RolePlayingGame.FURTHER History

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!! Free Universal Roll Tabletop Have Everything Roleplaying
to:
!! Freeform Universal Risus Tabletop Have Everything Roleplaying
Changed lines 5-6 from:
FURTHER is inspired by a combination of the Freeform Universal and Risus RPG systems.
to:
FURTHER is a combination of the Freeform Universal and Risus RPG systems.
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Each character has three Domain scores:  Body, Mind, and Will.  During creation, each character begins with a number of points that are split between each of these scores according to how the player prefers, with a minimum of 1 point per score.  During combat, a relevant sounding attack can target one of these scores and reduce it by 1.  Conversely, a relevant sounding recovery action can increase it by 1.  Once a score is reduced to 0, the character is incapacitated in a related way.  For instance, if Will reaches 0, a particular character might immediately surrender or give in to diplomacy.

A character is made up of Strengths and Weaknesses. When a character is created they begin with at least one pair of Strengths and Weaknesses.  They may have additional Strengths and Weaknesses added in pairs for balance during creation.  A given Strength or Weakness may actually count as either an Advantage or a Challenge in different circumstances, but for the purpose of description, a Strength word must have a normally positive connotation, and a Weakness word must have a normally negative connotation.

It is recommended to create characters at Level 10.  This allows them to begin with 10 points that can either be used to fill Domain scores, or to purchase a free Strength without a corresponding Weakness
.
to:
Each character has a set of Class Dice.  In addition, each character also has Descriptors for: Body, Mind, Edge, and Flaw.

!!!Creation

When a character is created they may begin with up
to 10 Class Dice, divided as they choose among whatever Classes they wish.  In addition, they have a single Body Descriptor, a single Mind Descriptor, and then at least one Edge Descriptor and one Flaw Descriptor.  A character can have additional Edge Descriptors and Flaw Descriptors, but these must be included in pairs for the sake of balance.
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Gear represents equipment that has potential effect of providing an additional Advantage or Challenge, again depending on circumstances.  A character may begin with one piece of Gear and may be rewarded with Gear as the story progresses or my purchase new Gear by trading in old Gear.  Gear with the same effect do not overlap and are considered redundant.
to:
Gear represents equipment that has the potential effect of modifying rolls.  A character may begin with two pieces of Gear and may purchase or be rewarded with gear as the story progresses.  Gear with the same effect do not overlap and are considered redundant.
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An action roll can be modified by Advantages or Challenges.  An Advantage is something that helps the character achieve success, whether it be circumstances, relevant Strength (or even Weakness), Gear, or something else.  Each relevant Strength counts as a separate Advantage.  A Challenge is something that hinders the character in some way. 

Whenever a character takes an action roll, take into account all
relevant Advantages and Challenges adding the number of Advantages relevant and subtracting the number of Challenges relevant to the task at hand.
Given
that the final tally is positive, they then roll that many d10s and take the highest number and respond accordingly.  If the final tally is negative they automatically fail.

10:
  Success with Benefit.

8-9:  Success with Cost.

5-7:  Failure with Benefit.

1-4:  Failure with Cost.

Benefits are positive side effects, while Costs are negative side effects
These are determined by the game master.  For instance, in combat a Benefit might be avoiding a counterattack, while a Cost might be taking one.

!!!Experience

Each action taken, regardless of success or failure, earns 1 point of experience
Every ten points a character can level by gaining an additional point in one Domain score or adding one Strength without a corresponding Weakness.  Level can be approximated by taking the sum of the Domain scores and adding the number of Strengths and subtracting the number of Weaknesses.
to:
Whenever a character takes an unopposed action, roll a d6 and respond accordingly:

6 – Success… And Bonus!

5 – Failure… But Bonus!

4 – Success.

3 – Failure.

2 – Success… But Cost!

1 – Failure… And Cost!

Bonuses are positive side effects, while Costs are negative side effects.

!!!Modifiers

An action roll can be modified by Advantages or Challenges.  An Advantage is something that helps the character achieve success, whether it be circumstances,
relevant Class Dice, Gear, or something else.  Each relevant Class Die counts as a separate Advantage.  A Challenge is something that hinders the character in some way.  Advantages and Challenges cancel each other out such that the action roll will either have one or the other or neither but never both If the action roll has net Advantages, roll an extra die for each net Advantage, and take the best roll as the resultIf the action roll has net Challenges, roll an extra die for each net Challenge, and take the worst roll as the result.

