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Destiny
Play By Mail Gaming System
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D. G. S. Character generation
Character generation revolves around a life path.
A rapid summary of character generation is given below, however this is
only and over view and new players may find it confusing. If in doubt follow
the links, they may not help but at least you will feel as if you are getting
somewhere.
Important note: The term god in this text referes to the person
controling the game, commenly called G.M. or Ref. I think the term god
is more accurate!
For those of a nervously religious disposition G.O.D. stands for Great
Ordainer of the Design.
The premise of the D.G.S. Character generation is this; All people are
a product of their backgrounds. The events that effect your character,
some of which may have actually happened before the character was born,
all sum up to create the character you will play. Also there will be events
in your characters future that will also infulence them and allow them
to change.
In most game systems these two parts are separated into character generation
and experinece. In D.G.S. they are essentially the same.
During character generation the player will define a number of incidents
consisting of Events (Things that happened) and Changes (The result it
had on the character.)
Some of these invidents will be defined as happening in the future.
Such incidents do not have to be discribed in detail, but these incidents,
which the god will weave into the adventure plot line, act as experience
gained during the game. Via this mechanic the players may define as much
as the plot as God, and players can be confident that their characters
will have a influence on the world they are in.
It is important to note that when god reviews the character at the end
of character creation he may suggest certain changes be made to bring the
character into line with any plot line he has in mind, or to creat a common
incident in the characters past so that the characters can all act as an
established group. Such changes are open to negotiation, but players are
asked to be open minded.
After all god does have a lot to do.
It is also suggested that after the first 'introductory' session the
players and god review the character, and make any alterations that they
think may be nessessary or helpful.
For example during roleplay two players, Sally and Frank, suggest that
their characters were once lovers. During the post introduction review,
suitable incidents can be tweeked to support this claim and show how characters
influence each other in the past. Frank changes a college friend
to represent Sally's character, (an easy change to make as they are both
'encounter' changes) But Sally has not similar event. She could claim that
instead of reciveing her 4x4 jeep as a 21st birthday gift (a rite of passage/
possession incident) she met Frank at her birthday party, or she can simply
say that the affair didn't mean that much to the character, and leave franks
character feeling lonely and rejected.
Such changes should be encouraged, but the tweeks should not effect incidents
that have been refered to durring play.
From the example above, if Sally had given the party a lift in the
4x4 durring the game it could not mysteriously vanish, thus the poor sad
Frank option is the only one left.
Note for people who like on going campaigns who have just spotted
the potential limitations of this system.
If after playing one adventure the god wishes to continue the campaign
he should give the players a small extra number of incidents to buy (and
possibly a new points total). The players then split these incidents as
before, only some will represent events that took place in down time (i.e.
between adventures) and some will became the basis of the next part of
the campaign.
Life path
How this works...
-
Your god will tell you how many incidents you can have; and incident is
defined as an event and the changes it causes in the character. Default
of ten gives workable characters.
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God will also tell you final points total you should aim for. Default of
50 seems Ok.
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Pick an event.
-
Pick (a) relevent change(s) it could produce.
-
Work out the combined cost of that incident.
-
Pick the next event and replete above.
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Keep track of the total cost of the character.
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Once you have all the events you want/can have, check to total cost of
the character. This equals the final cost god has given you to aim
for. If it isn't then you chould rework some of the events. Alternativly
you can hand an unbalanced character to god and throw yourselves on their
mercy(?)
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Distribute the incidents into future and past. For
future incidents one of the event/out comes can be left vague, whilst for
Past incidents all details must be defined.
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Hand the character to the god for approval. God can alter an unbalanced
character. If he does this he should return the character to you with "Mystery
Event = (enough points to balance)" added to it. Note god may choose to
put more than one mystery event to balance the character. Also should he
want to he may give the player some clue to the event. e.g. Mystery travel
Event or Mystery Formative change .
Events
Events are the thing that happend to change the character. The list
below is not exhaustive, and players are encouraged to come up the new
and interesting events and titles for them. Any really juicy ones yould
be appreciated!
Send to: Hey I've
got a good one@wilsonclan.prestel.co.uk.
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Events that happen before birth
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Seeing the world events
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Formal learning events
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Rites of Passage events
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Occupation events
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Medical/ scientific events
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Criminal events
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War and conflict events
For an expansion on the above list. Go here.
Changes
Changes are the effects the events have on the character.
The list below is not exhaustive, and players are encouraged to come
up the new and interesting events and titles for them. Any really juicy
ones yould be appreciated!
Send to: Hey I've
got a good one@wilsonclan.prestel.co.uk.
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Formative changes: change the characters Stats & add tags which help
to define the character and modify the stats.
-
Learning changes: give/ change/ improve the skills the character has.
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Encounter changes: gain/ loose NPC contacts / enemies
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Possession changes: gain/ loose possessions.
