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Emmideer
Oct 20, 2011

Lovely night, no?
Grimey Drawer
Hi there my name is Jon Joe and I made a dumb RPG system in 2 days called Simplex. Actual level of simplicity is arguable. Come play in this generic fantasy game that uses it. Generic fantasy adventure features taverns, NPCs giving out quests willy-nilly, and dungeon delving. It's just a test for the system, really.

To apply to play, make a character.

Name: Character name
Description: Character description, both physical and personality
Reason for adventuring: Why does your character want to adventure?
Traits: List your 5 Traits, plus Generic Action, here. You can name Traits that aren't listed in the rules post below if you want, if you do so I'll make you a custom Trait with that name. You don't need my permission for reskins, just note what it's a reskin of.

Rules in the second post. Because I wrote this in 2 days, some things are bound to be confusing or unclear, so please ask me any and all questions you have.

Game will be PbP using Orokos for rolls. This is both the game thread and the recruitment thread. Once we start playing please put OOC stuff in italics, with the character name in bold at the top of each post.

Jonner

I kill the orc.

Like this.

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Emmideer
Oct 20, 2011

Lovely night, no?
Grimey Drawer
Every challenge is represented by some number of Value Points. The more Value Points in a challenge, the more difficult it is, but the more can be gained from success.

A single goblin holding a pointy stick might represent a challenge worth 1 Value Point. Value Points are captured through the use of Traits. When all the Value Points of a problem are captured, the problem is solved.

Once Value Points have been captured, they belong to the players. They represent a combination of gold, experience, fame, and other such valuable things. Value Points may be spent to enhance or expand a player's Traits, 100 Value Points to Improve a Trait or gain a new Trait.

All Challenges are played in rounds. Each player may use one Trait every round, unless otherwise specified. Players may act in any order they please. The challenge's actions always takes place at the end of the round.

When it is the Challenge's turn to act, the challenge gains a number of Difficulty Points equal to one fifth of its Value Points, rounded up, plus any Difficulty Points from the players' Traits. The Challenge may spend the Difficulty Points in one of two ways; harming the players, or making itself more challenging.

When Difficulty Points are spent to harm the players, the Challenge distributes the Difficulty Points gained as it pleases among the players. Difficulty Points on players represent injuries, mental strain, lost items, and other such terrible things.

When Difficulty Points are spent to further the Challenge, it permanently gains the Difficulty Points. Difficulty Points on a challenge represent enemy reinforcements, new environmental hazards, escalating hostilities, and other such horrible impacts. If a Challenge would be defeated while it still has unspent Difficulty Points, those Points are automatically spent on itself.

Difficulty Points, when on a player, can hinder Traits. Every 20 Difficulty Points on a player increase the required Minimum roll for Traits by 1. 100 Difficulty points represents death, insanity, lifetime in jail, and other such character endings.

Difficulty Points, when on a challenge, act exactly as Value Points, but they are always eliminated instead of captured. Nothing positive can be gained from them, they only serve to make things more difficult.

At any time, the players may choose to Run from or Take Responsibility for a Challenge. If the players Run, total up all the Challenge's Value Points and Difficulty Points, then double them. That many Difficulty Points are divided among future challenges to represent the consequences of letting things go.

If the players Take Responsibility, total up the Challenge's Value Points and Difficulty Points. That many Difficulty Points are added to the players, divided as the Challenge pleases, but at least the Challenge is conquered. Sometimes the points will be evenly distributed, and other times a player will make a heroic sacrifice. A player cannot take on more than 100 Difficulty Points.

Whenever players catch a break and can rest for a while between Challenges, they get a chance to heal their wounds. Once, after a Challenge, all players with at least 1 Difficulty Point roll 1d6-2 and lose that many Difficulty Points. Yes, a negative result represents gaining a Difficulty Point, as things get worse. Players may also spend Value Points during this time to represent aid; 5 Value Points will remove 1 Difficulty Point, guaranteed.

If a Trait reduces Minimum for a player, that Trait's Minimum reduction does not stack with itself, but does stack with Minimum reduction from different Traits. If a Trait permanently changes its Minimum for itself, it does stack.

Every Trait has the following configuration.

Name of the Trait
-----------------------
Description: Description of the Trait
Minimum: The minimum number to roll on a 2d6 to succeed with the Trait.
Success: Any effects or bonuses that occur on success.
Failure: Any effects or penalties that occur on failure.
Restrictions: Any restrictions on the use of the Trait, including Value Point cost to use (if any).
At All Costs: A super version of the Trait with additional restrictions. Must declare use before rolling.
Improvement: How the Trait improves when 100 Value Points are spent on it, and how many times it can be improved.

Every character has the following generic Trait:

General Action
--------------
Description: This Trait covers everything you attempt to do that isn't covered by another Trait.
Minimum: 9
Success: You succeeded! Capture 1 Value Point.
Failure: You failed! The Challenge gains 1 Difficulty Point to spend.
Restrictions: None.
At All Costs: You're trying something risky! +1 Value Points on Success and Difficulty Points on Failure. +1 to Minimum.
Improvement: -2 to Minimum, improvable 3 times.

Furthermore, all Traits are divided into categories. Some Traits refer to other Traits of particular categories in order to work. Each character has 5 Traits in addition to their generic Trait.


Physical Traits
---------------

Counterstrike
-----
Description: You punish the enemy for daring to harm you. Describe your counterstrike.
Minimum: 9
Success: Riposte! Capture 1 Value Point. -2 to your next Physical Trait Minimum this Challenge. Immediately perform another Trait.
Failure: You're hit! Gain 1 Difficulty Point. Immediately perform another Trait.
Restriction: Only use Parry if you gained Difficulty Points last round.
At All Costs: You're more methodical in your counterstrike. -3 to Minimum, but do not immediately perform another Trait on Success or Failure.
Improvement: You're better suited at counterstriking. -1 to Minimum, improvable 2 times.

Hammertime
----------
Description: You use your hammer to solve nails. Everything is a nail. Describe how you hammer the nails.
Minimum: 5
Success: Bam! Capture 2 Value Points.
Failure: Okay, maybe not everything should be a nail, like your own foot. You gain 2 Difficulty Points.
Restriction: Hammer swinging is so simple, it's hard to make simpler. Hammertime's Minimum cannot be reduced.
At All Costs: Don't you get it? Hammers are simple. Hammers have no At All Costs.
Improvement: They can, however, be improved. +1 to Value Points captured on Success, improvable 1 time.

Kung-fu
------
Description: You have fists (and feet!) of fury! Describe your hand to hand attempts.
Minimum: 8
Success: You begin the first of many strikes. Capture 2 Value Points, -2 to your next Kung-fu Minimum this Challenge.
Failure: You may mess up, but you're still prepared for the next strike. The Challenge gains 1 Difficulty Point to spend, -1 to your next Kung-fu Minimum this Challenge.
Restriction: Kung-fu is even harder than most things when injured. Increase the Minimum for Kung-fu by 1 for every 10 Difficulty Points, instead of every 20.
At All Costs: You attempt to make a defining, but difficult strike. +2 to Minimum, but +1 Value Points captured on Success.
Improvement: You're well trained. -1 to Minimum, improvable 1 time. Your body is like iron. +1 to Value Points captured on Success, improvable 1 time.

Shoot
-----
Description: You fire a projectile. Describe its impact.
Minimum: 6
Success: The projectile strikes true! Capture 2 Value Points.
Failure: The projectile causes a slight accident. The Challenge gains 1 Difficulty Point to spend.
Restriction: If you rolled the Minimum or exactly 1 above it, only capture 1 Value Point as you graze the target.
At All Costs: You spend a round lining up the shot. Do nothing. Next round -2 to the Minimum and +1 Value Points on Success for Shoot.
Improvement: You train your accuracy. -1 to Minimum, improvable 2 times.

Swordplay
---------
Description: With a flourish of your sword, you cut down your foes or perform amazing stunts. Describe how you use your sword.
Minimum: 7
Success: Slash! Capture 2 Value Points.
Failure: You drop your sword, which you can automatically pick up at the end of the Challenge. While your sword is dropped, your next use of this Trait replaces Success' effect with picking up your sword and Failure's effect with losing your sword.
Restriction: Can't use if you're not holding a sword. You can gain a new sword by spending 10 Value Points or completing a Challenge for one (of at least 10 Difficulty Points).
At All Costs: You push your sword to its limits. If you have your sword, +2 Value Points on Success, but automatically lose your sword on Failure.
Improvement: You're more nimble with your sword. -1 to Minimum, improvable 3 times.


