Soul Burst: A Role-Playing Game
Soul Burst is a pen & paper RPG where the Gamemaster helps outline and track events as the players interact with the adventure. The game itself consists of 4 simple items; pen, paper, 20-sided die, and a calculator. Our Gamemaster is part secretary, part mastermind using rough sketches and improvisation to keep the stories going. Suggested player count would be 2-5, a minimum of a GM and 1 player. One player could also command several characters.
Generally, you are warriors of Light fighting back encroaching forces of Darkness. What makes you as warriors special is your unique ability to Soul Burst! In this fantasy world there exists life in the forms of Humans, Spirits, and Beasts. Any one of these three may be corrupted into monsters of Darkness. Campaigns are outlined and directed by the Gamemaster in a collaborative setting. Not every single detail is provided or laid out as that becomes both complicated and static. Ideally, this is to be a dynamic aid to imagination.
- Soul Burst: Much of the “game” in this RPG comes from mitigating chance. Chance is everywhere, in combat, in dialogue, in life, in death. Chance is typified by rolling a 20-sided die. The unique ability our players have is to change ANY given dice roll with a Soul Burst. Once a Soul Burst is used, the only way to replenish the token is by REST.
- Class: There are 6 total player classes with a comparable rival class. Each class has unique features, interactions, attributes, traits and abilities for use in or out of combat.
- Titles: Each Class may have an alternative flavor Title to help better align with player preference. They will still function generally the same within the game (same with NPCs as well).
- Damage Types: Physical and Spiritual damage are the 2 damage types that can deplete HP. Other player actions/game states can further granulate, delineate, and distinguish damage types and their effectiveness. GM NOTE: Keep in mind the utility of status-effects, buffs and debuffs.
- Main Attributes (HP, XP, SB): All player characters share these 3 attributes; Health Points, Experience Points, and Soul Bursts. All players start the game level 1 with 100 HP, 0 XP, and 1 Soul Burst. At levels 5 and 10 players receive 1 additional Soul Burst token (3 total). 200 XP is required to reach level 2, 300 for 3, up to 1000 for 10 (max level). 100 HP is gained per level up to 1000.
- Class Attributes (PAR, SAR, PDR, SDR): There are 4 secondary attributes every class has; Physical Action Roll, Spirit Action Roll, Physical Defense Roll, Spirit Defense Roll. This plays into our 2 damage types but extends beyond combat scenarios. This number determines the multiplier on any given roll of a corresponding action and indicates Class action aptitudes.
- Abilities & Traits: Instead of creating a long list of abilities, what they can do, what they can’t do etc… I want players to be inventive within the given Class parameters. In or out of combat I want players to create their own abilities. All of this, of course, must be tempered through the lens of current player level, secondary attributes, and GM approval.
- Combat: One action per character per turn. Once all characters in a party complete their turn, the next party responds. Attack dice roll totals damage an opponents HP bar. This number is reduced by Defense dice rolls. The Defending party chooses who receives damage from any oncoming attacks.
- Challenge: A combative role against another character (including non-damaging actions).
- Initiative: This identifies the order of challenge. First, the situation of the challenge should be considered. If this does not present an agreeable order players must roll against their challenger.
- Modifiers: Level disparity between challengers increases EVERY roll action by 1 per level difference (i.e. A level 5 will have 1 additional roll multiplier added against a level 4 opponent). Other conditions from class abilities or circumstance (e.g. weakness to fire) contribute to challenge modifiers.
Human Light Classes
Paladin: 2/2/2/2: Beacon of Light who splits his discipline between Knightly and Clerical duties.
Titles: Demon Slayer, Dragon Slayer, Guardian, Inquisitor, Peacemaker, Zealot
Devotion: Immune to SAR debuffs.
Equipment: Blessed Armor | 1H Weapon + Shield, 2H Weapon
Cleric: 1/3/1/3: Clergyman of God devoted to the spiritual life of holiness.
Titles: Abbess, Abbot, Bishop, Chaplain, Confessor, Father, Healer, Hierarch, Monk, Mystic, Nurse, Priest, Prophet, Sage, Scholar
Unveil: Perception rolls also apply to spirit targets.
Equipment: Righteous Robes | Holy Texts, Incense, Relics, Staff
Knight: 3/1/3/1: A noble soldier who may specialize in a dizzying array of weapons.
Titles: Champion, Hero, Soldier, Swordsman, Vanguard, Warrior
Riposte: Parries the first physical attack received, reflecting the damage back to the attacker.
Equipment: Heavy Armor | Gauntlet, 1H Weapon x2, 1H Weapon + Shield, 2H Weapon, Polearm
Spy: 2/2/1/1: A clever, crafty character who uses stealth, sabotage, and subterfuge.
Titles: Agent, Ambassador, Broker, Infiltrator, Informant, Strategist
Subtlety: Gain 1 additional roll point multiplier for any action performed in secret.
Equipment: Disguise | Bombs, Hidden Weapon, Poison, Thrown Weapon
Ranger: 3/1/2/2: An independent, ingenuitive outdoorsman adept with traps, bows, and wildlife.
Titles: Adventurer, Archer, Explorer, Hunter, Vagabond, Wanderer, Wayfarer
Instinct: +10 to initiative rolls.
Equipment: Leather Armor | Bow, Crossbow, 1H Weapon, Lasso, Traps, Pet, Whip
Bard: 1/1/2/2: A lovely performer who utilizes music to empower allies and endear enemies.
Titles: Dancer, Jester, Maestro, Minstrel, Musician, Singer
Concert: PAR and SAR are combined for musical actions.
Equipment: Fancy Clothes | Cologne, Flute, Guitar, Harp, Lute, Violin
Human Dark Classes
Nephilim: 2/2/2/2: Arch-nemesis and antithesis to the Paladin using brawn and magic.
Titles: Death Stalker, Demon Knight, Dragon Knight, Reaper, Vampire
Barbarian: 3/1/3/1: Wild, unruly, savage madman of animal strength.
Titles: Berserker, Bruiser, Fighter, Juggernaut
Mage: 1/3/1/3: Any form of vile magic user.
Titles: Alchemist, Artificer, Astrologer, Conjurer, Diviner, Druid, Elementalist, Enchanter, Magician, Necromancer, Occultist, Soothsayer, Sorcerer, Summoner, Warlock, Witch, Wizard
Rogue: 2/2/1/1: Honorless cur consumed with self-interest.
Titles: Bandit, Cretan, Highwayman, Outlaw, Pirate, Robber, Scoundrel, Thief, Trickster
Assassin: 3/1/2/2: Ruthless killer-for-hire.
Titles: Cut-Throat, Hit-man, Murderer, Stalker, Torturer
Charmer: 1/1/2/2: Charismatic, attractive manipulator.
Titles: Enticer, Harlot, Seductress
Human Neutral Class
- Bystander: 1/1/1/1: A human character of either Good or Evil who has no otherwise defined combat-ready class
Originally composed 5/4/22