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The 'Chop Chop' Role Playing Game

by DaveF

A Quick Game System

Game Measures

When it is needed a character's stats can be measured with the following values

 SKILL             HEALTH       SANITY       WEALTH
 Not Possible       Dead         Catatonic    Bankrupt
 Unskilled            Injured       Shocked      Poor
 Trained            Normal         Stable       Average
 Master             Protected    Stoic        Rich
 Superhero          Invulnerable Unshakable   Billionaire

Character Creation

A Character has 4 points to spend:
1 point: buys you a very specific skill, ie sword fighting, climbing, swimming; these count as Trained. If you have a Trained Professional Skill (or you buy it twice) then the skill is Mastered. (no you can't have a skill at Superhero!)
2 points: buys you a professional area, ie soldier (weapons), athlete (pick a game or sport), clergy (theology), criminal (select one from things like pick pocket, safe cracking,intimidate etc), detective (select something like Streetwise, contacts or perception), dilettante (wealth is Mastered all other skills are Trained), doctor (first aid), executive, journalist (select something like Streetwise, contacts or language skills), performer (select a performance type), professor (select a subject) etc; the primary skill for the profession is counted as mastered any other skill that are relevant count as trained.
2 point: buys you a once per adventure hero point
1 point: buys the character a one use per adventure ability - Example: "See and Hear Ghosts" (Once per Adventure Ability)
3 points: buys the character a one use per encounter ability or a one use helpful power - Example: "See and Hear Ghosts" (Encounter Ability), "Summon Spirit Aid" (Once per Adventure Power)
(9 points: buys the character an always active ability or a one use problem overriding power - Example: "See and Hear Ghosts All The Time" (Free Use Ability) or "Teleport" (Once per Adventure Power))

All characters have items, and homes appropriate for their profession but the referee may declare that they are not available. For example: soldiers may have an Assault rifle but you can't just carry it about off duty, but it is possible for you to have one stored away somewhere where you can get to it. Those character with no profession are assumed to be living in a student digs, at there parents or in a flop house with very limited cash and possessions.

Ability = things that you should be able to do assume x is possible; ie hear or see outside the normal or jump better than normal
Power = things that are impossible without magic, divine help or a great leap in technology; ie throw a fireball, put some to sleep, see through time, read minds

Task Resolution

All tasks are resolved as the referee sees fit. With one or all of the following methods used:
Referee Fiat - I think about it, take into account your profession or skill and then just say 'yes', 'no', 'it take times' or 'you need tools' - for example.
Ability Karma - I will roll a dice 3dF (that is one with -1,0,+1 on there sides) using lowest roll for unskilled; middle roll for trained or some ability; highest roll for mastered. -1 will be fail, 0 is success and +1 is good success. For Example - A Priest would have Mastered Theology but only be Skilled at Historical Knowledge but completely Unskilled at Sneaking.
Resource Spend: To do it costs a hero point, you take damage, gain insanity, use your an ability, spend cash etc.

Life, Death and Money


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Edited July 29, 2008 2:03 pm by DaveF (diff)
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