《RPG - Revealing Project Green》Not a Chapter - The System behind Revealing Project Green
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The RPG System
Revealing Project Green is based loosely on the WEGs d6 system, freely available on the internet via Creative Commons license. https://ogc.rpglibrary.org/index.php?title=OpenD6
Character creation
1- Choose 2 Domains that define your character. You may not choose two opposing Domains.
School Professional
Bike Motors
City Wild
Weird
2- Choose 3 Characteristics to further flesh out your character’s personality. Again, you may not select two opposing Characteristics.
Fierce Easygoing
Quick Observant
Lucky Disgusting
Heroic Forgettable
Rich Scrappy
Charismatic Ruthless
Outgoing Focused
3- Your 7 Traits all begin at 1d6, but you gain 15 dice to add to these. The cap at character creation is 4d6+2. A single die may be broken into three +1 pips, or a +1 and +2 pip to be added to your Traits. The max pip is +2.
Traits: Might, Moves, Will, Insight, Panache, Skirmish, Luck
Note: characters will begin with an average stat of 3d6, which is (according to the WEG D6 system) above average. Characters in this system are considered to be heroic, or out of the ordinary. This is by design.
4- There are two derived stats: Hit Points and potentially Psychic Power Points (PPP). One character in the party possesses supernatural powers. Generally only one, and typically an NPC under shared control of the PCs, though the GM may allow one of the PCs to play the psychically powered character.
Hit Points: the maximum roll of Might + Will (including pips). Assume all dice roll 6’s.
PPP: the maximum roll of Will + Insight (including pips). Assume all dice roll 6’s.
Divide the character’s HP between the six wound boxes, with 1 hit point for the death box. The remainder are divided as evenly as possible. Example: a character with 30 HP will have 6 hit points per box, with 5 in the KO box and 1 in the Dead box.
The same goes for PPP: divide equally between the six boxes, with 1 in the KO box.
*Penalties for psychic characters are cumulative, between HP and PPP.
System Basics
A contested roll is one in which two PCs or a PC and NPC make opposed rolls, and the higher wins. That player (or GM) who wins narrates the outcome of the roll. If the difference between rolls is 6 or greater, the outcome is strongly in favor of the winner.
An uncontested roll is one in which the PC acts on the environment: picking the lock, searching for a hidden door, and the like. Here the PC states their intent, the GM sets the difficulty, and the PC rolls the appropriate Trait.
Difficulty ratings
No difficulty- don’t call for a roll.
Low difficulty- 10
Moderate difficulty- 14
High difficulty- 18
Extreme difficulty- 22
Virtually impossible- 26
Domains
If the PC is reasonably acting within one of their Domains (such as acting while on a bike for the Bike domain), any 6’s rolled are then re-rolled, and added to the total. This is called Exploding Dice. Thus if the roll is 3d, and the PC rolls 6, 5, and 1, the 6 rolls again for a 2 and becomes an 8. The total then is 8, 5, and 1, for a total of 14. Without a Domain, the 6 stays a 6.
When are you acting within your Domain?
The challenge is in the chosen space (school, professional, wild, city, or even weird) You use the specific object to act (Bike away from the police for Bike, or chase those meddling kids around in your patrol car for Motor) the challenge relates to a certain person (convincing a fellow student to do something is School, convincing a secretary in City Hall would be City (or perhaps Professional), while convincing a Park Ranger in a park would be Wild) The challenge involves knowledge of the Domain (knowing about Bike parts/brands as part of the challenge, or types of snakes for Wild) You apply a specific solution method from your Domain to the situation somehow (pretending to be on a school field trip while in the forest when trying to convince the Park Ranger, for instance, would engage School, or use your bike as a means of impressing adults while your friends sneak into a building, would engage the Bike Domain) BOTH!?!
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What if you’re acting within both of your Domains at once? You gain +1d6 on this roll, and 6’s explode.
The Characteristics
Characteristics must be spent (checked off on the character sheet) to be used. A full night’s rest will recover all three, while a quick rest (a 15 minute meal or an hour’s relaxation) will recover one, player’s choice.
Fierce- Engage this to ignore wound penalties for 3+1d6 actions.
Easygoing- When you fail, gain a token to spend on any subsequent roll. You may gain up to 6 of these dice during a session. *This Characteristic is not spent like others.
