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Fishy Tales - the Rules by DaveF

Roleplaying World of Lightness(TM) Mermaids

Copyright 2001-2003 David Allan Finch, All Rights Reserved - Original Version
Copyright 2007 David Allan Finch, All Rights Reserved - More Corrections

Fishytales is a simple RPG designed for Conventions and One Offs. It is based around the semi-magical under water exploites of a Mermaids.

Characters

The player character are Mermaids and Mermen in the undersea realms as taken from a composite of modern books and films (take your pick and then mix them up).

Attributes

Each Attributes has black dots (bX) and white dots (wX). The total white and black dots always equals 5. The Black dots are positive values and the whites are negative.

The notation (b3w2) is the same as line of dots which are easier to read.

[For example with Size the black dots are how large a creature is and the 'opposite' white dots are how small it is. So a large whale would have Size (b5w0) and a seagull (b0w5)]

To roll a test all Player Characters roll a number of standard six sided dice equal to either the positive black dots or negative white dots depending on the situation. For each positive dot a character may have a positive trait and for each negative dot a character may have a fault. ie

Size: (b1w4) Heavy for Size, Easily Knocked Down

Normally characters have:

Traits

For a black or white each dot the character may have a trait, the others can be allocated as needed. A Trait is a simple skill tied to the Positive or Negative Attribute. For example: [A Whale might have Heavy, Strong] or [a Seal could have Positive- Big Flippers, Negative: Narrow body, Small Teeth]

Tests

General Rules

Each skill test is rolled on a number of standard 6 sided dice equal to the challengers number of relevant attribute dots. Each test is normally opposed by the target rolling there appropriate dots. The challenger must get a total greater than the target to succeed. If the Target is an NPC the referee may choose to fix the roll at 3 per dot for NPCs or roll the die themselves.

[For example: Shinnyfins is swiming after another merman Scallyback. Shinnyfins has Swim of (b3w2) and Scallyback has a Swim of (b4w1). As Scallyback is an NPCs the referee sets the challenge at 4 times 3 or 12. So to keep up with Scallyback, Shinnyfins has to beat 12 on 3d6]

Using Traits

If the character is using an Attribute for a Skill test and they have a Trait that is useful, then the referee can allow the player to get an auto roll of Six on one of the die.

If the Referee allows, when making a Test if a Character has a Positive Trait then the character may take an automatic 6s on a roll. When making
Tests the Referee may require that Negative Traits become automatic 1s on a roll.

IE The Referee asks the Character above to Test the Size vers the Strength of the Wind or be knocked down. The Player asks for his Heavy for Size to be taken into account ie an auto 6 but the Referee counters with the character is Easily Knocked Down which would be a auto 1. Hence the character just makes a standard 1d6 roll.

For example - [A Mermaid has the Trait of 'Stunning Awe' on there Beauty Attribute (b3w2), when she comes to roll for a Charm attack on a creature she rolls 2d6+6 instead of 3d6.]

Spotting and Sneaking

Sneak is opposed by Senses. If the sneaker succeeds then the character is concidered at close range to the target. If they attack then the defender loses there Size bonus on defence for the first attack.

Getting through a pipe or holes

Each pipe has a Size. A character using it negative Size dots must beat the Pipes negative Size dots times 3 to get through.

[IE a Size (b2w3) human attempting to get through a Size b1w4 pipe, rolls 3d6 and must beat (w4 times 3) 12.]

Attack Test

? An attack roll is the number of positive dots the character has in Fight. The defence roll is the number of positive dots in Swim plus the negative dots in Size. If the attacker wins then the target is hit and may be damaged. ?

[For Example -

Shinnyfins
       Fight:      (b2w3)
       Swim:       (b2w3)
       Size:       (b2w3)

Scallyback

       Fight:      (b1w4)
       Swim:       (b3w2)
       Size:       (b2w3)

get in to a Fight. Shinnyfin needs to beat Swim (b3) plus Size (w3) time 3, hence a target of 18. Without spending some of his Twinkle points Shinnyfins can't hit Scallyback. If Scallyback then attacks, his attack value is Fight 1b or 3 which Shinnyfin needs to defend with Swim 2b plus Size w3 or 5d6, hence Scallyback can also never hit Shinnyfins. This iswhy most mermaid fights end up as normaly nothing more that hissing and slapping fits unless one of them wants to use Twinkle or Beauty powers.]

Damage

? If the attacker hits the target then the character does its positive Size in damage. This damage is taken of the targets Health or Beauty. If the targets Health or Beauty drops to zero than the character is knocked out. When both are zero the character is dead. ?

Healing

A character looked after, gains one point of Health back an hour and one of Beauty a week. On there own, Beauty is not recovered and one Health is recovered per day. Once a month has gone by Beauty can not be recovered.

Group Attacks and Defence

? A group can jointly attack or defend against a sole opposition. The group's Fight is the total of all the individual Fights. The groups Size is the largest of defenders. The groups Swim is the total of the defenders (because of the distraction that each individual causes). Each round a group attacks once and if it hit it as the best Fight dots individual had hit as the groups total Size. If a group is hit then the individual with the lowest Swim is hit. An individual in the group may lower there Swim to defend the slowest member but this lowers the Group total as well. ?

Special Traits

General

Danger Sense

If anyone is Sneaking up on the target the characters Senses is one higher.

Size Cloak

When Sneaking the characters Size looks one lower.

Bite

Adds one to the attackers Size for damage.

Stunning Blow

In addition to the Damage the defender must also make a Will roll against the attack role or be Stunned.

Dodge Attack

The character gain a 1 dot size reduction in defence.

Thick Skin

T

Mermaid

Stunning Awe (Vs Will)

A character that has one round can either Charm or Stun another with there Beauty. Merfolk are immune to this effect.

Shark

Smell Blood

If there is Blood then the character's Senses is one higher.

Dolfin

Echo Location

When actively looking the character Sense is one higher

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Last edited April 2, 2007 6:04 pm by DaveF (diff)
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