Thievery Traits
---------------

Acrobatics
----------
Description: With a jump and a twist, you get where you want. Describe your stunts.
Minimum: 8
Success: You're put in a perfect position. Capture 2 Value Points. -1 to Minimum for your next Trait this Challenge.
Failure: You slip and fall. You receive 1 Difficulty Point.
Restriction: Acrobatics is even harder than most things when injured. Increase the Minimum for Acrobatics by 1 for every 10 Difficulty Points, instead of every 20.
At All Costs: A dangerous stunt! +2 to Minimum, capture +1 Value Point on Success.
Improvement: You get better at acrobatics. -1 to Minimum, improvable 3 times.

Disguise
--------
Description: You have the perfect disguise. Describe the disguise.
Minimum: 8
Success: The disguise is what you need. Capture 2 Value Points. -1 to Minimum for Social Traits this Challenge.
Failure: You're figured out. Gain 1 Difficulty Point.
Restriction: You can only use Disguise during the first round of a Challenge, or if you Succeeded at Sneak during the previous round. You may only use Disguise once per Challenge.
At All Costs: It's a low profile disguise. -2 to Minimum, but no -1 to Minimum to Social Traits on Success.
Improvement: You've improved your disguises. -1 to Minimum, improvable 2 times.

Sneak
-----
Description: You can easily hide yourself. Describe your skulking.
Minimum: 7
Success: You hide yourself. You cannot gain Difficulty Points until next round. Capture 1 Value Point. Capture +1 Value Points on your next Trait's Success this Challenge.
Failure: You are caught! The Challenge gains 1 Difficulty Point to spend.
Restriction: You can only use Sneak during the first round of a Challenge, or if you Succeeded at Sneak during the previous round.
At All Costs: Sometimes you've got to take an opportunity to slip away. You may attempt to Sneak even if you don't meet the Restriction, at +3 to Minimum.
Improvement: You're adept at sneaking. -1 to Minimum, improvable 2 times.

Theft
-----
Description: You take from the enemy and give to yourself. Describe what you steal.
Minimum: 9
Success: I'll take that. Capture 3 Value Points.
Failure: Caught! You receive 1 Difficulty Point.
Restriction: It's less likely your enemies have something you want the more you steal. +1 to Theft's Minimum per use this Challenge.
At All Costs: Exactly what you wanted, how did they know? -2 to Minimum, but it's literally their last item. You may not use Theft for the rest of the Challenge.
Improvement: Nimble fingers get what they want. -1 to Minimum, improvable 2 times.

Trap
----
Description: You set a trap before this Challenge. Describe how the trap activates.
Minimum: 6
Success: The trap hinders the enemy. Capture 1 Value Point. -2 to next Minimum this Challenge (applicable to self or ally).
Failure: The trap malfunctions. The Challenge gains 1 Difficulty Point to spend.
Restriction: Traps are time consuming to set. Only 1 use per Challenge. They're also expensive. Costs 1 Value Point per use.
At All Costs: It's a dangerous trap. +1 to Minimum, Capture +1 Value Points on Success, +1 Difficulty Points on Failure.
Improvement: You set traps before battle faster. One more use per Challenge, improvable 1 time.


Mental Traits
-------------

Knowledge
---------
Description: You remember something you read in a book that's immediately viable. Describe the knowledge.
Minimum: 8
Success: The knowledge is useful. Immediately perform another Trait; +1 Value Points captured on Success.
Failure: The knowledge was wrong! Immediately perform another Trait; you get +1 to its Minimum and the Challenge gains +1 Difficulty Point to spend on Failure.
Restriction: Knowledge is methodical. You must declare the Trait you're using before you know the result of this Trait.
At All Costs: Your knowledge is for an ally, and you tell them. Success or Failure, the results apply to a selected's ally next performed Trait instead of your own. The ally must be selected before you know the result of this Trait. You still perform your immediate Trait.
Improvement: You are more selective about sources. -1 to Minimum, improvable 1 time.

MacGuyver
---------
Description: With a rubber-band and a paperclip, you are an engine of destruction. Describe how you combine together nearby objects to make something you need.
Minimum: 7
Success: Capture 1 Value Point. -1 to next Minimum this Challenge (applicable to self or ally)
Failure: Failure represents your contraption still working mostly like you want, but with an unfortunate side-effect. Capture 1 Value Point, but the Challenge gains 1 Difficulty Point to spend.
Restriction: If there are no objects to combine, you can't do anything.
At All Costs: You make a more complicated, but exacting, device. +2 to Minimum, but gain an additional +1 to Value Points captured and -1 to next Minimum on success.
Improvement: Your devices are of better quality. +1 to Value Points captured on Success, improvable 1 time.

Plotter
-------
Description: You plotted for this exact situation! Describe what/why you plotted.
Minimum: 2
Success: Capture 5 Value Points as your plan proceeds as planned.
Failure: Impossible! You are a master plotter. Hypothetically, though, a bungle in your perfect plots would give the Challenge 10 Difficulty Points to spend.
Restriction: Plots are time consuming. Only 1 use per day.
At All Costs: +5 to Value Points captured on Success, but your plan has an unintended side effect in the future; a future Challenge contains 10 Difficulty Points.
Improvement: Your plots have a bigger impact. +1 to Value Points captured on Success, improvable 3 times.

Rage
----
Description: You get really mad and are ready to smash things! Describe how you lose yourself.
Minimum: 7
Success: Nobody can stop your rage. -1 Minimum on your next Physical Trait this Challenge, and capture +1 Value Point on its Success.
Failure: NOBODY can stop your rage. The Challenge gains 1 Difficulty Point to spend. -1 Minimum on your next Physical Trait this Challenge.
Restriction: If you use this Trait, your next Trait must be a Physical Trait.
At All Costs: Sometimes you gotta get mad fast. Automatic failure, but immediately perform another Trait.
Improvement: You control your rage better. -1 to Minimum, improvable 2 times.

Wisdom
------
Description: You remember advice passed down to you by a mentor, applicable to this situation. Describe the advice.
Minimum: 7
Success: The advice is useful. Immediately perform another Trait; you get -1 to its Minimum.
Failure: Your memory fails you. Immediately perform another Trait.
Restriction: You only know so much wisdom. Success or Failure, you can only use this Trait once per Challenge.
At All Costs: Sometimes you just need to think harder. -1 to Minimum, but do not perform another Trait on Failure.
Improvement: You know more wisdom. You may use this Trait twice per Challenge, improvable 1 time.


Social Traits
-------------

Bluff
-----
Description: You are good at lying and most don't know they've been tricked. Say your words.
Minimum: 7
Success: Your target believes your lies. Capture 1 Value Point. Roll 2d6; your next Social Trait this Challenge uses this number as its Minimum if lower.
Failure: You've been figured out! You gain 1 Difficulty Point. +1 to Social Trait Minimums this Challenge.
Restriction: Nothing happens if your target can't hear or understand you.
At All Costs: You structure your lie to be playable as a joke. +2 to Minimum, but no effect on Failure.
Improvement: Your lies are more believable. -1 to Minimum, improvable 2 times.

Diplomacy
---------
Description: You are better than most when you engage in verbal parley with a target. Say your words.
Minimum: 7
Success: The target is more friendly towards you. Capture 2 Value Points.
Failure: The target has had enough of you. You gain 1 Difficulty Point.
Restriction: Nothing happens if your target can't hear or understand you.
At All Costs: Compromise. Automatic Success and Failure, usable once per Challenge.
Improvement: You have more to offer. 1 more use of At All Costs per Challenge, improvable 1 time.

Inspire
-------
Description: Your words can stir the hearts of those that work with you. Say your words.
Minimum: 9
Success: You inspire your allies to action! All allies get -1 to their next Minimum this Challenge.
Failure: Your words lose their golden touch. You may not use Inspire again this Challenge.
Restriction: The only restriction is your mind! Be free and strong!
At All Costs: Sometimes, you must sacrifice to inspire. Spend 1 Value Point per ally for automatic Success.
Improvement: Your words never lose their touch. Failure's effect becomes nothing, improvable 1 time.

