tag:blogger.com,1999:blog-65983813048798940052024-03-13T22:30:10.970-07:0052: The Playing Card RPGA rules-light RPG system for tabletop or live action role playing games.Keenanhttp://www.blogger.com/profile/15815373346462417528noreply@blogger.comBlogger6125tag:blogger.com,1999:blog-6598381304879894005.post-40204406055449384982012-06-03T15:14:00.003-07:002012-06-03T15:14:40.848-07:00Equipment<span style="background-color: white; font-family: verdana, geneva, lucida, 'lucida grande', arial, helvetica, sans-serif; font-size: small; text-align: left;"><b><u>Equipment</u></b></span><br style="background-color: white; font-family: verdana, geneva, lucida, 'lucida grande', arial, helvetica, sans-serif; font-size: 13px; text-align: left;" /><br style="background-color: white; font-family: verdana, geneva, lucida, 'lucida grande', arial, helvetica, sans-serif; font-size: 13px; text-align: left;" /><span style="background-color: white; font-family: verdana, geneva, lucida, 'lucida grande', arial, helvetica, sans-serif; font-size: 13px; text-align: left;">Equipment in 52 comes in 3 types: Weapons, devices and vehicles.</span><br style="background-color: white; font-family: verdana, geneva, lucida, 'lucida grande', arial, helvetica, sans-serif; font-size: 13px; text-align: left;" /><br style="background-color: white; font-family: verdana, geneva, lucida, 'lucida grande', arial, helvetica, sans-serif; font-size: 13px; text-align: left;" /><b style="background-color: white; font-family: verdana, geneva, lucida, 'lucida grande', arial, helvetica, sans-serif; font-size: 13px; text-align: left;">Weapons</b><span style="background-color: white; font-family: verdana, geneva, lucida, 'lucida grande', arial, helvetica, sans-serif; font-size: 13px; text-align: left;"> are divided into melee and ranged. Melee and ranged weapons are further divided into Light, Medium and Heavy categories. </span><br style="background-color: white; font-family: verdana, geneva, lucida, 'lucida grande', arial, helvetica, sans-serif; font-size: 13px; text-align: left;" /><br style="background-color: white; font-family: verdana, geneva, lucida, 'lucida grande', arial, helvetica, sans-serif; font-size: 13px; text-align: left;" /><span style="background-color: white; font-family: verdana, geneva, lucida, 'lucida grande', arial, helvetica, sans-serif; font-size: 13px; text-align: left;">Light weapons add a +1 to damage, Medium a +2 and Heavy a +3. Some weapons may also have additional abilities noted in their description. </span><br style="background-color: white; font-family: verdana, geneva, lucida, 'lucida grande', arial, helvetica, sans-serif; font-size: 13px; text-align: left;" /><br style="background-color: white; font-family: verdana, geneva, lucida, 'lucida grande', arial, helvetica, sans-serif; font-size: 13px; text-align: left;" /><b style="background-color: white; font-family: verdana, geneva, lucida, 'lucida grande', arial, helvetica, sans-serif; font-size: 13px; text-align: left;">Devices</b><span style="background-color: white; font-family: verdana, geneva, lucida, 'lucida grande', arial, helvetica, sans-serif; font-size: 13px; text-align: left;"> are often required to accomplish certain Skill tests. Some devices give a bonus, typically ranging from +2 to +5, on relevant Skill Tests.</span><br style="background-color: white; font-family: verdana, geneva, lucida, 'lucida grande', arial, helvetica, sans-serif; font-size: 13px; text-align: left;" /><br style="background-color: white; font-family: verdana, geneva, lucida, 'lucida grande', arial, helvetica, sans-serif; font-size: 13px; text-align: left;" /><b style="background-color: white; font-family: verdana, geneva, lucida, 'lucida grande', arial, helvetica, sans-serif; font-size: 13px; text-align: left;">Vehicles</b><span style="background-color: white; font-family: verdana, geneva, lucida, 'lucida grande', arial, helvetica, sans-serif; font-size: 13px; text-align: left;"> have a Health rating and a Speed rating. Vehicles do not take penalties for the first 1/3 of their Health that is depleated, but beyond that confer to the Driver a -1 on the relevant piloting skill for each additional level lost.</span><br style="background-color: white; font-family: verdana, geneva, lucida, 'lucida grande', arial, helvetica, sans-serif; font-size: 13px; text-align: left;" /><br style="background-color: white; font-family: verdana, geneva, lucida, 'lucida grande', arial, helvetica, sans-serif; font-size: 13px; text-align: left;" /><span style="background-color: white; font-family: verdana, geneva, lucida, 'lucida grande', arial, helvetica, sans-serif; font-size: 13px; text-align: left;">Speed denoted how many rounds a vehicles gains on an opponent in a chase when they win the relevant opposed test. </span><br style="background-color: white; font-family: verdana, geneva, lucida, 'lucida grande', arial, helvetica, sans-serif; font-size: 13px; text-align: left;" /><br style="background-color: white; font-family: verdana, geneva, lucida, 'lucida grande', arial, helvetica, sans-serif; font-size: 13px; text-align: left;" /><span style="background-color: white; font-family: verdana, geneva, lucida, 'lucida grande', arial, helvetica, sans-serif; font-size: 13px; text-align: left;">Light Vehicles have a Health Rating of 15 and a Speed of 3. </span><br style="background-color: white; font-family: verdana, geneva, lucida, 'lucida grande', arial, helvetica, sans-serif; font-size: 13px; text-align: left;" /><br style="background-color: white; font-family: verdana, geneva, lucida, 'lucida grande', arial, helvetica, sans-serif; font-size: 13px; text-align: left;" /><span style="background-color: white; font-family: verdana, geneva, lucida, 'lucida grande', arial, helvetica, sans-serif; font-size: 13px; text-align: left;">Examples of light vehicles include horses and motorcycles. </span><br style="background-color: white; font-family: verdana, geneva, lucida, 'lucida grande', arial, helvetica, sans-serif; font-size: 13px; text-align: left;" /><br style="background-color: white; font-family: verdana, geneva, lucida, 'lucida grande', arial, helvetica, sans-serif; font-size: 13px; text-align: left;" /><span style="background-color: white; font-family: verdana, geneva, lucida, 'lucida grande', arial, helvetica, sans-serif; font-size: 13px; text-align: left;">Medium Vehicles have a Health Rating of 30 and a speed of 2. </span><br style="background-color: white; font-family: verdana, geneva, lucida, 'lucida grande', arial, helvetica, sans-serif; font-size: 13px; text-align: left;" /><br style="background-color: white; font-family: verdana, geneva, lucida, 'lucida grande', arial, helvetica, sans-serif; font-size: 13px; text-align: left;" /><span style="background-color: white; font-family: verdana, geneva, lucida, 'lucida grande', arial, helvetica, sans-serif; font-size: 13px; text-align: left;">Cars and Trucks are Medium vehicles. </span><br style="background-color: white; font-family: verdana, geneva, lucida, 'lucida grande', arial, helvetica, sans-serif; font-size: 13px; text-align: left;" /><br style="background-color: white; font-family: verdana, geneva, lucida, 'lucida grande', arial, helvetica, sans-serif; font-size: 13px; text-align: left;" /><span style="background-color: white; font-family: verdana, geneva, lucida, 'lucida grande', arial, helvetica, sans-serif; font-size: 13px; text-align: left;">Heavy Vehicles have a Health Rating of 60 and a Speed of 1.</span>
