Welcome to Covenant RPG by BUD Games!
To play, you need a copy of these simple rules, a Narrator to run the Adventure and at least one player, character sheets for each player, and a 100-sided die or dice app.
The goal of the game is to complete Adventures and level up your character.
You can use the published Adventures below or make up your own.
You can play in person with a group of friends or online with a gaming group.
How to Play
If you’ve never played a tabletop RPG before, the best way to think of it is group storytelling, or a Choose-Your-Own Adventure book in which the book talks (or writes) back to you.
As a player, you’ll create a character based on the guidelines of the game. The Narrator will then present the story and play the part of any character not filled by a player. We call those non-player characters, or NPCs.
The players react to the story, talking to NPCs and other players and choosing which actions to take. You’ll roll a die to see if your actions are successful. The Narrator then adjusts the story based on player actions. Together, you tell the story and complete the Adventure.
Creating a Character
Follow the instructions on the character sheet to create a character. There’s also an example character sheet in the Player Handbook.
Advancing Your Character
You earn 3 points for each Adventure you complete successfully. You may then divide the 3 points among your Natural Abilities, Class Abilities, or Spiritual Gifts as you choose. You may put points in a Class Ability other than the one you started with.
Gear
Each character starts with either two weapons (one melee and one ranged) or one weapon and a shield. A shield adds 3 to their total Life points.
There is no money or items in the game. Players have the tools and items they need for their Talent and Tools checks.
Narrators may add additional gear as they see fit.
Challenge Checks
Determining if a player is
successful in an ability is based on their level and
ability scores added to a percentage die (100-sided die) roll vs. the
difficulty of the action.
The possible Difficulty for Challenges are:
· EASY: 10 and above
· MODERATE: 20 and above
· HARD: 40 and above
· DIFFICULT: 70 and above
· EXTREME: 90 and above
A player rolls a percentage die and must roll within the Challenge parameters.
Example: A player is Level 1 and has 3 points in Dexterity. The Narrator declares a Moderate check for Dexterity. The player rolls a 100-sided die and adds their level (1) and Dexterity stat points (3) to the roll. For the Moderate check, they need 4 + the number of the die to be equal or higher than 20.
Adventures will have levels of Difficulty for each check. Passing a higher level may also give you the benefits of the lower levels, if applicable. For instance, if you rolled Knowledge and passed at the Hard level, you would also gain the knowledge from the Moderate and Easy levels.
You may roll for abilities in which you don’t have any points. If you do, you will simply add your level to the die roll, not any additional stat points.
Combat
A character can make one attack or take one action per turn. They can either attack with a weapon or engage in Spiritual Warfare by praying or quoting Scripture or use an ability.
When using Spiritual Warfare, the Narrator will determine if the action is a success and what the result is, depending on the situation.
Order is based on whoever has the highest Dexterity stat, including enemies and NPCs. Players roll the die in case of a tie in the Dexterity stats.
Dexterity determines if a player, NPC, or enemy hits their target. The attacker will roll their Dexterity vs. the Dexterity of their target. If the attacker rolls higher, they hit. If the defender rolls higher, the attacker does not hit. The attacker wins ties. Strength determines how much damage they do if they hit.
Healing and Death
Player characters don’t die. If their Life points fall to 0 or below, they are unconscious.
Characters regain all of their Life Points after resting for at least 8 hours. They regain half of their Life points if they rest for at least 4 hours.
They may also regain Life points using the Spiritual Gift
of Healing. When a player takes an action to perform Healing, the receiving
player regains Life Points equal to the value of the acting player’s Healing
stat unless otherwise noted by a condition. There is no limit to how many times
the Healing gift can be used.
Characters start each new Adventure at full health.
Player Resources
Adventures
- Attack on Nephilim - Fantasy, inspired by the anime Attack on Titan
- Camelot - Fantasy, based on the myth of King Arthur
- Now You See It... - Fantasy
- The Choice - Sci-Fi
What Do You Think of Covenant RPG?
Hi I have some questions. Perhaps it would help if there could be a list of weapons which players could choose both melee and ranged and also how each of these would affect combat dice rolls. Also after when do players level up their character?
ReplyDelete