Thursday, 6 July 2023

Riveted RPG -- Core Rules

Core Rules

Basic Mechanics:

  • Roll a d20; if the result is under or equal to your Trait value, you succeed. Rolling a 20 is always a failure.
  • Difficulty levels: Trivial (roll three times, take the best), Easy (roll twice, take the best), Normal, Tricky (roll twice, take the worst), Tough (roll three times, take the worst).
  • GMs don't roll dice. Instead, they set difficulties and ask players for rolls.

Peril Checks:

  • The GM can call for a Peril Check, usually Normal difficulty or easier. Three failed Peril Checks in a row necessitate a Death Check.

Death Checks:

  • After three failed Peril Checks, roll 2d20 (Adventure Mode). If any result is 19 or 20, the character dies or needs to be retired.

Points System:

  • Style Points: Earned by expressing your Class or one of your Styles successfully. Spend them to reduce Tricky or Tough roll difficulties to Normal, or to invoke Fortunes or Flaws. You start each session with 2, max 10. (2 at character creation)
  • Karma Points: Earned by acting nobly and bravely. Spend them to reroll Trait rolls. If you have at least one Karma Point, you can spend all remaining Karma Points to automatically succeed a Death Check. Carry over from session to session, max 5. (0 at character creation)
  • Chance Points: Spend to reroll Peril Checks. If you succeed with an odd result, the Chance Point isn't lost. Carry over from session to session, max 3. Reset to 3 at the beginning of each adventure/chapter. (3 at character creation)

Character Creation

  1. Name & Description: Choose your character's name, physical appearance, and basic personality traits.

  2. Alliance: [Optional] Decide if your character is part of an Alliance. Being part of an Alliance grants one extra Fortune and one extra Flaw.

  3. Class: Choose your Class: True Upper Class, Upper Class Misfit, Petit-Bourgeois, True Lower Class, Lower Class Outsider, True Outcast, or N/A ("Other").

  4. Specialty: Choose a specialty, a profession, talent, or calling. This will form the basis for your Specialist Trait.

  5. Traits: All traits start at 7. Chose one trait from each pair and add 5 to it. Then distribute 25* points freely, up to a maximum of 7.

    Trait Pairs:

    • Etiquette / Street Smarts
    • Wilderness / Urbanite
    • Poise / Deference
    • Deception / Coercion
    • Tradition / Technology
    • Education / Fitness
    • Sensitivity / Resilience
    • Generalist / [Specialty]



    *By default. This may vary, depending on setup. See also the Level Advancement System.

  6. Fortunes & Flaws: Choose or create two Fortunes and one Flaw. If you have chosen an Alliance, you may get one additional Fortune and one additional Flaw.

  7. Styles: Choose two Styles that represent your character's unique approach or ethos, within the context of their Class and Specialty.

  8. Points: You begin with 2 Style Points, 0 Karma Points, and 3 Chance Points. 

Classes

True Upper Class

The mark of your rank is an innate superiority, an effortless grace in execution, if not always in intent. Lofty are the standards you hold, and occasionally, you may find yourself able to reach them. Alternatively, these standards may simply have been discarded.

Upper Class Misfit

In your peculiarity, you diverge from the norm, although your bloodline remains unimpeachable. You challenge the traditional constructs of your milieu, perhaps even defying gender roles. Exposure to the trials of lower ranks could have broadened your worldview, granting you an understanding of life on the other side, and an inkling of the precipice upon which your world stands. Deep within, you may harbor thoughts of exploring further perspectives.

Petit-Bourgeois

Succeeding by default and transgressing through inaction, you'll likely be among the first against the wall when the revolution comes. Yet, your rank in society offers the potential for a happiness unmatched by any other Class, a fact you will remain blind to until you're shaken from your complacency. Your immersion in adventure might necessitate a prodigious pull from destiny, Cupid's arrow, or an unwanted adoption by an enthusiastic visionary or a genuine magical being.

True Lower Class

Your existence is a daily struggle for survival. Resilience and tenacity define you, as a product of your unyielding encounters with adversity. You might be a diligent laborer, a street urchin surviving by your wits, or a pickpocket renowned for agility. Often, your fate lies in the hands of your social superiors, but your determination remains undeterred. The allure of adventure could be a means of escape from hardship, an opportunity for advancement, or a beacon of hope for a collective future. Despite the tribulations, the lower class might have shaped you into a formidable force.

