Dr. Niks Happy Fun Rules This system is designed as follows: II. Character Generation A ccessible to teens & older. STEREOTYPE & ARCHETYPE A stereotype is a broad and general category whereas B asic rules for first time or experienced players. Archetypes are exceptional examples. In this game you C ompatibility for most any genre will be using Archetypes. If you are playing a World War D ynamic story telling II adventure the stereotypes would be the Allied Forces E asy conflict resolution and the Axis of Evil, while possible Archetypes could be a FUDGE mechanics. Grizzled American Sergeant and a British Commando facing a Nazi Scientist with an Italian Lieutenant Boxer. If you are not familiar with FUDGE, it is a wonderful open source system. You should also check out rules lite SHERPA. Characters are built with a maximum number http://www.fudgerpg.com/fudge.html of points, determined http://www.panix.com/~sos/rpg/sherpa.html by the game master. The following system has been used for LARPS, Table Top Each character can Campaigns, and Convention One Shots. use these points to build their six character statistics. The GM may This game style is easy to use, quick to learn and offers I. Introduction put a maximum limit simple conflict resolution. This rules set can be used on one or all of the for any theatrical role playing game. The players create stats. Each statistic is characters based on common archetypes and concepts ranked from Abysmal associated with the genre of the game. The rules set has (1) to Godly (10). To been successful in both table top and live action events; build a character, simply put the desired amount of points in especially single games in a 2-4 hour session. This system to the rank, up to any maximum limits previously set. Items, is not designed for tactical representation. The rules are additional Archetypes, other skills, pets, or extraordinary deliberately light and hyper-flexible. As such, it is incumbent abilities may be purchased as well. Recommended point upon the game master maintain a clear consistency in totals for common genres are as follows: both conflict and narrative. Without consistency, game balance and risk (perceived & actual) can suffer. The Game Master is primarily responsible for keeping consistency, but Genre Points the players have a secondary responsibility to keep their Horror, Modern, 22-27 Poor – Mediocre Average. play consistent as well. A good role playing game is a Suspense: collaborative effort, but it should not be without challenge, Fantasy, 28-33 Extraordinary Ability risk, and should present danger to the characters. Sci-Fi Heroes: These rules establish relative levels of power and character Epic Ultra: 34+ Multiple Archetypes, abilities. These levels can then be used to resolve any Extraordinary Abilities conflicts. The ranks of power use a ten point scale, designed to be strong on story telling and light on rules. PHYSICAL: With this great openness comes the responsibility of the This statistic is the default for any physical actions the game master to manage the theme and tone of your game. character may take. The stat covers things such as fighting, When challenges occur, they should be significant and running, climbing, etc. A character may accomplish this dynamic. Mundane action should otherwise be dictated by through raw power, finesse, or size. the players. If they players search an area, they should find anything reasonable and clues to anything better hidden or secured. If the players then try to beat an obstacle DEFENSE: protecting a significant objective, a roll should be made as This statistic is the default for character physical defense. there is a clear story consequence that may help or hinder This stat covers things such as defensive combat, resisting their actions. poisons, and surviving crashes or explosions. A character may accomplish this through toughness, speed, resilience, or some other variation.
Happy Dr. Niks Fun Ruless MENTAL: this way uses the purchased rank as its default quality, number ofII. Character Generation This statistic represents the attentiveness and knowledge uses, & effect. Extraordinary Abilities cover anything such as casting of the character. This stat is used when trying to notice magic spells or superpowers. Items include pets, vehicles, special or figure something out, when weapons, magical armor. evaluating a person or object, or when carrying out a negotiation that cannot be role-played. A character EXPERTISE: If you would like to give your character expertise in one aspect of may be a natural genius, well their profession or skills, you may purchase a permanent +1 to all traveled, or book smart. results for 4 points or a +2 for 8 points. These additional bonuses can be used whenever the area of expertise is called upon. RESOLVE: Example: A soldier takes expertise with a specific weapon. Anytime This statistic is the default for any the specific weapon is used, the soldier gets the bonus to the roll. non-physical action or event affecting the character. This stat A scout might gain expertise in ropes so any knots, snares, or rope covers things like defending against mind magic, tests of will, climbing would have the bonus applied. emotional strength, retaining sanity, etc. A character may be stubborn, wise, or willful. Any character will have all the basic equipment associated III. Equipment with their archetype. Basic equipment is assumed to be part of the character and provides no additional bonus or ARCHETYPE: protection. Any special equipment such as a race car, magic This statistic covers the characters professional or vocational item, or pet needs to be purchased separately and