Quick- When contested, spend to go first, with +1d6 on the action.
Observant- Spend to gain +1d6 on an Insight roll, or ask the GM a pertinent question. The answer must be truthful.
Lucky- reroll all 1’s for the remainder of the scene until they’re no longer 1’s.
Disgusting- You may reproduce a disgusting habit upon request. Activate to gain access to a Domain you don’t have for this next roll.
Heroic- Lower the difficulty to Low (difficulty 10) for this uncontested roll, or your opponent re-rolls all 6’s until they’re not 6’s for a contested roll. May not be used for PvP.
Forgettable- Gain +1d6+1 on an action while out of the spotlight, or an automatic 18 to become unnoticed/remain unnoticed.
Rich- You have some money to buy something in game (up to 50$ in 1980’s money), or gain +1d6+1 to use your money on an appropriate action.
Scrappy- Activate to scrounge up a useful item, or add +1d6+1 to a Skirmish or Will roll.
Charismatic- Your next social roll affects 1d6+1 (exploding) more people than normal.
Ruthless- Activate to gain +x on your next roll, which is the number of HP you or an opponent lost in this scene.
Outgoing- Spend to find a helpful face who will render aid (friend, family member, friend of a friend, etc). They won’t do anything dangerous for you unless convinced (High difficulty). May not be done while in the Weird Domain (a supernatural setting, or dungeon crawl) unless with PC proposal and GM permission.
Focused- spend to re-roll any non-combat dice you want to change on this roll. You must accept the new result on these dice.
XP and Skills
Traits may not be increased higher than their starting dice. However, it’s possible to use Experience Points to buy into specialty skill areas. Here is a list of ways to spend your experience. Purchases should feasibly make sense, but if you’re playing this game, it’s for the fun of it, so don’t let the naysayers get you down.
Swap out one Characteristic for another: 10 XP Swap out one Domain for another: 20 XP Transfer one die from one Trait to another: 12 XP Buy a Skill: 12 XP minus max Trait die (i.e. Trait is 3d6, 3d6+1, or 3d6+2: 9XP) Increase an existing skill: 20 XP minus max Trait die (as above) Gain 2 Hit Points (up to 30): 5XP Gain 2 Hit Points (30-60): 7XP Gain 2 Hit Points (60+): 9XP
Skills enhance the Traits when performing an action with that skill.
Might Skills:
Feat of strength Climbing Swimming
Moves
Sneak Tinkering Tumbling Quickness
Will
Guts Intimidation Survival
Insight
Survey Study Machinery
Panache
Consort Sway
Skirmish
Melee Hand to hand Ranged weapons
Luck
Serendipity Kismet
Skills provide the following:
Rank 1: a Wild Die. Designate a differently colored die when rolling. If this die rolls a 6, you have scored a Critical Success. (There is no crit fail) The Wild Die always explodes, even if you don’t have an active Domain. Rank 2: a +1 pip. This can increase the roll to 5d6. Rank 3: a second +1 pip. Skill Descriptions:
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Note: Skills are meant to include knowledge of the thing in question, as well as perhaps contacts related to the skill in question. Skills are also not strictly relegated to the Trait they fall under. Therefore, if your character picks up a bow, they can use Ranged Weapons and Insight to discuss bow manufacturers, fletching techniques, and such (remembering that requiring a roll should be integral to the story, or danger is involved). Ranged Weapons could also be used along with Panache to talk someone up with regards to your archery knowledge.
Feat of Strength
Pretty self explanatory. Whenever the challenge in question is about lifting, shoving, pulling, carrying, and the like, this skill comes into play. Insight rolls with Feat of Strength could include knowing how to exercise and lift weights efficiently, while avoiding injury. Panache rolls with Feat of Strength could mean impressing someone with your muscly muscles. A Skirmish roll with Feat of Strength could mean throwing something incredibly heavy as a weapon.
Climbing
Also self-explanatory. Typically climbing is a lame way for a PC to die, so the GM is encouraged to use a single climbing roll for one vertical challenge. Depending on how badly the PC fails, this could mean a die or two of damage. Insight and Climbing could be used to assess a challenge, find the best route, or discuss gear and techniques.
