- 8 months ago
#59585
Mice of Lison RPG
Since there is enough interest, I am going to start up this game. The basic premise is the characters are field mice, living in an underground society (similar to NIMH). This is to be a fun and light-hearted game, and will abide by all littlespaceonline.rules for public postings.
I have set up a chat room Mice of Lison RPG for any game discussions, OOC, etc. It is password protected, so PM me and I will give you the password. Once everything is ready, I will set up two forum threads. One is for the game scenes and only I should post to this. The other is for reader comments. Player/Character comments, questions, responses, actions, etc., will be handled in the chat room. I believe this gives a good balance between keeping the forums from being overloaded and allowing player flexibility.
I will accept players for the first scenario up until Thursday 26 January. Depending on how the first scenario goes, there may be further scenarios and more might be able to join us at that time. I'd like to put up 2 new posts a week, so players should respond within 3 days of a post. A player not responding at that time, is considered asleep, distracted, etc. and will not doing anything active in the scene.
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Characters will be built using the ASL (Alkahest's Simple and Light) system, as follows (examples to follow):
Character Name – Since the characters are field mice, names should be mice like. Some possible names might be like Long-tail, Twitch-Nose, Four-Whiskers, and similar.
Gender – He or she. Purely for writing the scenes. Does not have to be whatever gender the player is in real life.
Assign 10 points to your SAS. SAS = Strength, Agility, Smarts. No value can start with more than 6 points.
All characters start with a Stamina of 9. Any 'damage' done wears down the stamina and when stamina is 0, the character is too exhausted to go on, and retires from the scenario (returns home). Conflict will drain stamina while rest, food, and medicine can restore it. There may be other ways depending on what the characters/players come up with. As long as it makes the game fun, I'm open to ideas.
The game is a cooperative game, so interplayer conflict (besides the occasional ribbing) is not allowed. Anyone who, in the GM's opinion, is bringing the game down will be permanently retired from the game.
Choose four things you are good at. No more than one combat skill at start. Combat skills are: Fighting and Throwing. These choices can be almost anything, but should fit the game being played. I'll work with you if you need it and feel free to discuss character ideas in the chat room to help build a balanced party. The mice live in nature, so any skills, abilities, etc. they have should reflect this. Skills like blacksmithing, mining, etc, wouldn't be appropriate to this game. No magic, psionics, etc. in this game, although some real-life (pseudo)science (crystals, herbalism, card-reading, etc. could be considered.
Choose one thing you are bad at (same rules as above).
Choose two motivations.
That's all there is to building a character.
Conflict resolution follows this pattern:
2d6 roll against average of appropriate stats + skill + mods must equal or exceed target number. Since littlespace doesn't have a dice roller, I'll be doing the dice rolling offline.
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Character build examples. I'll show two characters, the brothers Topsy and Turvy and how they are built using this system.
Topsy is the older brother, and is more of a 'thiefy' type. He wants good agility and adequate strength to carry things, but is not as smart. So he puts Strength = 3, Agility = 5, Smarts = 2 and has Stamina = 9 and so his SASS = 3529 (Strength, Agility, Smarts, Stamina).
He is the sneaky type. He chooses skills of Sneak, Lockpick, Throwing (since he doesn't want to fight directly), and Speech (to talk his way out of trouble). He chooses his poor skill as First Aid. His motivations are: collecting shiny objects, annoying his siblings
Turvy is the brainy brother and is more scholarly, so he chooses Strength = 2, Agility = 3, Smarts = 5 and has Stamina = 9, so his SASS = 2359.
As the scholarly type he chooses Reading, Writing, Dodging (to avoid what Topsy throws at him), and First Aid. He is not good at Lifting. His motivations are: thirst for knowledge, loves trying new foods
So the character summary would be:
Topsy, Male
SASS = 3529
Good: Sneak, Lockpick, Throwing, Speech
Bad: First Aid
Motivation: Collects shiny things. Annoys siblings.
Turvy, Male
SASS = 2359
Good: Reading, Writing, Dodging, First Aid
Bad: Lifting
Motivations: Wants to learn more. Loves food, especially new ones.
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Conflict examples:
Topsy, wanting to annoy Turvy, picks up a berry tart and throws it at Turvy, who is 2 yards away.
The tart is light (Strength 1 needed), so he can (Strength 3) easily pick it up. Since Turvy is 2 yards away, there is a -1 to his throw. He needs a 12 or more to hit. His dice roll is 8, so 8 (dice) + 5 (Agility) + 3 (for Throwing skill) – 1 (distance) = 15... a success!
However, Turvy, seeing his brother throw the tart, has a chance to dodge it. He also needs a 14 to dodge since the tart is small and harder to see coming. He rolls a 9, so the following is the result: 9 (dice roll) + 3 (Agility) + 3 (Dodge) = 15... a success!
So, Topsy's throw was accurate, but Turvy saw it coming and ducked aside. The dart flew past Turvy and hit a clan elder in the head. Ooopss...
Now Topsy and Turvy need to explain to the elder what happened, and each wants the other to be blamed. Since they are competing against each other, the higher of the two rolls wins. Topsy goes first and rolls an 8. His final result is 8 (dice) + 2 (Smarts) + 3 (Speech) = 13.
Turvy goes second and rolls a 6. His final result is 6 (Dice) + 5 (Smarts) + 0 (No Speech skill) = 11.
So Topsy has convinced the elder that Turvy was responsible for what happened and Turvy is assigned to clean up the mess, and Turvy takes 1 Stamina hit for losing the conflict.
All of this may seem like a lot, but the players only need to say what their characters are doing. So in the above example, Topsy would say he's throwing a berry tart at Turvy, and Turvy would say he is dodging, and then I (GM) would figure out the odds and make the rolls. Before doing something, Topsy could ask how hard something would be, and I'll say it is Very Easy, Easy, Medium, Hard, Very Hard. Which roughly translates to 90%, 70%, 50%, 30%, 10% chances of success. Turvy's dodge would be automatic, so he wouldn't need to ask. In the above, Topsy would have had a Easy chance of hitting Turvy.
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If there are any questions, ask in the RPG room.