The McGuffin's Card Rules
Modified by
Mysteria51
Deck Construction:
Optional:
If you have more than 4 people it is recommended to use two decks. Pull out the
extra set of Jokers.
The Hand
Each player is dealt a hand of
four cards at the beginning of the game. This hand of cards is not replenished
during play, except at the whim of the Director, for something like superb
role-playing or really intelligent planning.
Optional:
During character creation,
players may purchase more cards through the Supernatural Quality Strong Fate.
Every 2 points spent on the Quality provides the player with one addition card
at the beginning of the game. Like the rest of their hand, these cards are not
replaced except in rare occasions.
In Play
Whenever
a character is called upon to make a test/roll (whether against a skill, an
attribute, or anything else), they can choose to do one of two things. Either a card can be flipped from the fate deck and
that number added to their skill and attribute (just like a die roll in
standard Unisystem rules) or they can use a card from
their hand instead. This card, is not replaced, is simply used up.
If a character wants to use
more than one card for a test (from their hand), they must pay an amount of
Essence and Endurance equal to twice the total value of both cards played. No
more than two cards can be played at one time. This can only be done if the
player uses a card from his hand, not if a card is flipped from the fate deck.
For Essence and Endurance costs, face cards are treated as their final value,
whether a 5 or a 10. This can be dangerous to an extremely drained character,
possibly bringing them below 0 in either Essence or
Endurance.
Complications
Face cards are treated just like they are in the optional card system in the Unisystem rules. When played, they count as a 5 and a card is flipped. If that flipped card is also a face
card (Jack, Queen, King), then the card's value is 10. This is not treated as a
"natural 10" with regards to the Rule of 10.
Drama Points
If the PC uses a drama point they have the option of using it as a ‘natural 10’ or
as a normal Drama Point.
Optional; Ones
If the card comes up a one it
may become a miss. Flip a second card and subtract the amount from your total.
Optional; Natural 10
If the card is a ‘natural 10’
then it may become an improved success. Flip a second card and add the amount
to your total.
Jokers
If a Joker is ever used or
drawn, there is a chance that it may be a critical successes or a critical
botch. Once the Joker is played, flip the next card in the fate deck over. If
the card is black, it is a critical botch. If the card is red, it is a critical
success.
Optional:
Max of two Jokers to a deck, even when using multiple
decks. The player may also pass on the Fate Event, but has
to re-shuffle the Joker back into the Fate Deck.
Critical Botch
When a Joker is flipped from
the fate deck and comes up as a critical botch, the player may choose to
sacrifice any red card they have in their hand to simply make the test a
failure. This cannot be done if the Joker is played from the hand, however.
Sometimes you have to take chances. Once again, this sacrificed card is not
replenished.
Critical Success
If a second Joker is drawn
when determining the color of the first Joker, draw another card. If that card
is red, then both Jokers are considered red and the action is considered to
have been performed better than a critical success, above and
beyond the player's wildest dreams. If the card is black, however, both
Jokers are similarly black and the result is similarly worse than a normal black
Joker.
The Really, Really, Really Heroic Card System
This is the first card system
we tried out (in Mein Zombie), and we found that if
made for a staggeringly heroic and never-fail game. It was
feedback on these rules (and playtesting TORG 2000)
that led to the above rules, which we have adopted as our standard.
Each player is dealt a hand of
six cards at the beginning of the game. Once they have used all of their cards,
they are dealt another hand of six cards.
Cards are played exactly like
above (and just like in the Unisystem optional system
for cards) for use in task resolution. Play a card and add it to the
appropriate traits.
Face cards also follow the
same rule. They count as a 5 unless the next card in the
fate deck is also a face card, and then they are a 10.
For Jokers, if the character
is dealt a black Joker in their initial (or any later) hand, they must take
that card out of their hand (replacing it with a card from the fate deck) and
place it in front of them. This black Joker may be "called in" at any
time by the Director as a critical botch. Until then, it hangs over the
character's head.
A red Joker, on the other
hand, is a critical success and may be held in reserve by the player until they
decide to use it. It remains in their hand until such time.
A player may choose to play
two cards at once by paying an amount of Essence and Endurance equal to the sum
of both cards being played (face cards count as whatever their value ends up
being after the draw).
Damage, like in the system
above, is assumed to simply be the standard (somewhat
below) average value given for each weapon.
Alternate Character Creation
Rules
Because I don't
like the standard character creation system that much (it smacks too much of
the dreaded character classes to me), I used and alternative during my last
game. Instead of choosing to be Mundane, or Lesser Gifted or Major Gifted
(we've been using WitchCraft character classes just
to test them out and because they're kinda fun), all
players simply get a total of 80 points to spend across the board as they see
fit. Attributes, skills, qualities, and everything else are all bought from the
same base of points. All of the points are considered "of type" when
purchasing traits, that is, to buy an Attribute to 3
costs 3 points total. Buying a Skill (normal) to the same level costs the same.
To summarize:
Everyone has 80 points to
spend
Everything is bought from that
pool of points
Skills cost same
Qualities cost the same
Metaphysics cost the same
Attributes cost the same
Drawbacks increase the basic
pool of points
The only flaw of the this system is, as is obvious, the flat level of cost
for both Attributes and Skills. The only way to change this would be to
increase both the number of total points as well as the cost for Attributes.
Initial tests of that did not work well at all, however, so the "80 point
rule" was used instead, and when the Director takes a close involvement
with the players, it works out well enough.
Live-Action Rules
Just-now-brainstormed Live
Action Rules for the Unisystem
Bear with me here, I haven't really done anything more than thought about this
than the initial brainstorming, like I said. None of this is tested or even
looked at thoroughly. Lemme know what you think, by
all means, I'll be using it tonight.
Task Resolution: All tests are
resolved by a series of rock-paper-scissors games between players or the game
master. Those unfamiliar with the game are advised to visit preschools. Whoever
wins the game wins the test (i.e. hits their opponent, saves against the
poison, notices that the used car salesman is lying).
Everyone gets a base of 1 test for nearly all tasks
(except those that the game master rules require special training or skill).
High Attributes and Skills allow for more retests.
Attributes: Range from -2 to 3, with 0 being the human average. Skills range from 1 to 3. A skill rating of 1 is
okay, competent enough. 2 is good, solid work, someone
with experience. 3 translates as a master of the art.
Life Points are determined by
adding Strength and Constitution (if the total lower than 1,
raise to 1) and multiplying the result by 5. Endurance Points are 3 times to
total of Strength, Constitution and Willpower (again,
if their total is less than 1, raise to 1). Essence is the sum of all of the
Attributes (any Attribute below 1 counts as 1 when
adding for Essence).
The character's Attribute +
Skill is the number of retests (minimum of 0) that
they may call on any test. That is to say, a character with Sword 3 and
Dexterity 1 can call for up to 4 retests on one task,
hoping for success or additional success each time.
Degree of Success is
determined through retests. A skilled character can retest to
either change a failed roll or to increase their level of success. Each
game of RPS "won" after the first increases their degree of success
by 1. The more successes, the better the task is
accomplished.
Damage is multiplied by the
number of successes on the attack roll minus the number of success on the dodge
or parry roll. Damage ratings for most weapons are small, for example, a knife
would be (1+Strength) while a katana might be
(3+Strength) and a shotgun would be (5).
Character Creation: Players
have a total of 20 points to spend. Each Attribute level costs 5 points, Skills
cost 1 point. Qualities and Drawbacks will have to be eyeballed until I get a system for them. Metaphysics I haven't
looked at yet because none of my players will be playing Gifted, except maybe
Inspired.