Keenanhttp://www.blogger.com/profile/15815373346462417528noreply@blogger.com0tag:blogger.com,1999:blog-6598381304879894005.post-20047858567565943782012-06-03T15:14:00.001-07:002012-06-03T22:36:14.638-07:00Special Abilities<div style="text-align: left;">
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<b><u><span style="font-size: 18.0pt; line-height: 115%;">Special
Abilities</span></u></b><br />
<br />
<b><u><span style="font-size: 14.0pt; line-height: 115%;">Universal Abilities</span></u></b><br />
<br />
Universal abilities may be purchased with any suit of face card.<br />
<br />
<b>Face Value (Jack):</b> When you use a Face card for a test you can
either gain the normal benefits or you can use the Face card at its numerical
value ( J=11, Q=12, K=13)<br />
<br />
<b>Trademark Card (Jack):</b> Pick a specific face card, such as the Queen
of Hearts or King of Spades. This card now counts as an automatic success when
you use it for a skill ability you have specialized in.<br />
<br />
<b>Discard (Queen):</b> You may discard 1 card each round. You may take
this ability up to 3 times.<br />
<br />
<b>Expanded Hand (King):</b> Your maximum hand size increases by 1. You
may take this ability multiple times.<br />
<br />
<b>Card Shark (King):</b> As a move action you may give a card to another
player, who must then give a card to you as a reaction.<br />
<br />
<b>Ace in the Hole (Ace):</b> When you are dealt an Ace you may place it
“In the Hole” It does not count against your hand limit, but does count as
being used for determining if you can draw a new hand. You may use your “Ace in
the Hole” at any time.<br />
<br />
<b><u><span style="font-size: 14.0pt; line-height: 115%;">Clubs</span></u></b><br />
<br />
<b>Improved Camouflage (Jack):</b> You gain a +2 on Stealth checks to
camouflage an object or location. You may also camouflage yourself using mud
and foliage, gaining a +2 on Stealth checks to Prowl outdoors.<br />
<br />
<b>Improved Prowling (Jack):</b> You gain +2 to Stealth tests for
Prowling.<br />
<br />
<b>Improved Shadowing (Jack):</b> If there are more than 20 people visible
to the target you may count any card played for a Stealth test to Shadow as a
7.<br />
<br />
<b>Improved Gymnastics (Jack): </b>+2 to Acrobatics tests when jumping,
falling or swinging.<br />
<br />
<b>Palming (Jack):</b> You may conceal a small object on your person
while being observed. You take a -5 on the Stealth test.<br />
<br />
<b>Sneak Attack (Jack):</b> When you attack a character that is unaware of
your presence they must play their Dodge card before you play your attack card.<o:p></o:p></div>
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<b>Dive for Cover (Queen):</b> When you win a Dodge
test you may immediately move behind a piece of cover at close range.<br />
<br />
<b>Elusive (Queen):</b> You gain a +2 bonus to Dodge checks every round
that you move.<o:p></o:p></div>
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<b>Freerunning (Queen):</b> With a successful
Acrobatics against a Professional Difficulty you ignore any low terrain while
moving.<br />
<br />
<b>Sniper (Queen):</b> You are not automatically spotted when you are
Prowling and make a ranged attack against a character at medium or long range.
However, all characters do get a +5 to spot you at medium range and a +2 to
spot you at long range.<br />
<br />
<b>Acrobatics Mastery (King): </b>Any
Kings you play on Acrobatics tests count as Aces. <o:p></o:p></div>
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<br /></div>
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<b>Remain Conscious (King):</b> When you are reduced to
0 health you may play a Face card to remain at 1.<o:p></o:p></div>
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<b>Roll with the Punches (King):</b> When you use a
face card to dodge a melee attack you take half damage from a successful
attack.<br />
<br />
<b>Stealth Mastery (King):</b> When engaged in an opposed Stealth test, if
your Stealth skill rating is 10 or more than your opponent's Perception rating
his Ace plays count as Kings instead.<br />
<br />
<b>Survival Mastery (King):</b> Any Kings you play on Survival tests count
as Aces.<br />
<br />
<b><u><span style="font-size: 14.0pt; line-height: 115%;">Spades<o:p></o:p></span></u></b></div>
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<b>Advanced Melee Weapon Training (Jack):</b> You may use medium and heavy melee
weapons without penalty.<br />
<br />
<b>Advanced Ranged Weapons Training (Jack):</b> You may use medium ranged
weapons without penalty<o:p></o:p></div>
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<br /></div>
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<b>Basic Martial Arts Training (Jack):</b> You may do
half of any damage done with an unarmed attack as persistent damage.<o:p></o:p></div>
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<br /></div>
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<b>Climber (Jack):</b> +2 to Athletics test while
climbing. You win all ties on climbing tests.<br />
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<b>Sprinter (Jack):</b> +2 to Athletics tests while
running. You win all ties on Running tests.<br />
<br />
<b>Swimmer (Jack):</b> +2 to Athletics checks while swimming. You win all
ties on swimming tests.<o:p></o:p></div>
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<b>Advanced Martial Arts Training (Queen):</b> When you
make an unarmed attack you may split your test result into 2 separate attack
tests that must be defended against separately.<br />
<br />
<b>Heavy Ranged Weapons Training (Queen):</b> You may use heavy ranged
weapons without penalty.<br />
<br />
<b>Leaping Attack (Queen):</b> You may make an Athletics test while moving
towards an intended target of your melee attack. If the test is successful
versus a static Intermediate difficulty you ignore any low terrain in front of
the opponent and gain +2 damage on the attack.<br />
<br />
<b>Quick-draw (Queen):</b> When you go first in a combat encounter you
gain a +2 on your first attack.<br />
<br />
<b>Quick Reactions (Queen):</b> When you are the victim of a surprise
attack you and the attacker play your cards simultaneously.<br />
<br />
<b>Sucker Punch (Queen):</b> You get +2 to damage against surprised
foes.<br />
<br />
<b>Sweep the Leg (Queen):</b> You may choose to sweep with a melee or
unarmed attack. Treat this as a normal melee attack, except that in the case of
a successful attack the target loses its next move action, but only takes half
of the normal damage from the attack.<br />
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<b>Knockout Punch (King):</b> If you hit a surprised
foe with an unarmed attack you do double the amount of temporary damage.<br />
<br />
<b>Olympian (King):</b> Any Kings you play on Athletics checks count as
Aces.<br />
<br />
<b>Weapon Mastery (King):</b> You choose a weapon type, such as unarmed,
longsword, knives, bows or pistols. You gain a +2 to all attacks with the
specified weapon type.<br />
<br />
<b><u><span style="font-size: 14.0pt; line-height: 115%;">Hearts</span></u></b><br />
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<b>Animal Magnetism (Jack):</b> You gain a +2 to all
Presence tests with the opposite sex.</div>
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<b><br /></b></div>
