Thursday, September 5, 2019

Tripher RPG System

Tripher is a stripped down fusion of the Tri-Stat and Cypher systems, with an emphasis on quick character creation, simple roll resolution, and leeway in player actions and the description of resolutions.

INSPIRATIONS
From both Tri-Stat and Cypher, there is the use of a limited Stat pool upon which to base player actions. This keeps the mechanics focused and hopefully helps keep things from being too bogged down in tedious math, lessening the need to look things up mid-session. This also allows for a lot of leeway in how something is described as happening, while still giving a definitive win-lose result. This does also mean more work for the GM in the sense that they are going to have to make judgment calls where rule might be ambiguous and adapt to players doing things that aren’t spelled out in the book.

From Tri-Stat, I take the idea of rolling against your own stats, which represent the Target Number, as well as the mechanic of hitting the target number or lower. The higher your stats become, the higher the chance of succeeding in your tasks.

In my interpretation, raising your stats in this game is not necessarily a literal raising of your character’s “power level” in that area, but a way of raising the character’s chance to succeed due to practice increasing their skills. Characters in this system tend to be mostly formed at the time of creation, becoming more skillful in their current set-up, instead of steadily power leveling into godhood. Characters can still gain new skills and powers, of course, but these are ideally given to the players in a story-relevant context.

From Cypher, I crib the idea of building characters based on a descriptive system. Cypher uses the phrase, “I am an adjective noun who verbs.” The Adjective, Noun, and Verb each lend not only flavor to the character, but also determines which skills they possess. Likewise, leveling up in these skills grants characters access to all abilities within that level, though this is also usually just a handful per aspect.

I like this concept as it is a more flavorful way of doing a Class/Race system and helping keep some level of focus on the character type. You can allow for a wide variety of mix-and-match concepts that don’t have to be restricted to a certain alignment, and at the same time, better customize the archetypes you are using to a given world.


CHARACTER SHEET
BASIC STATS
Might: 0
Athletics: 0
Wits: 0
Spirit: 0
-
Health Points: 0
Magic Points: 0
Movement: 1
Combat Rank: 12

ATTRIBUTES
Type ___ / Level ___
Skill ___ / Level ___
Power ___ / Level ___



GAMEPLAY MECHANICS
This system uses two six-sided dice (2d6) for almost all rolls. To succeed in any given roll, you must hit the target number or lower. Ergo, a 2 is the best possible result, while a 12 is the worst. The system does not currently factor in critical successes or misses.

Every character has four Basic Stats which determine the Target Number you must roll against. For example, a character attempting to move a heavy object will need to roll 2d6 with their Might Stat as their Target Number. Certain abilities may help modify the Target Number under certain circumstances, but to truly maximize your character’s proficiency in any given task, you will want to try and get your Base Stats as high as possible.

Certain instances may instead require the player to roll 1d6 instead, usually to determine the order of player actions, to obtain a result from a chart, or if the GM allows a player to perform a highly risky action.

Movement during dungeon exploration and combat is ideally represented with a grid map. A Hex Grid is ideal, though a Square Grid is also usable. Every space is considered to be about five feet wide.



BUILDING YOUR CHARACTER

STATS
Stats are your character’s baseline abilities. These stats can be used to perform Basic Challenges, and form the basis of many Attributes. All Stats cap at 10, save for the Favored Stat, which can cap at 12. Players start with 16 points to distribute in Stats, and gain 3 more points with every level increase.

BASIC – Basic Stats are those you apply points to directly.

Might – Deals with all aspects of strength and resilience. Basic challenges involve lifting, breaking, or pushing heavy objects. Every two points in Might adds +1 damage to certain melee attacks.

Athletics – Deals with overall agility, dexterity, and reflexes. Basic challenges involve attempts to cross rough terrain, complicated climbs, and balancing on precarious surfaces. Every point in Athletics increases a characters Movement by another Hex/Square.

Wits – Deals with mental challenges, including fast-talking, learning, and awareness. Basic challenges may involve noticing important details or being aware of impending danger.

Spirit – Deals with supernatural aspects. Spirit rarely functions in a Basic Challenge, but is crucial for the use of Supernatural Powers.

