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G.A.S.P - Genre Agnostic Solo Play v2.2

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Character Creation.
1. Pick a Name
Oracle. State your Yes or No question. Roll 1D6 and consult the table below.
3. Pick 2 Attributes
4. Pick 3 skills
Attributes. (S)trength, (A)gility, (I)ntelligence, (W)ill, (C)harm, (D)exterity
Skills. Academics(I), Acrobatics(A), Bluff(C), Craft(D), Forbidden Knowledge(I), Larceny(D), Melee(S),
Ranged(W), Stealth(A), Sway(C), Tech(I). Add whatever you want to this list!
Do things. To do things you simply roll 1D6 and consult the list below.
If the thing you are trying to do correspond with a skill or attribute you picked roll 2D6 and pick the highest.
If it corresponds with a skill and an attribute you picked, roll 3D6 and pick the highest.
Combat. See “Do things”. Example, want to hit the guy in the face, roll as you would for “Do things” 1, 2, 3
you fail to hit the guy in the face and it might have some consequences good or bad. 4, 5 and 6, guy is hit
in the face and it might have some consequences.
You want to avoid getting hit in the face by the guy? Roll dice 1, 2 and 3 you get hit in the face, 4, 5, 6 you
get out of the way and are safe and sound.
Result
1 - Failure at a cost
2 - Failure
3 - Failure with advantage
Result
4 - Success at a cost
5 - Success
6 - Success with advantage
Cost. Something that give the PC a harder time.
Advantage. Something that give the PC an easier time.
Taking Damage and/or Stress. If you fail a roll, tick 1 box of damage or 1 box of stress, whatever makes
most sense in the current narrative. If you reach 10 ticks in either, that’s it, you’re done, Game Over!
This only applies to scenes where it actually makes sense that damage or stress would be taken. Logic
people! It’s a thing! Use it!
Progress. Each time you do anything that takes you closer to your current goal such as traveling, find
clues, squeeze someone for information, shadowing someone that might help you get to where you need
to go or anything similar. Mark 1 tick on the progress track. When the progress track is full you have
fulfilled you quest, play out the scene that led up to this and mark the quest as complete.
N.B. You can have multiple questlines active at the same time. If a new quest present itself add it to your
quest list, you can finish any quest in any order. Whatever makes most sense to you and the narrative.
Getting better, Level Up. Each time you finish a quest you can level up. Pick a new Attribute or a new
Skill (and remember that you can add whatever skill you want; the list above is just examples).
Adversaries. These are bad guys, you hit them with a shovel until they go away! They do not have Stress
or HP tracks; simply state what you want to do and roll, if you succeed you “win” if you fail the adversary
either got the better of you, ran away or something else thematically appropriate.
You take stress (none combat) or damage (combat) and the story continues.
Recovery. If you feel you are uncomfortably close to death you might want to take a breather and recover
your lost health or stress. This can be done by removing equal amount of “Progress” to the amount you
want to “Recover”. After all, you are sitting down, making camp, licking your wounds. The world doesn’t
stop for you, and things around the world will change, thus your progress towards your goal will suffer.
You can remove progress from any current quest, even multiple quests at once.
D6 Oracle.
1 = No, and…
2 = No
3 = No, but…
4 = Yes, but…
5 = Yes
6 = Yes, and...
Twinterupt Dice
Each time you ask the oracle anything, roll
another D6 at the same time. If this second D6
comes up with 1 a twist happens, on a 6 an
interrupt happens.
Twist
On a twist, the scene plays out largely as intended
but some small changes will occur. For good or
bad.
Interrupt
An interrupt stops the current scene and
something completely different happens. The PC
is taken in a completely different direction and
something unexpected happens.
If a twist or interrupt occurs take 2 different colored D6, declare which one is the “first”, roll them and
consult the chart.
1st D6
1 - NPC.
2 - Organization.
3 - Hazard.
4 - Physical Event.
5 - Emotional Event.
6 - Item.
2nd D6
1 - Appears.
2 - Alters the location.
3 - Helps the PC.
4 - Hinders the PC.
5 - Change the goal.
6 - Ends the scene.
Journey. Each time you travel from one point to another. Roll 1D6 and consult the table below.
1. Uneventful, arrive as expected.
4. Turned around.
2. Twist.
5. Hostile Encounter.
3. Environmental Hazard.
6. Interrupt.
Heading out. If you have a hard time starting off the adventure, roll 1D6 and consult the table below.
1. Supplies are low, you have volunteered to head out into the wilderness to try and gather more.
2. People are going missing, you cannot contain yourself, you must get to the bottom of it.
3. You are the lone survivor after the raid. Revenge is all the motivation you need.
4. The melting snow suddenly reveals dead bodies - a lot of them. And they all look like you!
5. You have been poisoned, you only have a few months left, there is an antidote, you must find it.
6. You wake up, the city is quiet, everyone is gone. Where did they all go?
Fail Forwards: The show must go on. Even if you fail it’s important to keep going. A beaten hero may rise
again! Use the failure to further the story. Act on it, use it to find success!
Character Sheet.
Name:
Attribute:
Skill:
Damage:
Stress:
Progress.
Main Quest:
Quest:
Quest:
Quest:
Quest:
Quest:
Attribute:
Skill:
Skill:
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