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<b>Demolitions (Jack):</b> You may make a Lore test to
handle, place and time explosives.</div>
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<br /></div>
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<o:p></o:p></div>
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<b>First Aid (Jack):</b> Target a friendly character
and make a Lore test as a standard action against a static difficulty of 10. If
you are successful you can remove 1 level of persistent damage from that
character. Characters may only benefit from this ability once per scene.<o:p></o:p></div>
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<br /></div>
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<b>Jury-Rig (Jack):</b> You may attempt to make a Lore
test to repair a vehicle or device as both your standard and move actions. The
difficulty of the test is increased by one category and the repairs only last
until the end of the scene.<br />
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<b>Leader in the Field (Jack):</b> Choose a Lore
Specialization you possess. Whenever you encounter another character with that
Specialization you get a +4 on your Presence test and a +2 on any Persuasion or
Deception tests related to the field.<br />
<br />
<b>Leadership (Queen):</b> As a move action you can make a Presence test
against Intermediate Difficulty. In the case of a success each ally that can
see or hear you gets a +2 bonus to all tests.<br />
<br />
<b>MacGuyver (Queen):</b> You may make a Lore test to complete a Mechanics
test without the appropriate tools. The difficult the test is increased by one
category, possibly more if your surroundings are particularly sparse.<br />
<br />
<b>Piercing Stare (Queen):</b> Characters get a -2 on all Deception tests
in your presence. <o:p></o:p></div>
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<br /></div>
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<b>Not What They Expected (King):</b> You may make a
Presence test when you encounter a Hostile character.<br />
<br />
<b>Remain Conscious (King):</b> When you are reduced to 0 health you make
make a Willpower test against Expert Difficulty. If you succeed you remain at 1
health.<br />
<br />
<b>Shake it Off (King):</b> As a move action, make a Willpower test
against Expert Difficulty. In the case of a success remove half of all
temporary damage. A character may use this ability only once per scene.<br />
<br />
<b><u><span style="font-size: 14.0pt; line-height: 115%;">Diamonds</span></u></b><br />
<br />
<b>Artist (Jack):</b> Choose a Creation specialization you possess.
Whenever you encounter another character with that Specialization you get a +4 on
your Presence test and a +2 on any Persuasion or Deception tests related to the
field.<o:p></o:p></div>
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<br /></div>
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<b>Keen (Jack):</b> You gain a +2 on all Perception
tests.<br />
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<b>Nice Save (Jack):</b> If you lose a Deception test
in a conversation you can immediately play a face card to ignore the result and
start a new test.<o:p></o:p></div>
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<br /></div>
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<b>Salesman (Jack):</b> You get a +2 to all persuasion
tests to buy or sell items and get a 10% discount on all items purchased and
get 10% more for items sold. <o:p></o:p></div>
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<b>A Pleasure, I'm Sure (Queen):</b> When you beat a
target in a Persuasion test their reaction towards you is increased by one
step.<o:p></o:p></div>
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<br /></div>
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<b>Danger Sense (Queen)</b>: Whenever you fail a Perception
test you can immediately play a face card to ignore the result and start a new
test.<br />
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<b>Feint (Queen):</b> As a move action you can initiate
a Deception test against an opponent in combat. If you win the test that
opponent is considered surprised for your next attack.<br />
<br />
<b>Working Artist (Queen):</b> You have made a living out of being an
artist. You gain a sustainable income without the regular hours that most jobs
require. <o:p></o:p></div>
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<br /></div>
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<b>Eyes in the Back of Your Head (King)</b>: When you are
surprised by an attack you still play your Dodge card after the defender
reveals the results of his attack. <o:p></o:p></div>
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<br /></div>
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<b>Ice to an Eskimo (King)</b>: Any penalties you would take
from an extrodinarily difficult Persuasion test are halved.<br />
<br />
<b>Little White Lies (King):</b> All cards you play in a Deception test
against an opponent that is not Hostile count as a 7 or use their printed value
if it is higher.<br />
<br />
<b>Master (King):</b> You are a master of your craft. Any device you
create grants a +2 on relevant tests. <o:p></o:p></div>Keenanhttp://www.blogger.com/profile/15815373346462417528noreply@blogger.com0tag:blogger.com,1999:blog-6598381304879894005.post-48712688816564595342012-06-03T15:06:00.000-07:002012-06-03T22:22:23.584-07:00Skills<div style="text-align: left;">
<span style="font-family: verdana, geneva, lucida, 'lucida grande', arial, helvetica, sans-serif;"><b></b></span></div>
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<b><u><span style="font-size: 18.0pt; line-height: 115%;">Skill
Descriptions</span></u></b><br />
<br />
<b><i>This is not everything these skills can do!</i></b><br />
<br />
The abilities described here are simply some of the common uses for these
skills, and while they do cover a broad base of actions they are by no means
the only feats you can accomplish with your skills. If you think of an action
that doesn't seem to have a skill assigned to it simply find an appropriate
skill.<br />
<br />
Also note that the target numbers presented are purely guidelines. The dealer
should feel free to set the difficulty for any given action at what they feel
is a reasonable number.<br />
<br />
Automatic Successes and impossible tasks: Some tasks are simply impossible,
even with an automatic success. A character may not attempt to jump to the
moon, outrace a jet in flight or climb upside down on a smooth surface with no
equipment. The Dealer simply informs the player that the task is impossible.<br />
<br />
<b><u><span style="font-size: 14.0pt; line-height: 115%;">Clubs</span></u></b><u><span style="font-size: 14.0pt; line-height: 115%;"><br />
</span></u><br />
<b><u>Acrobatics</u></b><br />
<b>Move action or reaction<br />
Specializations: Balance, Gymnastics, Jumping</b><br />
<br />
<b>Balance</b> is typically a static challenge that is used to remain
upright in various precarious situations. It can be used as part of a move
action, The difficulty of the test is based on how narrow, unstable or slippery
the surface is. Some examples:<br />
<br />
Beginner (5): Large fallen tree<br />
Intermediate (10): Gymnastics balance beam<br />
Professional (15): Railings<br />
Expert (20): Tightrope<br />
<br />
Difficulty is increased by one category if the surface is either wet, unstable
