View Full Version : Stusimsys - A simple rule set for mostly freeform games

2012-10-26, 10:17 AM
Input would be greatly appreciated

Concept: The idea of this is to provide a simple stat system to define a character as well as rules for rolling.

Most of the game is resolved via freeform with referencing of stats only used to ensure a character is actually capable of their actions. Rolling is only designed to be used when a player wishes to influence the game in major plot changing ways or for combat resolution. Either way, rolling is designed to occur only once in most situations. An entire fight, as an example, would typically be settled with one roll.

The system is simple enough to be played in a car or while in line, requires little more than a post it note, has no derived stats and character crunch can be done in minutes without referencing books.


The system uses a D6 as it is a fairly common and easy die to find.
Anything a character might do has a rank associated with it. A rank is simply a number that tells you how good a character is at something. It is found by adding the appropriate stat, any merits a character may have and subtracting any flaws.

Rank = Stat + merits

Character abilities are determined by two things: Static ranks and die rolls.
Most of the time, characters are assume to be performing on an average level. This is the static rank. Static ranks are determined by taking 3 + rank
At times of great stress or when great deeds must take place, characters are called on to roll. When rolling a character can fall below their norm or push themselves to greater heights. Rolls are 1d6 + Rank


Cap’n stabs has a combat stat of 2. This assumes that in melee and when fighting he has a rank of 2, a static rank of 5 and a roll of 1d6+2.

Cap’n stabs happens to be fighting with a knife, which he possesses a merit called “small weapons” which gives him a +2. Cap’n Stabs has a knife fighting rank of 4, a static rank of 7 and a roll of 1d6+4.

Stats: Stats are basic concepts of a character that all ordinary humans have. Agility, Charisma, perception are examples.

Stat List

Combat: Rates how good a character is at fighting (melee, ranged, bodyguards or even with magic)

Body: Rates how tough a character is, how much damage they can take and their overall strength. Has no effect on combat damage dealt.

Agility: Rates how agile, dexterous and coordinated a character is, effects ability to dodge.

Intellect: Rates how intelligent, wise and how quickly a character learns. This stat covers most knowledge’s.

Will: Rates how strong a character’s mind is at resisting influence, fear and overall determination.

Charisma: Rates how well the character can influence others through beauty, force of personality or entertainment

Stats allow a simple system for building any type of character that the player wants. It doesn’t matter if the character uses guns, punches things, throws chi or spits acid, the combat stat is the same.

Merits: Merits are ways that characters personalize and differentiate their characters.

Merits are concepts that show training, special powers, knowledge or equipment. It is anything a character has that other average humans might not. Sword Combat, Forensics, alchemy are all examples of a merit.

There are two types of merits. Common and rare. Each apply a +2 bonus on rank and stack with each other, but not other merits of the same type. Two common merits cannot stack, but a character can apply a +2 from a common stat and a +2 from a rare stat.

Common merits typically show a broad range of ability and can typically be listed as a profession or specific type or training. Doctor, Alchemist, Kung-fu, Combat mage.

Rare merits are very specific, apply only to one or two very specific ranks and usually come from an unusual item, extreme training or something else. Magic sword, palm sized medical scanner, master of the flame punch.

A rare merit cannot be purchased until the character has a common merit associated with the same rank.


Cap’n Stabs wants to be a great knife fighter. Knife fighting would typically use the combat stat.

Common merit – one handed weapon training. Cap’n Stabs gains a +2 bonus when fighting with any one handed weapon.

Rare Merit – Knife expert. Cap’n stabs gains a +2 bonus when fighting with any one handed weapons and an additional +2 bonus when fighting with knifes, but only knives.

Doc wants to be a great healer. Healing someone would typically use the Intelligence stat

Common merit – Medical degree. Doc gets a +2 on anything related to healing or knowledge of healing.

Rare – Hand held medical scanner. Doc gets a +2 on all healing and an additional +2 when attempting to diagnose someone’s ailments.

Brick is already physically tough, but wants to be fearless. Fear effects are typically covered by Will.

Common – Hard Heart. Rock gains a +2 when anyone attempts to effect him using negative emotions.

Rare – Fearless. Rock gains a +2 against negative influence and a further +2 against effects caused by fear.

2012-10-26, 10:20 AM
This is meant to be a start with the possibility of adding Flaws in later.

2012-10-26, 01:12 PM
Rank comparison guide (what a number means)

Most characters will have at least 1 in every stat. DM’s are suggested to be very careful to allow a 0.
Ranks typically range from 2 to 16. The lowest score 1, means the player has 1 in the stat and no merits effecting it. The lowest roll on a D6 is a 1. The highest a character would reach in most games would be a 16, representing a 6 in the stat and having both a common and a rare merit effecting the rank and then rolling a 6.
Numeric break down-
0 – Character literally cannot do any task related to this.
2- Simplest of tasks that require almost no skill or effort. Breathing, Digesting, Blinking. Typically a 2 would mean failure.
4 – Easy tasks that almost every average human can do with little effort. Walking, recognizing day and night, punching a wall
6 – (Average) Represents a task that most average humans can do. Running for a short period of time, navigating a simple computer system, putting anticeptic and a bandage on a cut properly. Most PC’s and NPC’s will have at least a 6 as a static rank in most abilities.
8 – Represents a task that requires effort or training. Many people have some ranks this high, but they all had to work for them. Putting together a simple PC from parts, knowledge that requires an undergraduate degree, normal military training in a subject.
10-Only some people reach this height in any rank, let alone multiple. Represents a near mastering of the rank. Knowledge found in post-graduate studies, intense training such as a navy seal. You are typically recognized as a person to go to for advice and help.
12-You are a true master. Very few people reach this pinnacle of achievement and are typically known throughout their fields. You are the miss universe (in the year 3567), the economist who literally wrote the book on it, the warrior that even Chuck Norris gives an approving nod.
13+ Ranks in this range are typically outside human ability. Of course, PC’s are usually not typical humans. However, these ranks would only be found in “high level” or “advanced” PC’s