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verysimplesix:verysimplesix [2021/05/12 11:45] – created jasonp | verysimplesix:verysimplesix [2021/05/12 12:20] (current) – [Disadvantaged, Neutral, or Advanataged] jasonp | ||
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A very simple roleplaying game system, hacked up from old ideas by JP. | 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**: | ||
+ | * **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? | ||
+ | * Unlikely, stop. | ||
+ | |||
+ | |||
+ | ----- | ||
+ | |||
+ | ====== Creating Adventurers, | ||
+ | |||
+ | In order to create an adventurer, decide on their level: | ||
+ | |||
+ | * 3: **Ordinary**. | ||
+ | * //18 points for Attributes, 12 points for Strengths, 8 points in Skills/ | ||
+ | * 5: **Special**. | ||
+ | * //26 points for Attributes, 18 points for Strengths, 12 points in Skills/ | ||
+ | * 7: **Hero**. | ||
+ | * //34 points for Attributes, 24 points for Strengths, 16 points in Skills/ | ||
+ | * 9: **Legend**. | ||
+ | * //42 points for Attributes, 30 points for Strengths, 20 points in Skills/ | ||
+ | |||
+ | 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/ | ||
+ | * - 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 " | ||
+ | |||
+ | **Skilled / Talented**: Choose to reduce Attribute points by 4 to gain 15 points in Skills/ | ||
+ | |||
+ | |||
+ | ===== Adventurers: | ||
+ | |||
+ | * **Dexterity**: | ||
+ | * **Knowledge**: | ||
+ | * **Mechanical**: | ||
+ | * **Perception**: | ||
+ | * **Technical**: | ||
+ | |||
+ | ^ Dexterity | ||
+ | | Blaster | ||
+ | | Dodge | Bureaucracy | ||
+ | | Heavy Weapons | ||
+ | | Melee | Languages | ||
+ | | Thrown | ||
+ | | Unarmed | ||
+ | |||
+ | ===== Adventurers: | ||
+ | |||
+ | * **Body**: Strength of body, toughness, etc. | ||
+ | * **Force**: Affinity with the Force. | ||
+ | * **Genius**: Strength of brilliance, cunning, etc. | ||
+ | |||
+ | |||
+ | ^ Body ^ Force ^ Genius | ||
+ | | Athletics | ||
+ | | Brawling | ||
+ | | Lifting | ||
+ | | Stamina | ||
+ | | Swimming | ||
+ | | Toughness | ||
+ | |||
+ | 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, | ||
+ | |||
+ | To finish an adventurer you need the obvious, name, appearance, etc. But also: Background, Personality, | ||
+ | |||
+ | ===== 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 " | ||
+ | |||
+ | ===== 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' | ||
+ | |||
+ | ===== 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' | ||
+ | |||
+ | ----- | ||
+ | ====== Creating Adventurers, | ||
+ | |||
+ | First, a blank adventurer template page: [[Adventurer Template]]. | ||
+ | |||
====== Introduction ====== | ====== Introduction ====== |