Voici la deuxième version des règles. Plusieurs précisions ont été apportées.
FIFTEEN • RPG
FIFTEEN is a fast-paced modern day action hero micro-rpg. Unlike traditional RPGs it does not try to simulate or emulate reality with countless rules for every possible situation. FIFTEEN uses broad generic rules that were created (we hope) to stay in the background, behind the story telling.
Archetypes, Professions & Skills
The first step of character creation is deciding what type of action hero archetype your character will be: A detective, a vigilante, a bounty hunter, an archeologist? The list is endless. FIFTEEN does not use character classes, professions or skills. A FIFTEEN character automatically receives all the schooling/training, skills/expertise and profession the hero archetype possesses in genre literature and movies.
The Narrator and the players are the guardians of what is believable and what break the conventions of the genre. There is no need to make a list if you do not want to. Having been raised in a genre-based entertainment world you qualify as an expert. However if the Narrator and player(s) disagree the Narrator as the final word after all parties involved have had chance to express their point of view.
Die :
To play FIFTEEN you need one 20-sided dice. No other die are required.
Attributes:
FIFTEEN uses a set of 15 attributes grouped in three larger categories : Body, Mind and Psyche. The attribute scores have a range of 1 to 20. 10 is the average value.
Each of the 15 attributes starts with a score of 7 (35% chance of success at a given task). Players receive a pool of 45 points to customize their characters in keeping with the chosen archetype. No attribute can be higher then 13 (65%) at the time of character creation.
BODY
• Strong
• Resistant
• Dextrous
• Agile
• Beautiful
MIND
• Logical
• Perceptive
• Alert
• Focused
• Memorizer
PSYCHE
• Commanding
• Resilient
• Artistic
• Intuitive
• Endearing
Vitality [Resistant + Alert + Resilient] :
Vitality is the total amount of physical, mental and psychological damage your character can sustain before falling unconscious, and die if he does not receive medical care.
Movement [Strong + Agile + Resilient] :
A characters movement in feet, per action, is equal Strong+Agile+Resilient. To sprint a character must take a second action adding 50% of his movement value. To run all out he must take a third action for a total of double his movement value. During combat rounds failing movement rolls means that the character tripped or stumbled and was unable to continue.
Melee Attacks [Strong + Focused + Commanding]/3 :
A characters proficiency in melee combat comes from three attributes. Brute force is not enough to win a street fight. You need to be focused and convince your opponent you can win.
Range Attacks [Dextrous + Perceptive + Intuitive]/3 :
Using range weapons requires more than just dexterity. One must be perceptive and able to anticipate where the target will move next.
Initiative [Agile + Alert + Intuitive]/3 :
During combat rounds order of play is determined by initiative. Characters and Narrator Characters are activated in order of initiative. Highest initiative going first.
Activation and Actions : [ 1 = 0, 2 = -1, 3 = -2]
When a character’s initiative comes up she becomes activated. She can then take up to 3 actions. Player announces how many actions her character will do. If more than one action is taken a penalty is applied to all actions. Two actions result in a penalty of -1 on all actions. Three actions result in a penalty of -2 on all actions. During the string of actions if one action fails the character activation ends immediately. The next character in the initiative order activates.
A) Action Resolution [= or <] :
Name the action (shoot with my handgun at thug or hack an electronic lock using a handheld computer) you want your character to do. Then name which attribute (Gun: Dextrous / Electronic Lock : Logical) he will be using to accomplish it. The Narrator announces any circumstantial modifiers. Roll 1d20. If the result is equal to or less than the modified attribute score the character succeeds.
B) Opposed Rolls [Success closest to target value wins] :
Sometimes opposed rolls will be used to determine who succeeds. Each player involved makes a d20 roll. The player with the roll closest to his target number (without going over) wins the roll off. If there is still a tie the character with the highest base attribute wins.
C) Automatic success:
Often the action(s) the character wants to do is very easy to accomplish (routine-like, mundane). In that case the Narrator may announce that no roll is needed. This option is never available during combat rounds or stressful circumstances with deadlines.
Equipment :
Tools, weapons and equipment do not grant bonuses to action rolls they simply allow the characters to perform the action.
A) Access to equipment :
Use and access to equipment is regulated by the rules of the genre. For example in gritty games access to a rocket launcher will be very difficult if not near impossible unless you are in active duty in the military. In high octane action games a few calls or shady deals in back alleys is all that is required. Again the Narrator and the players are the guardians of what is believable and what break the conventions of the chosen genre.
B) Weapons & Range :
In FIFTEEN weapons do have have damage values. All weapons are lethal. Even the shortest of knifes can kill a person with a single blow. See D) Damage for details on weapon damage.
Range : Most range weapons (guns, handguns, submachine guns, bow and crossbows) in FIFTEEN have no range penalty under 200 feet. Heavy weapons (HMG, Light missile launcher) have no range penalty under 400 feet. Base range for a weapon equipped with lens is 400 feet multiplied by the magnifying factor of the lens. Thrown weapons (knives, axes and mundane objects) have no penalties under 60 feet. The maximum effective range of a weapon is equal to the distance at which the character has no chance to hit the target.
