Discover millions of ebooks, audiobooks, and so much more with a free trial

Only $11.99/month after trial. Cancel anytime.

Everyverse RPG
Everyverse RPG
Everyverse RPG
Ebook191 pages1 hour

Everyverse RPG

Rating: 1 out of 5 stars

1/5

()

Read preview

About this ebook

EVERYVERSE RPG is the COMPLETE role-playing gaming system.

It features:

Five Methods of character generation
Standard Distribution: The same scale for measuring real-world IQ for more meaningful info at a glance
Cascades: tree-like arrays for skill definition from general to specific
The Attempt: A single method is used to resolve all actions
System Conversion: convert from other game systems to EVERYVERSE RPG
LanguageEnglish
Release dateApr 20, 2016
ISBN9781483450148
Everyverse RPG

Read more from Dennis J. Parizek

Related to Everyverse RPG

Related ebooks

Games & Activities For You

View More

Related articles

Reviews for Everyverse RPG

Rating: 1 out of 5 stars
1/5

1 rating0 reviews

What did you think?

Tap to rate

Review must be at least 10 words

    Book preview

    Everyverse RPG - Dennis J. Parizek

    PARIZEK

    Copyright © 2016 ParDen Us Gaming, a division of Parizek Development, LLC.

    Website: http://rpg.parizekdevelopmentllc.com

    All rights reserved. No part of this book may be reproduced, stored, or transmitted by any means—whether auditory, graphic, mechanical, or electronic—without written permission of both publisher and author, except in the case of brief excerpts used in critical articles and reviews. Unauthorized reproduction of any part of this work is illegal and is punishable by law.

    ISBN: 978-1-4834-5014-8 (e)

    Because of the dynamic nature of the Internet, any web addresses or links contained in this book may have changed since publication and may no longer be valid. The views expressed in this work are solely those of the author and do not necessarily reflect the views of the publisher, and the publisher hereby disclaims any responsibility for them.

    Any people depicted in stock imagery provided by Thinkstock are models, and such images are being used for illustrative purposes only.

    Certain stock imagery © Thinkstock.

    Cover art by Rizky Nugraha (YeeYee on 99Designs.com).

    Character & Planetary sheets designed by Brandon Perkins.

    Lulu Publishing Services rev. date: 4/13/2016

    CONTENTS

    INTRODUCTION

    PART ONE: BECOMING A GAMEMASTER

    GETTING STARTED

    GENRE

    SETTING

    PLOT

    DURING PLAY

    PLAYING ROLES

    USING EVERYVERSE RPG

    IS THAT ALL THERE IS?

    PART TWO: CHARACTER GENERATION

    STANDARD DISTRIBUTION

    STANDARD GENERATION

    THE DETAILS

    ATTRIBUTES

    APPEARANCE CHARACTERISTICS

    PROFESSIONS

    SKILLS

    LANGUAGES

    SKILL LISTS

    EQUALIZERS

    ATTRIBUTES

    EXTRA ATTRIBUTES

    APTITUDES AND BLOCKS

    SKILLS AND UNSKILLS

    ABILITIES AND CHALLENGES

    ENHANCEMENTS AND LIMITATIONS

    ENHANCEMENTS

    LIMITATIONS

    SIDE EFFECTS

    ECCENTRICITIES

    CIRCUMSTANCES

    FORTUNATE CIRCUMSTANCES

    UNFORTUNATE CIRCUMSTANCES

    STUFF

    MONEY

    GOODS

    SPECIAL

    NONHUMAN CHARACTERS

    EQUIPMENT

    A WORD ABOUT PRICES

    A WORD ABOUT TECH LEVELS

    TECH LEVELS

    PART THREE: RULES OF PLAY

    WORLD CREATION

    ANIMALS

    MOVEMENT

    ATTEMPTS

    RELEVANT SCORES

    TYPES OF ATTEMPTS

    SPECIAL OUTCOMES

    PLAYER OPTIONS

    COMMENTS

    REACTION AND INTERACTION

    LANGUAGE AND COMPREHENSION

    COMBAT AND DAMAGE

    COMBAT

    DAMAGE

    HIT LOCATION

    HEALING

    DAMAGE TO OBJECTS

    NONCOMBAT DAMAGE

    INJURIES

    POISON

    ILLNESS

    FATIGUE

    INSANITY

    THERAPY

    MEDICATION

    ADRENALIN

    REST AND RELAXATION

    PERIPHERAL ISSUES

    THE ROOT OF ALL EVIL

    THE PASSAGE OF TIME

    NPC GROUP MEMBERS

    CHARACTER IMPROVEMENT

    WEALTH, FAME, POWER

    SKILL TRAINING

    APPENDICES

    APPENDIX A: GLOSSARY OF TERMS

    APPENDIX B: ALTERNATIVE GENERATION METHODS

    QUICK GENERATION (QG)

    REVERSE GENERATION (RG)

