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verysimplesix:verysimplesix [2021/05/12 11:45] – created jasonpverysimplesix: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**: 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 ====== ====== Introduction ======
verysimplesix/verysimplesix.1620845113.txt.gz · Last modified: 2021/05/12 11:45 by jasonp