Lower Class Outsider:

You exist on the fringes of society, neither accepted by those above nor truly part of those below. Perhaps you're an immigrant trying to carve a new life in a foreign land, a former criminal seeking redemption, or maybe you've been shunned due to some scandal or disgrace. You're accustomed to life's harsh realities and are likely to have acquired unique skills from surviving against the odds. You may be motivated by a yearning for acceptance, a quest for vengeance, a longing to prove your worth, or perhaps simply the need to survive.

True Outcast:

One who has been exiled from home and left their past behind entirely behind might fit this category, as might affronts against science and God. While providing no direct benefit, a number of special options and abilities necessitate being part of the True Outcast Class. If you want your PC to be one of Dr. Moreau's twisted creations, you will likely have to take this Class, no matter how sophisticated your semi-humanoid tiger looks in his waistcoat and top hat. Options limited depending on genre and setting.

N/A or "Other":

Talk to your GM, and keep talking to them. This is a legitimate option, but it necessitates extra care to ensure the character isn't ineffective, isolated from the group, or unduly spotlight-stealing. Frequently, this choice will require acceptance of a subordinate or supportive role. For example, denizens of Wonderland or Faery (often either transcending Classes or making a mockery of them) are more suitable as sidekicks, helpers, or other types of supporting characters than leading roles. "Cheshire Cat in Wonderland" would lack relatability in the main character.

Styles

In this context, "Style" is a distinctive manner in which a character interacts with the world and expresses themselves. It's not about what they do, but rather how they do it - the unique flair, attitude, and behaviors they display. It's a character's individualistic expression of their values, beliefs, and personal touch in their actions and decisions. Styles are not static; they can be adapted and shifted depending on the situation, but they always reflect core aspects of the character's identity.

Examples:

Zorro / Don Diego

  • Zorro: Vigilant, daring, agile, mysterious, sword-wielding, wears a mask and black attire. Zorro is a vigilante who fights injustice and corruption, using his agility and swordsmanship skills with flair and theatricality.
  • Don Diego: Aristocratic, cultured, non-confrontational, eloquent, typically dressed in fine clothing.  In his public life, Don Diego is a gentleman of leisure, avoiding conflict and exhibiting a love for culture and the finer things in life.

Dr. Watson

  • Medical Professional: Compassionate, meticulous, skilled surgeon, often in a professional Victorian-era medical attire. Dr. Watson is a seasoned medical professional, using his medical knowledge and skills to provide help and support during various investigative endeavours.
  • Military Veteran: Disciplined, brave, tactical, carries an old service revolver. Dr. Watson is a decorated military veteran, using his battlefield experiences to navigate through danger and crisis.

 Phileas Fogg

  • Stoic English Gentleman: Composed, punctual, meticulous, dignified, reserved, unflappable, unfailingly polite, tailored suits, top hat and cane. Fogg is the epitome of a proper English gentleman - calm, reserved, and meticulous to a fault. He values precision and decorum, and his stoic demeanor rarely fluctuates, even in the face of danger.
  • Determined Adventurer: Resolute, resourceful, fearless, adventurous, unwavering, loyal, calm under pressure. Despite his stoic exterior, Fogg is willing to risk everything to win his wager. His determination and resourcefulness are tested numerous times during his travels, but he remains steadfast and undeterred.

Dejah Thoris

  • Martian Princess: Regal, intelligent, composed, proud, loyal, patient, exotic attire, ornate jewelry. As a princess of Mars, Dejah Thoris carries herself with grace and dignity. She is loyal to her people and her planet, always seeking to do what is best for them.
  • Fierce Warrior: Fearless, strategic, skilled in combat, resilient, assertive, protective. Despite her royal status, Dejah Thoris is a formidable warrior. She's adept in martial arts and strategy, demonstrating her courage and strength in battle. Her warrior spirit makes her a force to be reckoned with.

P.T. Barnum

  • Showman and Promoter: Lavish, spectacle-creating, charismatic, persuasive, vibrant personality, flamboyant attire, master of hyperbole. Barnum knew how to captivate audiences with grandiose shows and bold promises. He'd wear colorful, extravagant clothes, and he had a way of speaking that made everything sound like the opportunity of a lifetime.
  • Entrepreneur and Innovator: Ambitious, creative, risk-taking, visionary, hard-working, relentless, always seeking new ideas. Never one to rest on his laurels, Barnum was constantly devising new plans, acts, and attractions. His entrepreneurial spirit was a driving force behind his innovation and success.
  • Philanthropist and Social Reformer: Compassionate, charitable, concerned with social issues, advocate for change, visionary, progressive. Despite his focus on spectacle and entertainment, Barnum was also committed to making a difference in the world. He used his influence and resources to contribute to charitable causes and advocate for social reform.