Intimidate
----------
Description: Basically, you're scary. Say or do something scary.
Minimum: 9
Success: You scare the subject into submission. Capture 2 Value Points.
Failure: Your target isn't impressed. Nothing happens.
Restriction: Nothing happens if your target can't hear or understand you.
At All Costs: Sometimes, you need to keep up the fear. If you already succeeded at Intimidate this Challenge, capture 1 Value Point automatically instead of rolling.
Improvement: You've gotten better at scare tactics. -1 to Minimum, improvable 3 times.

Taunt
-----
Description: Goad the enemy into attacking you. Say something insulting.
Minimum: 8
Success: Gain attention! Yay! Capture 1 Value Point. If the Challenge assigns Difficulty Points to players this round, they must be assigned to you.
Failure: Gain attention! No! Gain 1 Difficulty Point. If the Challenge assigns Difficulty Points to players this round, they must be assigned to you. You may not use Taunt next round.
Restriction: Nothing happens if your target can't hear or understand you.
At All Costs: Sometimes, you've just got to mouth off. Automatic failure, but immediately perform another Trait.
Improvement: You can taunt no matter what! Failure no longer prevents you from using Taunt next round, improvable 1 time.


Magic Traits
------------

Explosion
---------
Description: You make things explode. Describe the boom.
Minimum: 5
Success: Capture 3 Value Points. +2 to Explosion's Minimum this Challenge and you must use Explosion next round.
Failure: Duck and cover! The Challenge gains 5 Difficulty Points to spend. Reset Explosion's Minimum to 5.
Restriction: Sometimes, the resulting explosion is even worse. If you roll exactly 2, +3 to Difficulty Points gained on Failure.
At All Costs: Sometimes, the resulting explosion is even better. If you roll exactly 12, +2 to Value Points captured on Success.
Improvement: Your explosions are more controlled. -1 to Minimum, improvable 1 time.

Lightning
---------
Description: You electrify your enemies. Describe the shocking experience.
Minimum: 7
Success: Zap! Capture 2 Value Points. -1 to Minimum for your next Magic Trait this Challenge.
Failure: Oh no, not the thaumic flux! The Challenge gains 1 Difficulty Points to spend. +1 to Minimum for your next Magic Trait this Challenge. If you next Trait isn't a Magic Trait, or the Challenge ends, you gain 1 Difficulty Point.
Restriction: Cannot cast two rounds in a row.
At All Costs: Put in extra juice! +2 to Minimum, but +1 to Value Points on success.
Improvement: Let the lightning flow! Remove restriction, improvable 1 time.

Portal
------
Description: You open two portals that lead to one another. Describe the result.
Minimum: 6
Success: The portals are very helpful, and you gain confidence in its power. Capture 4 Value Points. +2 to Portal's Minimum.
Failure: The portals are used to greater effect by the enemy, but at least you learned something. The Challenge gains 4 Difficulty Points to spend. -2 to Portal's Minimum.
Restriction: Portals aren't easy to create, and require expensive magical components. Portal costs 1 Value Point to use.
At All Costs: Sometimes you just need to create a spacial anomaly with your portals. Automatic failure, but immediately perform another Trait.
Improvement: Portals are such experimental magic that they cannot be improved.

Slow
----
Description: You affect the flow of time to slow things done. Describe the slow motion.
Minimum: 8
Success: Things are slowed, giving everyone greater response against the enemy. Capture 1 Value Point. The Challenge does not act at the end of this round, and instead acts twice at the end of the next round.
Failure: Not only did you not slow things down, you sped up your doom! The Challenge gains 2 Difficulty Points to spend.
Restriction: These magics are tricky, and become more difficult over time. +1 to Slow's Minimum with each use, but reset its Minimum at the start of each day.
At All Costs: Sometimes you want to send an ally into high speeds, instead. Replace Success' effect with: Target ally immediately performs a Trait and captures +1 Value Point on its Success.
Improvement: You're more in tune with time. -1 to Minimum, improvable 1 time.

Summon
------
Description: Summon an otherworldly being to fight for you. Describe the being.
Minimum: 9
Success: Summon the otherworldly being. Capture 1 Value Point. At the start of each round, except for the round you summoned it, have it roll against Minimum 7 to capture 1 Value Point on Success and be unsummoned on Failure.
Failure: The summoning goes wrong. The Challenge gains 1 Difficulty Point to spend. At the start of each round, except for the round you summoned it, have it roll against Minimum 8 to give the Challenge 1 Difficulty Point to spend on Success and be unsummoned on Failure.
Restriction: You cannot summon more than one being at a time.
At All Costs: The summon is safer, but less stable. -1 to Minimum. +1 to summoned being's Minimum.
Improvement: The summon is more stable. -1 to summoned being's Minimum, improvable 2 times.


Faith Traits
------------

Fate
----
Description: Sometimes, lady luck is on your side. Describe the happenstance.
Minimum: 11
Success: Capture 5 Value Points. -4 to your next Minimum this Challenge. Immediately perform another Trait.
Failure: Things didn't work out. The Challenge gains 1 Difficulty Point to spend. Immediately perform another Trait.
Restriction: Lady luck won't be fooled. Fate's Minimum cannot be changed.
At All Costs: If you're relying on Fate, things must be already be pretty desperate. Fate has no At All Costs.
Improvement: Your highs are higher. +2 to Value Points captured on Success, improvable 2 times.

Heal
----
Description: You have a healing ability. Describe your healing.
Minimum: 9
Success: Be healed! An ally or yourself loses 1 Difficulty Point.
Failure: You healing doesn't work. Nothing happens.
Restriction: Cannot use more than twice per Challenge.
At All Costs: May use one time during the resting period between Challenges, but you cannot use it at all during the following Challenge if you do so.
Improvement: Your healing is more reliable. -1 to Minimum, improvable 2 times.

Pray
----
Description: You pray to you god for aid. Say your prayers.
Minimum: 8
Success: Your prayers are answered. If you don't have faith, you gain faith. If you do have faith, capture 3 Value Points.
Failure: You're being tested. If you don't have faith, the Challenge gains 2 Difficulty Points to spend and you gain faith. If you do have faith, you lose faith.
Restriction: At the start of a Challenge, you don't have faith.
At All Costs: A selfish prayer. If you have faith, automatically Succeed, but lose faith.
Improvement: Your god knows your faith and tests it less. -1 Difficulty Point on Failure if you don't have faith, improvable 1 time.

Tithe
-----
Description: You sacrifice to gain favor. Describe the sacrifice.
Minimum: 5
Success: Your payment is accepted. -3 to your next Minimum. Immediately perform another Trait.
Failure: Your payment is accepted, and pocketed. -1 to your next Minimum. Immediately perform another Trait.
Restriction: Pay 3 Value Points when you use Trait. Cannot use more than once per Challenge.
At All Costs: You may choose to sacrifice your flesh instead. Do not pay Value Points; instead gain 4 Difficulty Points.
Improvement: You have to tithe less. -1 to Value Points paid or Difficulty Points gained when you use this Trait, improvable 1 time.

Vision
------
Description: You receive a vision of doom. Describe the vision.
Minimum: 9
Success: You prevent the events in the vision. Capture 4 Value Points.
Failure: The vision becomes true. The Challenge gains 2 Difficulty Points to spend.
Restriction: Your Visions are limited. You cannot use Vision more than once per Challenge.
At All Costs: You have two visions, but it's harder to prevent both. +1 to Minimum, but roll twice and and take both results.
Improvement: Your third eye opens. You may choose to have three visions, instead of two, when you use At All Costs, improvable 1 time.


Misc Traits
-----------

Challenger
----------
Description: You love a challenge. Describe how you make things tougher.
Minimum: 20
Success: Your intense training manifests itself through an incredible feat of heroism. Capture 10 Value Points. Reset the Minimum to 20.
Failure: Things get tougher, just as you intended. The Challenge gains 3 Difficulty Points to spend, but -2 to Challenger's Minimum.
Restriction: Some Challenges aren't challenging enough to make tougher. Cannot use if the Challenge has less than 10 Value Points and Difficult Points combined.
At All Costs: Sometimes you make things tougher on yourself specifically, instead of risking harm to your friends. You gain 3 Difficulty Points on Failure, but the Challenge doesn't gain 3 Difficulty Points to spend.
Improvement: Your training brings about better results. +2 to Value Points captured on Success, improvable 3 times.

