Showing posts with label rules. Show all posts
Showing posts with label rules. Show all posts

Friday, November 1, 2019

Operator Interface, Characters


   Keeping with the KISS principle, character creation is very simple and easy. Roll 2d6 for each attribute, pick two abilities, pick one flaw, then pick/buy equipment, and its off to the races.
   The attributes I'm using are as follows,

Brawn, the measure of physical strength, constitution, and physical well being.

Deftness, the measure of agility, dexterity, and hand-eye coordination.

Savvy, the measure of IQ, knowledge, and languages known.

Grit, the measure of mental strength, and willpower.

Charisma, the measure of how well you socially interact, and persuade people.

Perception, the measure of a characters physical senses.

Depending on your attribute score it can give you a bonus or negative to task rolls.

Abilities, are different skills, talents or resources available to the character. So things like swordsman, ace pilot, sneaky, nimble, egghead, wealthy.

Flaws are things that are detrimental, and can be used for hooks into adventure/situations. So for example wanted, hard of hearing, phobia, or disfigured.

Monday, October 28, 2019

Rules, hows this crazy thing work?


    So hows this crazy thing work? AKA the rules. When I thought this up. I had a couple ideas of what I wanted. First I applied the KISS principle. Keep it simple stupid. Nothing to complex. I wanted it to be fast moving, and fall into the background. Keeping track of what your character is doing as opposed to what the rules let you, or power/meta/whatever gaming your way through stuff. Next I wanted a unified mechanic. I think this falls into the KISS principle as well. I wanted it to be fairly rules light as well. I think a unified mechanic helps with that as well.
   The basics of the whole thing is this. 2d6 plus bonuses from attributes, abilities, and modifiers positive and negative must equal or beat 7 to succeed. 6 or lower is a failure. So kinda "Travellerish". But not.
   The one exception to this is opposed actions/melee combat. Which are opposing rolls. Highest roll wins. Ties go to defender.
   The one thing I haven't figured out yet is a decent name for the system. If you have any ideas feel free to comment below.