DERIVED – Derived Stats are calculated based on your Basic Stats, and are pretty self-explanatory.

Heath Points (HP) = (Might + Spirit) x 10
Magic Points (MP) = (Wits + Spirit) x 10
Movement (Mv) = 1 + Athletics
Combat Rating (CR) = 12 – [(Athletics + Might + Wits) ÷ 3, rounded up]


ATTRIBUTES
There are three layers of Attributes to describe your character, which lend certain skills and attributes to them. This Attribute system can be used in place of, or in tandem with, a Race/Class system, depending on the game.

In this system, characters level up their Attributes rather than themselves directly. In so doing, they gain access to new abilities and options as each level is unlocked. Once a level is achieved, all abilities in that level are usable.

TYPE – The first Layer is your character Type, which determines what your character is. The Type usually provides basic bonuses that every player of that Type shares. The Type can be described variously as the character’s Race, Model, Tribe, Faction, Nationality, etc., depending on the genre of the game.

SKILL – The second Layer is your character’s Skill, which determines the special actions the character has. This can alternately be referred to as a character’s Class, Occupation, Talent, Career, Specialty, etc., depending on how one wishes to divide the skills. These abilities can often directly correlate to the associated stats of Might, Athletics, or Wits.

POWER – The third Aspect deals with the special abilities a character has beyond what mere Skills can provide. These may be supernatural powers or special resources. Power Apsects will usually require the Spirit stat to function. Other labels for this aspect can be Magic, Psionics, Gadgetry, Ammo, Chi, etc.


COMBAT RULES
Every Character in the game has a Combat Rating. Instead of rolling against your own CR, the Target Number you must roll against is that of your opponent. The CR of a character can range from as low as 0 to as high as 15.

With a CR of 12 or more, the opponent is impossible to miss, and therefore a roll isn’t necessary. With a CR of 0 or 1, the opponent is untouchable, and certain Descriptions, Supernatural Powers, or Occupational Abilities are necessary to raise the opponent’s CR in order to make them vulnerable to attack.

Destroying Objects – If you wish to destroy an object, such as a door, you must attack it. You don’t need to roll to hit, since an Object is considered stationary. All objects have an HP level. Once this HP is depleted, the object is destroyed. Objects may also have a natural Armor Rating (AR), which lowers the amount of damage taken. After a certain level of HP is depleted, this AR may lower. Note that some Objects have far too high an AR to break by ordinary, or sometimes even extraordinary, means.

Defeating Opponents – To defeat an opponent, you must deplete their HP to either 0, or down to a low enough amount that they surrender. Successfully rolling the enemy’s CR or lower means you hit. Damage is calculated based on your weapon type. Certain types of attacks have the ability to lower the CR of the opponent.

Melee Combat – To engage in melee combat, your character must be in the adjacent Hex/Square to an opponent. No penalties are suffered.

Ranged Combat – Attacking a foe at a range subtracts 1 CR to your enemy if they are five or more Hexes/Squares away. Another 1 CR is subtracted if they are ten or more spaces away.

Area of Effect – Certain attacks have an area of effect that makes them impossible to avoid without utilizing some kind of personal defense or blocking terrain.

Ailments – Certain attacks may have secondary effects, such as inflicting damage for several rounds after being hit. See the ailments list below.

DEALING DAMAGE
Damage can be inflicted based on either using a Catalogue of weapons and spells which have a set damage rating and range. Or, for a simpler, more nebulous method, one can simply use the Attack Tier system.

The Attack Tier is ideal for games where characters may have a wide variety of attack powers, but ultimately they either just do damage or they don’t. Many battle manga and anime, for example, portray swordsman, gunmen, sorcerers, and martial artists as roughly on the same footing. A knife can be as deadly and destructive as a rocket launcher. Swordsman use wind pressure techniques to attack at range, gunmen get up close using gun-based martial arts for point-blank shots, characters use shields that let them ignore the distinct secondary effects of different attacks. Effectively, it doesn’t matter how the player attacks the enemy, what matters is the attack level.

