Everyverse RPG
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About this ebook
It features:
Five Methods of character generation
Standard Distribution: The same scale for measuring real-world IQ for more meaningful info at a glance
Cascades: tree-like arrays for skill definition from general to specific
The Attempt: A single method is used to resolve all actions
System Conversion: convert from other game systems to EVERYVERSE RPG
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Book preview
Everyverse RPG - Dennis J. Parizek
PARIZEK
Copyright © 2016 ParDen Us Gaming, a division of Parizek Development, LLC.
Website: http://rpg.parizekdevelopmentllc.com
All rights reserved. No part of this book may be reproduced, stored, or transmitted by any means—whether auditory, graphic, mechanical, or electronic—without written permission of both publisher and author, except in the case of brief excerpts used in critical articles and reviews. Unauthorized reproduction of any part of this work is illegal and is punishable by law.
ISBN: 978-1-4834-5014-8 (e)
Because of the dynamic nature of the Internet, any web addresses or links contained in this book may have changed since publication and may no longer be valid. The views expressed in this work are solely those of the author and do not necessarily reflect the views of the publisher, and the publisher hereby disclaims any responsibility for them.
Any people depicted in stock imagery provided by Thinkstock are models, and such images are being used for illustrative purposes only.
Certain stock imagery © Thinkstock.
Cover art by Rizky Nugraha (YeeYee on 99Designs.com).
Character & Planetary sheets designed by Brandon Perkins.
Lulu Publishing Services rev. date: 4/13/2016
CONTENTS
INTRODUCTION
PART ONE: BECOMING A GAMEMASTER
GETTING STARTED
GENRE
SETTING
PLOT
DURING PLAY
PLAYING ROLES
USING EVERYVERSE RPG
IS THAT ALL THERE IS?
PART TWO: CHARACTER GENERATION
STANDARD DISTRIBUTION
STANDARD GENERATION
THE DETAILS
ATTRIBUTES
APPEARANCE CHARACTERISTICS
PROFESSIONS
SKILLS
LANGUAGES
SKILL LISTS
EQUALIZERS
ATTRIBUTES
EXTRA ATTRIBUTES
APTITUDES AND BLOCKS
SKILLS AND UNSKILLS
ABILITIES AND CHALLENGES
ENHANCEMENTS AND LIMITATIONS
ENHANCEMENTS
LIMITATIONS
SIDE EFFECTS
ECCENTRICITIES
CIRCUMSTANCES
FORTUNATE CIRCUMSTANCES
UNFORTUNATE CIRCUMSTANCES
STUFF
MONEY
GOODS
SPECIAL
NONHUMAN CHARACTERS
EQUIPMENT
A WORD ABOUT PRICES
A WORD ABOUT TECH LEVELS
TECH LEVELS
PART THREE: RULES OF PLAY
WORLD CREATION
ANIMALS
MOVEMENT
ATTEMPTS
RELEVANT SCORES
TYPES OF ATTEMPTS
SPECIAL OUTCOMES
PLAYER OPTIONS
COMMENTS
REACTION AND INTERACTION
LANGUAGE AND COMPREHENSION
COMBAT AND DAMAGE
COMBAT
DAMAGE
HIT LOCATION
HEALING
DAMAGE TO OBJECTS
NONCOMBAT DAMAGE
INJURIES
POISON
ILLNESS
FATIGUE
INSANITY
THERAPY
MEDICATION
ADRENALIN
REST AND RELAXATION
PERIPHERAL ISSUES
THE ROOT OF ALL EVIL
THE PASSAGE OF TIME
NPC GROUP MEMBERS
CHARACTER IMPROVEMENT
WEALTH, FAME, POWER
SKILL TRAINING
APPENDICES
APPENDIX A: GLOSSARY OF TERMS
APPENDIX B: ALTERNATIVE GENERATION METHODS
QUICK GENERATION (QG)
REVERSE GENERATION (RG)
FIXED-POINT GENERATION
AS-YOU-GO GENERATION
APPENDIX C: SYSTEM CONVERSION
STANDARD DISTRIBUTION
ATTRIBUTES
EQUALIZERS
PROFESSIONS
SKILLS
APPENDIX D: EQUIPMENT LISTS
LOW-TECH EQUIPMENT
CONTEMPORARY EQUIPMENT
HIGH TECH EQUIPMENT
TABLES
Table 1: Standard Distribution (SD)
Table 2: Exponential Distribution (ED)
Table 3: Average Height and Weight
Table 4: R & R Costs As A Function of Apparent Social Class
Table 5: Terms Of Service
Table 6: Weapons Classes
Table 7: Defense Classes
Table 8: Hit Location
Table 9: Explosives
Table 10: Damage To Objects
CHARACTER and PLANETARY Sheets
INTRODUCTION
Roleplaying gaming has as many descriptions as it has players. To some, it is interactive fiction. To others, it is a shared daydream. For still others, it is a chance to play pretend
, like a child, but with the brains of an adult.
