You are not logged in (log in or sign up)
RPG Laboratory

Chi

Introduction

These rules are designed to be a quick and simple role playing engine. Many role playing systems divide and categorize a character by using trappings such as “abilities”, “skills”, and “attributes”. It is my opinion that these aspects are an illusion and there is no clear lines dividing a person. These rules are designed to reflect that and only offer one “stat” used for everything.

Character Creation

To create a character a player simply comes up with a name and a character concept. The character concept is three descriptive words the immediately tell a character’s personality and an occupation. For example: Ragnar, fierce, arrogant, and savage barbarian or Capt. Dirk Rednova, dashing, handsome, and brave, star marine. The GM will then give you the number of dice your character will start with in their pool. The pool size of a character can vary and depicts how potentially powerful that character is. Potential can be defined many different ways. It is at its core the energy source for everything the character does. This number is written after your character’s occupation. The entire character is written out as such: Ragnar, fierce, arrogant, and savage barbarian8 or Capt. Dirk Rednova, ,dashing, handsome, and brave star marine7.

Important Non-player characters and adversaries are created in the same fashion. For less important ones, simply list their occupation or race and then their pool.

Action Resolution

A character’s pool is equal to a number of six sided dice. A character with a pool5, would have 5 six sided dice for action resolution. An action is anything a character attempts to do. If the action is important, or has a uncertain outcome, the GM may request some dice rolling to determine that outcome. If the action is simple such as talking, walking, or sleeping, do not worry about rolling.

The dice in the pool reflect that character’s overall potential. The player can decide how much of that potential to put towards an action. If the player feels the action is minor and is easily successful then they may decide to put 1 or 2 dice towards the attempt. If the action is of major importance to the character then they may use all of the dice in the pool for that action.

A player may make as many actions as they like in a round so long as they have dice remaining in their pool. For example: A character has a pool7 and uses 3 dice for an action, that character then performs another action using 2 dice, and a third using 2 more, for a total of 7.

How hard an action is to perform successfully is determined by the GM. The GM uses Difficulty to rate how hard an action is to accomplish. Difficulties are numeric from 1 up each increase is slightly harder than the last. The Difficulty determines how many dice the GM rolls for each action a player tries to have their character perform. For example: If an action is given a Difficulty6 then the GM rolls 6, six sided dice.

To determine if an action is successful or not the player’s roll is summed up as is the GM’s difficulty roll. They are then compared. If the player’s sum is greater than the GM’s then the action is successful. If it is less then the action fails.

A player may never use more than a third of their character’s pool, rounded up, for any action that does not fit their character concept. What actions fit or do not fit a concept is interpreted by the player and the GM.

A player does not have to use all of their character’s dice they may opt to save remaining dice for reactionary rolls to actions of other characters. The most common reason for this is for defense. If a character is attacked by a monster and used all of their dice to try and pick a lock then they have no dice which to defend themselves with.

Modifiers

The player’s roll may have modifiers to the roll that either increase or decrease the final sum. For example: +5. When and how a modifier affects a roll is at the GM’s discretion but must result from something occurring within the game. A character might have some sort of magic spell cast on them that reduces their sum. A character may also acquire certain items within the game that might grant them some sort of modifier to their rolls. For example: A wizard with a particularly powerful wand is granted a +5 modifier to the roll total.

Modifiers can greatly alter game play balance. GMs should be wary, modifiers should be individually tailored to a specific character in a specific situation, and under specific conditions. Consider modifiers of -5 or +5 to be great and rarely exceeded.

Secret Rolls

Players have the option of keeping the amount of dice they roll a secret till they actually roll the dice. All players rolling must roll at the same time. Each player picks up their pool and keeps them covered. Secretly they put the dice they are going to roll in one hand and the balance in the other. Before rolling verify with the GM it this action fits or does not with your character’s concept.

Injuries, Fatigue, and Loss of Potential

In the course of a game a character may suffer loss of potential for a variety of reasons. The two most common are injuries or fatigue. An injury in most cases are a physical wound such as a cut or broken bone, it may also be a sever mental trauma. An injury takes some time to heal, anywhere from a day to months. Fatigue is temporary caused by exertion and is healed in a few minutes to a day.

In game terms both represent loss of potential by a loss of dice from a character’s pool. If a character has a pool8 and suffers a light wound this would result in that character’s pool being reduced to 7. The current amount is written behind the pool maximum For example: A character loses a die, it is written like this CHARACTER8/7. The amount lost is determined by the severity of the injury or fatigue. The severity of the injury or fatigue also determines how quickly that character recovers the lost dice.

A reduction to 0 dice in the pool either by injury, fatigue, or other reasons means the character is removed from play. This might be permanently or temporarily according the GM.

A character may also lose dice from their pool for other reasons. These reasons are usually specific to a story and are too varied to list. It is also possible for a permanent loss of dice from the pool due to one of the above. Contraction of a disease by a character, for example, might translate into the permanent loss of a die. This die can not be regained though others may be gained by advancement later.

Advancement

Advancement comes in two forms.. The first is increasing the pool size. This is represented by adding a die permanently to a character’s pool. The GM determines when the character has acquired enough experience to warrant an increase to their pool. A character cannot earn more than 1 die at a time. If a character is either injured or fatigued they do not immediately gain use of the new die, instead when they have recovered all of their original dice then the new die is added to their pool.

The second is adding a new descriptive word to the character's concept. This type of advance is only available to a player after the character has earned a pool increase and at the GM's discretion. It is only meant for a character who has had a major growth within the story, one which is not currently covered by their concept.