Device
------
Description: You own a strange device. Describe its mechanics.
Minimum: N/A
Success: The device does something unexpected. Capture 2 Value Points. +1 on your next Minimum this Challenge. Immediately perform Device again if this is your first time using it this round.
Failure: The device does something unexpected. The Challenge gains 2 Difficulty Points to spend. -1 on your next Minimum this Challenge. Immediately perform Device again if this is your first time using it this round.
Restriction: Roll 2d6 when using, this is not a Minimum roll. Automatic Success on an even roll. Automatic Failure on an odd roll.
At All Costs: You think you know how it works. You automatically Succeed or Fail, your choice. You may only use At All Costs once per Challenge.
Improvement: This goes here, that goes there, aha! You may use At All Costs once more per Challenge, improvable 1 time.

Prepared
--------
Description: You prepared an object for this exact situation! Describe the object and how you use it.
Minimum: 7
Success: The object helps makes things easier. Capture 1 Value Point. -2 to next Minimum this Challenge (applicable to self or ally).
Failure: You don't use the object properly or it is shoddy in some way. -1 to next Minimum this Challenge (applicable to self or ally), but the Challenge gains 2 Difficulty Points to spend.
Restriction: Each use increases Minimum needed by 1 for future uses of Prepared as it becomes less likely you have exactly what you need, until you can prepare a new stock of items. Preparing a new stock costs 1 Value Point per item you used.
At All Costs: Exactly what you need, but it's literally your last item. -3 to Minimum. You cannot use Prepared again until you can prepare a new stock of items. Preparing a new stock costs 1 Value Point per item you used.
Improvement: You're even more prepared! -1 to Minimum, improvable 3 times.

Reckless
--------
Description: You're ready to take risks for the benefits they bring. Describe how you do things recklessly.
Minimum: 9
Success: Your recklessness pays off. -2 on your next Minimum this Challenge. Immediately perform another Trait.
Failure: Your recklessness has consequences. The Challenge gets 2 Difficulty Points to spend. -1 on your next Minimum this Challenge. Immediatelty perform another Trait.
Restriction: All Minimum reductions for Reckless all halved, rounded down.
At All Costs: You're very reckless. Additional -1 on your next Minimum on Success. Additional +1 Difficulty Point for the Challenge to spend on Failure.
Improvement: Even when you're too reckless, it still works out. Additional -1 on your next Minimum on Failure, improvable 1 time.

Sidekick
--------
Description: You have an ally who helps you at your command. Describe your ally.
Minimum: 7
Success: "Take that, bad guys!" Capture 1 Value Point.
Failure: "Ow, I hurt myself!" Your sidekick gains 1 Difficulty Point.
Restriction: The Challenge may apply Difficulty Points to your sidekick. You cannot use Sidekick as long your sidekick has 5 or more Difficulty Points. Your sidekick heals Difficulty Points like a player. If your sidekick has 20 Difficulty Points, you lose your sidekick and you must spend 100 Value Points for a new one.
At All Costs: You can coordinate action with your sidekick, but it's difficult and prone to accident. Perform Sidekick and another Trait; if either fail, both fail.
Improvement: Your sidekick becomes more competent. -1 to Minimum, improvable 2 times.


Passive Traits - Maximum of 1 per character
--------------

Conqueror
---------
Description: When there's nothing left to gain, you come out on top.
Effect: -1 to Minimum when the Challenge has no Value Points left to capture, only Difficulty Points.
Improvement: An additional -1 to Minimum, improvable 1 time.

Finisher
--------
Description: You end things quickly.
Effect: -1 to Minimum and +1 to Value Points captured on Success as long as the Challenge has 7 or less Value Points and Difficulty Points combined.
Improvement: +3 to maximum number of Value Points and Difficulty Points combined, improvable 1 time.

Healthy
-------
Description: You recover from wounds easier.
Effect: +1 to your healing roll after a Challenge.
Improvement: An additional +1 to your healing roll, improvable 1 time.

Lucky
-----
Description: You have better luck than most.
Effect: The first time in a Challenge that you roll a 2 for Minimum, reroll Minimum.
Improvement: Instead of rerolling, have it count as an automatic 12, improvable 1 time.

Odd
---
Description: You think and act differently.
Effect: Whenever you use At All Costs, gain 1 Oddity. Whenever you have 3 Oddities, lose all Oddities and capture 1 Value Point.
Improvable: -1 to Oddities needed to capture a Value Point, improvable 1 time.

Opportunistic
-------------
Description: You do best when you have the element of surprise.
Effect: -2 to Minimum for the first Trait you perform in a Challenge and +1 to its Value Points captured on Success.
Improvement: An additional -1 to Minimum, improvable 2 times.

Perfect
-------
Description: You maintain a flawless image.
Effect: Your own Traits cannot give you Difficulty Points on Failure as long as you have no Difficulty Points.
Improvement: There's nothing to improve.

Resilient
--------
Description: You take more to than most to die.
Effect: +25 to maximum Difficulty Points. Get +1 to Minimum every 25 Difficulty Points, instead of every 20.
Improvement: An additional +25 to maximum Difficulty Points and you get +1 to Minimum every 30 Difficulty Points, instead of every 25, improvable 1 time.

Specialized
-----------
Description: You're really good at something.
Effect: Select another Trait you have. You get -1 to its Minimum.
Improvement: Additional -1 to its Minimum, improvable 1 time.

Underdog
--------
Description: You do best under pressure.
Effect: -1 to Minimum as long as the Challenge has 25 or more Value Points and Difficulty Points combined.
Improvement: -5 to required number of Value Points and Difficulty Points combined, improvable 1 time.

Emmideer fucked around with this message at 19:14 on Sep 18, 2014

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...
I'm interested in testing this out, but each trait is a lot of :words: and there are a ton of them.

Do you have some pre-gens done up that people could pick from? I think that would help if people have a concept in mind that they wanna play, and then they can just familiarize themselves with that "playbook."

Emmideer
Oct 20, 2011

Lovely night, no?
Grimey Drawer

P.d0t posted:

I'm interested in testing this out, but each trait is a lot of :words: and there are a ton of them.

Do you have some pre-gens done up that people could pick from? I think that would help if people have a concept in mind that they wanna play, and then they can just familiarize themselves with that "playbook."

Sure,

Generic Fighter
Fill in Description and Adventuring Reason here.
Traits:

Counterstrike
-----
Description: You punish the enemy for daring to harm you. Describe your counterstrike.
Minimum: 9
Success: Riposte! Capture 1 Value Point. -2 to your next Physical Trait Minimum. Immediately perform another Trait.
Failure: You're hit! Gain 1 Difficulty Point. Immediately perform another Trait.
Restriction: Only use Parry if you gained Difficulty Points last round.
At All Costs: You're more methodical in your counterstrike. -3 to Minimum, but do not immediately perform another Trait on Success or Failure.
Improvement: You're better suited at counterstriking. -1 to Minimum, improvable 2 times.

Shoot
-----
Description: You fire a projectile. Describe its impact.
Minimum: 6
Success: The projectile strikes true! Capture 2 Value Points.
Failure: The projectile causes a slight accident. The Challenge gains 1 Difficulty Point to spend.
Restriction: If you rolled the Minimum or exactly 1 above it, only capture 1 Value Point as you graze the target.
At All Costs: You spend a round lining up the shot. Do nothing. Next round -2 to the Minimum and +1 Value Points on Success for Shoot.
Improvement: You train your accuracy. -1 to Minimum, improvable 2 times.

Swordplay
---------
Description: With a flourish of your sword, you cut down your foes or perform amazing stunts. Describe how you use your sword.
Minimum: 7
Success: Slash! Capture 2 Value Points.
Failure: You drop your sword, which you can automatically pick up at the end of the Challenge. While your sword is dropped, your next use of this Trait replaces Success' effect with picking up your sword and Failure's effect with losing your sword.
Restriction: Can't use if you're not holding a sword. You can gain a new sword by spending 10 Value Points or completing a Challenge for one (of at least 10 Difficulty Points).
At All Costs: You push your sword to its limits. If you have your sword, +2 Value Points on Success, but automatically lose your sword on Failure.
Improvement: You're more nimble with your sword. -1 to Minimum, improvable 3 times.

Reckless
--------
Description: You're ready to take risks for the benefits they bring. Describe how you do things recklessly.
Minimum: 9
Success: Your recklessness pays off. -2 on your next Minimum. Immediately perform another Trait.
Failure: Your recklessness has consequences. The Challenge gets 2 Difficulty Points to spend. -1 on your next Minimum. Immediatelty perform another Trait.
Restriction: All Minimum reductions for Reckless all halved, rounded down.
At All Costs: You're very reckless. Additional -1 on your next Minimum on Success. Additional +1 Difficulty Point for the Challenge to spend on Failure.
Improvement: Even when you're too reckless, it still works out. Additional -1 on your next Minimum on Failure, improvable 1 time.

