ANKUR RPG

© Copyright 2016.
All Rights Reserved

Core Game Mechanic


Hi there! This is the page where I describe in brief terms, how the game is played and refereed. I decided NOT to go with the standard D20 method of game play used in D&D and Pathfinder etc. Though I mean no disrespect to role-playing pioneers like Gygax and Arneson, who paved the way with such systems, I had always felt that there were many elements of game play that I wanted to change or amend. However, customizing the D20 system to suite my needs felt a bit like playing "Jenga". Every time I removed an existing rule, I risked the collapse of the old system. So, I decided to create my own unique game system from scratch. Sink or swim, I would own this project from top to bottom. That being said, certain design elements will ofcourse seem familiar to all role-playing games. ANKUR is a class-based system, characters have Aptitude stats depicting their natural abilities, characters posses skills, engage in conflict resolution through die rolls, and rewards are given for making choices consistent with their character's motivations and morality. The aim of any game system is to allow the players embark on a journey of discovery and to have fun in the process. I hope that I can accomplish that with this game.


Stats and their range:  In ANKUR ability stats are referred to as "Aptitudes". There are 8 Aptitudes in ANKUR that exemplify a character's innate abilities (5 physical & 3 mental). The 8 Aptitudes are: Brawn, Agility, Perception, Toughness, Speed, Intellect, Influence, and Spirit. In the ANKUR game world, all Aptitude scores range from 1 to 5 (1 = Below Average, 2 = Average, 3 = Above average, 4 = Heroic, 5 = Divine) . Some characters have minimum or maximum Aptitude requirements. Any character may spend experience points to increase Aptitude scores, but no player character may possess an Aptitude higher than 5. Some creatures and non-player characters however, may have Aptitudes above 5.


Morality:In the game world of ANKUR™, there are three categories of moral/ethical behavior that helps to define their character’s ethos: Neutral, Righteous, and Wicked. Each player must choose one morality category that best fits their character concept. In addition to being a moral compass for role-play, each morality type has it’s own special ability unique to characters of that morality.


Castes: Ankur uses a Caste system in lieu of "Classes", though in game terms they function the same. There are seven character Castes to choose from: Garradum (Soldier), Dubsar (Scribe), Lagaru (Healer), Barbaru (Scout), Shidim (Engineer), Naru (Entertainer), and Irhandi (Psionicist). ANKUR's "Classes" do not have levels.


Levels: ANKUR doesn't use the concept of "Class Levels", it does however incorporate "Skill Levels" called "Circles". There are 9 possible circles of ability a character can aspire to attain in each skill. All starting character skills start at 1st circle ability. Attaining the 9th circle of ability in any skill indicates skill mastery. Skill circles are advanced by spending experience points. The cost of increasing a skill by one circle is determined by the character's Intellect Aptitude score; the more Intellect you are, the faster you learn. Each circle of ability adds to the character's chances of success with that skill.


Skills: In ANKUR, you learn by doing and improve by doing often. Skills increase in circles of ability with experience. A character's starting EXP determines the number of starting skill points, while Intelligence determines the cost of skills. Skills come in two variety: Complex skills and Simple skills. Complex skills are more expensive to learn, may have pre-requisites, and can only be learned by members of the same caste. Simple skills are less expensive and easy to learn. Any simple skill can also be learned by means of Trial & Error. It costs double the training cost, but if you try something enough times you will become proficient in it.


Experience: This is a very important part of game design that I never felt was handled well in most games. We've all been witness to a party of adventurers spending an entire day in the woods killing wild boar in order to improve their non-combat skills, or the character who's only reason for entering a town is to engage in "Hobo killing" so they can level up and get that new mount. Never mind the unmitigated slaughter, but the rewards for that slaughter haven't traditionally made sense! Why should killing things make you a better blacksmith? or make a mount or familiar suddenly appear? In an attempt to create some semblance of reality and fairness in game play, I've decided there should be three different kinds of experience in the ANKUR rpg: Martial, Scholastic, and Spiritual. Experience points will be given out according to the nature of each encounter. If you kill a bunch of people, you can only spend the experience points earned on advancing martial skills or physical Aptitudes. A scribe who gains experience through combat, can not use that experience to further their reading/writing skills etc. Irhandi gain "spiritual" experience through use of their psionic abilities, but other characters can gain spiritual experience points by having a near death experience (0 HP) or by successfully using Spirit based skills and saves.


D12: Ankur uses a twelve-sided die for conflict resolution rather than a twenty-sided die. A "D12" is rolled to attack or defend during combat as well as to determine any skill success.


APN: This stands for "Action-Potential-Number". Any time you want to attack or make a skill check, add the appropriate Aptitude score to your skill circle number; the result is your "APN". In order to make a successful attack or skill roll, the object is to roll your D12 and score equal to or lower than your APN. A roll of a 1 is always a success (but not a crit) and a roll of 12 is always a "critical failure". In order to score a "critical success", you must roll your exact APN. Virtually all forms of conflict resolution involve an APN or Action Potential Number.


Toughness: ALL objects (living or inanimate) have a toughness threshold number which determines the object’s ability to cause and/or resist damage. This toughness threshold must be beat in order to damage the object. Damage need not come merely from physical attacks, but encompasses any form of degradation; including exposure to elements, and the passage of time etc. The toughness of inanimate objects is determined by several factors: material hardness, thickness or weight of material, and quality of construction (see crafting for details). The toughness of living creatures is equal to their Toughness Aptitude. Inflicted wounds are subtracted from a character’s Toughness Aptitude. If your Toughness Aptitude ever reaches zero, you are mortally wounded.

Toughness comparisons are used to determine the fate of endangered objects/characters. The Toughness numbers of an attack/damaging effect are compared to the armor and/or physical Toughness of the defending target. In a basic Toughness comparison between any two objects, the object with the highest Toughness number wins. The lower of the two Toughness scores is subtracted from the higher, and the difference determines the amount of damage suffered by the loser.

Wounds: For every 5 points of attacking Toughness above the defending Toughness, the defender/defending object suffers 1 wound.

1-4 pts over toughness = Stun effect

5 pts over toughness = 1 wound

10 pts over toughness = 2 wounds

15 pts over toughness = 3 wounds

20 pts over toughness = 4 wounds

25 pts over toughness = 5 wounds

30 pts over toughness = 6 wounds



Well, that's all I'm going to give away for now. If you want to see more, buy the book!


CM