- Small, Medium & Archaic weapons : Base range 200 feet
- Heavy weapons : Base range 400 feet
- Lens weapons : Base range 400 feet X magnification factor
- Thrown weapons : 60 feet
Range Penalty : Each segment that corresponds to 25% of the base range value of a weapon results in a cumulative penalty of -2. Handgun (200 feet) : 250 = -2, 300 = -4, 350 = -6, 400 = -8.
Blast weapons : Area weapons, like grenades and thrown bombs, will deviate if the action roll fails. Deviation is equal to 25% of base range. Roll a d20 to determine the direction. 1-5 in front of the target, 6-10 to the right, 11 to 15 to the left, 16-20 behind the target. Area of effect for blast weapons is a radius equal to 25% of its base range. A grenade (60 feet) creates a 15 feet blast radius.
C) Protection:
Armour and cover protect characters against weapon damage. Armour and cover are not cumulative. Use only the highest value. Only hard cover is effective against projectile weapons. Getting into a fire fight without cover or armour is lethal. Area blast weapons, like flamers, grenades and bombs, reduce cover protection by 50% if there are no solid objects between the centre of the blast zone and the target.
Armour Roll Value
002 - Leather - Thick skin leather coats.
007 - Tactical Vest - Police force vest.
012 - Tactical Suit - Special issue swat/military equipment.
+01 - Helmet - Riot helmet, sports helmet, motorcycle helmet.
+02 - Shield - Riot shield, archaic shield, improvised shield.
Cover Roll Value
05 - 25% cover - Character is walking, sprinting, running.
05 - 25% cover - Standing behind a low wall.
10 - 50% cover - Standing behind an opened car door.
15 - 75% cover - Standing at the corner of a building.
18 - 90% cover - Behind a trash container with only head exposed.
D) Damage • Armour/Cover roll:
When a character is hit the player must make an armour/cover roll for his character to see if the armour/cover blocks the damage.
[= or <] If the result lower than armour/cover value no damage is taken.
[>] If the result higher than the armour/cover value subtract the roll result from the amour/cover value. Character receive damage equal to the result of the subtraction. A character with an armour value of 10 that misses his armour roll with a result of 13 receives 3 points of damage [13-10 =3]. A character with a cover value of 5 that misses her cover roll with a result of 17 receives 12 points of damage [17-5 = 12].
Death, Recovery & Healing :
Death : A character falls unconscious when he reaches 0 vitality points. If the does not receive successful medical attention/first aid within a number of minutes equal to his vitality value she dies. A character that receives damage after reaching 0 vitality point dies.
Recovery : A character that received successful medical/first aid attention comes out of the unconscious state if he succeeds at a vitality roll during his next activation. The character is weak and regains only 2 vitality points.
Healing : Characters have three ways of regaining vitality points.
1) The character continues to fight and do strenuous tasks. He can make one vitality action roll per activation to regain 2 points. The characters vitality can never raise above 25% of his vitality score using this method.
2) The character retires to a safe place but continues to be actively involved in the case or mission while treating his wounds. He can make one vitality action roll per 8 hours to regain 4 points. The characters vitality will only raise above 50% of his vitality score after 48 hours.
3) The character is hospitalized or retires to a safe place. She is no longer part of the mission or investigation. She only takes actions geared towards regaining full health - sleeping, eating and treating her wounds. The character can make one vitality action roll per 8 hours to regain 8 vitality points. Regaining 100% of vitality is possible after 24 hours.
Wealth : [< or =]
At the time of character creation the player and the Narrator will decide how much income the character has access to. This is called the wealth value and is recorded on the character sheet.
The lower the wealth value the harder it is for the character to acquire goods and services - destitute characters having as low as a 2 wealth value. Billionaire characters have 18 wealth values. The determine if a character can acquire a good roll the wealth value. If the result is equal or less the good has been acquired.
Having the wealth to buy a good or service does not make it available. To buy something the character must have access to it through legal (or illegal means - this can lead to complications the Narrator will exploit if things turn sour). Wealth is not inexhaustible even for billionaire characters. Characters going on unjustified - out of proportion - spending sprees can have their wealth value reduced temporarily or permanently.
Character progression :
As the adventure(s) unfolds characters acquire experience and reach new levels of competence. During the game this is expressed when players roll exactly the modified the target number to succeed at the task his character was attempting. This is called a progression roll. Player receives 1 progression points to record in the progression pool area of his character sheet.
At the end of each game session players receive 5 progression points. The Narrator will also awards 1, 2 or 3 progression points to all players for the level of resolution of the adventure. A botched mission will result in 1 point, a fairly successful mission will grant 2 points. A complete success is worth 3 points.
Attribute progression :
After the Narrator has awarded progression points the players can spend progression points to raise the attributes of their characters. Each 10 points spent can raises one attribute by 1. Progression points must be spent at the end of each session if able. An attribute can be raise only once per session. No attribute can be raised above 18.