The Catalogue Method is ideal for games that are more grounded, and are a bit more focused on the game aspect of the mechanics. The Damage Rating determines how much health the enemy loses on a successful strike. The Range determines the maximum number of hexes/squares away the enemy can be and have the attack still reach.

Attack Tier Method
Light Attack – Might or Spirit x 1 – Hand-to-hand, knife, thrown weapon
Medium Attack – Might or Spirit x 2 – Sword, arrow, spear, axe, stunning energy
Heavy Attack  – Might or Spirit x 3 – Guns, destructive energy, explosives
Super Attack – Might or Spirit x 5 – Huge explosions, special techniques, etc.

Sample Catalogue
Unarmed – Range: 1 – Damage Rating: 0 + Might bonus
Club/Staff – Range: 1 – Damage Rating: 5 + Might bonus
Knife/Dagger – Range: 1 – Damage Rating: 7 + Might bonus
Sword/Axe – Range: 1 – Damage Rating: 10 + Might bonus
Whip – Range: 2 – Damage Rating: 5
Spear – Range: 2 – Damage Rating: 7 + Might bonus
-
Throwing Knife/Sling Shot/Dart – Range: 3 – Damage Rating: 4
Bow/Crossbow – Range: 5 – Damage Rating: 7
Pistol – Range: 20 – Damage Rating: 10
Machine Gun – Range: 20, linear or five-space sweep – Damage Rating: 50 or 10 per Hex/Square in sweep
Shotgun – Range: 10, three-space spread after first shot – Damage Rating: 30
Rifle – Range: 40 – Damage Rating: 20
-
Grenade/Dynamite – Range: 5 thrown, 1 space beyond impact location – Damage Rating: 30
Bomb – Range: 5 thrown, 2 spaces beyond impact location – Damage Rating: 50
 -
Spells – see Supernatural Powers, damage is based on Spirit Stat, and may inflict ailments

AILMENTS
Ailments worsen a character’s situation in different ways. These are usually inflicted via combat, but environmental hazards may cause these as well. The Ailments are:

Addled – Wits stat drops temporarily by 2 points.

Disoriented – CR raises by 3, Movement drops by 3 to a minimum of 1, and Athletics drops by 1, until no longer disoriented.

Bleeding (Light, Moderate, Heavy) – Character takes damage each round.
-Light Bleeding inflicts 2 damage, and stops after 3 rounds.
-Moderate Bleeding inflicts 5 damage and stops after 10 rounds.
-Heavy Bleeding inflicts 8 damage does not stop until the wound is patched up.
-Any level of bleeding can be paused by holding the wound closed, though the character cannot perform other actions.

Broken – Usually signifying a damaged limb. Drops a player's Might down by 3 points if an attacking limb (arm), drops their Athletics down by 3 points if a moving limb (leg). Broken can be lessened to 1 by using splints or casts, but must be fully healed to remove the Ailment completely.

Burning – The character is on fire. They take 10 damage per round until the fire is extinguished.

Freezing – The character is freezing cold. They take 5 damage per round and their Athletics stat drops by 2 points until they are thawed out.

Shocked – The character is rendered completely Immobile for 1 round, then Addled, Hindered, and Weakened for the second round, then returns to normal on the third round.

Hindered – Athletics drops by 3 points until unhindered.

Immobilized – For any number of reasons, the character is rendered immobile. Athletics and CR drop to 0 until they are freed, excepting specific actions allowable by the scene. (If the legs are pinned, they can’t move, but could still fire a gun, for example.)

Poisoned, Weak – The character takes 5 damage per round until cured or for 10 rounds.

Poisoned, Strong – The character takes 10 damage per round, and all Stats and Skills drop by 1 point until cured. Does not wear off.

Weakened – Might drops by 2 points until strength returns,


MOVEMENT
The ideal map for use in this game is the Hex Grid, but a Square Grid works just as useful. In either case, each space on the map is considered to be five feet wide. Characters can move a number of spaces equal to their Movement Stat.

Standard Terrain is relatively even, flat ground, such as wooden floor, a concrete walkway, a mowed lawn, etc. This also includes using stairs or reasonable inclines. There are no penalties.

Quick Vertical Terrain refers to climbing ropes, vines, and ladders. Characters move 1 Hex less than normal.

