For the GDoc with all the fun fiddly bits, character classes, general moves, character sheet, and more, click here.
I've been wanting to run an Aztec themed fantasy RP for some time (as those who know my love of their mythology can attest). I decided to help push this forward, make a very simple system, using the schematics of an Apoc World Hack to do so. It's mythically based, taking place in a rebooted world after everything died again with the end of the last sun and horrible earthquakes that tore the continents apart into more disjointed landmasses. Blood sacrifice is empowering both to yourself, and to the gods who are busy trying to not let the world die again. 6th time's the charm, right?
Rolls are 2d6+modifier. Always. No other roll type. Moves are based on the narrative, you don't just say you're 'I Exchange Blows with the Highwayman' you say 'I charge up to the Highwayman and begin to beat the shit out of him with my mace' or something, and then that has me (not you) roll for it.
There are no critical failures, there are no critical successes.
A result of 2 to 6 is considered a Miss (sometimes denoted as 6-) this means that if you did end up doing what you wanted to do, it will be at some sort of cost. A lot of cost, usually.
A result of 7 to 9 is a Soft Hit (denoted commonly as 7-9), this means you get to do what you wanted although not super great, or at some sort of cost.
A result of 10 or higher (denoted as 10+) means that you did great, you did as good at that thing as you can do.
Let's use Live Dangerously as the example move, the situation being trying to pick a lock to get through a door and get into a room you think you can hide in.
On 10+, you get into the room, no problem, plenty of time to hide in there.
On 7-9, you may get the lock open, but it makes a noise alerting others that you're over near this room.
On 6-, you may get into the room, only to notice that there's more bad guys on the other side of the door.
As you see, in all cases, you get the lock open, so you don't fail. The door is unlocked, no case had you simply unable to unlock the door. But, on rolls under 10+, you begin to have bigger issues that come with having unlocked that door to the room. The purpose of this is to remove roadblocks that may occur on a fail. Failure doesn't stop the action, failure adds more action and things and options and danger!
And so, yeah, that's my spiel. Lemme know if you're interested!
I've been wanting to run an Aztec themed fantasy RP for some time (as those who know my love of their mythology can attest). I decided to help push this forward, make a very simple system, using the schematics of an Apoc World Hack to do so. It's mythically based, taking place in a rebooted world after everything died again with the end of the last sun and horrible earthquakes that tore the continents apart into more disjointed landmasses. Blood sacrifice is empowering both to yourself, and to the gods who are busy trying to not let the world die again. 6th time's the charm, right?
Rolls are 2d6+modifier. Always. No other roll type. Moves are based on the narrative, you don't just say you're 'I Exchange Blows with the Highwayman' you say 'I charge up to the Highwayman and begin to beat the shit out of him with my mace' or something, and then that has me (not you) roll for it.
There are no critical failures, there are no critical successes.
A result of 2 to 6 is considered a Miss (sometimes denoted as 6-) this means that if you did end up doing what you wanted to do, it will be at some sort of cost. A lot of cost, usually.
A result of 7 to 9 is a Soft Hit (denoted commonly as 7-9), this means you get to do what you wanted although not super great, or at some sort of cost.
A result of 10 or higher (denoted as 10+) means that you did great, you did as good at that thing as you can do.
Let's use Live Dangerously as the example move, the situation being trying to pick a lock to get through a door and get into a room you think you can hide in.
On 10+, you get into the room, no problem, plenty of time to hide in there.
On 7-9, you may get the lock open, but it makes a noise alerting others that you're over near this room.
On 6-, you may get into the room, only to notice that there's more bad guys on the other side of the door.
As you see, in all cases, you get the lock open, so you don't fail. The door is unlocked, no case had you simply unable to unlock the door. But, on rolls under 10+, you begin to have bigger issues that come with having unlocked that door to the room. The purpose of this is to remove roadblocks that may occur on a fail. Failure doesn't stop the action, failure adds more action and things and options and danger!
And so, yeah, that's my spiel. Lemme know if you're interested!