or otherwise unusually difficult to balance on. Difficulty is also increased by
one category if the character attempts to land on the object at the end of a
jump.<br />
<br />
<b>Gymnastics</b> includes both tumbling and aerial gymnastics. Difficulty
can vary widely by what the character ants to accomplish.<br />
<br />
Beginner (5): Short, low vaults; somersaults<br />
Intermediate (10): Making the transition on the uneven bars, cartwheels.<br />
Professional (15): High-school competition level<br />
Expert (20): Amateur competition level<br />
<br />
<b>Jumping</b> is the ability to propel yourself off the ground using
muscle power. A running jump can be done as part of a move action, while a
standing jump can be done as a move action. A running jump's difficulty is
equal to its horizontal distance plus twice it's vertical distance. A standing
jump's difficulty is double what it would be for a running jump.<br />
<br />
<b><u>Dodge</u></b><br />
<b>Reaction<br />
Specializations: Melee, Ranged, Hazards</b><br />
<br />
Dodge is generally used as a reaction against Melee and Ranged attacks. It is
also used to avoid traps and natural hazards, such as falling rocks.<br />
<br />
When you are targeted with a physical attack or in the area of a hazard you
make a dodge test against either the opponent's attack test or the hazard's
target number. If you succeed the attack misses or you avoid damage from the
hazard.<br />
<br />
<b><u>Stealth</u></b><br />
<b>Move action<br />
Specializations: Prowling, Shadowing, Camouflage, Item Concealment</b><br />
<br />
The Stealth skill has multiple functions:<br />
<br />
<b>Prowling</b> is used for moving about undetected. When a character
starts prowling they must be unobserved. When the Prowler enters the area of
another character's Perception they engage in an opposed skill test. How much
the Spotter detects depends on how much they beat the Stealth test by.<br />
<br />
1-3: The Spotter is tipped off to the presence of someone in the area, but
can't pinpoint them.<br />
4-6: The Spotter locates the direction the Prowler is in, and will see him if
he moves.<br />
7+: The Prowler is seen clearly.<br />
<br />
If the Prowler attacks an unaware character they are considered surprised. the
defender must reveal his dodge result before the attacker plays his card. A prowler
is immediately spotted if they attack another character.<br />
<br />
<b>Shadowing</b> is used to follow people within eyesight without
detection. It may only be used in areas with widespread cover, such as towns,
forests and rocky areas. The Shadow does not have to be unobserved when he
begins the test as long as he in unknown to the Spotter and in a crowd, or on a
busy street.<br />
<br />
How much the Spotter detects depends on how much they beat the Stealth test
by.<br />
<br />
1-3: The Spotter is tipped off to the presence of someone in the area, but
can't pinpoint them.<br />
4-6: The Spotter locates the direction the Shadow is in.<br />
7+: The Shadow is seen clearly.<br />
<br />
<b>Camouflage</b> is used to conceal large items or locations.
Camouflaging takes a scene action at least, and may require more time for
especially large locations. Camouflaging can consist of everything from hiding
secret doors to making a sniper's nest to concealing large military hardware
with camouflage netting. A Stealth test is made when the camouflage is
complete, and that number becomes the target number for Perception tests to see
the camouflaged item.<br />
<br />
<b>Item Concealment</b> is used to conceal small item about one's person.
Concealment takes a standard action, and you must be unobserved by those you
wish to conceal the item from. The item cannot exceed 3 ft. in length, and for
every foot after the first you get a -2 penalty on your test. A Stealth test is
made when the concealment is complete, and that number becomes the target
number for Perception tests to see the concealed item.<br />
<br />
<b><u>Survival</u></b><br />
<b>Scene action or free action<br />
Specializations: Hunting, Tracking, Foraging, Pathfinding, Endurance</b><br />
<br />
<b>Hunting</b> is used to track, stalk, kill and prepare animals for the
purpose of food, product or sport. A hunting test can be made each day that a
character attempts to feed themselves in the wilderness. This test is assumed
to use off screen time before or after the session's play, but can also be part
of the adventure if the Dealer chooses. Hunting tests are made more difficult
by the absence or presence of suitable prey.<br />
<br />
Beginner (5): Temperate forest at the peak of deer season.<br />
Intermediate (10): Rocky mountainside in
the springtime.<br />
Professional (15): Conifer forest in the fall.<br />
Expert (20): The desert during the summer.<br />
<br />
These difficulties assume that the character is suitably armed and will accept
any prey that comes along. Increase the difficulty category by two if the
character is unarmed and by one if they are only hunting a specific type of
animal. For every 5 point the character exceeds the difficulty by they can feed
one additional person for one day.<br />
<br />
<b>Tracking</b> is used to follow tracks in the outdoors. A character may
track as a standard action during his turn. The difficulty of tracking is
determined by the terrain the target is traveling through<br />
<br />
Beginner (5): Fresh snow<br />
Intermediate (10): Muddy Forest<br />
Professional (15): Rocky terrain with little vegetation<br />
Expert (20): Sand<br />
<br />
The target may also make an opposed Stealth test to attempt to cover their
tracks. The result of this test becomes the target for the tracker's test.<br />
<br />
<b>Endurance</b> is used when any other physical test is maintained over a
long period of time. The frequency and severity of Endurance tests is
determined by the activity.<br />
<br />
Walking: 1/day, Beginner Difficulty<br />
Fast Walk: 1/12 hours, Intermediate Difficulty<br />
Running: 1/hour, Professional Difficulty<br />
Climbing: 1/30 minutes, Professional Difficulty<br />
Swimming: 1/30 minutes, Professional<br />
Swimming Underwater: 1/minute, Expert<br />
<br />
If a character fails an Endurance test they must cease the activity
immediately. The must rest for a scene before trying the activity again.<br />
<br />
<b>Foraging</b> is the ability to find food (typically plant, insect and
fungi) in the wild. A foraging test can be made each day that a character
attempts to feed themselves in the wilderness. This test is assumed to use off
screen time before or after the session's play, but can also be part of the
adventure if the Dealer chooses. Foraging tests are made more difficult by the
absence or presence of suitable flora.<br />
<br />
Beginner (5): Tropical Rainforest<br />
Intermediate (10): Temperate forest in the summer<br />
Professional (15): Tundra in the summer<br />
Expert (20): The desert<br />
<br />
For every 5 point the character exceeds the difficulty by they can feed one
additional person for one day.<br />
<br />
<b>Pathfinding</b> covers both a
character's ability to intuit his direction and finding or making walkable
paths in the wilderness.<br />
<br />
Intuiting one's direction is a free action with a static target of 10. However
this can be increased by traveling in darkness or on an unusually complex path.<br />
<br />
As a scene action a character may use Pathfinding to speed overland movement.
