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 ___
