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| verysimplesix:verysimplesix [2021/05/12 11:52] – [VerySimpleSix (VSS)] 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. | ||
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| + | ====== 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 ====== | ||
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| + | 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: | ||
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| + | * 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, | ====== Creating Adventurers, | ||
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| In order to create an adventurer, decide on their level: | In order to create an adventurer, decide on their level: | ||
| - | * 3: Ordinary. | + | * 3: **Ordinary**. |
| - | * 5: Special. | + | * //18 points for Attributes, 12 points for Strengths, 8 points in Skills/ |
| - | * 7: Hero. | + | * 5: **Special**. |
| - | * 9: Legend. | + | * //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: | Once you have a level you have: | ||
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| * 6 + Level * 4 **Attribute** points to place between: Dexterity, Knowledge, Mechanical, Perception, Technical. Valid values are 0 to 7. | * 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. | * 3 + Level * 3 **Strength** points to place between: Body, Force, and Genius. Valid values are 0 to 7. | ||
| - | * Level * 2 points in Skills/ | + | * 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]]. | * - 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 " | The GM will set the " | ||
| + | |||
| + | **Skilled / Talented**: Choose to reduce Attribute points by 4 to gain 15 points in Skills/ | ||
| + | |||
| ===== Adventurers: | ===== Adventurers: | ||