With a successful test versus a static Professional Difficulty you may ignore
any penalties for moving through rough terrain.<br />
<br />
<b><u><span style="font-size: 14.0pt; line-height: 115%;">Spades</span></u></b><br />
<br />
<b><u>Athletics</u></b><br />
<b>Move action<br />
Specializations: Climbing, Running, Swimming, Grappling, Driving, Riding</b><br />
<br />
<b>Climbing</b> is performed as a move action. The difficulty of a
climbing test is determined by the steepness and texture of the climbing
surface.<br />
<br />
Beginner (5): A tree with low branches, a chain-link fence or typical climbing
wall<br />
Intermediate (10): Rock climbing with plentiful handholds and ledges, a
free-hanging rope<br />
Professional (15):An old brick or stone wall,<br />
Expert (20): Icy Mountainside<br />
<br />
A secure rope at the top of the surface decreases the category by one. Each
minute spent climbing without rest requires an Endurance test.<br />
<br />
Climbing can be done as a chase. The difficulty of the climbing test is
subtracted from the participants' results. Whoever has the highest remaining
gains a round of distance on the loser.<br />
<br />
<b>Running</b> is always done as part of a move action. Running is
typically used as an opposed check against another character, however it may
also be used to avoid some hazards.<br />
<br />
When characters are in a foot race (whether towards a specific point or one is
simply chasing the other) they each make an Athletics test. The winner gains
one round of distance on the loser.<br />
<br />
With a successful Run test versus a static difficulty of 10 a character can
move medium range in a single move action, gaining a round of distance on the
target they are fleeing from, but cannot do anything else that turn.<br />
<br />
Some hazards (a collapsing ceiling, a rush of water, a cinematic explosion) may
have a static Running difficulty to avoid them.<br />
<br />
<b>Swimming</b> is performed as a move action. The difficulty of the
swimming test is based on the turbulence or current in the body.<br />
<br />
Beginner (5): Swimming pool.<br />
Intermediate (10): Large lake or calm sea.<br />
Professional (15): Up a slow river.<br />
Expert (20): Against ocean waves.<br />
<br />
Swimming can be done as a chase. The difficulty of the swimming test is
subtracted from the participants' results. Whoever has the highest remaining
gains a round of distance on the loser.<br />
<br />
<b><u>Initiative</u></b><br />
<b>Automatic action<br />
Specializations: Initiative</b><br />
<br />
<b>Initiative</b> is used at the beginning of every opposed test. Each
player involved plays a card face down then reveals them simultaneously and
adds their initiative rating. Play proceeds from the highest to lowest
result.<br />
<b><br />
<u>Melee</u></b><br />
Standard Action<br />
Specializations: Any Melee Weapon<br />
<br />
Melee is used whenever a character executes a melee attack. The attacker plays
a card and adds their Melee rating. The result is revealed and the Defender
resists with a Dodge test result<br />
<br />
<b><u>Ranged</u></b><u><br />
</u>Standard Action<br />
Specializations: Any Ranged Weapon<br />
<br />
Ranged is used whenever a character executes a ranged attack. The attacker
plays a card and adds their Ranged rating. The result is revealed and the
Defender resists with a Dodge test result.<br />
<br />
<b><u><span style="font-size: 14.0pt; line-height: 115%;">Hearts</span></u></b><u><span style="font-size: 14.0pt; line-height: 115%;"><br />
</span></u><br />
<b><u>Lore</u></b><u><br />
</u><b>Free action<br />
Specializations: Mechanics, Medicine, History, Physics, Chemistry, Locksmithing
etc.</b><br />
<br />
<b>Lore</b> is used for a large variety of abilities, but primarily
represent that the character possesses a great deal of knowledge. Lore
difficulties are determined for the obscurity of the information for Academic
disciplines or the difficulty of the task for more practical ones.<br />
<br />
A character cannot succeed on a Lore test with a difficulty greater than
Intermediate unless they are specialized in that usage of Lore.<br />
<br />
Beginner (5): Changing the oil (Mechanics). First aid certification (Medicine).
High School (Academic disciplines).<br />
Intermediate (10): Disassembling and reassembling a simple motor (Mechanics).
CPR certification (Medicine). Undergrad school (Academic disciplines)<br />
Professional (15): Assembling a road-legal car from the ground up (Mechanics).
Nursing certification (Medicine). Experts degree (Academic disciplines)<br />
Expert (20): Designing and building a custom car (Mechanics). M.D. (Medicine).
Ph. D. (Academic disciplines)<br />
<br />
<b><u>Presence</u></b><u><br />
</u><b>Reaction<br />
Specializations: Physical appearance, gravitas, natural leader </b><br />
<br />
Presence tests are made whenever characters meet each other for the first time.
The result of the Presence test determines a character's initial
reaction.<br />
<br />
Beginner (5): Cautious<br />
Intermediate (10): Indifferent<br />
Professional (15): Comfortable<br />
Expert (20): Friendly<o:p></o:p></div>
<div class="MsoNormal">
<b><u>Research</u></b><br />
<b>Scene Action<br />
Specializations: Research, Streetwise</b><br />
<br />
Research is done as either a scene or calendar action. It represents using
media to uncover information that is not readily accessible with a Lore test.
The difficulty of the research is based on the obscurity of the
knowledge.<br />
<br />
A character cannot succeed on a Research test with a difficulty greater than
Intermediate unless they are specialized in Research or the relevant field of
Lore.<br />
<br />
Beginner (5): The roster of the winning team of the 1954 World Series<br />
Intermediate (10): The names of the crew that unearthed a specific archeological
site.<br />
Professional (15): Original research (conducting experiments and locating
primary sources)<br />
Expert (20): Discovering a breakthrough in a scientific field or publishing a
definitive work on an humanities topic.<br />
<br />
<b>Streetwise</b> is the character's ability to stay up-to-date with the
things that are going on in his area of operation. A Streetwise check may be
made as a free action to see if the character knows a specific bit of
information or it may be used as a scene or calendar action to represent the character
asking around to discover more specific information. The difficulty of the
Streetwise check is based on the obscurity of the knowledge.<br />
<br />
Beginner (5): Where the most popular bars are<br />
Intermediate (10): Where to get common drugs, places where prostitutes hang out<br />
Professional (15): Where to get large quantities of drugs, discreet escorts<br />
Expert (20): Names of large operators in the underworld<br />
<br />
<br />
<b><u>Willpower</u></b><br />
<b>Reaction<br />
Specializations: Skeptical (.vs Deception), Stubborn (.vs Persuasion),
Concentration</b><br />
<br />
<b>Concentration</b> is used when external
events make it difficult for you to complete some delicate task. The severity
of the distraction determines the difficulty of the test. If the Concentration
test is failed the character also fails the task.<br />
<br />
Beginner (5): Doing research with loud music playing<br />
Intermediate (10): Threading a needle on a train<br />
Professional (15): Picking a lock in the midst of a pitched battle<br />
Expert (20): Playing an organ concerto while wearing a cage filled with angry
rats over your head<br />
<br />
<br />
<b><u><span style="font-size: 14.0pt; line-height: 115%;">Diamonds</span></u></b><u><span style="font-size: 14.0pt; line-height: 115%;"><br />
</span></u><br />
<b><u>Creation</u></b><br />
<b>Calendar Action<br />
Specializations: Art, Music, Craft (specific craft), Writing</b><br />
Creation is used as a calendar action to produce a work of art or functional
object. The result of the Creation test is used to determine the quality of the
work.<br />
<br />
A character may not achieve a work of Professional or Expert quality unless
they are specialized in that form of Creation.<br />
<!--[if !supportLineBreakNewLine]--><br />
<!--[endif]--><b><u><o:p></o:p></u></b></div>
<div class="MsoNormal">
<b><u>Deception</u></b><br />
<b>Scene action or standard action<br />
Specializations: Disguise, fast talk, bluster, misdirection</b><br />
<b>Disguise</b> is used as a scene action to conceal one's appearance.