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Experiences: These events are included to 'balance' the points and pad
out the characters life. More detailed examples of Events and Changes can
be found later.
For an expansion on the above list. Go here.
Working out the points cost for each incident.
Each event is usually either a good thing or a bad thing.
Good things cost points.
Bad things give points back
Generally each event has a value of 1. Some very rare events have a
value of 2. If you take a rare event you should check it with your god.
Each change is a good thing a bad thing or a neutral thing.
Good things cost points.
Bad things give points back
neutral things have an automatic zero cost.
Generally for each plus one to a stat, skill etc costs one point. Remember
all but the most unusual skills the character automatically has one point.
Thus usually you are buying to two when you first take a skill. You can
loosed these one points skills to get points back BUT DONT PUSH IT. God
may choose to increase the cost of unusual or very potent powers.
Friends enemies and rivals are also rated on a scale of 1 to 10. 1
is a stranger or some one whose face you vagely know. 10 is some one who
would lay down thier life for you, or in the case of an enemy, lay down
your life for them. If you come to a friend for aid roll a d10 mif it is
less than the roll then they will help you. The god may modify this if
you are asking for something really bad. For enemies it is the same idea
but the other way round (Roll below to hinder).
Each possession, unless it is something really unique and useful, is
worth 1 point.
Other changes should be disgussed with god. He will tell you how much
they cost or are worth. Generally the more of a hinderance/help they will
be to the character the manre they should const.
Take these two values (one for the event, one for the change) and add them
together.
This means if you gain a good change form a good event it costs more
than gaining a good thing from a bad event.
Also if you gain a bad thing from a bad event you will gain more points
back than gaining a bad thing from a good event.
Ok I know this will probably lead to Characters with really shitty
lives, but this system was designed for Shattered realities, and that is
not ment to be a nice place to live!
The Stats
DGS has 10 stats, but they are arranged as three groups of three, plus
one.
D.G.S. Stat table,
|
Physical |
Mental |
Social |
Raw power |
Strength |
Willpower |
Apperance |
Fine control |
Dexterity |
intelligence |
Charisma |
Resistance |
Constitution |
Stuborness |
Confidence |
Generally characters can 'attack' with either the Raw power or fine control
stat. They 'defend' with the resistance stat. Usually the same type of
attack is countered by the same type of defence, but gods should allow
clever roleplaying to change this rule. Players may alter the name of the
state to fit in better with thier character, but the broad ideas's should
be maintained.
The 10th stat is Tenet....
Tenet is how well the character can control reality around them. It
can represent magical, psionic or similas abilities, but in Tenet it is
much more than that. Only certain people have Tenet, (PC's and major N.P.C.'s)
they are known as Mercari. Having Tenet is not always a good thing.
For a start Tenet increases can only be gained from bad events.
Tenet is the energy daemons need to survive in the realities. Hense
people with tenet are often hunted down by them.
All stats. excluding Tenet, start at 5. Tenet starts at 1, or what ever
god states to be the world universal tenet stat. (Some worlds are richer
in tenet that others, but the tend not to be a nice place to be.)
Important note. If you are using DGS as a system in a game where
the characters are not going to move around worlds. Ie in a game like Gothic
rather than in the wider shattered Realities,
this stat is largely irrelivent.
Unless you character can do something weird that 'normal' people on
your world would not cope with (e.g. magic or highly advanced technology)
or the character has a very strong personal belief (e.g. a beilef in god
so powerful that the character can perform miracles, repell vampires etc)
save your points and stick at the basic Tenet of the world.
Damage stats.
In addition to the stats there are three 'damage stats with go down
(and hopefully up) durring play.They reperesent how wounded the character
is in these three areas
They are;
-
Physical damage or Body, (How many actual wounds are currently effecting
the character)
-
Mental damage or Psyche, (How emotionally or physcologically scarred
the character is)
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Social damage or Status, (The characters current standing in thier soiciety
or social group.)
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Tenet damage or Reality, (The strength of the characters personal relality)
Tenet works by its own rules so the following
does not apply.
The inital starting value for damage stats is given by the square of the
resistance stat, plus the Raw power and Fine control Stats. Giving a usual
value between 3 and 120!
Damage to these states is healed natural at the rate of the average
of the raw power and the resistance stat a day.
Appropriate actions/ medical procedure/ councilling/ grovelling can
increase this rate.
Skills.
In DGS anything can be a skill and players are encouraged to be inventive.
Skills which may have to wide a ranging power (e.g. omnisentience) should
be limited by god, either by making the player state specific circumstances
under which it can be used, or by defining more specifically what the skill
can do, or by increasing the points value.
Do you really need a skill list....? Ok
go here!
In additiong to the obvious skills players can also take skill tags,
which act as a bonus to a nuber of specific skills, or abilities which
are simpley things that either can or can not be done, e.g. speaking forgien
languages.
