Stats & Rolls

[!info]

This system is based on Best Left Buried by SoulMuppet Publishing, as featured in Orbital Blues.
It is rules “lite” and not intended to inhibit roleplay but only inform outcomes if writers choose.

Stats

There are three stats to outline a character. They are abstract, and meant to be. Where the stats fall short is where we, the writers, can make the final determination for the moment in a way that best fits the story being written. As suggested above this system is entirely optional for use in roleplay.

Stats are ranked from the highest of 3 down to 1 at the low end.

Muscle

This is pure physicality, by brute force alone or aided by cybernetics, chemicals, etc. It’s the power behind a punch, or the force of a blade in had. High-Muscle characters may be athletic, bulked-up, cybernetically (or otherwise) enhanced or just in good shape. Low-Muscle characters might be sedentary, fragile by age or illness, or just out of shape.

Grit

Grit is a strength of wills, by determination or fortitude, and can be enhanced by augmentation or experience. It’s the bulletproof type, whether that’s physical or mental, the one who endures, whether driven by dreams or desperation. High-Grit characters may be independent, tough, emotionless, callous, or maybe a workaholic. Low-Grit characters could be a follower, compassionate, sensitive, or maybe just lazy.

Savvy

Savvy is agility, by mental acuity or reflexes or a quick wit. It’s the gift of gab, the quick draw, the fast runner or the sharp strategist. High-Savvy characters may be smart, pretty, impulsive, or maybe flexible. Low-Savvy characters could be hands-on, a literal-thinker, clumsy, or might go unnoticed.

With these thoughts in mind, feel free to think one step further. These stats are not meant to encompass every facet of the character design, only abstract their abilities out into a vague statistic. Not all characters need to follow the same logic to arrive at their stats, as this is all left to player determination.

Ranking

Rank the stats from highest to lowest, and then assign them a 3, 2, 1 in descending order. For example:

3: Muscle
2: Savvy
1: Grit

These numbers should not have repeats or duplicates. This gets you a character with Muscle 3, Grit 1, Savvy 2. Which can be abbreviated as M3 G1 S2.

There is a spot on the character bio template and in the user profile for characters to input stats when decided. Please ensure you’ve followed the system and each stat has a unique number from 1-3 assigned.

Rolls

Rolls, or stat checks, can be achieved with 2 d6 dice by default. The stat check uses one of the three stats above in addition, for a final roll of

2d6+stat

A successful stat check is 8 or more, calculated by the roll plus the relevant stat number.

Rigor

Sometimes a standard stat check is inadequate, when the goal is particularly hard, or easier somehow. Instead of buffs or malus penalties to keep track of, add one additional d6 die instead. The roll will look like thid:

3d6+stat

For harder rolls, keep the lowest two dice results.

3d6+stat - highest d6

For easier rolls, keep the highest two dice results.

3d6+stat - lowest d6

Success is the same, 8+ with the kept results above. The passing value will always be 8 or more, keeping the system simple and easy.

Rolling Online

Writers can use any site as preferred, or dice in their hands if owned. One useful resource is RPG Dice Roller which facilitates the mechanics above, such as:

3d6kl2+3

Would be a high rigor roll, which keeps the lowest two dice, and a stat with a value of 3. Try it out at the site above to see what success brings (8+ is passing, as always).

Results

Results, when used, should inform writers while giving them flexibility to write their characters naturally. For roleplay threads governed by dice, chosen by a thread GM or mutual decision, stat checks can be used to present both obstacles and opportunities for characters, as characters who fail stat checks may have alternatives borne from their own backgrounds or skills in addition to a GM’s creativity.

Writers might also find utility in rolling for their own decision-making, whether in roleplay choices or just for entertainment. They need not feel bound by results for their own devices.

Remember to use the system in the spirit it is intended: as a guide, rather than strict ruleset.

Have fun!

1 Like