Most importantly, it is an escape; a chance to cleanse the mind in the stream of another reality; to forget the cares of the daily grind; to realize facets of yourself that may never find expression in real life. Its structure is simple. One participant is the Gamemaster (GM). He is the moderator and final arbiter of the game. He creates a fantasy universe (one manageable piece at a time), and adjudicates the outcomes of events, usually with the assistance of a set of rules. Everyone else is a Player. Each player controls the actions of one or more Player Characters (PCs). These are people who live in the imaginary universe, much like characters in a novel. A PC is born by creating a set of defining attributes. Some are numbers, like STrength; and some are descriptions, like Hair Color.
Before play, the GM works to build a setting. It may be a city, an area of wilderness, a world, or just a single building - sufficient detail is much more an issue than size. To go with the setting, he visualizes a scenario, which is similar to the plot of a short story, but much more nebulous and open to change.
When play begins, the GM describes the setting to the players. The GM also plays the parts of any non-player characters (NPCs) the PCs meet. They will then ask questions, to fill out their knowledge in areas which are important to their characters.
Armed with this information, the players will announce the actions of their characters. Depending on the situation, an action may range from I’ll take a passenger liner to Vega,
to, I’ll draw my blaster.
Based on his more complete knowledge, not only of the situation, but of the laws of nature
, the GM will determine the immediate outcome of each of the PCs actions. It is incumbent upon him to be scrupulously fair in these decisions. Engaging in overly-adversarial or overly-cooperative GMing will drive the players away. However, if the GM is a beginner, he must be given time to learn this difficult skill. Patient players will speed his advancement significantly.
Roleplaying games (RPGs) are not won
and lost
in the traditional sense. Instead, PCs strive to achieve their goals while avoiding setbacks. In the beginning, they may not yet have formed any goals, or indeed be able to recognize some setbacks.
At first, it is enough to stay alive, in a universe that does not seem to want you that way. As time goes by, the sequence of events begins to show a pattern, as both GM and players evolve a grander perspective.
The struggle for survival becomes a struggle for a dearly-held principle, or against a long-time enemy. The players have goals that reach beyond the next moment, occasioned by the developing master plan of the GM, which he will try to convince them he had all along.
To assist them in their increasing challenges, the PCs have personal advancement. Not only do the players gain the knowledge that the PCs earn at such great cost, but the PCs themselves can improve with time. Lifting weights improves STrength, practice improves skills, study gains new ones. Who knows? Paranormal talents, like magic and psionics, might become available.
Where does it all end? Only when you want it to. A player may tire of a certain character, and wish for a new challenge. The GM may reach the end of his inventiveness, and no longer be able to fashion exciting adventures for the powerful PCs. Everyone may be itching to try a new game they just saw.
The book is closed on the present campaign, and a new chapter begins…
PART ONE: BECOMING A GAMEMASTER
GETTING STARTED
GENRE
The first decision a GM makes is the category into which his setting will fall:
LOW-TECH
Historical: A setting which adheres to known information describing a historical period. May be Stone Age, Ice Age, medieval, oriental, Amerindian, etc.
Fantasy: General term for any setting dominated by myth. Most feature monsters, magic, treasure, active deities, steel–thewed warriors, and the never-ending struggle between good and evil.
HIGH-TECH
Science Fantasy: The name given to settings that are really only Fantasy, with magic replaced by technology. Logic is not a requirement, so ships with off-center thrust not only work, they are standard.
Science Fiction: Consists of settings that make an attempt to comply with logical cause-and-effect. It respects the science we know, and endeavors to extrapolate reasonably. Since it is only a game, many GMs find this burden of veracity too much to bear.
CONTEMPORARY
These settings are within our own historical era, from the Old West to Post-Holocaust. They enjoy the advantage of unlimited