After preparation the character makes a disguise test. The result of this test
is the difficulty for observers to pierce the disguise with their
Perception.<br />
<br />
The observer gets a +2 bonus if the Disguised has radically changed their
appearance (I.e. skin color or gender) and a +5 bonus if the character is
trying to disguise themselves as a specific person who is known to the
observer.<br />
<br />
<b>Fast talk</b> is used as a scene action during a conversation. It is
used to confuse and disorient its target, attempting to get them to agree to
things without being entirely clear on what those things are. When a character
uses Fast-talk they initiate an opposed challenges versus another character's
Willpower. IF the Fast-talker succeeds at the test they play a mental damage
card. If the target successfully resists the attempt to Fast-talk immediately
ends and the target gets a +5 bonus to resist future fast-talk attempts by that
character.<br />
<br />
If a character reduces a target's mental health to 0 using Fast-talk the target
finds themselves doing as the player desires, though they might not be exactly
sure why.<br />
<br />
The difficulty of Fast-talk can be altered if the requested action is suitably
unreasonable (“Its better for everyone if you lie in front of this bulldozer”,
for instance) and these requests can carry a -2 to -20 penalty to the
character's Fast-talk test.<br />
<br />
Fast talk may not be used against a Player by another player.<br />
<br />
<b>Bluster</b> is used to intimidate people when you don't have the
ability to back it up. It used as a scene action during a conversation to
attempt to convince the target that if they don't acquiesce to your demands
then bad things will happen to them. When a character uses Bluster they
initiate an opposed challenge versus another character's Perception. IF the
Bluster succeeds at the test they play a mental damage card. If the target
successfully resists the attempt the Bluster immediately ends and the target
gets a +5 bonus to resist future Bluster attempts by that character.<br />
<br />
If a character reduces a target's mental health to 0 using Bluster the target
finds themselves doing as the player desires, sufficiently cowed or simply not
willing to argue the point.<br />
<br />
The difficulty of Bluster can be altered if the requested action is suitably
unreasonable (Of course I have an invitation to the White House Christmas
Party!”, for instance) and these requests can carry a -2 to -20 penalty to the
character's Bluster test.<br />
<br />
<b>Misdirection</b> is the act of getting someone to look where you want
them to.<br />
<br />
You can make a Misdirection test opposed by a target's Perception in order to
conceal an item while being observed. <o:p></o:p></div>
<div class="MsoNormal">
<b><u>Perception</u></b><u><br />
</u><b>Reaction<br />
Specializations: Vs. Stealth, Vs. Deception, Investigation</b><br />
Investigation is used to uncover minor details in an area that give the
character an idea of what happened there recently. The difficulty of the test
is based on how visible and obviously relevant the detail is.<br />
<br />
Beginner (5): “The puddle on the floor was a block of ice!”<br />
Intermediate (10): “You don't stab downwards with a switchblade.”<br />
Professional (15): “I can take this strand of hair I found back for analysis”<br />
Expert (20): “Judging by the angle of the shot and the type of bullet and the
location of the sun at the time of the shooting, I'm sure it was Fat Tony.”<b> </b><br />
<br />
<b><u>Persuasion</u></b><br />
<b>Scene Action or standard action<br />
Specializations: Intimidation, Diplomacy, Haggling</b><br />
Intimidation is used to convince a person of a certain point of view using
force or the threat of it. This includes political and legal force as well as
physical.<br />
<br />
Intimidation is used as a scene action during a conversation to attempt to
convince the target that if they don't acquiesce to your demands then bad
things will happen to them. When a character uses Intimidation they initiate an
opposed challenge versus another character's Willpower. If the Intimidation
succeeds at the test they play a mental damage card. If the target successfully
resists the attempt the Intimidation immediately ends and the target gets a +5
bonus to resist future Intimidation attempts by that character.<br />
<br />
The difficulty of Intimidation can be altered if the requested action is
suitably unreasonable (“Tell me where your family is so I can murder them”, for
instance) and these requests can carry a -2 to -20 penalty to the character's
Intimidation test.<o:p></o:p></div>
<br />
<br />Keenanhttp://www.blogger.com/profile/15815373346462417528noreply@blogger.com0tag:blogger.com,1999:blog-6598381304879894005.post-34399276507680061382012-06-03T15:04:00.003-07:002012-06-06T02:40:11.999-07:00The Rules<div style="text-align: left;">
<b id="internal-source-marker_0.42550901882350445" style="font-weight: normal; text-align: -webkit-auto;"><span style="font-family: Calibri; font-size: 24px; font-weight: bold; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">The Rules</span><br /><span style="font-family: Calibri; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">52 requires one deck of cards for 3 players and an additional deck for every 2 additional players. In a LARP game, each player may carry their own deck, use a Dealer provided deck, or use the deck of a nearby player that is not involved in the challenge.</span></b><br />
<b style="font-weight: normal; text-align: -webkit-auto;"><span style="font-family: Calibri; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;"><br class="kix-line-break" /></span><span style="font-family: Calibri; font-size: 15px; font-weight: bold; vertical-align: baseline; white-space: pre-wrap;">Initiative</span><span style="font-family: Calibri; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;"> is determined first in an opposed test. Each player places a card face down and turns them over simultaneously. Initiative goes in the order of the highest total Initiative skill plus card played.<br class="kix-line-break" /><br class="kix-line-break" />On a player's turn they may initiate an opposed challenge against an opponent. The attacker chooses the relevant skill and plays a card face down. The defender then does the same with the relevant defense skill. The players then reveal their cards and announce their totals. If the attacker has the higher total the attack is a hit and the attacker must play a damage card, which is subtracted from the target's relevant health level. If the the defender has the higher total the attack fails and has no effect.</span></b><br />
<b style="font-weight: normal; text-align: -webkit-auto;"><span style="font-family: Calibri; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;"><br class="kix-line-break" /></span><span style="font-family: Calibri; font-size: 15px; font-weight: bold; vertical-align: baseline; white-space: pre-wrap;">Static Tests:</span><span style="font-family: Calibri; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;"> Skill test made against inanimate objects and background characters are called static tests. These test are made against a number set by the Dealer based on the difficulty of the test. The player plays a card from their hand and adds their skill rating. If the total is higher than the target number , the character succeeds at the test. The character's degree of success or failure can influence a Dealer's interpretation of the results.</span></b><br />
<b style="font-weight: normal; text-align: -webkit-auto;"><span style="font-family: Calibri; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;"><br /></span></b><br />