Resilient
--------
Description: You take more to than most to die.
Effect: +25 to maximum Difficulty Points. Get +1 to Minimum every 25 Difficulty Points, instead of every 20.
Improvement: An additional +25 to maximum Difficulty Points and you get +1 to Minimum every 30 Difficulty Points, instead of every 25, improvable 1 time.

Generic Rogue
Fill in Description and Adventuring Reason here.
Traits:

Acrobatics
----------
Description: With a jump and a twist, you get where you want. Describe your stunts.
Minimum: 8
Success: You're put in a perfect position. Capture 2 Value Points. -1 to Minimum for your next Trait.
Failure: You slip and fall. You receive 1 Difficulty Point.
Restriction: Acrobatics is even harder than most things when injured. Increase the Minimum for Acrobatics by 1 for every 10 Difficulty Points, instead of every 20.
At All Costs: A dangerous stunt! +2 to Minimum, capture +1 Value Point on Success.
Improvement: You get better at acrobatics. -1 to Minimum, improvable 3 times.

Sneak
-----
Description: You can easily hide yourself. Describe your skulking.
Minimum: 7
Success: You hide yourself. You cannot gain Difficulty Points until next round. Capture 1 Value Point. Capture +1 Value Points on your next Trait's Success.
Failure: You are caught! The Challenge gains 1 Difficulty Point to spend.
Restriction: You can only use Sneak during the first round of a Challenge, or if you Succeeded at Sneak during the previous round.
At All Costs: Sometimes you've got to take an opportunity to slip away. You may attempt to Sneak even if you don't meet the Restriction, at +3 to Minimum.
Improvement: You're adept at sneaking. -1 to Minimum, improvable 2 times.

Theft
-----
Description: You take from the enemy and give to yourself. Describe what you steal.
Minimum: 9
Success: I'll take that. Capture 3 Value Points.
Failure: Caught! You receive 1 Difficulty Point.
Restriction: It's less likely your enemies have something you want the more you steal. +1 to Theft's Minimum per use until the end of the Challenge.
At All Costs: Exactly what you wanted, how did they know? -2 to Minimum, but it's literally their last item. You may not use Theft for the rest of the Challenge.
Improvement: Nimble fingers get what they want. -1 to Minimum, improvable 2 times.

Bluff
-----
Description: You are good at lying and most don't know they've been tricked. Say your words.
Minimum: 7
Success: Your target believes your lies. Capture 1 Value Point. Roll 2d6; your next Social Trait used in this Challenge uses this number as its Minimum if lower.
Failure: You've been figured out! You gain 1 Difficulty Point. +1 to Social Trait Minimums for the Challenge.
Restriction: Nothing happens if your target can't hear or understand you.
At All Costs: You structure your lie to be playable as a joke. +2 to Minimum, but no effect on Failure.
Improvement: Your lies are more believable. -1 to Minimum, improvable 2 times.

Intimidate
----------
Description: Basically, you're scary. Say or do something scary.
Minimum: 9
Success: You scare the subject into submission. Capture 2 Value Points.
Failure: Your target isn't impressed. Nothing happens.
Restriction: Nothing happens if your target can't hear or understand you.
At All Costs: Sometimes, you need to keep up the fear. If you already succeeded at Intimidate this Challenge, capture 1 Value Point automatically instead of rolling.
Improvement: You've gotten better at scare tactics. -1 to Minimum, improvable 3 times.

Generic Wizard
Fill in Description and Adventuring Reason here.
Traits:

Knowledge
---------
Description: You remember something you read in a book that's immediately viable. Describe the knowledge.
Minimum: 8
Success: The knowledge is useful. Immediately perform another Trait; +1 Value Points captured on Success.
Failure: The knowledge was wrong! Immediately perform another Trait; you get +1 to its Minimum and the Challenge gains +1 Difficulty Point to spend on Failure.
Restriction: Knowledge is methodical. You must declare the Trait you're using before you know the result of this Trait.
At All Costs: Your knowledge is for an ally, and you tell them. Success or Failure, the results apply to a selected's ally next performed Trait instead of your own. The ally must be selected before you know the result of this Trait. You still perform your immediate Trait.
Improvement: You are more selective about sources. -1 to Minimum, improvable 1 time.

Plotter
-------
Description: You plotted for this exact situation! Describe what/why you plotted.
Minimum: 2
Success: Capture 5 Value Points as your plan proceeds as planned.
Failure: Impossible! You are a master plotter. Hypothetically, though, a bungle in your perfect plots would give the Challenge 10 Difficulty Points to spend.
Restriction: Plots are time consuming. Only 1 use per day.
At All Costs: +5 to Value Points captured on Success, but your plan has an unintended side effect in the future; a future Challenge contains 10 Difficulty Points.
Improvement: Your plots have a bigger impact. +1 to Value Points captured on Success, improvable 3 times.

Lightning
---------
Description: You electrify your enemies. Describe the shocking experience.
Minimum: 7
Success: Zap! Capture 2 Value Points. -1 to Minimum for your next Magic Trait.
Failure: Oh no, not the thaumic flux! The Challenge gains 1 Difficulty Points to spend. +1 to Minimum for your next Magic Trait. If you next Trait isn't a Magic Trait, you gain 1 Difficulty Point.
Restriction: Cannot cast two rounds in a row.
At All Costs: Put in extra juice! +2 to Minimum, but +1 to Value Points on success.
Improvement: Let the lightning flow! Remove restriction, improvable 1 time.

Summon
------
Description: Summon an otherworldly being to fight for you. Describe the being.
Minimum: 9
Success: Summon the otherworldly being. Capture 1 Value Point. At the start of each round, except for the round you summoned it, have it roll against Minimum 7 to capture 1 Value Point on Success and be unsummoned on Failure.
Failure: The summoning goes wrong. The Challenge gains 1 Difficulty Point to spend. At the start of each round, except for the round you summoned it, have it roll against Minimum 8 to give the Challenge 1 Difficulty Point to spend on Success and be unsummoned on Failure.
Restriction: You cannot summon more than one being at a time.
At All Costs: The summon is safer, but less stable. -1 to Minimum. +1 to summoned being's Minimum.
Improvement: The summon is more stable. -1 to summoned being's Minimum, improvable 2 times.

Odd
---
Description: You think and act differently.
Effect: Whenever you use At All Costs, gain 1 Oddity. Whenever you have 3 Oddities, lose all Oddities and capture 1 Value Point.
Improvable: -1 to Oddities needed to capture a Value Point, improvable 1 time.

Generic Cleric
Fill in Description and Adventuring Reason here.
Traits:

Hammertime
----------
Description: You use your hammer to solve nails. Everything is a nail. Describe how you hammer the nails.
Minimum: 5
Success: Bam! Capture 2 Value Points.
Failure: Okay, maybe not everything should be a nail, like your own foot. You gain 2 Difficulty Points.
Restriction: Hammer swinging is so simple, it's hard to make simpler. Hammertime's Minimum cannot be reduced.
At All Costs: Don't you get it? Hammers are simple. Hammers have no At All Costs.
Improvement: They can, however, be improved. +1 to Value Points captured on Success, improvable 1 time.

Diplomacy
---------
Description: You are better than most when you engage in verbal parley with a target. Say your words.
Minimum: 7
Success: The target is more friendly towards you. Capture 2 Value Points.
Failure: The target has had enough of you. You gain 1 Difficulty Point.
Restriction: Nothing happens if your target can't hear or understand you.
At All Costs: Compromise. Automatic Success and Failure, usable once per Challenge.
Improvement: You have more to offer. 1 more use of At All Costs per Challenge, improvable 1 time.

Heal
----
Description: You have a healing ability. Describe your healing.
Minimum: 9
Success: Be healed! An ally or yourself loses 1 Difficulty Point.
Failure: You healing doesn't work. Nothing happens.
Restriction: Cannot use more than twice per Challenge.
At All Costs: May use one time during the resting period between Challenges, but you cannot use it at all during the following Challenge if you do so.
Improvement: Your healing is more reliable. -1 to Minimum, improvable 2 times.

