Je me suis amusé dernièrement à créer un petit RPG sans prétentions. Si ça vous dit de la lire et faire des commentaires vous êtes les bienvenue. Je vais sûrement faire quelques parties histoire de voir ce que ça donne. Le texte est en anglais car je demande les commentaires de plusieurs amis sur des forums anglais.
FIFTEEN • RPG
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 2 ten-sided die. No other die are required. The game uses percentages for die rolls.
Attributes:
FIFTEEN uses a set of 15 attributes grouped in three larger categories : Body, Mind and Psyche. The attribute scores have a range of 0% to 90%. 50% is the average value for characters. Each of the 15 attributes starts with a score of 50%. Starting scores of attributes can be modified. This is done by lowering one or more attributes to raise others. Altering of attributes can only be done using attributes of the same category: The Strong attribute can only be raise by lowering Resistant, Dextrous, Agile or Beautiful. Modification of attributes is done by increments of 5%. No attribute can be lower than 35% or higher the 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]/10 :
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. A characters vitality is equal to [Vitality + Alert + Resilient] divided by ten - rounded down. Resistant 35 + Alert 65 + Resiliant 45 = 145/10 = 14 vitality.
Movement [Agile]/10 :
A characters movement, in 5 foot squares, is equal to his Agile attribute divided by 10 - rounded down. Agility 35 = 3 squares. 65 = 6 squares.
Initiative [Agile+Alert+Intuitive]/10 :
Order of play is determined by initiative. A character initiative is equal to [Agile + Alert + Intuitive] divided by 10 - rounded down. 35+50+70 = 155/10 = 15. Characters and GM Characters are activated in order of initiative. Highest initiative going first.
Activation and Actions Per Activation :
When a character’s initiative comes up she becomes activated. She can then take actions. There is no limit to the number of actions your character can take during its activation. Player announces how many actions her character will do. For each action after the first one the character receives an incremental penalty of 5% on his attribute roll for each extra action taken. Thus the second action has a 5% penalty, third a 10%, fourth a 15%, etc. During the string of actions if one 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 GM announces any circumstantial modifiers. Roll 2d10. If the result is equal to or less than the modified attribute score the character succeeds.
B) Opposed Rolls :
Sometimes opposed rolls will be used to determine who succeeds. Each player involved make a 2d10 roll. If the two rolls are successful the roll closest to his target number 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 round 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 genre.
B) Protection:
Armour and cover protect against weapon damage. There are no armour or cover tables. The Narrator and the players determine levels of protection according to genre. For example in a gritty detective game the group could rule that since a tactical vest covers 40% of body area it gives 40% protection. But since its only light armour and leaves the head and major arteries in the arms and legs vulnerable the value is lowered to 30%. With a helmet and riot shield that value could be raised to 45%. Circumstantial penalties or bonuses may apply - area weapons like grenades could be ruled to lower protection by 20% for anyone caught in the blast zone.
C) Damage:
When a character is hit the player must make an armour/cover roll for his character:
[= or <] If the result lower than armour/cover value no damage is taken.
[>] If the result higher than then armour/cover value character receives one point of damage per 5% increment (rounded down) over the armor/cover value. A character with an armour value of 50% that misses his armour roll with a result of 67% receives 3 points of damage [67-50 =17/5 = 3]. A character with a cover value of 25% that misses her armour roll with a result of 89% receives 12 points of damage [89-25 =64/5 = 12].
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 as a percentage %.
The lower the wealth value the harder it is for the character to acquire goods and services - destitute characters having as low as a 10% wealth value. Billionaire characters have 90%+ 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. 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 as the Narrator sees fit.
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 target number to succeed at the task his character was attempting. This is called a progression roll. Player receives 5 progression points to record in the progression pool area of his character sheet.
At the end of the game Narrator will award progression points to each player in these three categories :
-Contribution to the success of the scenario : 0 or 5 or 10.
-Quality of roleplaying (respect of genre/archetype) : 0 or 5 or 10.
-Quality of socialisation with fellow players (its just a game, relax) : 0 or 5 or 10.
