====== VerySimpleSix (VSS) ====== A very simple roleplaying game system, hacked up from old ideas by JP. ====== Number Ratings, Points Whatever You Call It ====== Every power, ability, strength or such in this game has a rating. This is a number denoting how capable it is, and is directly compared to other numbers to determine how they relate. In this way a power 10 blaster shot is superior to a power 5 laser blast. The ratings work something like so: * 0: Weaksauce! * 5: Ok * 10: Good * 15: Great * 20: Amazeballs! A number also has a companion value called a range, based on it. Here are the range rules: * 5 or less: (1) * 6-9: (2) * 10-13: (3) * 14-17: (4) * 18-21: (5) So in this way that blaster shot above is 10(3). and the laser blast 5(1). Range is used for deciding the rolling method for tests: ----- ====== Unlikely, Maybe, or Likely ====== When you have to roll the dice, you'll compare the two numbers. Then you'll know if the action, effect, etc. is one of: * **Unlikely**: A chancy roll likely to result in a poor outcome. * **Maybe**: A normal roll that could go either way. * **Likely**: A roll more likely to result in a good outcome. The value and it's range are used to determine this. To determine the effect of a Blaster shot 10(3) against an armored door 7(2) we just compare the values: * Is your score **higher than the other score**? Yes: Likely, stop. * Is your score **less than the other score but by less than your range** (less than score+range?) Yes: Maybe, stop. * Unlikely, stop. ----- ====== Creating Adventurers, Pick a Level! ====== In order to create an adventurer, decide on their level: * 3: **Ordinary**. * //18 points for Attributes, 12 points for Strengths, 8 points in Skills/Talents// * 5: **Special**. * //26 points for Attributes, 18 points for Strengths, 12 points in Skills/Talents// * 7: **Hero**. * //34 points for Attributes, 24 points for Strengths, 16 points in Skills/Talents// * 9: **Legend**. * //42 points for Attributes, 30 points for Strengths, 20 points in Skills/Talents// Once you have a level you have: * 6 + Level * 4 **Attribute** points to place between: Dexterity, Knowledge, Mechanical, Perception, Technical. Valid values are 0 to 7. * 3 + Level * 3 **Strength** points to place between: Body, Force, and Genius. Valid values are 0 to 7. * 2 + Level * 2 points in Skills/Talents. Skills are listed under each Attribute, Talents under each Strength. You may not place more than six points into any one skill or talent. * - There are specific restrictions on Force talents based on the die code of the Force Strength itself. See [[#The Flow of the Force]]. The GM will set the "level" of the game. This is the maximum level you can take in a character. If you choose to take a lesser level, you'll get certain abilities under [[#The Flow of the Force]]. **Skilled / Talented**: Choose to reduce Attribute points by 4 to gain 15 points in Skills/Talents. You may only do this once. ===== Adventurers: Attributes & Skills ===== * **Dexterity**: Coordination, Balance, and physical finesse. * **Knowledge**: Education, learning, and even experience to some degree. * **Mechanical**: Mechanical aptitude, operating complex devices, mostly. * **Perception**: Powers of observation, sharpness of senses, and ability to read between the lines. * **Technical**: Technical aptitude, the mastery of technology invention and repair. ^ Dexterity ^ Knowledge ^ Mechanical ^ Perception ^ Technical ^ | Blaster | Aliens | Astrogation | Bargain | Computers | | Dodge | Bureaucracy | Beast Riding | Command | Demolition | | Heavy Weapons | Cultures | Driving | Con | Droids | | Melee | Languages | Starship Gunnery | Gambling | Medicine | | Thrown | Planets | Starship Piloting | Hide & Sneak | Repair | | Unarmed | Streetwise | Starship Systems | Search | Security | ===== Adventurers: Strengths & Talents ===== * **Body**: Strength of body, toughness, etc. * **Force**: Affinity with the Force. * **Genius**: Strength of brilliance, cunning, etc. ^ Body ^ Force ^ Genius ^ | Athletics | ~talent~ | Insight | | Brawling | ~talent~ | Invention | | Lifting | ~talent~ | Mechanical | | Stamina | ~talent~ | Technical | | Swimming | ~talent~ | Schemes | | Toughness | ~talent~ | War | Force Talents are specific to each Force user, and therefore created by the player of that adventurer with the assistance of the GM. ----- ====== Creating Adventurers, Finishing Touches ====== To finish an adventurer you need the obvious, name, appearance, etc. But also: Background, Personality, A Quote, and Connection to Others. These should all be vague, allowing you to build on them during play. ===== Background ===== A brief idea of where the adventurer came from. A one line summary, and perhaps some further highlights is the right amount of background for a starting adventurer. Usually you include a homeworld here, and some idea of why they became an adventurer. ===== Personality ===== A short summary of the kind of demeanor and personality the adventurer has, you can make this super-short "joker" or expound as you wish. This is meant to inspire your roleplay, nothing more. ===== A Quote ===== Perhaps a favorite phrase, or just something notable the adventurer has said. It should make a statement about who they are. A smuggler's example from the original game: "I don't have the money //with// me." ===== Connection to Others ===== Your adventurer has to know at least one other adventurer. It is important that this relationship matters to them, the adventurers are always a group that has each other's back. ----- ====== Creating Adventurers, Hero Templates ====== First, a blank adventurer template page: [[Adventurer Template]]. ====== Introduction ====== ===== Details =====