Rough Vertical Terrain refers to trying to climb walls, cliffs, trees, and other such surfaces. Characters move 2 spaces less than normal when climbing. Depending on the surface, there is a possibility of becoming stuck if there are no more accessible holds to grab onto.

Rough Terrain may include thick snow, shallow waters, loose sand and gravel, uneven rocky ground, sticky floors, etc. All characters move 2 spaces less than normal.

Slick Terrain may be wet, slimy, or oiled floors, ice, a floor covered in marbles, etc. This adds 1 extra space of movement, and characters can only move in one direction per round, as they are forced to slide along the surface.

Very Rough Terrain may include wading through thick mud or tar, attempting to navigate precariously crumbling floors, pushing through very thick foliage, etc. All character movement is cut down by half.

Deadly Terrain may include acid puddles, toxic liquids, pitfalls, super heated or super cooled surfaces, electrified surfaces, living carnivorous swarms, even surfaces with dangerous magical effects. Movement over this terrain is cut down to 1 space per round and inflicts varying levels of damage. Some may even be instantly lethal.

Liquid Travel usually means swimming through water, but may include other watery substances. Characters may be subject to visibility hindrances. Characters move at half speed through Liquids.

Air Travel means some form of self-propelled flight. Characters who fly move at twice the speed as land.

Lack of Visibility, usually from darkness or fog, means that an extra space is subtracted from a character’s movement and any checks relating to awareness of one’s surroundings are reduced by 3.


BASIC OBSTACLES
Basically obstacles are things it is assumed every player can do without question, but under certain circumstances may still prove difficult to achieve. No skills are required to attempt these obstacles; to attempt this challenge, one must roll against the related stat, or the average of two stats.

Certain obstacles may not require a roll if a person has the proper equipment or special ability to easily overcome it. The risks of climbing a dangerous wall may be rendered moot if someone has a grappling hook or can fly, for example.

The following is just an example of some obstacles that may be encountered.

Awareness of Encroaching Danger – Wits
Climbing Dangerous Terrain – Athletics
Barricading A Path or Entrance – Might
Boating Under Dangerous Conditions – Wits/Athletics
Dodging An Active Trap – Athletics/Wits/Might
Driving Under Dangerous Conditions – Wits/Athletics
Moving Heavy Obstacles – Might
Resisting Supernatural Intimidation – Spirit
Riding An Unruly Animal – Athletics


ATTRIBUTES

TYPE
The Type Attribute ascribes abilities based on what your character is, relative to other players in the game. In Fantasy and Sci-Fi games, this can be what Race your character is. In more mundane settings, this can be your Tribe, Gang, Nationality, Political Faction, etc. Abilities in this section tend to be minor and do not level up, but provide a distinction from other players, especially early on.

Ideally, a Type will provide at least one beginning Stat Bonus, and one ability or skill, such as enhanced movement. A sample Type layout, based on a variety of Demihuman Tribes, might be:

CATMEN – These humanoid felines start with +2 to Agility, have claws with grant +3 damage to unarmed melee attacks, and have low-light vision, eliminating visual penalties in low light conditions.

TURTLEFOLK – These humanoid turtles start with a +3 in Might, but suffer a –1 in Movement. Their shells subtract 5 damage from any attacks to the back.

FISHFOLK – Fishfolk have +3 Agility while in water, but –1 Agility when on land. They can breathe underwater indefinitely.

MONKEYMEN – Exceptionally smart, these advanced simians have a +2 in Wits. Their long tails act as a third limb for carrying and attacking, and they have a +1 in Agility when moving through trees.

BIRD TRIBE – This winged, beaked humanoids are renowned for their philosophical musings. They begin with a +1 in Wits. They have talons which add a +3 to unarmed melee attacks, and have wings which enable them to Fly short distances.


SKILL
Skill Types are common, self-explanatory abilities that almost anybody has the potential to do, but requires training and/or innate talent to do properly. This can also be considered a character’s Class, Occupation, Hobby, Craft, or Career. To use a skill, the player must have an ability unlocked, and then they roll against the associated stat. to that skill.