Pray
----
Description: You pray to you god for aid. Say your prayers.
Minimum: 8
Success: Your prayers are answered. If you don't have faith, you gain faith. If you do have faith, capture 3 Value Points.
Failure: You're being tested. If you don't have faith, the Challenge gains 2 Difficulty Points to spend and you gain faith. If you do have faith, you lose faith.
Restriction: At the start of a Challenge, you don't have faith.
At All Costs: A selfish prayer. If you have faith, automatically Succeed, but lose faith.
Improvement: Your god knows your faith and tests it less. -1 Difficulty Point on Failure if you don't have faith, improvable 1 time.

Underdog
--------
Description: You do best under pressure.
Effect: -1 to Minimum as long as the Challenge has 25 or more Value Points and Difficulty Points combined.
Improvement: -5 to required number of Value Points and Difficulty Points combined, improvable 1 time.

Generic Adventurer
Fill in Description and Adventuring Reason here.
Traits:

Kung-fu
------
Description: You have fists (and feet!) of fury! Describe your hand to hand attempts.
Minimum: 8
Success: You begin the first of many strikes. Capture 2 Value Points, -2 to your next Kung-fu Minimum.
Failure: You may mess up, but you're still prepared for the next strike. The Challenge gains 1 Difficulty Point to spend, -1 to your next Kung-fu Minimum.
Restriction: Kung-fu is even harder than most things when injured. Increase the Minimum for Kung-fu by 1 for every 10 Difficulty Points, instead of every 20.
At All Costs: You attempt to make a defining, but difficult strike. +2 to Minimum, but +1 Value Points captured on Success.
Improvement: You're well trained. -1 to Minimum, improvable 1 time. Your body is like iron. +1 to Value Points captured on Success, improvable 1 time.

Trap
----
Description: You set a trap before this Challenge. Describe how the trap activates.
Minimum: 6
Success: The trap hinders the enemy. Capture 1 Value Point. -2 to next Minimum (applicable to self or ally).
Failure: The trap malfunctions. The Challenge gains 1 Difficulty Point to spend.
Restriction: Traps are time consuming to set. Only 1 use per Challenge. They're also expensive. Costs 1 Value Point per use.
At All Costs: It's a dangerous trap. +1 to Minimum, Capture +1 Value Points on Success, +1 Difficulty Points on Failure.
Improvement: You set traps before battle faster. One more use per Challenge, improvable 1 time.

MacGuyver
---------
Description: With a rubber-band and a paperclip, you are an engine of destruction. Describe how you combine together nearby objects to make something you need.
Minimum: 7
Success: Capture 1 Value Point. -1 to next Minimum (applicable to self or ally)
Failure: Failure represents your contraption still working mostly like you want, but with an unfortunate side-effect. Capture 1 Value Point, but the Challenge gains 1 Difficulty Point to spend.
Restriction: If there are no objects to combine, you can't do anything.
At All Costs: You make a more complicated, but exacting, device. +2 to Minimum, but gain an additional +1 to Value Points captured and -1 to next Minimum on success.
Improvement: Your devices are of better quality. +1 to Value Points captured on Success, improvable 1 time.

Prepared
--------
Description: You prepared an object for this exact situation! Describe the object and how you use it.
Minimum: 7
Success: The object helps makes things easier. Capture 1 Value Point. -2 to next Minimum (applicable to self or ally).
Failure: You don't use the object properly or it is shoddy in some way. -1 to next Minimum (applicable to self or ally), but the Challenge gains 2 Difficulty Points to spend.
Restriction: Each use increases Minimum needed by 1 for future uses of Prepared as it becomes less likely you have exactly what you need, until you can prepare a new stock of items. Preparing a new stock costs 1 Value Point per item you used.
At All Costs: Exactly what you need, but it's literally your last item. -3 to Minimum. You cannot use Prepared again until you can prepare a new stock of items. Preparing a new stock costs 1 Value Point per item you used.
Improvement: You're even more prepared! -1 to Minimum, improvable 3 times.

Lucky
-----
Description: You have better luck than most.
Effect: The first time in a Challenge that you roll a 2 for Minimum, reroll Minimum.
Improvement: Instead of rerolling, have it count as an automatic 12, improvable 1 time.

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...
Also, couldn't you flip "-X to Minimum" into "+X to roll" and vice-versa? Or am I missing something subtle going on with the system here?

Emmideer
Oct 20, 2011

Lovely night, no?
Grimey Drawer

P.d0t posted:

Also, couldn't you flip "-X to Minimum" into "+X to roll" and vice-versa? Or am I missing something subtle going on with the system here?

Everything is framed as -X to Minimum instead of +X to roll, as that was the easiest way to represent it. Adding + to rolls means I have to make a lot more clarifications in the rules like distinguishing between natural rolls and modified rolls. -X to Minimum also makes the game go faster in a hypothetical tabletop run of this system, as it's easier to just know what number you need to roll against and then roll 2d6 than roll 2d6 and add a number.

Mills
Jun 13, 2003

Name: John P. Rothschild
Description: A banker at Advance Bank, John enjoys driving to work in his Porsche, while laughing at the hordes of people who have to travel by train or bus. When not savouring his daily ritual of a grass-fed steak with an expensive bottle of red for lunch, John trades interest rate and FX derivatives. John is a card carrying Liberal member, and he voted [1] for Elizabeth Grace in the electorate in which he resides. Controversial, as John hates all women.
Reason for adventuring: Things are looking up for John, but little does he know, Advance Bank is looking to merge with St. George Bank, and who knows how that will work out for him...
Traits: Manipulation, Perception, Intelligence, Leadership, Firearms

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...

Jon Joe posted:

Value Points may be spent to enhance or expand a player's Traits.

What's the cost for improving traits; is it 1:1? And how are Value Points split amongst the party?

edit: Also, how is this played? Is it on a grid or ToTM? Does range particularly matter, or can I use Hammertime as a projectile attack of some sort?

P.d0t fucked around with this message at 04:40 on Sep 18, 2014

Emmideer
Oct 20, 2011

Lovely night, no?
Grimey Drawer

P.d0t posted:

What's the cost for improving traits; is it 1:1? And how are Value Points split amongst the party?

edit: Also, how is this played? Is it on a grid or ToTM? Does range particularly matter, or can I use Hammertime as a projectile attack of some sort?

100 Value Points for improving a Trait, same as getting a new Trait. Value Points are captured by the party member who, well, captures them, but they can be freely shared so it doesn't really matter.

No map, range doesn't matter; everything is highly abstracted. So sure, Hammertime from a distance; you can be Thor.

If you don't like the idea of sending your hammer flying, just think of it as running over and smashin' the bugger, instead.

Emmideer fucked around with this message at 08:11 on Sep 18, 2014

Whycalibur
Oct 17, 2013
Temriloquistoliorium "Tem" Magicsword



Description: The Magicsword family is renowned for their derring-do and their ancestral magic sword, Hieronymus. Tem Magicsword is a 60 year-old hedge wizard who disapproves of just about everything and hates leaving the family home, where he has quietly worked as a notary for 44 years. He wears a big hat and frowns almost all the time. Tem is not in particularly good shape, with a bit of a gut and a limp hindering his walk. Grigornivoriumol Magicsword, his father, just recently died in glorious battle against a horde of dragons, and Hieronymus magically appeared back at the family home as it always has when its bearer passes away. Hieronymus has mysteriously transformed into a swordcane, and keeps appearing propped next to Tem's bed in the morning.

Reason: Hieronymus has begun telepathically harassing Tem to take it on adventures, and the only way to make it shut up and stop flooding his dreams with dreadful images is to throw on some rusty old chainmail and take on a quest. He tried locking the sword away, throwing it off a cliff into the ocean, and even shoving it into a kiln. It's always back by his bed the next morning, demanding adventure. Tem hates every minute of this exercise, but there's no other way to get peace.

Traits: Swordplay, Lightning, Portal, Wisdom, Resilient

IPlayVideoGames
Nov 28, 2004

I unironically like Anders as a character.
John Everyman, Human



Description: John Everyman, Human wears a long coat, hat, glove, dark sunglasses, and anything else needed to completely cover his features, leaving his face a mystery. His height ranges from anywhere in 5 to 6 feet, seeming to change daily or even hourly, depending on local humidity and available water rations. The man walks with a swaying and clumsy gait, which he simply insists was from an injury received 'during the war'. His voice is surprisingly high, and he can be heard frequently mumbling to himself as if in conference before giving answers in conversation. He's rather amiable and quite interested in improving his interpersonal skills, though he can be slow in making decisions and slower to move at times.

