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qwertyu63
2013-09-01, 02:05 PM
I am making a new system. The core of the system is finished already, and can be found in the spoiler here (I know the first paragraph is self-evident, but I feel the need to include it):

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Core Rules (The BF6 system):
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Players:
There are two types of player in the game: players and the gamemaster (GM). Each of these two types have different roles in the game. Players simply need to make and control one character, known as their player character or PC. The GM (and there should only be one) is in charge of the game, and it is their job make sure the game works. They control all characters other then the PC's (non-player characters or NPC's), and they also plan out the world and the basic stories in it. In the event of a rules dispute, the GM decides what happens.
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Tests:
When doing something with a chance of failure, you must roll a test. To do this, roll 1d6 and add on any bonuses or penalties you may have. The total is compared to a difficulty level chosen by the GM. If your roll was higher or equal to the difficulty, you have succeeded at your task. If your roll was worse, you have failed.
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Conflicts:
When doing something with someone else directly trying to stop you, you must roll a conflict. To do this, both characters roll 1d6 and add on any bonuses or penalties they may have. Highest total wins and gets things their way. In the event of a tie, re-roll. The GM may decide a minimum value is required to win the conflict, and if neither character reaches it then both fail. (This option is appropriate if one or both characters are doing something that would have been a test if a conflict were not being rolled.)
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Bonuses/Penalties:
Characters have two major aspects that effect how much they can do. These are their Boon and Flaw. These can be any trait the GM allows, but Boons must be positive traits, while Flaws must be negative traits. All tests/conflicts to which a Boon or Flaw apply receive a modifier as a result. Boons add 2 to the dice roll, while Flaws subtract 2 from the dice roll. In addition, if the character or someone helping them manages to create a situation that makes a test easier than it should be, they may add 1 to the dice roll. Inversely, a bad situation that makes things harder will subtract 1 from the dice roll. On top of that, if a character has a special item that would help them in a test/conflict, they may add 1 to the dice roll.
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Hazards:
Tests and conflicts can be hazardous, as declared by the GM. A test/conflict can be hazardous for one of many reasons; these include physical danger, mental assault or social conflict. If you fail a hazardous test, you lose 1 life point. If you are the loser in a hazardous conflict, you lose 1 life point. If a character starts a conflict, they may choose to make that conflict hazardous (this is how you can attack other characters).
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Life:
Each character has a base value of 3 life points. If you lose all three of these life points, you suffer a fate chosen by the character who took away the last life point (If a hazardous test takes the last point, the GM chooses your fate; the GM can veto a chosen fate and replace it). If you have less than your full 3 life points, you can rest for 10 minutes to recover 1 life point, but these 10 minutes must be undisturbed (sleeping counts as rest for recovering life points). If you have 0 life points, you automatically fail all checks or conflicts you take part in. Your life points can not go below 0.
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Difficulty level table:
Trivial: 1
Easy: 3
Normal: 5
Hard: 7
Fiendish: 9
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Character Creation:
Get a piece of paper. Choose a name for your character and write it at the top of the paper. Select a boon and flaw for your character. Check them with your GM. Your flaw must be larger in scope than your boon. If they are approved, write them down on the paper. Character creation is done.
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Soon enough, I will be posting a game made using this system. This game is called Hello, my Name is. I will be adding on a class/level system, along with some special items. But for now, all that I have is the BF6 system.

EDIT: HmNi is ready for a rough draft release...

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Character Creation:

Creating a character in HmNi is very simple.

First, you need to ask your GM what the starting fame level is (the default is Unknown). If you are starting higher then Unknown, you need to account for the powers you are given.

Then you need to pick your class. There are 6 classes named in these rules, but you can work together with your GM to create more. Note your classes special power.

After your class, you need to choose your Boon and Flaw. 6 of each are presented in these rules, but you and your GM can make up more.

Lastly, you need to name your character. Any name will do.

This is an equally easy process for GM's. They simply make all of these choices for their NPC's. Lesser's (background characters) are even simpler to make. They only have a name, Boon and Flaw, lacking a Fame level and Class.
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Fame effects:

In HmNi, you level up based on your fame alone. As you become more famous, you grow more powerful, which results in you becoming more famous. Each level of fame results in you gaining a new benefit. These effects are laid out here.
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Unknown (level 1):
This level of fame has no effect.

Your class grants you a +0 bonus to related tests/conflicts.

At this level, no one knows who you are.
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Noted/Hated (level 2):
At this level of fame, you must choose your fame path. The choices are Good or Evil. If you choose Good, this level and future levels are called the name on the left (Noted, Famed, Renowned, Revered). If you choose Evil, they are named by the name on the right (Hated, Feared, Vilified, Reviled).

