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7heSama

Say My Name alpha

Feb 27th, 2015
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  1. Say My Name
  2. An RPG detailing conflict on the high seas between two or more English words.
  3.  
  4. Materials
  5. Pencils
  6. 3x5 index cards
  7. A handful of d6
  8. Tokens
  9.  
  10. Definitions
  11. The Cartographer is the equivalent of the Dungeon Master in other RPGs.
  12. A page is simply a standard RPG turn with some fancy rebranding. Players and NPCs all describe (or secretly write down, if your group is filled with clever, sneaky, untrusting types) their turns, and then simultaneously find out what happened through dice checks and Cartographer word-of-god.
  13.  
  14. Any capitalized words represent in-game objects called literals.
  15. The most basic type of literal is a ship, which could be anything from a dinghy to a destroyer to a derelict. Nouns are ships, with the caveat that they must be 3 through 11 letters long (inclusive).
  16. The basic component of literals are letters, which have specific uses and functions detailed below.
  17.  
  18. Ships have two inherent traits, called Mass and Cargo.
  19. Mass (abbreviated to "MX", where X is the value) is simply the number of letters in the word. Low-mass ships are quicker, but high-mass ships are tougher. Movement usually requires equal to or over your mass; resisting damage requires rolling under.
  20. Cargo (abbreviated to "CX", as above) is equal to the highest whole square root of a number no greater than the ship's mass. In other words, ships through M4 have C2; ships through M9 have C3; and ships through M16 (which is greater than allowed, but whatever man) have C4. If you can't calculate square roots, I doubt you'll go higher than that.
  21.  
  22. /!\ in progress /!\
  23. The other three types of literals are Gizmos, Merits, and Relics.
  24. Gizmos are one-use tools that occupy one cargo space. Verbs are gizmos.
  25. Merits are experience or honors gained by ships that improve their capabilities. Adjectives are merits.
  26. Relics are a special type of ship that can assit other ships or act independently on a page-by-page basis. Nominal adjectives are relics.
  27.  
  28. Letters
  29. Vowels are the heart of literals. Each generates it's own unique resource type, as follows, that can be used for various functions. One resource is created per page, and cannot be saved.
  30. (A)ttack - Used to shoot down missiles, repel boarders, or buff weapons.
  31. (E)nergy - Used to power especially strong consonants.
  32. (I)nput - Used as sensory data to map the battlefield, conditions, and enemies.
  33. (O)rder - Used as command and control presence.
  34. (U)rge - Used as thrust to move or evade.
  35. (Y)ield - Used as any one of the above, but only every other page.
  36.  
  37. Consonants the body of literals that turn the resources generated by vowels into results.
  38. /!\ in progress /!\
  39. Broadcast: Comms Communication, buffing allies
  40. Counterstep: Util EWC
  41. Dragnet: Util EW
  42. Fullmetal: Weapons Mid-range attacks
  43. Grasshopper: Boost Evasion
  44. Hellfire: Weapons Mid-range missile attacks
  45. Jackfrost: Weapons Short-range attacks / EW
  46. Killswitch: Weapons Self-destruct
  47. Lifeboat: Util Crew survival
  48. Mainsail: Boost Speed
  49. Narrowcast: Comms Communication without detection
  50. Peacekeeper: Weapons Long-range attacks
  51. Quicksilver: Util Stealth letter use
  52. Rangehold: Util Cargo space
  53. Snapdragon: Weapons Long-range missile attacks / EW
  54. Toolbox: Util Repair
  55. Vectorthrust: Boost Evasion
  56. Watchdog: Util EW / EWC
  57. Xenotech: Strange Duplicates other modules
  58. Zipline: Util Tow ships or cargo
  59.  
  60. Movement and Distances
  61. Distances between ships are defined as Near, Medium, or Far. Far may additionally be described as "+X", where X indicates the number of distance increments over far.
  62. Close: Use one Urge to drop one distance increment between you and a target. Each ship rolls 2d6 and adds their Mass; if the target ship's roll is greater, the movement succeeds.
  63. Evade: Use one Urge to avoid weapons fire. Roll 2d6; if under your Mass, ships targeting you receive -2 to their to hit rolls.
  64. Open: Increase distance between you and a target; functions the same as closing.
  65.  
  66. Weapons
  67. Weapons need to roll to Hit, then to Damage. To Hit, roll 2d6 under or equal to the target's Mass. To Damage, roll 2d6 over target's Mass. A shot that both Hits and Damages will render one Letter unusable; the attacker and defender both secretly pick (write down) a letter on the ship, and then reveal their choices. The letter in the middle of their two choices is hit; if that spot is between the two letters, the defender picks one.
  68. Weapons have an optimal range, but may fire one increment above or below that range at the cost of a -1 penalty to hit. Long-range weapons can fire at Far+X ranges for -X penalty to hit.
  69.  
  70. Revealing
  71. Using certain letters will provide your enemies with valuable sensor data.
  72. Take a Noise token and set it by your ship/play area; any enemies checking to locate, track, or fire on you get +1 for each token.
  73.  
  74. Additional Mechanics
  75. Salvage:
  76. Tell the players the size of the salvage; they may guess single letters one at a time. For each letter they guess correctly, reveal all copies and their positions. For each incorrect guess, record a tally mark. Once they have guessed all the letters, they choose a number of letters that appear in the salvage equal to how many tallies they've accumulated; all occurrences of these letters are presumed destroyed in the salvaging operation or already lost. All other letters are successfully salvaged.
  77. Questions (for Cartographer exposition):
  78. Players have a number of guesses about the nature of an unknown clue/ship equal to the size category of that ship. They questions must be yes/no in nature and may not contain the words "and" or "or". They are answered w/r/t the nature of the ship.
  79.  
  80.  
  81. /!\ in progress /!\
  82. Missiles
  83. Missiles are fired off and only hit the target in later page. Each page they advance one distance towards the target. Throughout this time, any allied ships may transmit targeting data to them; the most recently transmitted data (including at time of firing) is used. Once the missile reaches the target, it rolls to hit/damage.
  84.  
  85. Sensors
  86. Boarding
  87. Electronic Warfare and Countermeasures
  88. Rhyming game.
  89. EW Effects Table:
  90. 1-3: Scramble: Cannot use Input or Comms
  91. 4-5: Overload: Cannot use any activated letters + above
  92. 6: Lockout: Cannot fire weapons or thrusters + above two
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