Doing stuff.
Details in the game mechanic page but....
Value of relevent Stat modified by any applicable tags x Value of relevent
Skill modified by any applicable tags
Roll equal to or less on a d10, d20, (d10xd10) or d100 depending on
the type of test involved. (Routine/Easy/Normal/Stress)
God should reflect how well you past/ falied in the responce.
The skill value indicated the how the rest of reality persives the characters
ability with the skill.
If less than 10 (A hobby skill)the skills
is just a hobby or passing interest. It is unlikley an NPC will ask the
character to carry something out with the hobby, or expect the character
to know that information.
If a characters value is greater than 40 then they should be considered
a professional in that area and acorded the
repropriate respect (or other wise). (Ehh sonny, we know some one did over
the bank and it looks like your M.O. Your commin' with me!)
If the value is greater than 60 then they are probably
famous in some small way. (But Doctor Kildare... You can do anything..!)
Table of value for the hard of thinking.
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
2 |
4 |
6 |
8 |
10 |
12 |
14 |
16 |
18 |
20 |
3 |
6 |
9 |
12 |
15 |
18 |
21 |
24 |
27 |
30 |
4 |
8 |
12 |
16 |
20 |
24 |
28 |
32 |
36 |
40 |
5 |
10 |
15 |
20 |
25 |
30 |
35 |
40 |
45 |
50 |
6 |
12 |
18 |
24 |
30 |
36 |
42 |
48 |
54 |
60 |
7 |
14 |
21 |
28 |
35 |
42 |
49 |
56 |
63 |
70 |
8 |
16 |
24 |
32 |
40 |
48 |
56 |
64 |
72 |
80 |
9 |
18 |
27 |
36 |
45 |
54 |
63 |
72 |
81 |
90 |
10 |
20 |
30 |
40 |
50 |
60 |
70 |
80 |
90 |
100 |
For combat. damage done is simply calucuated by subtracting the die
rolled from the chance to 'hit'
This amount is then take off the appropriate damage state. Any one
take more than half its currentl value to a damage stat is stunned.
Remember this is only a summary, the details are on the mechanic
page.
Assigning and distributing events
This is where this system differs from most others. You now split these
incidents into two groups; Past and future.
-
Past incidents
-
make up the characters history (ie. things than happened before play begins)
This is fairly straight forwards and used by many games. You state the
event and what result it had (E.g. parents are both olympic athletes there
for the character has an athletic build, mastered in languages at college
and thus is a polyglot)
-
Future incidents
-
are things that will happen during the campaign, god then takes these events
and plans the game/world that the characters will encounter. This allows
the players to have a great deal of influence over the world/campaign they
are playing in. Also it represents the characters experience and how the
character will develop as the game progresses.
-
PLEASE NOTE:
-
Changes of future incidents can not be used until that incident has occurred.
The player can turn round after any appropriate event and declare that
to be the event referred to in their future. They then apply the change
it results in to the character and use that skill/ contact/ whatever from
then on. Knowing the vagueries of players it is possible that they will
use an experince other than the one god planned round that incident. Expect
this and live with it .
However it is not necessary to attach descriptive terms to future incidents
until after they happen. Thus you can say the character will have a learning
change involving a travelling event in the future but not define which
skill they will gain until after a suitable 'travelling' event has occurred.
Thus the skill may refer directly to the travel (Ride horse) or to some
experience had during travelling (history- gained from talking to that
interesting old man)
Because of this future events are more flexible than past events.
It is possible to have a character with no/few future events. In which
case he will simply be a leaf floating on the flow of the destinies of
those around him. Such a character will probably be more powerful initially
than the other characters, but will not be able to improve much as events
progress. (Obiwan Kenobi)
It is equally possible to have a character with no/few past events.
These would be innocents suddenly swept up into the flow of their destinies
and reshaped by them as the game progresses. (Luke Skywalker)
Notes on Game balance
As each player gets the same number of events to pick. The number of
events the characters can take determines the power level of the Game.
But by choosing to put more or less in the past section the player can
choose to have more or less powerful starting characters. However as the
more powerful ones will have less chance for improvements as time goes
on, this should bablance out.
NPC's should be generated by the same rules as PC. For really powerful
bad guys these rules may be bent, but his followers/ assistants should
be correspondingly week. (Now you know why all those brilliant villains
have such dumb henchmen)
Broadly speaking there should be one negative event for every positive
event. Some events 'are more equal than others' as such they are marked
as 'costing' double events.
God gets to 'alter' any unbalanced character by introducing mystery
(probably bad) events to occur during the game.
YOU HAVE BEEN WARNED!
Ok that is the basic idea, Go play. If you need any more inspriation
Check out the example characters.
Feel free to take and use any you really like, but try to send
ideas in return.
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Destiny
Play By Mail Gaming System
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