Blend RPG Rules

I wanted to make a general RPG system with the creative, flexible and general parts from Fate Core and a clear progress-making, level-based approach; here it is.


In a Nutshell

  • characters have
    • a Level, an overall power level
    • Skills, determined by a number
    • Destiny, a pool of general-purpose points
    • Aspects, determined by free description
    • Talents, abilities not covered by Skills
    • Stress Pools, pools to soak different types of short-term trauma
    • Consequence Slots, to soak long-term trauma
  • characters do things
    • by starting from the most relevant Skill's level
    • adding to it a zero-average roll
    • further modifying it by spending Destiny points via Aspects
    • comparing the result to a Target Number
    • narrating the action including the applied Skill and Aspects
  • characters get hurt by
    • accumulating Stress
    • accumulating Consequences

Character Level (CL) and Development Points

This measures the character's overall power level, and probably their fame to some extent, as well.


Skills

These measure mundane, common abilities of characters that most people in a setting are somewhat proficient with.


Destiny Points

These define the amount of game-mechanics control of the players over the game that can be spent from a pool, as opposed to the static modifiers the skills provide.


Aspects

These are descriptive statements about something in the game. Basically, aspects enable players to spend Destiny points to gain a favourable effect (invokes), and to gain Destiny points by getting into trouble (compels). In both cases, they need to incorporate the aspect into the narrative of the action or events.

Aspects can be attached to the campaign, story, character (personality traits, beliefs, background, profession, possession, noticeable feature, relationships to people and organizations, problems, goals, issues, titles, reputations, obligations), group, situation, scene, place, and they can be long-term or temporary. Long-term aspects can change with time, but do not go away automatically, while temporary ones pop out of existence with some set condition.


Talents

Talents are abilities not covered by skills, they can modify skill use via specialization and can add abilities that are either innate or require some special pre-requisites that skills don't.


Stress pools

These measure things that can be decreased and depleted, but get replenished automatically. The rate of recovery can be different. When a stress pool runs out, the character suffers a Consequence.


Consequences

They measure the amount of integrity loss which bring something mechanically bad for a character. When a character runs out of Consequence slots, something really bad happens — which is agreed upon by the group before starting the game.


Equipment


NPCs

  • basic skill set: social, knowledge, action
  • differentiate
    • more skills
    • specializations
    • aspects
    • templates with specializations and aspects

Doing stuff

This is how the PCs (and NPCs?) accomplish things they want to achieve.

  • obstacles: single-roll tasks
    • TN vs. attempt (= PC skill + 6dF)
    • spend Destiny or Consequence(s) to boost result
    • fail: attempt < TN-5
    • mixed: TN-5 < attempt <= TN -> fail or success with complication, player's choice
    • success: TN < attempt < TN+5
    • exceptional success: TN+5 <= attempt -> extra situational consequence or narrative control
  • challenges: several obstacles probably by several PCs
    • decide result after all are resolved
    • decide result after each roll
  • contests: set number of successful attempts, the first character to reach it wins
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