Swimming
Even those without the skill know how to float and get around at very speeds, given natural physical talen, because again this is a game and dying of a lack of swimming skill is super lame. Unless speed is in question, the higher the roll means the faster the swim takes place.
Sneak
Shadowing, stealth, and prepping an ambush all fall under Sneak.
Tinkering
This skill is for fine manipulation and eye hand coordination, such as picking a lock or disarming a trap. Insight might be used to assess the device in question and the best way to approach.
Tumbling
During a fall, a successful Tumble can halve the damage. It’s also used for many purposes, such as Parkour free running, crossing a balance beam, or just looking impressive!
Quickness
The initiative skill. This boosts a PC’s chances of going first in a contested situation (including PvP).
Guts
This represents that the character has seen and been through some tough times, and has emerged able to handle it. When a fear roll is necessary, such as from intimidation or a supernatural source, use Guts. If you fail, the difference between your roll and the target number is your penalty to act against the source of the fear. Example: the aura of terror from the pack of zombies is Moderately difficult (14), but the player rolls a 12. All the player’s results against the zombies will be -2. If your penalty is -10 or more, you must flee from the terrifying presence.
Intimidation
Show your opponents you mean business. Get them to back off and not mess with you. Get them to believe you’ll do something terrible. As above, if you employ this skill successfully, you can cause opponents to lose their nerve or even run away.
Survival
A blend of Insight and pure Will to survive, you employ knowledge and grit in equal measure to stay alive. This involves knowing the best ways to get clean water, build a shelter in an appropriate place to stave off the elements, and figure out sustenance when those things might otherwise be hard to come by. It also includes the sheer determination to stave off death.
Survey
This skill involves running a quick eye over the scene for anything out of place or important.
Study
Close scrutiny, sometimes for hours. All pertinent information should be given to the PCs eventually, as the game assumes the PCs work competently, so a failure to Study means perhaps an interruption, perhaps a loss of concentration, or simply that the attempt takes a serious amount of extra time more than anticipated.
Machinery
You know gadgets, mostly mechanical in nature. You can figure out how they work, how to take them apart to make repairs, and perhaps even how to soup it up. More power. This might take the form of sabotaging an opponent’s car or tracking device, or inventing a device of your own.
Consort
You know how to seem like you belong. You know how to insert yourself into a situation with calm, ease, and this usually ends up making you friends. Whether it’s a party where you don’t know anybody or a group of bikers shooting pool at a billiards hall, you have a better chance of getting an ‘in’ than those without the skill.
Sway
You can make people come around to your way of thinking. You’re convincing, quick with the wit and the tongue. GMs should not require PCs to make the convincing arguments and snappy retorts unless the PC agrees. Part of the fun of a game is being somebody you’re not, and the person writing this has never been good at Consorting or Swaying folks… but that doesn’t mean I should be dissuaded from having some make believe time doing just that.
Melee
This is the classic weapon-in-hand fighting you’re thinking of. When you buy this skill, you should specify Small or Large weapons. Small could be anything from a sap to a short sword with a blade length of around a foot and a half, or finesse style weapons like the rapier. These are typically one-handed weapons. Large could be anything from a sledgehammer to a pike, and typically require two hands to wield. *You may purchase this skill again and take the other set of weapons.
Hand to hand
Exactly like it sounds. You are free to specify what sort of fighting style you have, from pugilist to martial artist, but for the purposes of the game they function identically. Flavor is fun though, so go for it.
Ranged weapons
If it’s thrown or shot, you’re skilled at doing it. When you buy this skill, specify Firearms or Archaic weapons. You may also buy this skill twice and take the other weapon family. Both require a keen eye and a steady hand, but most importantly the sort of training that keeps people alive when they’re under threat for their lives. Archaic ranged weapons include bows, crossbows, the bolas, or the sling. Firearms are self-explanatory, but DO NOT include things like hand grenades, bazookas, and heavier military weapons. Those require specialized training and game rules this game isn’t really ready to handle. Explosion rules. Shudder.
Serendipity
You’re extra lucky. Any time you’d otherwise roll Luck, you get this skill’s bonus.
Kismet
Fate is on your side. Once per session you may check one of your Characteristics (and this skill) to immediately roll your Luck, to regain that many HP. If you have no Characteristics to spend, you’re out of luck.