If one lacks the skills involved, they may not be able to attempt the challenge at all. However, the GM may also allow for the person to make a single High Stakes Roll. In this instance, the player calls a number from 1 through 6, and rolls a 1d6. If they hit the target number, they succeed. For example, the player may attempt to access a computer’s locked files despite not having any hacking skills. Success represents the player “guessing” the password correctly by complete random chance. Failure, however, will either lock them out of the system fully, or worse, trip an alarm.

The list of skills provided should be limited to whatever is necessary for the game. In a game centered around urban gang-fighting, it is unlikely that “Animal Handling” is ever going to come into play. Likewise, in an 1800’s Wild West setting, one is unlikely to ever make us of a “Motorcycle Stunt Driving” skill.

Skill Types are able to level up four times, leading to a total of five Tiers. A character has access to all abilities within that Tier once achieved.

Academic Specialty – Wits – A particular field of mundane study that may apply to a given situation the players find themselves in. Specialization in a field is required.

Animal HandlingWits – A character’s ability to know how to handle unruly or wild animals. Rolls are used to try and pacify or scare of creatures that may prove a threat. In some cases, this can lead to befriending an animal.

DetectionWits – A character’s ability to be particularly cognizant of what’s around them. This aids in detecting clues, hidden details, or even forewarnings of encroaching danger.

Melee CombatMight – A character’s ability to overpower foes in combat. Every point raises the Combat Rank of the opponent by that much. Specialization in a particular weapon may or in hand-to-hand may be required.

Occupational Specialty – Wits – A particular field of mundane skill that may apply to a given situation the players find themselves in. Specialization in a field is required, such as medical, mechanics, wilderness survival, computer hacking, etc.

Ranged CombatAthletics – A character’s ability to use ranged weapons, be they thrown or fired with a bow or guns. This skill eliminates range penalties when attacking an opponent. Specialization in a particular weapon may be required.

Social Manipulation – Wits – A character’s ability to charm, seduce, bully, or inspire others through speech and sheer presence. Can be helpful for convincing others to do what you want, gaining access to rumors, or getting good deals at shops.

RepairWits – Knowledge of mechanics allows for the repairing of damaged equipment. Will usually be assumed to qualify for the gear the players are using, but may also be specialized.

Vehicular Specialty – Wits – A particularly complicated vehicle may require special training to use. Submersibles, airplanes, etc. One vehicle per specialty. If the player has this gift, then they are assumed able to operate the vehicle without needing to roll, until they are forced to pilot under dangerous conditions.


POWER
Your character’s Power Type determines the superhuman abilities they are blessed with. This can be Magic, Chi, Psionics, Cybernetic Enhancements, Superhuman Powers, or may even refer to Advanced Technology. By picking a Power, your character has access to all abilities listed within their first Level. As your character uses their abilities, they unlock higher levels of Power, gaining access to every ability listed under that level.

All Spells are powered by Magic Points, with a cost associate with their level. Once your MP reaches 0, you can no longer cost spells until your MP is replenished. The method of recharging one’s powers can vary. Some games may have sleep or meditation recover MP, others may require some kind of resource to recharge one’s powers.

Below is a sample of a Power layout:

BIOMANCER – Heals injuries, bolster allies, and can unleash powerful chi attacks. They are vital for keeping the party alive in dangerous situations. Spells include: Heal, Chi Blast, Might Boost, Agility Boost, Force Field.

SHADOWMANCER – Weaves illusions and steps between dimensions. Ideal for battle support to trip up foes and aid allies in tight spots. Spells include: Darkness, Light, Thunder, Invisibility, Flashbang, Teleport.

PSYCHOMANCER – Utilizes the power of the mind for psychic abilities, including telepathy and telekinesis. Ideal for investigation purposes and detecting and disorienting foes. Spells include: Detect Thoughts, Mind Read, Mind Influence, TK Blast, TK Lift, Wits Boost.

GEOMANCER – Possesses the ability to directly manipulate the elements. They are capable of great feats of destruction, but can also provide practical resources or alter the properties of the battlefield itself. Spells include: Fireball, Freeze Blast, Lightning Bolt, Tremor, Wave, Lava Burst.

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