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 Handling –
Wits – 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.
Detection – Wits – 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 Combat – Might – 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 Combat – Athletics – 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.
Repair – Wits – 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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