<span style="text-align: -webkit-auto;"><span style="font-family: Calibri; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;"><b><u>Tests</u></b></span></span><br />
<span style="text-align: -webkit-auto;"><span style="font-family: Calibri; font-size: 15px; font-weight: normal; vertical-align: baseline; white-space: pre-wrap;"><br class="kix-line-break" /><b>Actions:</b></span><span style="font-family: Calibri; font-size: 15px; font-weight: bold; vertical-align: baseline; white-space: pre-wrap;"> </span><span style="font-family: Calibri; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">On a character's turn they may both move and perform an action, typically the use of a skill. Some skills: Athletics, Acrobatics and Stealth, may be performed while moving at at no penalty and do not count against this limit.<br class="kix-line-break" /><br class="kix-line-break" />Some skills are used as a reaction to oppose other skills, and don't use any actions. <br class="kix-line-break" /><br class="kix-line-break" />Some abilities grant immediate actions, which is a standard action granted out of turn in addition to the player's normal actions. <br class="kix-line-break" /><b><br class="kix-line-break" />Out of combat actions</b> can also be measured in scenes or calendar actions. Scene actions typically take from 15 minutes to an entire night in game time depending on the circumstances and calendar actions take more than one day.</span></span><br />
<span style="text-align: -webkit-auto;"><span style="font-family: Calibri; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;"><br class="kix-line-break" /></span><span style="font-family: Calibri; font-size: 15px; font-weight: bold; vertical-align: baseline; white-space: pre-wrap;">Opposed tests</span><span style="font-family: Calibri; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">:</span><span style="font-family: Calibri; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;"> At the beginning of any opposed test each Player draws a hand of 5 cards. The Dealer draws a hand of 5 for the first NPC involved in the combat, an additional 2 for each NPC beyond the first. Players must use every card in their hand before drawing a new one. If a player runs out of card in the middle of their action they must flip over the top card of the deck and use it for the test.</span></span><br />
<span style="text-align: -webkit-auto;"><span style="font-family: Calibri; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;"><br class="kix-line-break" /></span><span style="font-family: Calibri; font-size: 15px; font-weight: bold; vertical-align: baseline; white-space: pre-wrap;">Face Cards and Tests:</span><span style="font-family: Calibri; font-size: 15px; font-weight: bold; vertical-align: baseline; white-space: pre-wrap;"> </span><span style="font-family: Calibri; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">When a Player uses a face card in test it counts as 10. However, if the face card is used for an on-suit skill or the player is using a skill ability in which they have specialized they also have the opportunity to gain an immediate action. If the player both plays a higher suitable card than his opponent and wins the test, they may make an immediate action.</span></span><br />
<span style="text-align: -webkit-auto;"><span style="font-family: Calibri; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;"><br class="kix-line-break" /></span><span style="font-family: Calibri; font-size: 15px; font-weight: bold; vertical-align: baseline; white-space: pre-wrap;">Critical Success:</span><span style="font-family: Calibri; font-size: 15px; font-weight: bold; vertical-align: baseline; white-space: pre-wrap;"> </span><span style="font-family: Calibri; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">An on-suit Ace played in a test is always considered an automatic success. Any Ace played in a skill test in which the character has specialized is also considered an automatic success, but is trumped if the opposing player uses the on-suit Ace. DM interpretation of the results of critical successes is encouraged in subjective situations. </span></span><br />
<span style="text-align: -webkit-auto;"><span style="font-family: Calibri; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;"><br class="kix-line-break" /></span><span style="font-family: Calibri; font-size: 15px; font-weight: bold; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">Health and Damage</span><span style="font-family: Calibri; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;"><b><br class="kix-line-break" /></b>Players have both a physical and mental health rating. Every player starts with 13 Health levels in both categories. There is no penalty to losing the first 4 health levels, but each subsequent one gives the player a cumulative -1 on all tests of the corresponding type. Losing all physical health levels renders the player unconscious. Losing all mental health levels has different results depending on the test that reduced them. For instance, losing all mental health levels in a deception test means that the target completely believes the attacker.<br class="kix-line-break" /><br class="kix-line-break" />Health is generally regained at the end of an encounter, however many weapons and special attacks have the ability to do persistent health damage, which lasts until the character takes an extended rest.</span></span><br />
<span style="text-align: -webkit-auto;"><span style="font-family: Calibri; font-size: 15px; font-weight: bold; vertical-align: baseline; white-space: pre-wrap;"><br class="kix-line-break" /></span><span style="font-family: Calibri; font-size: 15px; font-weight: bold; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">Advancement</span><span style="font-family: Calibri; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;"><b><br class="kix-line-break" /></b>At the end of each session the Dealer draws at least one card for each player involved and distributes them as he sees fit, though always at least one to a player. Numeric cards are assigned to on-suit skills normally, but face cards assigned to players made either be used to specialize in an on-suit skill, buy a Special Ability of the same as the card, or buy two special abilities of the next lower face card (I.e one King can buy 2 Queen abilities). Aces may be used to buy any special ability, specialize in any skill or as 10 on-suit skill points. </span></span><br />
<span style="text-align: -webkit-auto;"><span style="font-family: Calibri; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;"><br class="kix-line-break" /></span><span style="font-family: Calibri; font-size: 15px; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;"><b>Distance</b></span></span><br />
<span style="text-align: -webkit-auto;"><span style="font-family: Calibri; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">Distance is a bit nebulous in 52. Close range is how far a character can move with a single move action (about 10ft.). Medium range goes from about 20 to 100 feet, and long range is above that. Distance is really only relevant when dealing with long-range weaponry. <br class="kix-line-break" /><br class="kix-line-break" />Chase scenes don't use a measurement of distance however, but are measured in the number of rounds apart the participants are</span></span>
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<br />Keenanhttp://www.blogger.com/profile/15815373346462417528noreply@blogger.com0tag:blogger.com,1999:blog-6598381304879894005.post-79929178352155935522012-06-03T15:04:00.000-07:002012-06-04T00:13:14.483-07:00Character Creation<div style="text-align: left;">
