27 March 2020

Kosmos RPG: Magic Training


Magic, Psychic, Sorcery, Space Magic, etc. These words are categories in Magic training (I am changing it from Psychic to Magic).

Magic Training

Spells are described in a few words, such as Telekinesis, Mental Blast, Cure Wounds, Hold Person, Flight… You have to come up with the spells your character knows. The more precise the wording, and therefore the narrower the focus of the spell, the easier it is to use. The magic rules below explain this in further detail.

  • Each time you pick Magic Training, you're able to create 1 spell. Discuss this with your GM on the cost (in HP) and what attributes the spell uses.

Magic Rules

To cast one of your spells, you pay a hit point cost and make a check. The stat depends on your character concept and the specifics of the spell. Most often in the Kosmos, it will be INTELLECT and WILLPOWER.

Tell the GM what you are attempting. They may ask for details to decide the stat to check and how many HP you have to spend. If the GM understands what you want to do, they will give you a fair number. You can always dial back the effects to lower the cost. The HP cost can never exceed your current hit points. If the target has greater HD than your level, you have disadvantage on the check. You spend the HP before rolling.

  • On success, magic works as discussed.
  • On a failure, it doesn't work.

Note that critical rolls have additional consequences:

  • On a natural 2, the GM decides what goes wrong or picks a mishap.
  • On a natural 12, you don’t lose any HP.

A basic spell (cost 1) takes a full turn to cast. It is instantaneous, targets one creature at short range, deals or heals 1 damage, and has an inconsequential yet possibly entertaining effect. Increase the cost by 1 to 5 points for each entry:

  • generic wording: for example, any use of a spell simply called Technomancy should add at least 2
  • instant casting time
  • long-range, extra targets, or large area or effect
  • damage or healing (from a single d6 to d6+2 per character level)
  • target with more HD than the caster has levels
  • spell duration (one turn, minute, hour, day, etc. per character level)
  • practical effects (charm, phantasms, summoning, scrying, etc.)

You can also reduce the spell cost if it takes more time to cast, requires rare or expensive ingredients, or can only be completed in a temple or lab; remember:

  • do not waste everyone’s time counting beans
  • the GM will not explain what’s going on; magic is fickle and weird

Note on Magical healing: 
This is entirely up to the table, depending on your collective taste, and the kind of setting you want to have. Med-kit can be freely bought anywhere and clerical healers dispense their magic for a couple of credits. But if you want to keep it old school, I recommend that you make magical healing rare. Hit points should be a carefully managed resource.

If magical healing is allowed, a typical spell should cost 3 HP per d6 of healing, with a limit to 1d6 per character level. The GM may forbid the spellcaster from healing themselves to prevent abuse.

19 February 2020

Kosmos RPG: Specialist training

Obviously Ryu from Street Fighter 2 animation. Credit to Capcom.
A specialist ability reflects your character’s unique skill.

  • It works once a day at level one.
  • Each time you picked Specialist training you may upgrade 1 ability (i.e. once per day to twice per day, etc.).
  • The ability does not require a check.

You need to discuss with the GM to establish the ability, especially if it has a mechanical advantage or if it breaks the game in some way.

  • Ability is the only safe way to get Advantage of combat checks.

Here are some examples:

Hadouken (1/day) delivers fireball to a medium distance target, dealing 1d6 exploding damage.

Jury Rig (1/day) temporary recovers 1d6 hull of a vehicle during combat. After combat, the vehicle loses 1d6-1 hull.

Bless (1/day) all ally in short distance gain Advantage to any roll for 1d3 rounds.

11 February 2020

Kosmos RPG: Warrior Training

found it from Pinterest, I wish to credit the artist because it's awesome

  • Each time you take warrior training you increase your REST by one step (from d6 to d6+1, to a maximum of d6+2) then reroll your hit points.
    Roll your REST dice as many times as your HD and record your HP
  • Warrior training also enables characters to wield better weapon and armour.
    It means that only character with Warrior training is able to use Heavy weapon/armour.
  • When you level-up you get to pick one extra ranged or melee attacks.
    During level-up you pick either an extra ranged attack or melee attacks. During your combat turn, you make as many attack rolls as your numbers of attacks.
Well, that's pretty much Warrior training straight forward. Next stop, Specialist training!

06 February 2020

Kosmos RPG: Making a Kosmos character

Character is the heart of every RPG, they say. I wanted to use Metatoy System but the vastness of species and jobs in a space opera setting just won't make it. So instead I used Macchiato Monster character gen with a few tweaks of my own to create characters.

Step 1: Roll 1d6 (see table below) in order for attribute: Might, Agility, Intellect and Willpower.

Roll 1d6 (attribute value)
1-2: (0)
3-5: (1)
6: (2)

* I use Metatoy attributes as I am very familiar with them.
* There's a chance that you actually roll 0 for every attribute. There's also a chance where you actually roll 2 for every attribute. Luck played a significant role in making your character and I tend to make it like that since we are all not the same (and also I get tired of making limited choices of attribute number as in Metatoy System).

Step 2: Invent a trait from these elements: race, occupation, background or faction (for example, Rockmen Gladiator)
* a trait should consist of 2 elements.

Step 3: Record 1 HD and REST 1d6.

Step 4: Choose two below (or the same entry twice)

Step 5: Roll HD, record HP.
* Here you actually roll your REST dice as many times as your HD and record your HP

Step 6: Record DEF of 7 (unless something has to do with your the speciality of your species which you have to talk with your GM and usually your speciality (armour) can be some kind of equipment like the character above. GM doesn't want your character to be powerful.)

Step 7: Roll equipment, weapon, armour, etc.
* I have yet to make equipment tables...

So there you go, A Kosmos Character! Next stop Training!

22 January 2020

Kosmos RPG: design diary part 1

Hi, there. As you may have read from a previous post (actually ancient post) I had been meaning to release Starfarers-Kosmos a sci-fi space opera RPG for a very long, long time now. I thought of using class system from Savage Flower Kingdom, LARA or Metatoy but somehow, there are too many species that players and GMs can make. These systems cannot hold it, I refuse to make one alien class to cater all the aliens.

So I try to find a system that can do this. Enter Macchiato Monsters, I had this RPG for quite sometimes but doesn't actually read it until a few months ago. The character making system is what I was looking for. It's classless and can actually make character you want including alien!

So I've been tweaking it and fusing it with Metatoy as both use OSR-like system and also because of six-sided dice (the only dice sold here).

Well, nothing happen because it clicked, I have network of RPG designers and players to help me! A lot of them comes from EPGames FAN facebook including Khairul Hisham and Rafael Beltrame. Thanks, guys!

Below are some characters I made using the system I made, just to make sure that it can. Oh, Rafael made Chompbacca a sidekick pilot. Please enjoy!

14 January 2020

Savage Flower Kingdom in Portuguese!

First off, I wanted to say I am very sorry because this was given to me by Marcus Carvalho 2 years ago. If Rafael didn't ask about it I would have totally forgot about it. I really, really am sorry that I had forgotten about this lovely game!

So enjoy SFK in Portuguese. Translation by Felippe “Bardo” Freitas & Silas Marques de Lima!

SFK download!


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