High Rollers

Overview

Welcome to High Rollers, a live-play
Dungeons & Dragons https://groupfinder.eu/library/dungeons-dragons-5e-2014
campaign! Join Dungeon Master Mara and their players - Kim, Tom, Katie, Trott and Rhi - as they explore the world of Altheya on Europe's biggest RPG Stream! Watch live every Sunday at 5pm UK Time on Twitch

Campaigns

Lightfall

Lightfall is High Rollers' first main campaign. It is a homebrew campaign designed and DMed by Mara Holmes, featuring Mara's unique spin on a classic high fantasy D&D campaign.

Aerois

Aerois is High Rollers' second main campaign. It is an epic fantasy/sci-fi fusion campaign DMed by Mara Holmes and is primarily set in the homebrew setting of the Aerois Nexus, inspired by a variety of sources including Star Wars and Final Fantasy. It ran for near-exactly five years from 1st July 2018 to 2nd July 2023.

Altheya: The Dragon Empire

Altheya: The Dragon Empire is High Rollers' third main campaign. It is a high magic fantasy campaign DMed by Mara Holmes and is set in the homebrew setting of the Altheya Nexus, inspired by many classic fantasy sources such as the Lord of the Rings and Records of Lodoss War, with additional inspiration from various games and other anime (such as Delicious in Dungeon). It premiered on 5th November 2023.

Links

highrollersdnd.com https://www.highrollersdnd.com - Official website twitch.tv https://www.twitch.tv/highrollersdnd - Twitch channel high-rollers-dnd.fandom.com https://high-rollers-dnd.fandom.com/wiki/High_Rollers_DnD_Wiki - High Rollers wiki youtube.com https://www.youtube.com/highrollersdnd - Youtube channel

Other entries

GURPS
Tabletop Roleplaying Games

GURPS

TTRPG
Complex
Steve Jackson Games
GURPS (Generic Universal RolePlaying System) is a tabletop role-playing game designed by Steve Jackson and published by Steve Jackson Games. Initially released in 1986, with its current Fourth Edition published in 2004, it provides a universal ruleset built to accommodate any conceivable genre, setting, or power level. The system is recognized for its high degree of modularity and its strict reliance on point-based character creation rather than traditional classes or experience levels. Description In GURPS, players construct characters by allocating a predetermined pool of Character Points. These points are spent to acquire core attributes, specific skills, and advantages. Players can also elect to take disadvantages, such as physical limitations, phobias, or social stigmas, to gain additional points during the creation process. The game functions primarily as a mechanical toolkit rather than a fixed set of rules. Game Masters are instructed to select only the specific mechanics, combat modules, and magic systems from the core rulebooks and supplemental materials that fit the intended tone and setting of their campaign. System Overview & Key Features 3d6 Task Resolution The system exclusively uses a pool of three six-sided dice (3d6) for action resolution. To succeed at a task, a player must roll a total equal to or lower than their character's modified skill or attribute target number. The use of three dice generates a bell curve probability distribution, which makes average outcomes statistically common and extreme successes or failures mathematically rare. Point-Buy Character Creation Character generation is entirely point-based. The Game Master assigns a starting total of Character Points (CP) to dictate the overall power level of the campaign. Every element of a character, including the four basic attributes (Strength, Dexterity, Intelligence, Health), specialized skills, wealth, and social status, is purchased using these points. Universal Modularity GURPS is structurally designed for adaptation. The core rulebooks provide the foundational mechanics, while hundreds of supplemental books offer optional, granular rules for specific settings, such as cybernetics, realistic martial arts, space travel, or varied magic systems. The ruleset is intended to be heavily customized and scaled in complexity by the Game Master. Tactical Combat and Damage Resistance Combat encounters operate on one-second turns, creating a highly detailed and tactical framework. The system incorporates rules for hit locations, weapon reach, bleeding, and shock penalties. In combat, armor functions as Damage Resistance (DR); it directly subtracts from the numerical damage inflicted by an attack rather than making the target more difficult to hit. Skill Defaults When a character attempts an action for which they do not possess the specific trained skill, the system utilizes a "default" mechanic. The player may roll against a closely related skill or a foundational attribute, applying a predetermined numerical penalty. This mechanic simulates a character attempting an unfamiliar task using their general knowledge or raw physical capabilities. Additional links sjgames.com/gurps - Official Steve Jackson Games publisher website and digital storefront gurps.fandom.com - Extensive fan-curated wiki for rules, settings, and sourcebook references

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Forged in the Dark (2017)
Tabletop Roleplaying Games

Forged in the Dark (2017)