<b id="internal-source-marker_0.47927989391610026" style="font-weight: normal; text-align: -webkit-auto;"><span style="font-family: Calibri; font-size: 24px; font-weight: bold; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">Character Creation</span></b></div>
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<b style="text-align: -webkit-auto;"><span style="font-family: Calibri; font-size: large;"><span style="white-space: pre-wrap;"><u><br /></u></span></span><span style="font-family: Calibri; font-size: 15px; font-weight: bold; vertical-align: baseline; white-space: pre-wrap;">Step 1</span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; vertical-align: baseline; white-space: pre-wrap;">: Prioritize Skill Suits: Player assigns a face card value to each skill suit. Player gets one face card of each value and may assign them as they see fit. </span></b><br />
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<b style="text-align: -webkit-auto;"><span style="font-family: Calibri; font-size: 15px; font-weight: bold; vertical-align: baseline; white-space: pre-wrap;">Step 2</span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; vertical-align: baseline; white-space: pre-wrap;">: Shuffle a single deck of playing cards with no Jokers. The player is dealt 4 cards for their Ace Suit, 3 cards for their King Suit, 2 cards for their Queen suit and 1 card for their Jack suit. Each card must be used on a different skill. No skill rating can ever be higher than 10 + the number of sessions played in the campaign. </span></b><br />
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<b style="text-align: -webkit-auto;"><span style="font-family: Calibri; font-size: 15px; font-weight: bold; vertical-align: baseline; white-space: pre-wrap;">Face cards and specialization</span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; vertical-align: baseline; white-space: pre-wrap;">: Face cards count as 10 when assigned to a skill at character creation, however they also give the player the option to specialize in that skill. When specializing the character chooses a more specific application of the skill, such as Running when specializing in Athletics, Balance when specializing in Acrobatics, or a particular weapon when specializing in Melee or Ranged Attack. The character gains special benefits when using a specialized skill in tests, which will be explained later.</span></b><br />
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<b style="text-align: -webkit-auto;"><span style="font-family: Calibri; font-size: 15px; font-weight: bold; vertical-align: baseline; white-space: pre-wrap;">Step 3</span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; vertical-align: baseline; white-space: pre-wrap;">: Special Abilities: At creation a character may take 2 Jack level special abilities from their Ace suit and 1 Jack level special ability from their King Suit.</span></b>
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<span style="background-color: #e3e9db; font-family: verdana, geneva, lucida, 'lucida grande', arial, helvetica, sans-serif; font-size: 13px; text-align: left;"><a href="https://docs.google.com/open?id=0BxAyGYl3ArRdRzVIVFJpUXZ2elU">Character Sheet</a></span>Keenanhttp://www.blogger.com/profile/15815373346462417528noreply@blogger.com0tag:blogger.com,1999:blog-6598381304879894005.post-53240997092037959402012-06-03T15:01:00.002-07:002012-06-03T22:40:06.827-07:00Introduction<span style="background-color: white; font-family: verdana, geneva, lucida, 'lucida grande', arial, helvetica, sans-serif; font-size: 13px; text-align: left;">It all started when I read the Harry Potter series.</span><br />
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<span style="background-color: white; font-family: verdana, geneva, lucida, 'lucida grande', arial, helvetica, sans-serif; font-size: 13px; text-align: left;">Of course I immediately wanted to run a d20 game in Hogwarts, but d20 always seemed like poor fit. There wasn't a good way to reflect the quick resolution of the wizard's duels, to create the variety of the young wizards or the character's ability to come up with the solution to problems presented in the nick of time. Houserules could be made, but to really capture the flavor I wanted a complete overhaul was required. So I figured, why not just start from scratch?</span><br />
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<span style="background-color: white; font-family: verdana, geneva, lucida, 'lucida grande', arial, helvetica, sans-serif; font-size: 13px; text-align: left;">I never liked level-based advancement and I never liked class-based character creation, so they went out the window.</span><br />
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<span style="background-color: white; font-family: verdana, geneva, lucida, 'lucida grande', arial, helvetica, sans-serif; font-size: 13px; text-align: left;">I wanted the system to be story focused, and hoped to reduce or eliminate the silly failures that sometimes derail RPGs, so that's where the playing cards come in. They enable the characters to make sure they can make simple tests and reach for the sky when necessary. </span><br />
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<span style="background-color: white; font-family: verdana, geneva, lucida, 'lucida grande', arial, helvetica, sans-serif; font-size: 13px; text-align: left;">I wanted the system to be universal, simple and modular, and I'm willing to sacrifice forced balance and fine detail to do so. I'm sure there are parts of the game that a player could break if they so desire, but the Dealer should feel free to stop anything that might damage the campaign. </span><br />
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<span style="background-color: white; font-family: verdana, geneva, lucida, 'lucida grande', arial, helvetica, sans-serif; font-size: 13px; text-align: left;">The default setting I had in mind during creation is a Victorian/wild-west setting. Future settings will include new skills (Transmogrification, Elements, Defense and Charms for the "Wizard Academy" setting for instance).</span><br />
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<span style="background-color: white; font-family: verdana, geneva, lucida, 'lucida grande', arial, helvetica, sans-serif; font-size: 13px; text-align: left;">So, yeah, here it is, the first public release of RPG52. I haven't had the opportunity to do much play-testing yet, so getting some eyes on this will be extremely helpful. Feel free to make whatever comments and suggestions you like.</span>
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<span style="background-color: white; font-family: verdana, geneva, lucida, 'lucida grande', arial, helvetica, sans-serif; font-size: 13px; text-align: left;"><a href="https://docs.google.com/document/d/1oPx5fU_2x_UdDXWcqE7bT7gNEJeHVU2bNwKVFQVLaug/edit">Google Docs Full Text</a></span><br />
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<a href="http://creativecommons.org/licenses/by-nc-sa/3.0/" rel="license"><img alt="Creative Commons License" src="http://i.creativecommons.org/l/by-nc-sa/3.0/88x31.png" style="border-width: 0;" /></a><br />
<span href="http://purl.org/dc/dcmitype/Text" property="dct:title" rel="dct:type" xmlns:dct="http://purl.org/dc/terms/">52: The Playing Card RPG</span> by <a href="http://rpg52.blogspot.com/" property="cc:attributionName" rel="cc:attributionURL" xmlns:cc="http://creativecommons.org/ns#">http://rpg52.blogspot.com/</a> is licensed under a <a href="http://creativecommons.org/licenses/by-nc-sa/3.0/" rel="license">Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License</a>.Keenanhttp://www.blogger.com/profile/15815373346462417528noreply@blogger.com0