Advancement :
After the Narrator has awarded progression points the players can spend progression points to raise the attributes of their characters. Each 25 points spent can raises one attribute by 5%. No attribute can be raised above 90%.
FIFTEEN • RPG
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 2 ten-sided die. No other die are required. The game uses percentages for die rolls.
Attributes:
FIFTEEN uses a set of 15 attributes grouped in three larger categories : Body, Mind and Psyche. The attribute scores have a range of 0% to 90%. 50% is the average value for characters. Each of the 15 attributes starts with a score of 50%. Starting scores of attributes can be modified. This is done by lowering one or more attributes to raise others. Altering of attributes can only be done using attributes of the same category: The Strong attribute can only be raise by lowering Resistant, Dextrous, Agile or Beautiful. Modification of attributes is done by increments of 5%. No attribute can be lower than 35% or higher the 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]/10 :
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. A characters vitality is equal to [Vitality + Alert + Resilient] divided by ten - rounded down. Resistant 35 + Alert 65 + Resiliant 45 = 145/10 = 14 vitality.
Movement [Agile]/10 :
A characters movement, in 5 foot squares, is equal to his Agile attribute divided by 10 - rounded down. Agility 35 = 3 squares. 65 = 6 squares.
Initiative [Agile+Alert+Intuitive]/10 :
Order of play is determined by initiative. A character initiative is equal to [Agile + Alert + Intuitive] divided by 10 - rounded down. 35+50+70 = 155/10 = 15. Characters and GM Characters are activated in order of initiative. Highest initiative going first.
Activation and Actions Per Activation :
When a character’s initiative comes up she becomes activated. She can then take actions. There is no limit to the number of actions your character can take during its activation. Player announces how many actions her character will do. For each action after the first one the character receives an incremental penalty of 5% on his attribute roll for each extra action taken. Thus the second action has a 5% penalty, third a 10%, fourth a 15%, etc. During the string of actions if one 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 GM announces any circumstantial modifiers. Roll 2d10. If the result is equal to or less than the modified attribute score the character succeeds.
B) Opposed Rolls :
Sometimes opposed rolls will be used to determine who succeeds. Each player involved make a 2d10 roll. If the two rolls are successful the roll closest to his target number 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 round 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 genre.
B) Protection:
Armour and cover protect against weapon damage. There are no armour or cover tables. The Narrator and the players determine levels of protection according to genre. For example in a gritty detective game the group could rule that since a tactical vest covers 40% of body area it gives 40% protection. But since its only light armour and leaves the head and major arteries in the arms and legs vulnerable the value is lowered to 30%. With a helmet and riot shield that value could be raised to 45%. Circumstantial penalties or bonuses may apply - area weapons like grenades could be ruled to lower protection by 20% for anyone caught in the blast zone.
C) Damage:
When a character is hit the player must make an armour/cover roll for his character:
[= or <] If the result lower than armour/cover value no damage is taken.
[>] If the result higher than then armour/cover value character receives one point of damage per 5% increment (rounded down) over the armor/cover value. A character with an armour value of 50% that misses his armour roll with a result of 67% receives 3 points of damage [67-50 =17/5 = 3]. A character with a cover value of 25% that misses her armour roll with a result of 89% receives 12 points of damage [89-25 =64/5 = 12].
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 as a percentage %.
The lower the wealth value the harder it is for the character to acquire goods and services - destitute characters having as low as a 10% wealth value. Billionaire characters have 90%+ 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. 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 as the Narrator sees fit.
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 target number to succeed at the task his character was attempting. This is called a progression roll. Player receives 5 progression points to record in the progression pool area of his character sheet.
At the end of the game Narrator will award progression points to each player in these three categories :
-Contribution to the success of the scenario : 0 or 5 or 10.
-Quality of roleplaying (respect of genre/archetype) : 0 or 5 or 10.
-Quality of socialisation with fellow players (its just a game, relax) : 0 or 5 or 10.
Advancement :
After the Narrator has awarded progression points the players can spend progression points to raise the attributes of their characters. Each 25 points spent can raises one attribute by 5%. No attribute can be raised above 90%.