body Part. The 2 Secondary Aspects
are Initiative and Fortitude.

Initiative Fortitude

Initiative represents reflexes, speed and Fortitude represents over all health,
perception. It determines who will get toughness and determination. It helps
the drop on whom in a combat round. one to survive the rigors of harsh
Initiative is equal to the sum of Head + environments or a fall from a great
Legs values. distance. Fortitude is equal to the sum
of Chest + Arms values.

Initiative = Head + Legs Fortitude = Chest + Arms

Certain things can injure a Hero creating Fortitude is an Action Value and it is
damage over a broader area than a compared to an Opposition Value
focused attack. Combat attacks involve (determined by the referee based upon
the strategic targeting of specific body how difficult the Dynamic Damage event
parts. Dynamic Damage injures a Hero should be to survive.)
over all Body Parts.
Find the values on the Action Chart and
Examples of Dynamic Damage are: roll the number listed or greater on 2d6
to succeed in the Fortitude Test.
Poison, Fire, Radiation, Starvation,
Drowning, Explosion, or Falling. Fortitude Test is Successful:
Suffer minor damage.
Dynamic Attacks cannot be evaded. Reduce the Value of your highest
valued Body Part by -1.
Dynamic Damage cannot be deflected.
Fortitude Test is Failed:
The damage is delivered and it must be Suffer major damage.
survived. Reduce the Value of all
Body Parts by -1.
To resist Dynamic Damage the
character must roll a successful Some Dynamic Damage events may
Fortitude Test. require more than one Fortitude test to
survive.

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" !
Turn order Deflection

Each participant in the combat rolls 1d6 The defender reduces the Deflection
and adds the value of their Initiative to Value of the targeted Body Part by the
the roll. Power Value of the Attack and consults
the Action Table to see what number or
Record a Turn Order for the participants higher they must roll on 2d6 to Deflect
starting with the player who rolled the the Hit.
highest. Where needed roll again to
resolve ties. A successful Deflection allows the
Defender not the Attacker to declare
Attack which Body Part takes the hit.

On their turn, the attacking player Shield Use


declares a target and an attack against after a failed Deflection
one of the four target Body Parts...
Head, Chest, Arms, or Legs. A defender with a Shield (or an off-hand
defensive weapon) can attempt a
The attacker reduces the Accuracy second deflection action after the first
Value of their attack by the Evasion one FAILS but must give up their next
Value of the targeted Body Part and attack action to do so. If this defection
consults the Action table to see what succeeds the attack is redirected as
number or higher they must roll on 2d6 normal.
to Hit.
Shield Use
If the attack hits, the defender must roll after a successful Deflection
to try to deflect the hit to a different Body
Part. A defender with a Shield (or an off-hand
defensive weapon) can attempt a
Attempting to deflect the hit is a good second deflection action after the first
idea even if the defender doesn't need one SUCCEEDS but must give up their
to "move" the hit... because the roll next attack action to do so. If this
gives the defender a chance for a block deflection succeeds the attack is
- see "Blocks." Blocked - see "Blocks."

If an attack is Blocked, the damage from the Hit is not Deflected, but is instead
eliminated entirely and no injury is suffered.

If Doubles are rolled on a Deflection test AND the Deflection is successful, that hit is
Blocked. This will apply to any standard Deflection test or any Deflection made with a
Shield following a failed Deflection test.

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"
If Doubles are rolled on an attack, AND If a defender with a shield (or an off-
the attack is a successful hit, the attack hand defensive weapon) rolls Doubles
scores +1 Hit on the targeted Body Part. when attempting to Block (following a
The defender must roll separate successful Deflection) AND the Block is
Deflection tests for each Hit and may successful, the defender doesn't lose
suffer injury from multiple hits from a their next attack action, and can take
single attack. their next turn normally.

Injury Instant KO

Any time a Body Part suffers damage If any one Body Part suffers the wounds
from a Hit, reduce the CURRENT of two Hits from a single blow, then the
VALUE of that Body Part by -1. defender is rendered unconscious and
removed from the fight, even if the Body
Part is not reduced to a Value of 0.
Unconsciousness
Note: A Body Part that has been
If any one Body Part is reduced to a successfully targeted and hit by an
value of 0, the defender is rendered Attacker has not suffered a Wound from
unconscious and is removed from the Hit until after the Deflection attempt
combat. is made and the damage is assigned.

Death Declaring Damage

If any Body Part has been reduced to a As part of Damage resolution, an injured
Value that is less than 0, or if more than defender must reveal to their attacker
one Body Part is reduced to 0 then the which body Parts took Hits and their
defender has been killed and is Current Values.
removed from the game.

After Damage has been Declared, the turn then passes to the next player in the Turn
Order. Do not roll Turn Order again. The same Turn Order is retained for the duration of
the combat.

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& '
Catching Your Breath Medicine

At the end of any combat, Each successful application of the Medicine (Head)
when the melee is over and Skill will remove the effects of one hit. (Increase the
participants have a few current value of the lowest valued Body Part that
minutes to rest, every has had its value reduced through damage by +1.)
survivor of the combat who is
not unconscious immediately Each application of the Medicine Skill to an
removes the effects of one individual patient in a single day gets increasingly
hit. (Increase the current harder whether or not the application is successful.
value of the lowest valued
Body Part that has had its For Conscious Patients
value reduced through
damage by +1.) 1st time to attempt to heal the patient that day ...
Opposition Value of Medicine Test (Easy) 2.
An unconscious Hero, who
has all Body Parts with 2nd time to attempt to heal the patient that day ...
values higher than zero (1 or Opposition Value of Medicine Test (Average) 6.
more,) will automatically
regain consciousness during 3rd time to attempt to heal the patient that day ...
the Free Healing phase. Opposition Value of Medicine Test (Hard) 10.

