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Game Engine RPG

by the 3Muses

Player Information & Rules

 

1.0.0.    Basic Action

1.1.0.    Characteristics

1.2.0.    Combat

3.0.0.    Creating a Character

1.2.2.    Damage

1.2.3.    Healing

1.3.0.    Movement

 

1.0.0.  Action

The heart of all games is action, interaction, and conflict.  In GE, the success of any action is determined by rolling 2D6 and comparing the result of the success level (SL) required by the action.  Success levels are indicated by:

 

Attribute (number required to hit)

 

So that a success test would for climbing a rope may read: (a) 10, represents the attribute agility and 10 indicates the total roll of 1D6 plus an agility or other bonus as applicable.  The SL of 10

Indicates that a roll of 10 or greater on 2d6 is required for success. It also indicates that any agility bonus or devices that improve on agility or climbing can be added to the roll.

 

1.1.0.  Attributes

There are eight statistics or attributes used in the GE.  The attributes are broken down into three categories: affective attributes, those that most often used; reactive attributes, those attributes that fluctuate during the game play; and fixed attributes, those that rarely have any modifiers.

 

1.2.0.  Combat rounds

Combat or actions, in GE occurs during a measure period known as the combat round. A combat round is a short measure of time in which  a character can perform three actions automatic action, movement, and active actions (those requiring a success roll).  The combat round is structured so that all characters have an opportunity to perform actions relative to all other characters and time.

 

A combat round begins with each active character rolling their initiative using 1d6.  the highest combined roll (1d6+any applicable bonuses) goes first.

 

Each character in succession (highest initiative to lowest) then goes, each move perform one or more automatic actions, and one success test (or active action).  Characters can opt to do all or none of these actions as the situation allows.

 

1.2.1.  Attacking someone

Attacking someone else is really just an active action with a high success level.  The minimum success level for attacking something is Sl 12 (providing there are no modifiers).

 

 

1.2.2.  Damage

Action implies danger which implies injury . in GE, damage is absorbed by character through combat, falls, car crashes, fumbles, etc… damage is randomly determined by a dice roll and the amount subtracted from a character’s health, mind, or body as necessary.  Damage is resolved immediately, if this means a character is incapacitated in a single round, then they will not be able to perform any actions until healed.

 

Character’s whose health or mind fall to zero are unplayable.  If a body location falls to zero, that location is incapacitated if a limb, unconscious if head, dead if chest.

 

1.2.3.  Healing

A character’s health and mind return through rest and recuperation at a rate of 1d3 points per hour. However, this a resting rate—characters involved in action will not heal.

 

Body points return at a rate of 1d3 per week with medical treatment.  Body points will not return without professional care.

 

1.3.0.  Movement

In GE, a character’s base movement is 1D6.  Meaning that in a given combat round, a character may move between one space (approximately 3 feet) to 6 spaces (18 feet).  The random roll allows for possible hinderants as tripping, stumbling, moving around objects, etc.  Character can move all or some of their rolled movement in a given round.

 

1.3.1.  Movement Option

If players prefer using elaborately designed terrain or do not have a segmented board available, a real world measurement of 1 inch equal to 1 space can be substituted using rulers or measuring tape.  In such a case, the 1D6 movement would result in a real world movement between 1 inch and 6 inches.

 

Creating a Character

 

3.0.1.  Assigning Values to Active Attributes

For all attributes (Agility, Knowledge, Perception, Body, and Size), roll 2D3 for a bonus for each.  If  a player rolls snake-eyes (two ones), then they must roll again.  If they roll (2) again, then they have a negative bonus equal to one more 2D3 roll, other wise, their bonus is 2.

 

3.0.2..  Assigning Values to Reflective Attributes

For Health and Mind, add 20 to a roll of 1D6 for each.

 

3.0.3.   Assigning Values to Static Attributes

For movement, roll 1D6; if the value was 6, then roll 1D3 and add that amount to 6.  This gives a base movement.  If the initial roll was 1, roll 1D3 and subtract that amount from 6.  This provides the base movement.

 

3.0.4.  For initiative, roll 1D6; if the value was 6, then roll 1D3. If the

           value was 1, then roll 1D3 and subtract the value from 0. This is

           the initiative bonus.

 

 

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Copyright © 2001 3Muse
Last modified: October 30, 2001