Difference between revisions of "Roll For Shoes"

From Demon Llama
Jump to navigation Jump to search
(Nonsense That Doesn't Matter (Yet))
(Nonsense That Doesn't Matter (Yet))
 
(9 intermediate revisions by one other user not shown)
Line 11: Line 11:
 
*Should your roll result in nothing but ones, you have "double botched"; the roll fails automatically, and the gm is encouraged to cook up something double appropriate for your exceptional failure.
 
*Should your roll result in nothing but ones, you have "double botched"; the roll fails automatically, and the gm is encouraged to cook up something double appropriate for your exceptional failure.
  
*At the beginning of the game, you have only three traits: "whatever you picked as your adjective" 3, "whatever you picked as your profession" 3, and "do nearly anything" 1
+
*At the beginning of the game, you have only three traits: "whatever you picked as your adjective" 2, "whatever you picked as your profession" 2, and "do nearly anything" 1
  
 
*Depending on the traits you chose and what you work out with the gm, the gm may occasionally have you make rolls you don't want to succeed on. Other than succeeding the roll being a bad thing and failing it a good one, the trait roll works the same for all other purposes.
 
*Depending on the traits you chose and what you work out with the gm, the gm may occasionally have you make rolls you don't want to succeed on. Other than succeeding the roll being a bad thing and failing it a good one, the trait roll works the same for all other purposes.
Line 18: Line 18:
  
 
*New traits must in someway reflect the net outcome of the action (Say, Athletics 2 if you were climbing a wall, or Diabetes Resistance 2 if you were eating a cake).  
 
*New traits must in someway reflect the net outcome of the action (Say, Athletics 2 if you were climbing a wall, or Diabetes Resistance 2 if you were eating a cake).  
 
  
 
*After traits (if any) are awarded, sixes then “explode.” Count them as an success and roll the die again. Keep rolling this way every time you roll a six.
 
*After traits (if any) are awarded, sixes then “explode.” Count them as an success and roll the die again. Keep rolling this way every time you roll a six.
Line 31: Line 30:
  
 
===== Nonsense That Doesn't Matter (Yet) =====
 
===== Nonsense That Doesn't Matter (Yet) =====
"I am an [ADJECTIVE] [NOUN] WHO [VERBS].
+
I am an [ADJECTIVE] [NOUN] WHO [VERBS].
 +
 
 +
HP: OOOOOO<br>
 +
MP: OOOOOO<br>
 +
 
 +
Vigor:  OOOOOO<br>
 +
Drive:  OOOOOO<br>
 +
Grit:  OOOOOO<br>
 +
Acuity: OOOOOO<br>
 +
Karma:  OOOOOO<br>
 +
 
 +
Structural Integrity: <br>   
 +
[SCREWED]-[O][Abysmal]-[O][Poor]-[O][Normal]-[O][Good]-[O][Best]<br>
  
HP: 6
+
Energy: <br>   
MP: 6
+
[SCREWED]-[O][Abysmal]-[O][Poor]-[O][Normal]-[O][Good]-[O][Best]<br>
Karma: 6
 
Grit: 0
 
  
 
Health: <br>     
 
Health: <br>     
Line 44: Line 53:
 
[SCREWED]-[O][Abysmal]-[O][Poor]-[O][Normal]-[O][Good]-[O][Best]<br>
 
[SCREWED]-[O][Abysmal]-[O][Poor]-[O][Normal]-[O][Good]-[O][Best]<br>
  
Sanity:<br>
+
Stability:<br>
 
[SCREWED]-[O][Abysmal]-[O][Poor]-[O][Normal]-[O][Good]-[O][Best]<br>
 
[SCREWED]-[O][Abysmal]-[O][Poor]-[O][Normal]-[O][Good]-[O][Best]<br>
 +
 +
Savvy:<br>
 +
[SCREWED]-[O][Abysmal]-[O][Poor]-[O][Normal]-[O][Good]-[O][Best]<br>
 +
<br>
  
 
Usefulness To The Universe:<br>
 
Usefulness To The Universe:<br>
 
[SCREWED]-[O][Abysmal]-[O][Poor]-[O][Normal]-[O][Good]-[O][Best]<br>
 
[SCREWED]-[O][Abysmal]-[O][Poor]-[O][Normal]-[O][Good]-[O][Best]<br>
 
<br>
 
<br>
 +
 
* Badassitude[OOO]
 
* Badassitude[OOO]
**Acuity[OOOOOO]
+
**Aptitude[OOOOOO]
 
**Discipline[OOOOOO]
 
**Discipline[OOOOOO]
 
**Evasion[OOOOOO]
 
**Evasion[OOOOOO]
Line 62: Line 76:
 
**Strength[OOOOOO]
 
**Strength[OOOOOO]
 
**Toughness[OOOOOO]
 
**Toughness[OOOOOO]
**Vigor[OOOOOO]
+
**Vitality[OOOOOO]
 
<br>
 
<br>
 
*Reflexes[OOO]
 
*Reflexes[OOO]
Line 68: Line 82:
 
**Grace[OOOOOO]
 
**Grace[OOOOOO]
 
**Hustle[OOOOOO]
 
**Hustle[OOOOOO]
**NOPE[OOOOOO]
+
**nope[OOOOOO]
 
**Wits[OOOOOO]
 
**Wits[OOOOOO]
 
<br>
 
<br>
Line 117: Line 131:
 
**Chaotic Stupid[OOOOOO]
 
**Chaotic Stupid[OOOOOO]
 
**Heckler's Veto[OOOOOO]
 
**Heckler's Veto[OOOOOO]
**Motion To Amend The Rules For My Benefit[OOOOOO]
+
**Motion To Amend The Rules Arbitrarily[OOOOOO]
 