4th time to attempt to heal the patient that day ...


Opposition of Medicine Test (Seems Imp.) 14.

No 5th attempt allowed.

Use of Medicine Skill on an unconscious patient is


more difficult.

For Unconscious Patients

1st time to attempt to heal the patient that day ...


Opposition Value of Medicine Test (Below Ave.) 4.

2nd time to attempt to heal the patient that day ...


Opposition Value of Medicine Test (Above Ave.) 8.

3rd time to attempt to heal the patient that day ...


Opposition of Medicine Test (Very Hard) 12.

No 4th attempt allowed.

An unconscious Hero, who has all Body Parts with


values higher than zero (1 or more,) will
automatically regain consciousness after the
successful application of the Medicine Skill.

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( ) *
Each night a Hero can recover from damage through rest and regeneration. There are
two types of recovery, Natural Recovery and Guided Recovery. Any patient who has
been successfully treated with a Guided Recovery (Medicine) Test will benefit from
Guided Recovery. A Hero that has not been successfully treated by a Guided Recovery
(Medicine) Test will recover according to the rules for Natural Recovery.

Guided Recovery Natural Recovery

Guided Recovery can be attempted on If a Hero did not receive the benefit of a
each patient once per day. (This is successful Guided Recovery (Medicine)
independent of the Medicine Skill Tests Test, the Hero might skill recover some
listed above.) Guided Recovery is a Hits naturally.
Medicine (Head) Skill Test. The
Opposition Value of a Guided Recovery Heroes that are conscious regain 1 Hit
Test is (Above Average) 8. over night with proper rest.

Heroes that are conscious regain up to Unconscious Heroes roll 1d6.


3 Hits over night with proper rest.
1 the Hero has perished
Unconscious Heroes roll 1d6.
2-5 No Change
1-4 No Change 6 Recover 1 Hit over night
5-6 Recover 1 Hit over night

An unconscious Hero, who after successful Guided or Natural Recovery, has all Body
Parts with values higher than zero (1 or more,) will automatically regain consciousness
in the morning.

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+ #
Normal Bulletproof

These weapons and this armor follow all Bulletproof is a special quality that can
combat rules as provided in the combat be applied to Armor or a Shield. A
section with no special exceptions. Bulletproof Body Part always Blocks on
Unless otherwise noted, all weapons a successful Deflection. The Bulletproof
and armor are assumed to be of Normal Quality and the Gun Quality counter
Quality. each other so that attacks by Guns
against Bulletproof Body Parts are NOT
Demonic automatically Blocked by a successful
Deflection. (see Blocks)
Entities with the Demonic quality cannot
be harmed by Normal or Gun weapons Guns
at all. The Keres are creatures
possessing the Demonic Quality. Guns are a special category of weapon.
Guns always inflict +1 Hit on a
Magic successful attack. (The target defender
must make a separate deflection
Magic Weapons cancel out the Demonic attempt for each Hit.) The Bulletproof
Quality and damage resolution is Quality and the Gun Quality counter
handled normally. The primary melee each other so that attacks by Guns
weapon carried by the Warriors of against Bulletproof Body Parts do NOT
Prometheus, the Prometheus Blade, inflict +1 Hit.
possesses the Magic quality.

$ ,
In Combat, DOUBLES grant special Round Experience amounts up (adding
combat results (see Blocks, Critical experience if needed) so that every
Attacks, and Shield Bashes) outside of Hero gets the same amount of
combat rolling Doubles on skill tests has Experience and no Experience is lost.
a different result.

When rolling skill tests outside of BODY PART VALUE +1


combat for skills that are not COMBAT costs current value of Body Part x 6
ASPECTS, if any player rolls doubles in experience points.
the group earns 1 experience point. This
benefit is gained whether or not the skill ADD A NEW SKILL
test was successful. costs sum total of all Skills known x 3
in experience points.*
Experience accumulated for the group
will be divided equally between all *This is the sum of all Skills under all Parts not
just those Skills related to a selected Part.
players at the end of the game session.

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Body Parts Hero Record

Initiative (Head + Legs)


Head Value (use to find Accuracy & Initiative)
Max. Current Fortitude (Chest + Arms)

Chest Value (use to find Deflection & Fortitude) Head Skills


Max. Current

Arms Value (use to find Power & Fortitude)


Max. Current

Legs Value (use to find Evasion & Initiative) Chest Skills


Max. Current

Weapon
Main Hand Accuracy Power
Arms Skills

Off Hand If using a shield or parrying


weapon reduce Accuracy by -1

Armor
Legs Skills
Head Evasion (+1) Deflection (-1)

Chest Evasion (-1) Deflection (+1)

Arms Evasion Deflection

Experience Points
Legs Evasion Deflection

Prometheus Blade is © copyright 2007 by Jeff Moore, all rights reserved. Permission is granted to copy this form for use in playing the game.

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