!!!Combat Rolls

Combat takes place whenever an action is opposed by another character
Each character rolls a d6, plus an additional d6 for each Advantage they have that is relevant to the combat.  In this case, Challenges count as Advantages for the opposing character.  Compare the rolls.  The character who rolls higher wins and the character who rolls lower loses.  The loser temporarily loses one relevant Class Die of their choosing.  A character is defeated if they lose all their relevant Class Dice, in which case the victor determines, within reason, what happens to them.

!!!Epic Points

A character earns Epic Points by doing things that are epic or cool.  They can spend these points to add an additional Advantage to a roll, or re-roll a die, or recover a lost Class Die during combat.

!!!Advancement

After a certain amount of progress is made, a character can “Level” by choosing to either gain an additional Class Die, or an additional Edge Descriptor
.
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 Given that the final tally is positive, they then roll that many d10s and take the highest number and respond accordingly.  If the final tally is negative they automatically fail.
to:
Given that the final tally is positive, they then roll that many d10s and take the highest number and respond accordingly.  If the final tally is negative they automatically fail.
Changed lines 1-2 from:
!! Freeform Universal Risus Tabletop Have Everything Roleplaying
to:
!! Free Universal Roll Tabletop Have Everything Roleplaying
Changed lines 5-6 from:
FURTHER is a combination of the Freeform Universal and Risus RPG systems.
to:
FURTHER is inspired by a combination of the Freeform Universal and Risus RPG systems.
Changed lines 9-14 from:
Each character has a set of Class Dice.  In addition, each character also has Descriptors for: Body, Mind, Edge, and Flaw.

!!!Creation

When a character is created they may begin with up
to 10 Class Dice, divided as they choose among whatever Classes they wishIn addition, they have a single Body Descriptor, a single Mind Descriptor, and then at least one Edge Descriptor and one Flaw Descriptor.  A character can have additional Edge Descriptors and Flaw Descriptors, but these must be included in pairs for the sake of balance.
to:
Each character has three Domain scores:  Body, Mind, and Will.  During creation, each character begins with a number of points that are split between each of these scores according to how the player prefers, with a minimum of 1 point per scoreDuring combat, a relevant sounding attack can target one of these scores and reduce it by 1.  Conversely, a relevant sounding recovery action can increase it by 1.  Once a score is reduced to 0, the character is incapacitated in a related way.  For instance, if Will reaches 0, a particular character might immediately surrender or give in to diplomacy.

A character is made up of Strengths and Weaknesses. When a character is created they begin with at least one pair of Strengths and Weaknesses.  They may have additional Strengths and Weaknesses added in pairs for balance during creation.  A given Strength or Weakness may actually count as either an Advantage or a Challenge in different circumstances, but for the purpose of description, a Strength word must have a normally positive connotation, and a Weakness word must have a normally negative connotation.

It is recommended to create characters at Level 10.  This allows them to begin with 10 points that can either be used to fill Domain scores, or to purchase a free Strength without a corresponding Weakness
.
Changed lines 17-18 from:
Gear represents equipment that has the potential effect of modifying rolls.  A character may begin with two pieces of Gear and may purchase or be rewarded with gear as the story progresses.  Gear with the same effect do not overlap and are considered redundant.
to:
Gear represents equipment that has potential effect of providing an additional Advantage or Challenge, again depending on circumstances.  A character may begin with one piece of Gear and may be rewarded with Gear as the story progresses or my purchase new Gear by trading in old Gear.  Gear with the same effect do not overlap and are considered redundant.
Changed lines 21-51 from:
Whenever a character takes an unopposed action, roll a d6 and respond accordingly:

6 – Success… And Bonus!

5 – Failure… But Bonus!

4 – Success.

3 – Failure.

2 – Success… But Cost!

1 – Failure… And Cost!

Bonuses are positive side effects, while Costs are negative side effects
.

!!!Modifiers

An action roll can be modified by Advantages or Challenges.  An Advantage is something that helps the character achieve success
, whether it be circumstances, relevant Class Dice, Gear, or something else.  Each relevant Class Die counts as a separate Advantage.  A Challenge is something that hinders the character in some way.  Advantages and Challenges cancel each other out such that the action roll will either have one or the other or neither but never both If the action roll has net Advantages, roll an extra die for each net Advantage, and take the best roll as the result.  If the action roll has net Challenges, roll an extra die for each net Challenge, and take the worst roll as the result.