Reason: If asked about his reasons for adventuring, John simply insists that it's a large world out there, and with so much to see, what's the point of living in some dank cave? There has to be more interesting things to see, and certainly better things to eat than whatever they happen to find on the floor.

Traits: Healthy, Disguise, Explosion, Kung-Fu, Shoot

wtsnaename
Dec 20, 2005

And their legs get
stuck in my teeth!
Sister M. Benedicta



Description: Benedicta has had a religious awakening, after having been banished from her convent for unconventional practices and literal interpretations of dogma. She still heretically wears the vestments of her church. She is an average looking, shapely woman in her mid twenties; with a saintly well of patience belying terrifying zealotry. Her intent is to lend aid in any way she can, but should the situation warrant, she has skills to the alternative.

Reason: To visit the holy hand upon those who may need, and bring holy vengeance on those who'd dare not listen.

Traits: Perfect, Tithe, Heal, Shoot, Diplomacy

Emmideer
Oct 20, 2011

Lovely night, no?
Grimey Drawer
Good characters so far - except you, Mills, haha.

wtsnaename posted:

Sister M. Benedicta



Description: Benedicta has had a religious awakening, after having been banished from her convent for unconventional practices and literal interpretations of dogma. She still heretically wears the vestments of her church. She is an average looking, shapely woman in her mid twenties; with a saintly well of patience belying terrifying zealotry. Her intent is to lend aid in any way she can, but should the situation warrant, she has skills to the alternative.

Reason: To visit the holy hand upon those who may need, and bring holy vengeance on those who'd dare not listen.

Traits: Perfect, Tithe, Heal, Shoot, Diplomacy

Interesting interaction there between Perfect and Tithe; you won't have to pay the Difficulty Point cost of At All Costs if it's a Failure! If it's a Success though, you will, and then you'll stop being so perfect, haha.

wtsnaename
Dec 20, 2005

And their legs get
stuck in my teeth!
I figured you may want something that challenges the system a little bit. That said, how would a success change the payment? I figured the interaction would basically force a free -3 or -1, but only once per scene.

All that said, how exactly does challenger work? Are the -2's cumulative? Does that go for things like Kung-fu as well?

wtsnaename fucked around with this message at 21:08 on Sep 18, 2014

Emmideer
Oct 20, 2011

Lovely night, no?
Grimey Drawer

wtsnaename posted:

I figured you may want something that challenge the system a little bit. That said, how would a success change the payment? I figured the interaction would basically force a free -3 or -1, but only once per scene.

Success is success and you still have to pay. Perfect explicitly states that you won't gain Difficulty Points from the failures of your own Traits, nothing about successes (or, for that matter, failures which give Difficulty Points to the Challenge)

quote:

All that said, how exactly does challenger work? Are the -2's cumulative? Does that go for things like Kung fun as well?

Challenger's -2s are cumulative and even hold between Challenges, so you can challenge yourself in one and then have an explosion of heroism in another.

Kung-fu explicitly states your NEXT kung-fu minimum, so it'll only apply the next time you do kung-fu. Though I think I need to add in there "this challenge" as well so it's not a perpetual reduction.

edit: I reworded a bunch of rules to clearly distinguish between what ends and what stays.

Emmideer fucked around with this message at 19:15 on Sep 18, 2014

Emmideer
Oct 20, 2011

Lovely night, no?
Grimey Drawer
Alright, I wanted at least 4 characters and I only have 3, so I'm just going to go ahead anyway. If anyone wants to app while we're playing, I can probably fit you in.

Temriloquistoliorium "Tem" Magicsword, John Everyman, Human, and Sister M. Benedicta:

You have been tasked to, as a group, recover the Orb of Plot Device from the goblin horde that has established itself not far from the human outpost of Generic Village. You all gather your supplies and set out on your journey; it takes four hours on foot to reach the horde's camp, which is set in and around the ruins of long since abandoned ancient temple to a forgotten god. You can see a few goblin patrols and assume there are plenty of traps.

CHALLENGE:

Recover the Orb of Plot Device

Value Points: 20

Whycalibur
Oct 17, 2013

Temriloquistoliorium "Tem" Magicsword
Traits: Swordplay, Lightning, Portal, Wisdom, Resilient

Tem grumbles and rubs at his hip, finally catching up to the rest of the party at the crest of a rise on the country road. He squints, leaning forwards to try and bring the ruins into focus for his old eyes, but eventually gives up and just grumbles some more. "Now that we've finally made it here, maybe I can just lie down and get murdered by goblins in peace."

His cane hums almost inaudibly, and the hedge wizard glowers sharply at the stick. "Oh, get off it. I'm not going to actually let them murder me. Yet." With a sigh, Tem starts hobbling slowly down the road towards the ruins, pausing every few steps to poke at the ground, searching for obvious traps.

Prodding for traps (General Action): 2d6 7
Failure: You failed! The Challenge gains 1 Difficulty Point to spend.

Emmideer
Oct 20, 2011

Lovely night, no?
Grimey Drawer
(Don't wait for me to post a response until you've all gone for the round; remember the challenge goes at the end. All your actions are taking place at the same time, with only slight differences that allow for things like the direct effects of traits to come through.)

wtsnaename
Dec 20, 2005

And their legs get
stuck in my teeth!

Sister M. Benedicta

The clergywoman watches agape as Tem strolls haplessly along the path full of traps. Surely, he was managing just fine at his beleaguered pace, but the goblins would soon arrive to greet him. Their four hour walk to this destination had taught her not to trust him to maintain cordiality were he to bump into a patrol.

"Instead of poking along for traps, Sir Magicsword, why don't you ferret us a way past all of them? Certainly that's within the scope of your magics, and a much finer use of your skills?" the frocked woman continues, "Not to mention, we haven't the time for this particular course, with the patrols about."

Diplomacy: 2d6 7
Success: The target is more friendly towards you. Capture 2 Value Points.

(I recognize that Tem is not exactly an enemy but diplomacy seems to fit here to bolster his motivation. If not, just say so!)

Emmideer
Oct 20, 2011

Lovely night, no?
Grimey Drawer
(Of course! Any abstractions of your Traits are a-ok. They are intentionally vague.)

Whycalibur
Oct 17, 2013
(As I haven't captured any value points yet, I can't use my Portals-- once I have a value point, I have some ideas to get past the traps.)

IPlayVideoGames
Nov 28, 2004

I unironically like Anders as a character.
John Everyman, Human

John shuffles along with the others as they regard the path ahead, dangers and such abound. It was exciting. He hums and haws quietly for a few moments as he sways in place, before speaking out. "Goblins are dangerous? I've never met one. Can I look like one for tricks?" He turns about in place as he scans the surroundings before he starts to mash his gloved hands into his face, molding.

Sorry about the delay. Tail end of a trip.
I'll take a liberal interpretation of disguise and try to look like a goblin.
Rolled a 7, so one difficulty point.

Emmideer
Oct 20, 2011

Lovely night, no?
Grimey Drawer
"Tem" searches for traps with his walking stick. The good news is that he finds one; the bad news is that it is a bear trap now caught on his leg. Meanwhile John Everyman attempts to look like a Goblin, but this grotesque display only hampers him, making things harder to see. At least Sister Benedicta's words prevent the pair from attracting too many Goblins, as only one comes over to investigate.

The Challenge had 20 Value Points, 2 of which were captured by Benedicta. The Challenge then had 5 Difficulty Points to spend, so it applied 4 to Temriloquistoliorium and 1 to itself.

Temriloquistoliorium: 4 Difficulty Points
John Everyman: 1 Difficulty Point
Sister M. Benedicta: 0 Difficulty Points

Party: 2 Value Points.

Challenge: 18 Value Points, 1 Difficulty Point

Mills
Jun 13, 2003

I will not forget this betrayal, Jon Joe.

wtsnaename
Dec 20, 2005

And their legs get
stuck in my teeth!
Sister M. Benedicta

Benedicta grimaces as the trap claps upon Tem's leg with a sickening crunch. This was hardly the way to begin their mission. She sidles up next to the old man, trying her best to ignore the fact that their other compatriot's face was seemingly melting. She pulls out her holy symbol and brings its barrel to the chain tethering Tem to the ground.

"If you can deal with the coming Goblin, friend, I'll do my best to deal with this."

Using Shoot, At All Costs; skipping this round to take -2 to the Minimum and +1 Value Point next round with a success.

