Looking for a (good) point based fantasy RPG

Omnifray

How scared are you of complex rules? If the answer is not very, and if you have some spare cash for rulebooks, you could take a chance on my game Omnifray (which I wrote), which is a good point-based fantasy RPG.

Current releases are set in the Enshrouded Lands, a fantasy setting based on the real world as seen by superstitious medieval peasants, with the history, geography, beliefs etc. mashed up, all names changed and an impenetrable barrier of mist surrounding it. Elves etc. exist but beyond the ken of the common folk.

Chargen is based on three pools of points, one to buy your ability scores and permanent traits (e.g. skills; traits are things which you can use at any time without undue effort and may be disadvantages, for points savings), one to build a list of feats (powers which you can use from time to time, or for some of them as downtime activities) and one for your energy points to power your feats (or weekly activity points for downtime feats).

The chargen system is so flexible that using one unified system you can create basically any creature which exists in the Enshrouded Lands, whether it is pre-statted or not. You might have to invent a non-standard trait for something truly off-the-wall, but for instance if you want to play a demon, a fey creature, a vampire or a human possessed by any of them, you can go right ahead. Heck, you can play a pool of ooze if you want.

The Expert Manual contains optional guidelines for chargen to give a limited amount of structure, but you can bend or break those guidelines as much as your referee lets you, without affecting the underlying rules about sticking to a points-spend. It remains enormously flexible even if you stick to all guidelines given (though the guidelines are for characters of human appearance - including vampires, or humans possessed by fey, demons etc).

Combat does not use a grid and does not require mini support. The guidance in the books is to use minis for big fights involving large numbers of participants. Personally I prefer minis for fights in any RPG with more than about 5 or 6 combatants, at least if you have the level of detail of looking at attacks on a one-by-one basis, but you don't need minis if you don't want them.

There are if memory serves (could be wrong) about 89 individual NPCs and 58 generic archetypal NPCs in the Basic Handbook. The individual NPCs are all supernatural. The generic NPCs are mostly human or animals, but some are supernatural.

The only drawback of Omnifray to my mind is that it can be or seem too complicated for some people. The rules seem to work fine in actual play.

The two books so far are the Basic Handbook (contains the prewritten NPCs and enough rules for human characters with powers of physical energy / concentration) and the Expert Manual (the full diversity of character creation including non-humans, magic, destiny and downtime feats).

As things currently stand I may be able to offer individual answers to queries about the game / rules (no promises).

Omnifray RPG - Home gives links products on Lulu.com including a small number of free-to-download products
 

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Seconded. Although, to be honest, you wouldn't even really need the Warriors & Warlocks book to run a fantasy game with Mutants & Masterminds. Building a bunch of fantasy adventurers and monsters with the core book alone would be extremely easy. The closest thing to a hassle that I can see is deciding how many power points should be provided to approximate "1st-level D&D adventurer" capabilities.

Still, I really, really want Warriors & Warlocks.
 



The Shadow of Yesterday has a point-based system. It is rules-light but has emergent complexity.

The way it handles conflict resolution is really interesting in that players determine whether it is broad or granular. No grid or minis are required.

Also the experience system (advancement) is totally based off the characters (players) goals and needs.
 

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