!!!Combat Rolls

Combat takes place whenever an action is opposed by another character.  Each character rolls
a d6, plus an additional d6 for each Advantage they have that is relevant to the combat.  In this case, Challenges count as Advantages for the opposing character.  Compare the rolls.  The character who rolls higher wins and the character who rolls lower loses.  The loser temporarily loses one relevant Class Die of their choosing.  A character is defeated if they lose all their relevant Class Dice, in which case the victor determines, within reason, what happens to them.

!!!Epic Points

A character earns Epic Points by doing things that are epic or cool.  They can spend these points to add an additional Advantage to a roll, or re-roll a die, or recover a lost Class Die during combat.

!!!Advancement

After a certain amount of progress is made, a character can “Level” by choosing to either gain an additional Class Die, or an additional Edge Descriptor
.
to:
An action roll can be modified by Advantages or Challenges.  An Advantage is something that helps the character achieve success, whether it be circumstances, relevant Strength (or even Weakness), Gear, or something else.  Each relevant Strength counts as a separate Advantage.  A Challenge is something that hinders the character in some way. 

Whenever a character takes an action roll
, take into account all relevant Advantages and Challenges adding the number of Advantages relevant and subtracting the number of Challenges relevant to the task at hand.
 Given that
the final tally is positive, they then roll that many d10s and take the highest number and respond accordingly.  If the final tally is negative they automatically fail.

10:
  Success with Benefit.

8-9:  Success with Cost.

5-7:  Failure with Benefit.

1-4:  Failure with Cost.

Benefits are positive side effects, while Costs are negative side effects.  These are determined by the game master.  For instance, in combat a Benefit might be avoiding a counterattack, while a Cost might be taking one
.

!!!Experience

Each action taken, regardless of success or failure, earns 1 point of experience.  Every ten points
a character can level by gaining an additional point in one Domain score or adding one Strength without a corresponding Weakness.  Level can be approximated by taking the sum of the Domain scores and adding the number of Strengths and subtracting the number of Weaknesses.
Added lines 1-51:
!! Freeform Universal Risus Tabletop Have Everything Roleplaying

!!!Introduction

FURTHER is a combination of the Freeform Universal and Risus RPG systems.

!!!Character

Each character has a set of Class Dice.  In addition, each character also has Descriptors for: Body, Mind, Edge, and Flaw.

!!!Creation

When a character is created they may begin with up to 10 Class Dice, divided as they choose among whatever Classes they wish.  In addition, they have a single Body Descriptor, a single Mind Descriptor, and then at least one Edge Descriptor and one Flaw Descriptor.  A character can have additional Edge Descriptors and Flaw Descriptors, but these must be included in pairs for the sake of balance.

!!!Gear

Gear represents equipment that has the potential effect of modifying rolls.  A character may begin with two pieces of Gear and may purchase or be rewarded with gear as the story progresses.  Gear with the same effect do not overlap and are considered redundant.

!!!Action Rolls

Whenever a character takes an unopposed action, roll a d6 and respond accordingly:

6 – Success… And Bonus!

5 – Failure… But Bonus!

4 – Success.

3 – Failure.

2 – Success… But Cost!

1 – Failure… And Cost!

Bonuses are positive side effects, while Costs are negative side effects.

!!!Modifiers

An action roll can be modified by Advantages or Challenges.  An Advantage is something that helps the character achieve success, whether it be circumstances, relevant Class Dice, Gear, or something else.  Each relevant Class Die counts as a separate Advantage.  A Challenge is something that hinders the character in some way.  Advantages and Challenges cancel each other out such that the action roll will either have one or the other or neither but never both.  If the action roll has net Advantages, roll an extra die for each net Advantage, and take the best roll as the result.  If the action roll has net Challenges, roll an extra die for each net Challenge, and take the worst roll as the result.

!!!Combat Rolls

Combat takes place whenever an action is opposed by another character.  Each character rolls a d6, plus an additional d6 for each Advantage they have that is relevant to the combat.  In this case, Challenges count as Advantages for the opposing character.  Compare the rolls.  The character who rolls higher wins and the character who rolls lower loses.  The loser temporarily loses one relevant Class Die of their choosing.  A character is defeated if they lose all their relevant Class Dice, in which case the victor determines, within reason, what happens to them.

!!!Epic Points

A character earns Epic Points by doing things that are epic or cool.  They can spend these points to add an additional Advantage to a roll, or re-roll a die, or recover a lost Class Die during combat.

!!!Advancement

After a certain amount of progress is made, a character can “Level” by choosing to either gain an additional Class Die, or an additional Edge Descriptor.
Page last modified on January 14, 2021, at 04:15 PM
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