    FIXED-POINT GENERATION

    AS-YOU-GO GENERATION

    APPENDIX C: SYSTEM CONVERSION

    STANDARD DISTRIBUTION

    ATTRIBUTES

    EQUALIZERS

    PROFESSIONS

    SKILLS

    APPENDIX D: EQUIPMENT LISTS

    LOW-TECH EQUIPMENT

    CONTEMPORARY EQUIPMENT

    HIGH TECH EQUIPMENT

    TABLES

    Table 1: Standard Distribution (SD)

    Table 2: Exponential Distribution (ED)

    Table 3: Average Height and Weight

    Table 4: R & R Costs As A Function of Apparent Social Class

    Table 5: Terms Of Service

    Table 6: Weapons Classes

    Table 7: Defense Classes

    Table 8: Hit Location

    Table 9: Explosives

    Table 10: Damage To Objects

    CHARACTER and PLANETARY Sheets

    INTRODUCTION

    Roleplaying gaming has as many descriptions as it has players. To some, it is interactive fiction. To others, it is a shared daydream. For still others, it is a chance to play pretend, like a child, but with the brains of an adult.

    Most importantly, it is an escape; a chance to cleanse the mind in the stream of another reality; to forget the cares of the daily grind; to realize facets of yourself that may never find expression in real life. Its structure is simple. One participant is the Gamemaster (GM). He is the moderator and final arbiter of the game. He creates a fantasy universe (one manageable piece at a time), and adjudicates the outcomes of events, usually with the assistance of a set of rules. Everyone else is a Player. Each player controls the actions of one or more Player Characters (PCs). These are people who live in the imaginary universe, much like characters in a novel. A PC is born by creating a set of defining attributes. Some are numbers, like STrength; and some are descriptions, like Hair Color.

    Before play, the GM works to build a setting. It may be a city, an area of wilderness, a world, or just a single building - sufficient detail is much more an issue than size. To go with the setting, he visualizes a scenario, which is similar to the plot of a short story, but much more nebulous and open to change.

    When play begins, the GM describes the setting to the players. The GM also plays the parts of any non-player characters (NPCs) the PCs meet. They will then ask questions, to fill out their knowledge in areas which are important to their characters.

    Armed with this information, the players will announce the actions of their characters. Depending on the situation, an action may range from I’ll take a passenger liner to Vega, to, I’ll draw my blaster.

    Based on his more complete knowledge, not only of the situation, but of the laws of nature, the GM will determine the immediate outcome of each of the PCs actions. It is incumbent upon him to be scrupulously fair in these decisions. Engaging in overly-adversarial or overly-cooperative GMing will drive the players away. However, if the GM is a beginner, he must be given time to learn this difficult skill. Patient players will speed his advancement significantly.

    Roleplaying games (RPGs) are not won and lost in the traditional sense. Instead, PCs strive to achieve their goals while avoiding setbacks. In the beginning, they may not yet have formed any goals, or indeed be able to recognize some setbacks.

    At first, it is enough to stay alive, in a universe that does not seem to want you that way. As time goes by, the sequence of events begins to show a pattern, as both GM and players evolve a grander perspective.

    The struggle for survival becomes a struggle for a dearly-held principle, or against a long-time enemy. The players have goals that reach beyond the next moment, occasioned by the developing master plan of the GM, which he will try to convince them he had all along.

    To assist them in their increasing challenges, the PCs have personal advancement. Not only do the players gain the knowledge that the PCs earn at such great cost, but the PCs themselves can improve with time. Lifting weights improves STrength, practice improves skills, study gains new ones. Who knows? Paranormal talents, like magic and psionics, might become available.

    Where does it all end? Only when you want it to. A player may tire of a certain character, and wish for a new challenge. The GM may reach the end of his inventiveness, and no longer be able to fashion exciting adventures for the powerful PCs. Everyone may be itching to try a new game they just saw.

    The book is closed on the present campaign, and a new chapter begins…

    PART ONE: BECOMING A GAMEMASTER

    GETTING STARTED

    GENRE

    The first decision a GM makes is the category into which his setting will fall:

    LOW-TECH

    Historical: A setting which adheres to known information describing a historical period. May be Stone Age, Ice Age, medieval, oriental, Amerindian, etc.

    Fantasy: General term for any setting dominated by myth. Most feature monsters, magic, treasure, active deities, steel–thewed warriors, and the never-ending struggle between good and evil.

    HIGH-TECH

    Science Fantasy: The name given to settings that are really only Fantasy, with magic replaced by technology. Logic is not a requirement, so ships with off-center thrust not only work, they are standard.

    Science Fiction: Consists of settings that make an attempt to comply with logical cause-and-effect. It respects the science we know, and endeavors to extrapolate reasonably. Since it is only a game, many GMs find this burden of veracity too much to bear.

    CONTEMPORARY

    These settings are within our own historical era, from the Old West to Post-Holocaust. They enjoy the advantage of unlimited

    Enjoying the preview?
    Page 1 of 1