Combat
Initiative
Against mobs of lower level enemies, on the way to the Big Bad, it is acceptable to give the PCs choice of initiative. Some enemies might be quicker though, and that means starting off a combat with a Moves roll (plus the Quickness skill if anyone possesses it). The Quick Characteristic trumps any roll, and in the case where two or more PCs have Quick, have a Moves roll off.
Attack and Defense
Typically, attacking is done via Skirmish, unless the player devises a different sort of attack.
Defense, unarmed, is done with Moves. While armed, the PC can benefit from appropriate Skirmish skills.
Special attacks
can debuff enemies in the following ways:
Trip: the attack deals 1HP damage, but the opponent falls prone and is at -1d6 to act in the next round.
Disarm: You must beat your opponent’s defense roll by 6 or more to relieve them of their weapon.
Knockback: If the described terrain includes hazards (such as a pool of water, table, or abyss) thee attack may shove opponents back into them. Declare you’re attempting this maneuver, then beat your opponent’s defense roll by 6 or more to succeed. Otherwise the opponent is -2 to attack next round.
Bind: Sometimes it’s useful to lock your weapon up with your opponent’s. Beat your opponent’s defense roll by 6 or more to do so. To break a bind, opponent must beat you in a contested Might roll. Until then, both of you are at -2d6 to defense.
Called shot: You use pinpoint accuracy to bypass an opponent’s armor. They still get the benefit of any Moves bonus to defend against you, but if you succeed by 10 or more, they cannot reduce your damage.
Special defenses
can take opponents by surprise in the following ways:
Riposte: You turn defense to attack. If you declare this move, and beat your opponent’s attack roll by 6, you gain an immediate attack, but at -1d6 to your Skirmish.
Bind: Sometimes it’s useful to lock your weapon up with your opponent’s. Beat your opponent’s attack roll by 6 or more to do so. To break a bind, opponent must beat you in a contested Might roll. Until then, both of you are at -2d6 to defense.
Create an Opening: You can attempt to lead your opponent into a trap by using your Insight to defend instead of Moves. Declare how many dice you set aside before the Insight defense roll. If you succeed, your next attack gains the dice you set aside.
Sidestep: You execute a quick defense in order to get the drop on your opponent. If you beat your opponent’s attack by 6, roll your Luck (plus Quickness skill). Add the highest die result to your Initiative total.
Armor
Protective effects are listed with each piece of armor. Some armor replaces Moves with a protection dice pool. Just roll those dice instead of rolling Moves to get away. Other pieces add to the Moves roll to dodge. Still other other armor provides damage reduction. Armor will frequently make it more difficult to do movement heavy actions, such as leaping around or hiding in the shadows.
Damage reduction effects are not cumulative, sorry. Defense bonus is, however.
If the damage doer rolls 10 above that of the armor wearer, or the attacker makes a called shot, the armor has no effect. Sorry.
Sample armor Damage reduction Other
Leather armor -1 damage per hit No Moves increase
Breastplate -1 damage per hit +2 Moves to defend
(-2 other Moves actions)
Scale mail -2 damage per hit +2 Moves to defend
(-1d6 other Moves actions)
Full Plate -1d6 damage dice (attacker) 4d6+2 Deflection pool (replaces Moves)
(-2d6 other Moves actions)
Buckler None +1 Moves to defend
Helm -1 damage per hit -1 Survey rolls
Weapons
Typically weapons deal between 1d6-2 and 2d6+2 damage, with the minimum always being 1 damage on a successful hit. It’s the nature of the hit points setup, sorry. When you strike or are struck by a weapon and damage is dealt, this is both a reflection of your stamina and ability to continue fighting, as well as wounds you might sustain. HP is an abstraction… like playing a game where you pretend to be someone else.
Hand to hand/Light weapons (one handed)
Bare knuckles 1d6-2 Bow/arrow 1d6
Brass knuckles 1d6-1 Mace/hammer 1d6
Staff 1d6-1 sling/bolas 1d6-1
Dagger 1d6-1 Sword/axe 1d6
Heavy weapons (two-handed)
Long sword 1d6+1 Polearm 1d6+1
Maul 1d6+1
Firearms
Pistol/Rifle 2d6
Shotgun 2d6+1
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