English
Evil Hat Productions
Rules-medium
Forged in the Dark is a tabletop roleplaying game framework and System Reference Document created by John Harper. Released in 2017, it is the underlying engine that powers Blades in the Dark and has since been used by independent designers to build countless other games, such as Scum and Villainy and Band of Blades. It excels at telling stories about capable but flawed groups of people pulling off daring missions against overwhelming odds. The system it directly evolved from is Blades in the Dark Description Instead of being a single game, Forged in the Dark is an open license toolkit. Players form a crew, whether they are space smugglers, military mercenaries, or rebel outcasts, and undertake dangerous missions known as Scores. The system is heavily narrative and focuses on failing forward, meaning a bad dice roll never stalls the story, but instead introduces a new complication. It completely eliminates tedious planning phases by throwing players directly into the action. System Overview & Key Features The d6 Dice Pool To resolve a risky action, a player rolls a pool of six sided dice based on their action rating. The highest single die determines the result. A six is a full success, a four or five is a partial success with a consequence, and a one to three is a bad outcome. Position and Effect Before the dice hit the table, the Game Master establishes the Position (Controlled, Risky, or Desperate) and the Effect (Limited, Standard, or Great). This ensures everyone understands exactly what is at stake and how much impact the action will have. Progress Clocks The game tracks complex threats and long term projects using circular clocks divided into segments. A stealth mission might have a clock for the guards going on high alert, filling up bit by bit as the players roll partial successes or failures. Stress and Resistance Characters have a Stress track that they can spend to push themselves for extra dice or to assist an ally. More importantly, players can spend Stress to resist any consequence the Game Master introduces, allowing characters to survive deadly situations by sheer willpower. Flashbacks Players do not need to spend hours planning a heist or mission. When they encounter an obstacle, they can simply spend Stress to declare a flashback, narrating how their character anticipated the problem and set up a solution in the past. Phases of Play The game flows through specific phases. Free Play is where characters gather information and choose a target. The Score is the actual mission. Finally, Downtime allows the crew to recover from injuries, reduce their heat, and work on personal projects before the cycle begins again. Additional links bladesinthedark.com - Official System Reference Document and rules database evilhat.com - Official Evil Hat Productions website

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Mutants and Masterminds 3rd Edition (2010)
Tabletop Roleplaying Games

Mutants and Masterminds 3rd Edition (2010)

English
Complex
Green Ronin Publishing
Mutants & Masterminds is a superhero role-playing game written by Steve Kenson and published by Green Ronin Publishing. The current 3rd Edition, which also serves as the engine for the DC Adventures game, was released in 2010. It is highly flexible, point buy system that allows players to build any superpower they can come up with, from classic caped crusaders and vigilantes to cosmic entities and mystical sorcerers. The system it directly evolved from is d20 System (2000) Description Mutants & Masterminds' game mechanics use a highly modified version of the d20 System. All characters in this game, from heroes and villains to the average person on the street, are defined by eight abilities, basic traits each character has to a greater or lesser extent. Abilities tell you how strong, smart, and aware a character is, among other things. The abilities are: Strength, Stamina, Agility, Dexterity, Fighting, Intellect, Awareness, and Presence System Overview & Key Features The Single d20 Engine The system is a true d20 engine. The twenty-sided die will be the only one you will need for the rest of the game. Every roll happens with the d20 as the baseline and then various bonuses and modifiers are added or subtracted. Point Buy Character Creation There are no random rolls for character creation. Players are given a budget of Power Points based on the campaign's Power Level. Every ability, from super strength to immortality, has a specific cost per rank, enabling high amounts of character customization and forging your unique superhero (or -villain). Effects Based Power Design Instead of a list of hundreds of pre defined spells or powers, the game uses Effects. If you want a fire blast, a freezing ray, or a telekinetic shove, you simply buy the "Damage" effect and apply descriptors like "Fire" or "Cold". This allows for endless creativity in how powers are themed. The Toughness Save vs Hit Points The game completely eliminates Hit Points. When a character is hit, they must make a Toughness resistance check. Failing the check results in cumulative penalties. A minor failure causes a "Bruise" penalty to future saves, while a massive failure can result in being dazed, staggered, or instantly knocked unconscious. Power Level Caps To keep the game balanced, the Game Master sets a Power Level (PL) for the campaign. This acts as a ceiling that limits the maximum total of a character's attack bonus, damage, defenses, and skills. This prevents one player from being mathematically untouchable while others struggle to contribute. Victory Points and Heroics Players can earn Victory Points (formerly Hero Points) for roleplaying their character's complications, such as a secret identity or a specific weakness like kryptonite. These points can be spent to reroll dice, recover from injuries, or use "Power Extractions" to perform stunts they haven't officially bought yet. Additional links greenronin.com - Official Green Ronin Publishing website d20herosrd.com - Official Mutants and Masterminds System Reference Document

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