**Selective Innumeracy[OOOOOO]
 
**Selective Innumeracy[OOOOOO]

Latest revision as of 02:57, 4 May 2019

Rules:

  • To create a character, you pick a profession and an adjective to describe the guy. A name, as well as other appropriate details, would also be nice but are not required.
  • To do stuff, say what you do and roll a number of d6s.
  • The number of the d6s you roll is determined by the level of a trait you have.
  • After rolling, each die that reads four or higher counts as a success. If the number of successes is higher than that of the opposing roll (either another player or the DM), the thing you wanted to happen happens. If it isn't, something appropriately inconvenient happens with a severity in line the stakes involved and gm whim.
  • Should your roll result in nothing but ones, you have "double botched"; the roll fails automatically, and the gm is encouraged to cook up something double appropriate for your exceptional failure.
  • At the beginning of the game, you have only three traits: "whatever you picked as your adjective" 2, "whatever you picked as your profession" 2, and "do nearly anything" 1
  • Depending on the traits you chose and what you work out with the gm, the gm may occasionally have you make rolls you don't want to succeed on. Other than succeeding the roll being a bad thing and failing it a good one, the trait roll works the same for all other purposes.
  • If you roll all sixes on your roll, you may take a new trait one level higher than the one you used to make the roll.
  • New traits must in someway reflect the net outcome of the action (Say, Athletics 2 if you were climbing a wall, or Diabetes Resistance 2 if you were eating a cake).
  • After traits (if any) are awarded, sixes then “explode.” Count them as an success and roll the die again. Keep rolling this way every time you roll a six.
  • For every roll you fail, you get 1 XP. For every roll you double botch, you get 2 XP.
  • XP can be used to change a die into a six for advancement purposes but not for success purposes.
  • XP can also be used to change a die into a one for both advancement purposes *and* success purposes. If this causes you to double botch, you DO NOT get any XP.
  • On occasion, the GM may assign (or take away) "dices" to represent less-than-permanent conditions and resources. For the most part, dices *usually* function just like traits, but they should be tracked and recorded separately; dices tend to fluctuate wildly throughout the game and occasionally have special mechanics associated with them.
Nonsense That Doesn't Matter (Yet)

I am an [ADJECTIVE] [NOUN] WHO [VERBS].

HP: OOOOOO
MP: OOOOOO

Vigor: OOOOOO
Drive: OOOOOO
Grit: OOOOOO
Acuity: OOOOOO
Karma: OOOOOO

Structural Integrity:
[SCREWED]-[O][Abysmal]-[O][Poor]-[O][Normal]-[O][Good]-[O][Best]

Energy:
[SCREWED]-[O][Abysmal]-[O][Poor]-[O][Normal]-[O][Good]-[O][Best]

Health:
[SCREWED]-[O][Abysmal]-[O][Poor]-[O][Normal]-[O][Good]-[O][Best]

Morale:
[SCREWED]-[O][Abysmal]-[O][Poor]-[O][Normal]-[O][Good]-[O][Best]

Stability:
[SCREWED]-[O][Abysmal]-[O][Poor]-[O][Normal]-[O][Good]-[O][Best]

Savvy:
[SCREWED]-[O][Abysmal]-[O][Poor]-[O][Normal]-[O][Good]-[O][Best]

Usefulness To The Universe:
[SCREWED]-[O][Abysmal]-[O][Poor]-[O][Normal]-[O][Good]-[O][Best]

  • Badassitude[OOO]
    • Aptitude[OOOOOO]
    • Discipline[OOOOOO]
    • Evasion[OOOOOO]
    • Force[OOOOOO]
    • Knavery[OOOOOO]


  • Physique[OOO]
    • Endurance[OOOOOO]
    • Recuperation[OOOOOO]
    • Strength[OOOOOO]
    • Toughness[OOOOOO]
    • Vitality[OOOOOO]


  • Reflexes[OOO]
    • Dexterity[OOOOOO]
    • Grace[OOOOOO]
    • Hustle[OOOOOO]
    • nope[OOOOOO]
    • Wits[OOOOOO]


  • Charm[OOO]
    • Authority[OOOOOO]
    • Charisma[OOOOOO]
    • Empathy[OOOOOO]
    • Sway[OOOOOO]
    • Tact[OOOOOO]


  • Intellect[OOO]
    • Adaptability[OOOOOO]
    • Creativity[OOOOOO]
    • Intuition[OOOOOO]
    • Memory[OOOOOO]
    • Reason[OOOOOO]


  • Awareness[OOO]
    • External[OOOOOO]
    • Internal[OOOOOO]
    • Orientation[OOOOOO]
    • Tracking[OOOOOO]
    • Vigilance[OOOOOO]


  • Will[OOO]
    • Audacity[OOOOOO]
    • Composure[OOOOOO]
    • Focus[OOOOOO]
    • Perseverance[OOOOOO]
    • Restraint[OOOOOO]


  • Spirit[OOO]
    • Confidence[OOOOOO]
    • Caution[OOOOOO]
    • Detachment[OOOOOO]
    • Passion[OOOOOO]
    • Stability[OOOOOO]


  • Fortune[OOO]
    • Dumb Luck[OOOOOO]
    • Idiot Savant[OOOOOO]
    • Money Magnet[OOOOOO]
    • Plot Immunity[OOOOOO]
    • Weirdness Beacon[OOOOOO]


  • Meta[O]
    • Armchair Derrida[OOOOOO]
    • Chaotic Stupid[OOOOOO]
    • Heckler's Veto[OOOOOO]
    • Motion To Amend The Rules Arbitrarily[OOOOOO]
    • Selective Innumeracy[OOOOOO]