IPlayVideoGames
Nov 28, 2004

I unironically like Anders as a character.
John Everyman, Human

John pulls his hat and face wrap off, seeming proud of himself, until he notices the reaction from Sister Benedicta. He touches his mess of a face in alarm. "Oh. Oh no! My, uh...allergies!" he gasps, before muttering to himself in congratulations for such a quick and convincing excuse.

He whirls about towards the Goblin as directed. "I can help again!" he cheerfully proclaims, lifting his arm. A large glob of acidic slime shoots from his coat sleeve at the monster, as well as just about in every direction.

Rolled a 4 on shoot! Attack fails! 1 difficulty point.

IPlayVideoGames fucked around with this message at 16:57 on Sep 23, 2014

Whycalibur
Oct 17, 2013

Temriloquistoliorium "Tem" Magicsword
Traits: Swordplay, Lightning, Portal, Wisdom, Resilient
Difficulty Points: 4/125

"Agh!" cries Tem as the trap closes around his calf. "You see this, you confounded blade? This is what happens when you leave the house and go on some fool adventure!"

He continues to grumble as the sister tries to blast away the trap. He lifts his cane and points it at the approaching goblin, taking advantage of the distraction provided by Everyman's blunder. With a smell of ozone, a blue flash lights the air. There is no sound, but there is fury as the goblin finds itself suddenly a-crackling with lightning.

Zap!: 2d6 9
Capture 2 value points, -1 to my next magic roll.

Emmideer
Oct 20, 2011

Lovely night, no?
Grimey Drawer
Zzzap goes the lightning, frying the goblin! Unfortunately John Everyone's acid goes everywhere, spraying Tem and causing him yet-more pain while Sister Benedicta steadies her shot to release Tem from the trap. More goblins start noticing the commotion and come over, one of them firing and striking John Everyman with a crossbow bolt in the gut.

Temriloquistoliorium: 5 Difficulty Points
John Everyman: 4 Difficulty Points
Sister M. Benedicta: 0 Difficulty Points

Party: 4 Value Points.

Challenge: 16 Value Points, 2 Difficulty Points

IPlayVideoGames
Nov 28, 2004

I unironically like Anders as a character.
John Everyman, Human

John's gut lets out a little squeal as the bolt sticks into it, and a hushed chorus of voices start excitedly chattering from under his coat. "No, no! We remember goblins now! Nasty! Taste bad! Friends duck and cover tender areas, please!"

His other arm lifts and his misshapen face screws up in concentration as two more blobs of slime spew from his coat, one purple and one red. They splut! together among the arriving goblins and begin to react, before exploding violently in a shower of corrosive, foul smelling goo.

Explosion! Hit on a 6. +2 minimum and have to use next round. Claim 3 value points.

wtsnaename
Dec 20, 2005

And their legs get
stuck in my teeth!
Sister M. Benedicta

Bang!

The Holy Sound tolls throughout the area as the situation begins to heat up. The chain snaps by divine command, and clatters to the ground. The jaws of the beartrap still cling to the old Wizard's leg. Taking mind to adjust her habit, she wraps an arm around Tem's waist and offers his surprising weight support. She peers about as acidic globs begin bursting about the oncoming goblins, and themselves.

"So, about that escape route?"

Shoot, At All Costs: 2d6 7 Claim 3 Value Points

Whycalibur
Oct 17, 2013

Temriloquistoliorium "Tem" Magicsword
Traits: Swordplay, Lightning, Portal, Wisdom, Resilient
Difficulty Points: 5/125

"What in the name of--" Tem erupts, as he is splashed by acid. It bores through his jacket and into his skin, and he hisses angrily. "This jacket was expensive! And you can't buy new skin! Watch where you're tossing all that..." the elderly man shakes his head, cutting himself off. "Never mind that."

Tem draws the blade from his cane with blinding speed, sweeping a circle in the air before him. Reversing his grip, he also reverses the circle, following the exact same lines he drew before. The air shimmers and... falls away, revealing the courtyard of the ruined temple ahead. It appears the exit will place the team past the traps and behind the goblins' picket lines.

"Come along, you two," he grouses, limping more than usual as he walks through the apparition.

Mr. Wizard I Need An Exit: 2d6 9

(Capture 4 Value Points, spend 1 to activate the Portal. +2 to Portal's Minimum.)

Whycalibur fucked around with this message at 04:05 on Sep 24, 2014

Emmideer
Oct 20, 2011

Lovely night, no?
Grimey Drawer
Goblins explode! One goblin says, in language none of you understand, "I didn't sign up for thiiiiiaahhhhhhh my arm!" The limb goes flying and manages to hit Sister Benedicta directly in the face after she frees Tem. Thankfully, Tem's portal leads the party behind enemy lines. The goblins are very frightened and confused.

Whycalibur, I'm listing cumulative Difficulty Points in my posts, not the Difficulty Points you gained for the round. Sorry for the confusion.

Temriloquistoliorium: 5 Difficulty Points
John Everyman: 4 Difficulty Points
Sister M. Benedicta: 2 Difficulty Points

Party: 13 Value Points.

Challenge: 6 Value Points, 2 Difficulty Points

wtsnaename
Dec 20, 2005

And their legs get
stuck in my teeth!
Did I collect those points? Misread, apologies.

wtsnaename fucked around with this message at 16:21 on Sep 24, 2014

IPlayVideoGames
Nov 28, 2004

I unironically like Anders as a character.
John Everyman, Human

"Come on, lady! More explosions happening! Not done yet! Have to go!" John excitedly warns Benedicta as he waves her on towards the portal like a third base coach. He rushes in after Tem into the courtyard while the goo splatters around and continues to explode behind them.

Explosion pt 2 hits on 8. Capture 3 value points. +2 minimum, have to use next turn

I was re-reading Explosion and the wording can suggest that it keeps happening until a failure. Does it just keep happening after initial use?

IPlayVideoGames fucked around with this message at 18:07 on Sep 24, 2014

wtsnaename
Dec 20, 2005

And their legs get
stuck in my teeth!
Sister M. Benedicta

The woman reels a bit as the gibs strike her, though the strange man with his acidic explosions was right. There was no time to waste. Muttering a quick prayer, perhaps not thorough enough, she follows through the portal.


Fail on Heal

Emmideer
Oct 20, 2011

Lovely night, no?
Grimey Drawer

IPlayVideoGames posted:

I was re-reading Explosion and the wording can suggest that it keeps happening until a failure. Does it just keep happening after initial use?

Yes, but it gets progressively harder to succeed. If the challenge ends, though, you can stop exploding.

IPlayVideoGames
Nov 28, 2004

I unironically like Anders as a character.

Jon Joe posted:

Yes, but it gets progressively harder to succeed. If the challenge ends, though, you can stop exploding.

Ok, so it's more of a thing to use when the challenge is close to being over.

Emmideer
Oct 20, 2011

Lovely night, no?
Grimey Drawer
Whycalibur?

Whycalibur
Oct 17, 2013

Temriloquistoliorium "Tem" Magicsword
Traits: Swordplay, Lightning, Portal, Wisdom, Resilient
Difficulty Points: 5/125

Tem takes a look around the courtyard, trying to suss out where this Goblet might be hiding. His sword, now a simple walking stick once more, hums along in time. The wizard shakes it, trying to make the thing shut up. Unfortunately, this breaks his concentration.

Thinkin' on goblets (Wisdom): 2d6 4

Sighing, he hobbles to the nearest door and tries to pry it open with the cane, shoving the blade into the frame and leaning on it. This proves to be of little use, and the blade's humming intensifies, as if it were angry. Grunting, Tem tries to pull the cane back out, but it's stuck fast. He throws up his hands in disgust. "Well, that's all I've got. Will one of you do something useful?"

Keyblade? (Swordplay): 2d6 4

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Emmideer
Oct 20, 2011

Lovely night, no?
Grimey Drawer
Benedicta's attempts to heal herself fail and Tem's sword gets stuck in the temple's doors. John Everyman is still going strong, though, and explodes the door open, though Tem's sword goes flying in the other direction toward some cautiously approaching Goblins. You all can see the orb! It's being held by one particularly rough looking goblin with two large scars across its face. "Miiiiine!" it screams in language you do understand.

Temriloquistoliorium: 5 Difficulty Points
John Everyman: 4 Difficulty Points
Sister M. Benedicta: 2 Difficulty Points

Party: 16 Value Points.

Challenge: 3 Value Points, 3 Difficulty Points

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