RyF Actual Basic

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Contents

Character Creation and Advance

Concepts

  • Atributes: From 2 to 10.
  • Skills: From 0 to 10. Maximum 5 in creation.

Atributes

Players have 40 points to distribute in atributes in the creation of the character. Note that this is an average of 8 in each atribute. Atributes are fixed and do not advance.

  • (S) Strength
  • (R) Resistance
  • (D) Dexterity
  • (I) Inteligence
  • (P) Perception

skills

There are 40 points to distribute in skills, with a maximum of 5.

  • Example: If we want pilot 4, it costs 4 points.
  • (P) Advert/Note
  • (D) Range Weapons
  • (S) Body Weapons
  • (D) Athletism
  • (P) Dance
  • (P) Search
  • (P) Comerce
  • (D) Drive
  • (P) Diagnosis
  • (P) Etiquete
  • (I) Languages
  • (I) Computers
  • (P) Read lips
  • (I) Laws
  • (I) Mechanics
  • (I) Medicine
  • (P) Music
  • (S) Brawl
  • (D) Pilot
  • (P) Track
  • (D) Stealth
  • (I) Survival

Ocupation

In RyF there are no predetermined professions (classes). It's a narrative eviroment that allows complete freedom for players and narrator. It's recommended that every player defines the main ocupation of his character in his sheet. There as many ocupations as your imagination wants in the universe and setting of RyF Actual. It's possible too use ocupations that doesn't eran money.

  • Examples: Lawyer, doctor, wanderer, boy-scout, taxi-driver, alcoholic, writer, journalist, adventurer...

You should choose skills adecuated to your ocupation, but it's not mandatory.

Experience

Experience points are given at the end of every session, and narrator gives them like a "mark in an exam". This mark is about how well the players have played his character (good ideas, interpretation...).

  • From 1 to 10, by default 7 is recommended.

With experience you can advance the skills, costing the level of the skill you want to have.

  • Example: To advance drive from 7 to 8, the cost is 8 points of experience.

For long-term campaings, cost can be double. Costing 16 in the last example.

How to play

There are 3 kinds of rills: Skill rolls, atribute rolls and versus rolls.

In Skill rolls you roll 3 d10, and get the medium dice plus atribute+skill. Have to be superior to difficulty set by narrator:

  • easy - 10
  • medium - 15
  • hard - 20
  • very hard - 25
  • imposible - 30
  • Example: Search at dif 20 to find a secret door. Perception 7, Advert/Note 5 and you roll 8,4,5, so you take medium dice, a 5. 17 in total, you fail.

In Atribute rolls you roll 3 d10, and get the medium dice plus atribute. Have to be superior to difficulty set by narrator:

  • easy - 9
  • medium - 12
  • hard - 15
  • very hard- 18
  • impossible - 21
  • Example: Strength to break chains. The difficulty is 15, hard, you have Str 7 and roll an 8, 9, 9, you keep the medium, 8, and gets a 15, succeed.

In Versus rolls, high roll wins.

  • Example: in a poker game, rolling both of them inteligence+games+1o3d10.

Exploding dice

In skill and versus rolls, when dice is maximum this explodes. I mean, sum result, roll again and sum again. If you have another maximum, it explodes again.

  • Example: If you have a 10, roll again and a 4. This is a roll of 14.

Critical

Critical is an impreesive suceed, getting what you want with maximum of effectiveness and style.

Critical failure is a big shit. From falling of a tree, to shoot a partner in the head, or breaking the motor of your car.

Rolling a critical: To roll a critical you have to surpasse 30 in the roll, skill or versus one. In case of combat skill, damage is x2.

Rolling a critical failure: To roll a critical failure, you have to get double 1 in the roll, skill or versus one. I mean, if you get 1 in a dice, roll again, if you have another 1, it's a .

Skills

Every skill has an atribute in correspondance.

Narrattor can decide to sum a different atribute than default one.

  • Example: You roll history with intelligence.
  • Example 2: To move in silence, you roll dexterity+stealth, but to know where to hide, roll inteligence+stealth.

Combat

Combat has a very important values that are calculated from atributes and skills:

  • Points of life: Resistance x 4
  • Initiative: Dexterity + Perception + 1d10
  • Atack: Strentgh + Body Weapons/Brawl + 1d10
  • Defense: Dexterity + Body Weapons/Brawl + 5
  • Range attack: Dexterity + Ranged Weapons + 1d10

At the start of each combat, everyone rolls initiative, and goes in order of high to low. Just 1 action per turn.

To hit the enemy you need to get equal or higher than his defense in your attack roll. Rolling then the damage of used weapon.

Death and inconscience: When you reach 0 points of life your character is inconscient. To kill one you need to reach -20 points of life.

Weapons

Weapons have different values in ranged and body weapons.

Body weapons have two values: Damage and Precision.

Ranged weapons works different, having Damage, Precision and Range.

To hit someone there are 3 distances at different difficulties.

  • Short 15
  • Medium 20
  • Long 25

Weapon Caracteristics

WeaponDamagePrecisionRangePrice
Precision bow1d6+1+130m / 50m / 100m3 $
Light crossbow1d6+2025m / 45m / 90m5 $
Revolver2d6035m / 60m / 120m25 $
Automatic handgun2d6+130m / 50m / 100m30 $
Submachine gun3d6-150m / 100m / 150m200 $
Knife1d603m / 6m / 9m1 $
Katana1d10+1n/a15 $
Sword2d60n/a20 $
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