This level grants you access to luck. Characters on the Good path gain access to Angel's Luck. Once per game day, they can allow an ally to re-roll one dice they just rolled. Characters on the Evil path gain access to the Devil's Luck. Once per game day, they can force a foe to re-roll one dice they just rolled.

Your class grants you a +1 bonus to related tests/conflicts.

At this level, you have made a small mark on the world; people who study history will have heard of you.
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Famed/Feared (level 3):
At this level of fame, you gain the services of a follower. This follower is called a cohort if you are on the Good path, or a minion if you are on the Evil path. This follower is built as a Lesser.

In addition, your skills in your class grow more powerful. You may use your classes special power twice per game day instead of once.

Your class grants you a +1 bonus to related tests/conflicts.

At this level, you have made a decent mark on the world; most people have at least heard your name.
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Renowned/Vilified (level 4):
At this level of fame, your followers grow more plentiful. Your followers form a small keep under your control.

In addition, your luck grows more plentiful. You may use your luck ability twice per game day instead of once.

Your class grants you a +2 bonus to related tests/conflicts.

At this level, you have made a large mark on the world; all but the most isolated people have heard of your deeds.
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Revered/Reviled (level 5):
At this level of fame, there are droves of people who wish to follow you, either out of love or fear. These people form a city under your command.

In addition, your skills in your class grow greater still. You may use your classes special power thrice per day instead of once or twice.

Your class grants you a +2 bonus to related tests/conflicts.

At this level, you have great mark on the world; your name will be remembered for generations to come.
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Gaining and Losing Fame:
Every time you complete a major quest, you can change your fame level one step in the direction of your choosing. No matter which way you go, you stay on your current fame track unless you are dropping to Unknown. If you drop to Unknown, you lose your fame track, and may choose either track next time you reach the Noted/Hated level. (It is via this method that villains can be redeemed or heroes corrupted.)
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Extra difficulty level:
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Near-impossible: 11

This difficulty level can only be reached with the help of your class bonus, and is reserved for the most difficult of tasks.
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Classes:

In HmNi, your class grants you a bonus on some tests/conflicts and also gives you a special power. 6 classes are detailed here:
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Warrior:
The warrior's special power is Force Stunt. Once per game day, they can engage in a stunt of superhuman strength.
The warrior class grants bonuses to checks involving making physical attacks and brute strength.
The warrior class inflicts a -1 penalty to checks involving resisting social attacks.
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Thief:
The thief's special power is Right Tool. Once per game day, they can declare a simple item to be in their possession.
The thief class grants bonuses to checks involving grace, stealth and dexterity.
The thief class inflicts a -1 penalty to checks involving resisting mental attacks.
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Guard:
The guard's special power is Pure Endure. Once per game day, they can simply ignore any one single effect they would suffer.
The guard grants bonuses to checks involving endurance, resistance and protection.
The guard class inflicts a -1 penalty to checks involving making direct physical attacks.
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Mage:
The mage's special power is Arcana Flair. Once per game day, they can create a simple magic effect, such as telekinetically moving an object or creating a burst of fire.
The mage grants bonuses to checks involving intellect, magic and making mental attacks.
The mage class inflicts a -1 penalty to checks involving resisting physical attacks.
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Cleric:
The cleric's special power is Divine Cure. Once per game day, they can restore 1 life point to their target.
The cleric grants bonuses to checks involving religion or medicine.
The cleric class inflicts a -1 penalty to checks involving making social attacks.
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Bard:
The bard's special power is Charming Face. Once per game day, they can declare themselves to have a contact who can assist in a given task.
The bard class grants bonuses to checks involving diplomacy, music and making social attacks.
The bard class inflicts a -1 penalty to checks involving noticing stealthy foes.
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Boons and Flaws:

In HmNi, your boons and flaws provide simple bonuses or penalties. A sample list is provided here.
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Boons: (+2)
Strong
Swift
Tough
Smart
Wise
Charming
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Flaw: (-2)
Weak
Slow
Feeble
Dim
Foolish
Rude
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Core Rules (The CS6 system):
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Players:
There are two types of player in the game: players and the gamemaster (GM). Each of these two types have different roles in the game. Players simply need to make and control one character, known as their player character or PC. The GM (and there should only be one) is in charge of the game, and it is their job make sure the game works. They control all characters other then the PC's (non-player characters or NPC's), and they also plan out the world and the basic stories in it. In the event of a rules dispute, the GM decides what happens.
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Dice:
Whenever you have to roll a die in the CS6 system, roll a six-sided die.
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Tests:
When doing something with a chance of failure, you must roll a test. To do this, roll a die and add on any bonuses or penalties you may have. The total is compared to a difficulty level chosen by the GM. If your roll was higher or equal to the difficulty, you have succeeded at your task. If your roll was worse, you have failed.
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Conflicts:
When doing something with someone else directly trying to stop you, you must roll a conflict. To do this, both characters roll a die and add on any bonuses or penalties they may have. Highest total wins and gets things their way. In the event of a tie, re-roll. The GM may decide a minimum value is required to win the conflict, and if neither character reaches it then both fail. (This option is appropriate if one or both characters are doing something that would have been a test if a conflict were not being rolled.)
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Stats:
Each character has three Stats: their Brawn (strength and endurance), their Speed (agility and dexterity) and their Brain (intelligence and perception). Each character has a score in each stat; when rolling a test/conflict, add the value of the stat to the roll.
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Classes:
A character's Class tells you what they specifically are good at. For example, they might be a Wizard, a Warrior or a Hacker. When a character's Class would apply to the check, they add 2 to the die roll.
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Hazards:
Tests and conflicts can be hazardous, as declared by the GM. A test/conflict can be hazardous for one of many reasons; these include physical danger, mental assault or social conflict. If you fail a hazardous test, you lose 1 life point. If you are the loser in a hazardous conflict, you lose 1 life point. If a character starts a conflict, they may choose to make that conflict hazardous (this is how you can attack other characters).
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Life:
Each character has a base value of 3 life points. If you lose all three of these life points, you suffer a fate chosen by the character who took away the last life point (If a hazardous test takes the last point, the GM chooses your fate; the GM can veto a chosen fate and replace it). If you have less than your full 3 life points, you can rest for 10 minutes to recover 1 life point, but these 10 minutes must be undisturbed (sleeping counts as rest for recovering life points). If you have 0 life points, you automatically fail all checks or conflicts you take part in. Your life points can not go below 0.
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Difficulty level table:
Easy: 3
Normal: 5
Hard: 7
Fiendish: 9
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Character Creation:
Get a piece of paper. Choose a name for your character and write it at the top of the paper. Select a class for your character. Check it with your GM. If it is approved, write them down on the paper. Then, choose values for your stats. They can be as high as 2 or as low as 0; however, the total must not be more than 3.
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Character Advancement:
Whenever a character completes a major objective, they grow stronger from the experience. They can choose any one Stat to increase by 1, to a maximum of 3.
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erikun
2013-09-01, 04:52 PM
Not much here to comment on, but I am noticing something odd about your math.

You list the "normal" difficulty as 6, which seems to indicate that the average bonus to die rolls is +2. (3+2 = 5, which gives us a failure. 4+2 = 6, which gives us a success. Thus, 50/50 difficulty.) However, outside that you an acquire a +2 bonus from a Boon, +1 bonus for a positive situation, and +1 for a special item relevant to the situation. This gives us a total bonus of +6, which makes the "fiendish" diffculty of 10 have the same chance of success as the normal difficulty for your average person.

And I don't see a reason why the special item or positive situation would be particularly hard to obtain, especially if that's what the character specializes in.

qwertyu63
2013-09-01, 05:03 PM
Not much here to comment on, but I am noticing something odd about your math.

You list the "normal" difficulty as 6, which seems to indicate that the average bonus to die rolls is +2. (3+2 = 5, which gives us a failure. 4+2 = 6, which gives us a success. Thus, 50/50 difficulty.) However, outside that you an acquire a +2 bonus from a Boon, +1 bonus for a positive situation, and +1 for a special item relevant to the situation. This gives us a total bonus of +6, which makes the "fiendish" diffculty of 10 have the same chance of success as the normal difficulty for your average person.

And I don't see a reason why the special item or positive situation would be particularly hard to obtain, especially if that's what the character specializes in.

Items and situations are assumed to be easy to put together. That is where the average bonus of +2 is coming from. Fiendish requires you to get every bonus available in the core system, and roll a 6. For a while in the works, the target numbers were all one lower (and I've been thinking of putting them back there). I have now done this. EDIT: I have also added in a difficulty level that requires 2 more then Fiendish and an extra source from which to get a +1 making this added difficulty possible.

qwertyu63
2013-09-05, 10:43 AM
The actual game is out in its first version. Hello, my Name is... is ready to be looked at.

And for those wondering about the name...
This is the character sheet in progress:
http://i.imgur.com/S2ReV2S.png