Optionally a GM may allow a player to change a descriptive word or occupation within their concept, or require a change, due to some change to the character within the story. This change must occur between sessions or when the character receives a pool increase.

Wha'?

Is this some sort of slimmed down bad math version of Die Chucker?

    A player may make as many actions as they like in a round so long as they have dice remaining in their pool. For example: A character has a pool8 and uses 3 dice for an action, that character then preforms another action using 2 dice, and a third using 2 more, for a total of 8.

Other than making fun of your weak math skills, I like this a lot. It has quite a bit of potential. For different settings there could be "standard adjectives" and each can list what abilities having that adjective entails. For instance in one fantasy setting Elven could be a Standard Adjective, and it allows one to use full dice pool to look cute and be agile, in another fantasy setting Elven allows you to use full die pool with a bow and to make one's path difficult to track, in yet another, Elven allows healing magic and crafting magic items from mundane improbable materials, like spinning gold from blond hair.

I would not have a zero die pool equal death however. Lately I've started to get annoyed with games that dictate when a character dies, especially if there's no other way to defeat them.

If you put up recipes and free fonts on your website, I'll warn S. John Ross to look out for the competition.

I like it.

NEver mind the maths, the concept is very nice. In fact, I'd go so far as to say "sweet". It is definitely a nice "light" set of rules, and I like the idea of things wither being in your character concept or not - none of these traits or skills. However, you may need to be careful when defining what is in some of the keywords (like Hero Quest/Wars) to make sure people do not get away with too much in a setting.

My math is fine my editting sucks!

Hehe thanks for spotting that shiekh, I altered the example and forgot to change the sum from 8 to 7.

You are right about DC though perhaps I should credit Tai Chi and Dice Chucker. Dice Chucker will always be my favorite of my games and the bar for comparison to everything else. The DC pool system definately gives the feel of oneness but for convention I chose to make it a little more rigid by including attributes. These rules remove that and are completely loose.

Which is why I also do not one to define adjectives too much. The whole idea of oneness means you should be able to apply all of a chararacters skills to help, at least in some small measure, to solving a problem. Your skills help define who you are and you are the one in the end that solves the problem. The GM should decide if it is really too much.

If a player has a character who has adjectives like: video gaming, tai chi, and game design and that character gets into a gunfight, it is a good bet they know a little about shooting someone from their video game experience. It is a stretch but feasible, and as a GM I would allow it albiet with a high difficulty.

Thanks for the input and the good comments> OH and the threats to warn Ross. Risus is an all time favorite and does inspire all my rules lite games. So maybe the inspiration should be Tai Chi, Dice Chucker, and RISUS

Defining adjectives

You know how in RISUS there is that list of what different professions can do?

We don't need that for this game in any setting.

The only time an adjective would need to be defined is if it allows access to an exclusive ability or a transhuman ability.

So for example: Space Opera setting

We don't need to define all the adjectives that might come up.

A keen experienced laconic interstellar explorer is just that. If a player asked to play such a character I just give him his dice and off we go.

A psionic bertai bodyguard fighter pilot... well, what can psionics do in this setting? What even is a bertai, some sort of alien, I presume? What does it even look like? And perhaps in this setting bodyguards can do something that is impossible for people that don't have the bodyguard adjective. Maybe bodyguards can spend dice to protect their comrads. Other characters can spend dice to protect themselves, but not each other.

This way we can fit a very quick and detailed definition of a setting into a one page list of what certain adjectives mean. The list doesn't need to include strong, smart, fast, clever, sneaky, wise, stunning, chef, farmer, cobbler, etc. But it should include dwarf, psionic, orc, elf, wizard, exalted, priest, druid, holy, healer, enlightened, fighter (if he can do something that other characters could not), thief, (same), etc.

In a superhero game, a player could replace one or more adjectives with super powers and write up a description of each.

A comedic game could have a list of Standard Adjectives which included comedic themes. Ranma is cursed to turn into a girl when splashed with cold water, he is engaged to multiple women against his will, stubborn, and a nearly unbeatable fighter.

So if we were doing a Ranma game we would put Cursed to turn into something when splashed with water on the list. Engaged to or Hopelessly in love with should probably also be on there. Always lost is also a good one. And because these adjectives would be on the list, players might be more likely to pick them which would recreate the feel of the show better.

Actually, now that I think of it, a setting could be defined just as much by a list of Forbidden Adjectives. For instance, in a sword and sorcery setting, Wizard may be a Fobidden Adjective, forcing players to choose words like necromancer, astrologer, enchanter, etc. in order to play a spell caster. In a kung fu setting, Martial Artist may be forbidden, forcing players to choose descriptors like Master of Hopping Raven Kung Fu or Practicioner of the 18 Weapon Styles.

I see

I see what you are getting at but they way I view it all those things are based solely on setting. What I can do is add a paragrapgh saying that some things may need more definition within in a setting.

Still No Name....

I still have not come up with aname for this system. :( If anyone has an suggestions or just some thoughts to get the juices flowing I would like to hear them!

More on names

So I have been thinking alot about names. I am thinking of going with Lotus or Chi, but I am still open to suggestions.

Voting time.

In my view, take Chi. You said you didn't want the game to be pigeon holed as oriental and Lotus gives more of that impression than Chi does.

The most important parts of any game are story and characters. Master these and a good game is on its way.

I thnk your right

The more I think about it the more I am drawn to the name Chi and I think I am going to go with that.

Chi pdf

OK, I have uploaded the Chi pdf to the book page.