Nellie Bly

  • Fearless Investigative Journalist: Courageous, curious, tenacious, incisive, undercover, empathetic, driven by the pursuit of truth. Bly was known for her willingness to take on dangerous assignments and her dedication to uncovering the truth, no matter the cost. She was a master of disguise and could quickly adapt to different environments.
  • Intrepid World Traveler: Adventurous, observant, adaptable, quick-witted, independent, resourceful, resilient. Bly was a woman of the world, literally. Her travels took her to many different countries, and she faced each new experience with courage and an open mind. Her quick thinking and adaptability helped her navigate unfamiliar territories and overcome challenges.


Characters with one Style

Jim Hawkins: Young Adventurer - Bravery, curiosity, naivety, honesty, resilience, youthful energy, moral, sailor's attire. Jim is the quintessential young hero, whose journey from an inn-keeper's son to a treasure-hunting sailor forms the core of the story.

The Artful Dodger: Street-Smart Urchin - Cunning, resourceful, street-smart, quick-witted, charming, young, worn-out attire. The Artful Dodger is a quintessential example of a young street urchin making his way in the world through his wits and charm.

Peril Modes

The consequences of failing three Peril Checks vary depending on the chosen game mode. The game modes are:

  1. Grim Reaper Mode: After three failed Peril Checks, the character dies or needs to be retired.
  2. Ripper Mode: After three failed Peril Checks, the highest result of two d20 rolls determines the character's fate.
  3. Gritty Mode: Roll 1d20 after three failed Peril Checks. On a 20, the character dies or needs to be retired.
  4. Adventure Mode: Roll 2d20 after three failed Peril Checks. If any result is 19 or 20, the character dies or needs to be retired.
  5. Pulp Mode: After three failed Peril Checks, the lowest result of two d20 rolls determines the character's fate.
  6. Swashbuckling Mode: After three failed Peril Checks, the lowest result of three d20 rolls determines the character's fate.
  7. Safe Mode: After three failed Peril Checks, the character does not die or suffer permanent impairment. Consequences are short-term.
  8. Storyteller Mode: After three failed Peril Checks, the player decides the character's fate.
  9. Old School Mode: After three failed Peril Checks, the GM decides the character's fate.
  10. Freeform Mode: After three failed Peril Checks, the GM and player together decide the character's fate by consensus.

The game mode is set at the beginning of the game.

Levels Advancement System/Campaign Mode

Starting level and number of points: Starting at any level is possible, as is adjusting the number of points given to spend at Level 1. (GM's call)

Styles, Flaws and character development: Adding, changing, reducing or getting rid of Flaws and changing or replacing Styles is largely up to the players, though the GM retains veto rights to prevent abuse and maintain the integrity of the setting.

Level 1: 20 points to spend on Traits

Level 2: Gain 1 additional point for Traits. Option to redistribute spent points.

Level 3: Gain 1 additional point for Traits. Gain an extra Fortune. Option to redistribute spent points.

Level 4: Gain 1 additional point for Traits.

Level 5: Gain 1 additional point for Traits. Gain an extra Style.

Level 6: Gain 1 additional point for Traits.

Level 7: Gain 1 additional point for Traits. Raise two lower ones of paired Traits by 1 each.

Level 8: Gain 1 additional point for Traits.

Level 9: Gain 1 additional point for Traits. 

Level 10: Gain 1 additional points for Traits. Gain an extra Fortune

Level 11: Gain 1 additional point for Traits.

Level 12: Gain 1 additional point for Traits.

Level 13: Gain 1 additional points for Traits.  Gain an extra Fortune.

Level 14: Gain 1 additional point for Traits.

Level 15: Gain 1 additional points for Traits. Gain an additional Specialty Trait at 10. 

Level 16: Gain 1 additional points for Traits.

Level 17: Gain 1 additional points for Traits.

Level 18: Gain 1 additional point for Traits. Max Trait value increases to 18.

Level 19: Gain 1 additional point for Traits. Max Trait value increases to 19.

Level 20: Gain 2 additional points for Traits. Gain an extra Fortune. Option to change Class.

No comments:

Post a Comment

Skull Island

Skull Island Basics Name: Skull Island Aliases: None Universe/World: King Kong Universe Notable Inhabitants: Kong (The Eighth Wonder of ...