can be ability and knowledge; anything and everything associated with activated or used a number of times equal to its rank value. the archetype you select. For example, a plumber would know all plumbing associated skills at the rank purchased. In the case of a psychic or spellcaster, the Archetype represents the scholastic and theoretical knowledge of the character: actual casting of magic is an Extraordinary Ability to be purchased separately. If the character selects an extraordinary race as their background such as leprechaun or angel, the appropriate magical abilities are included. Whether the player selects a profession, vocation, or race, additional skills not covered by the Archetype, can be purchased in addition at the discretion of the game master. Important note about ARCHETYPE: This statistic can be used in place of any of the four action or defense statistics when appropriate. The player should use the higher rank. For Example: A Thief may use a higher rank from Archetype in Any abilities or items use Rank as the default level Special Abilities IV. Limits on Items & place of Physical Defense when dealing with traps. A Soldier of effect and number of times the item can be might use Archetype instead of Mental to sense or set an used over a given time period. The group should ambush. The Game Master & players should determine if the determine appropriate time frames (e.g. per character use of archetype is appropriate to the situation. lifetime, per session, per game day). Game masters should determine HEALTH: how broad or focused abilities This statistic is the life-force of the character. Damage done to must be based on the game the character is taken off of this rank. If Health falls to 0 the mileu. A character may use their character is mortally wounded and unconscious. If health falls ability a number of times below 0, the character dies. This means that players may be equal to their level, killed in a single action if facing powerful opposition. then they must rest to recover. If the character can rest, ANY OTHER SKILL OR they can recover EXTRAORDINARY ABILITY: some or all of Any additional skills, Archetypes, extraordinary abilities, their ranks based items, vehicles, pets, etc... may be purchased using the same on the quality and procedure and maximum point pool. Anything purchased in duration of the rest.
Happy Dr. Niks Fun Ruless For purposes of conflict resolution, the level you compare is Abysmal (1)V. Conflict Resolution: VI. Comparative Levels always the character’s original level. An Archetype: Wizard with ability of Cast Magic: Fair (5) could use magic 5 times before requiring rest. The power level on each use is always Terrible (2) Fair. After the fifth use of magic, the wizard would not have any left, and must rest to recover. Poor (3) Challenge resolution is done using FUDGE mechanics. When characters attempt an opposed action they will roll four Mediocre (4) FUDGE dice (4dF). The result of the roll will be between -4 and +4, with zero being most common. The player adds Fair (5) the 4dF result to their appropriate rank plus any expertise, items or other bonuses. This result is then compared to the Good (6) opposing rank or rolled result. If you do not have a set of 4dF, you can use 3d6, 4d6 or d100 options as detailed in the FUDGE rules. Great (7) Game masters are encouraged to provide penalty and bonus Superb (8) modifiers to the challenge as appropriate for the character choices in game. Special equipment, preparation, teamwork, environmental or other bonuses may range from -4/+4 for Legendary (9) epic influence or +1 more commonly. Godly ( 10 ) Example: A character with a Physical of Mediocre (4) tries to scale a wall with a Good (6) difficulty. The character has Rope Expertise and gains +1 for use of a rope and grapple. Examples: The player rolls 4dF and gets ++-- (Total 0). They final result RANK Time Unit Flame is Fair (5) and is not successful. 1) Abysmal 1 Second 1 Spark “Your character tries and tries to hook the grapple & 2) Terrible 30 Seconds 10 Match climb, but it slips and has no place to secure well enough to support you. You can’t climb the wall, this time.” 3) Poor 1 Minute 100 Candle 4) Mediocre 5 Minutes 1,000 Torch Challenges should be significant to the players because it is possible to be killed in a single attack by powerful opposition. Health damage 5) Fair 30 Minutes 10,000 Bonfire is determined by the difference between the attacker & defender 6) Good Hour 100,000 Explosion rolls. Should a defending player roll -3 and an attacker roll +3, There 7) Great Day 1 million Dragon Breath/ is now a gap that could kill a PC with Fair (5) health. Inferno 8) Suberb Week 10 million Missile/Bomb Optional - Story Tokens: 9) Legendary Month 100 million Volcano This can be added to the dice mechanic or used as a replacement 10) Godly Year 1 bilion Nova for LARPS. Based on the time, number of players and tone of the game, the Game Master will distribute a certain number of single use tokens among the players. When resolving conflicts, these tokens can be used to boost any statistic’s rank by +2. Outside Enjoy your game and time with friends. Playing a role VI. Have a Good Time! of conflict, the tokens can be exchanged for an item, clue or other advantage to advance the story. playing game is about having fun while telling a great story. Genre Tokens Horror, Modern, 1 Token / 30 Minutes Suspense: Fantasy, 1 Token / 20 Minutes Sci-Fi Heroes: Epic Ultra: 1 Token / 15 Minutes A four hour game would require a total of 8 tokens for Horror, 12 Tokens for Fantasy, and 16 tokens for Epic to be distributed to the players. Vary rates according to your play group.