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Hyper 5ystem 1

HYPER 5ystem RPG Opposed rolls


It is possible that the PC must compete against another PC or
Hyper 5ystem RPG is an experimental and minimal RPG system. NPC for the same action using the same skill (for example in a race)
The goal of this system is to have a few general rules that can then or different skills (as in combat): in this case we have an opposed
be supplemented by more specific rules based on the setting and roll. Therefore, the player that obtains the highest value wins the
purpose (e.g., special rules for magic and prayers). confrontation. If both player obtain the same result and the situation
allows it, as in a race, there will be a tie, if a tie is not possible,
success will go to the defending player. For example in combat if
The mother rule the attacker gets the same score as the defender, the latter will be
The main rule is that each character has only one starting base successful in blocking or dodging the attack.
value the 5 : this value will affect the chance of success for everything In any case, if one of the two sides decides to spend the two tokens
the character has to do, whether these are skill checks, saving throws, for the automatic success, the other will not be able to oppose it in
or tests of any other type, based on the type of resolution system any way. In this case, the first player to get the opportunity to
you have chosen. decide whether to spend the 2 tokens is the character who “caused”
But not only. the opposed roll.
These 5 points also correspond to the character’s life points, so
if they are injured this value will drop, with consequences on all
Saving throw
subsequent tests that the character will have to undertake.
Sometimes events happening during the game constitute a matter
of life and death: in these cases the game master may request the
Tokens
player to make a saving throw. The saving throw is not a test tied
The character has a number of expendable tokens initially equal to a skill, so its success is verified differently. The saving throw
to 5. These tokens do not regenerate between sessions, but can is always made by rolling 2d8, but unlike other tests, the test is
still be earned through some mechanisms that we will see later on. passed only if the value is equal to or less than the base
However, there is an upper limit to the tokens that one can have, value. Also, if you roll an 8 on one of the dice, you get a fumble,
which is equal to the current base value, which at the start is 5. that is, you have to add another d8 to the result. Unlike other rolls,
the saving throw never results in the player earning tokens. On the
other hand, the player can still gain a success in the saving throw by
Play immediately buying the automatic success at the cost of 2 tokens. In particular
It is clear that, in practice, it is possible to play with the Hyper cases, the game master can assign a bonus or a penalty to this roll
5ystem in literally zero time, simply by noting down a 5 on a blank depending on the situation.
sheet the character is ready to go.

How to outline a character


Earning new skills
The remaining characteristics of the character will be defined
The tokens obtained by the character can be used to acquire new
during the game, at the exact moment in which it will be necessary to
skills.
do so: at that precise moment the detail will be put on the character
At some point in the story the game master will ask if some sheet and then fixed in the story.
character is competent in a certain skill: whoever spends a token
Obviously nothing prevents the player from fixing some of these
will then be able to gain that skill and add it on their character
details on the character sheet before revealing them. Nonetheless,
sheet. The player can also ask to have a skill if they feel they need
in general, the obligation is triggered when this information must be
it at that moment, always spending a token.
provided and always when asked by the game master.
It follows that, when everyone has run out of tokens, it will no
longer be possible to assign new skills. When the game starts, nothing is known about the character,
not even the name. The name will be decided by the player, when,
Skill tests during the story, someone asks it: at that moment the name will be
written on the character sheet and this will then be fixed for the rest
When the game master (GM) believes that the character has a of the story.
test to pass, the GM makes the player roll 1d8, the result of which The same goes for any other physical detail: height, weight, build,
will be added to the base value. If the result of this sum equals eye and hair color, facial hair, size, and anything else that can come
or exceeds the success threshold decided by the game master, the to your mind.
action will be successful, otherwise it will fail.
As an indication, here are the thresholds proposed for different
difficulty levels within this simple game system:
How to increase the base points
The player can increase the base points before the start of a new
ˆ 8 - Very easy; session or at the end of the current one, by spending as many tokens
ˆ 11 - Easy; as their base value. For example, to increase the base valu from 5
ˆ 14 - Average; points to 6, the player has to spend 5 tokens.
ˆ 17 - Hard;
ˆ 20 - Very hard;
How to add bonuses to a skill
If a character has a specific ability that can be used to pass the
The player can add a +1 bonus to one or more skills at the start
test they are called upon, the player will roll 2d8 instead of 1d8 with
or end of the session by simply spending a token for each skill they
the result that each of the two dice can result in a critical roll.
want to improve. However, a skill’s bonus cannot be greater than
Whenever the result of a single d8 is 8, a critical roll is rolled.
the player’s base value.
In this case the player chooses whether to earn a token or roll an
additional d8 adding it to the sum obtained for the resolution of the
current test. End-of-session rewards
Alternatively, if a player has a skill that is relevant to the test,
spending two tokens before making the roll will result in an auto- The game master can at the end of the session give rewards to
matic success for that test. If the player does not possess a relevant the players in the form of tokens to spend in the game. However, at
skill, they can buy it (spending 1 token) and then spend additional any time,the amount of tokens owned by a character cannot exceed
2 tokens to get the automatic success. the limit of the base value imposed by the rules above.

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Adrian Chua (Order #35271918)


2 Hyper 5ystem

Wounds, healing and death the opportunity to determine an additional character trait for each
player: the one that will have the most consensus will end up on the
During the adventure, a character can get injured, causing their PC’s sheet and obviously the player will have to take that detail into
base value (which, as we said, correspond to the character life points) consideration during their future games.
to drop. However, the player can use an action to spend a token and
completely heal their wounds. If the base value drop to zero or less
the character risks dying, in this case the player can immediately End of session
decide to spend a token to simply pass out – instead of actually
The end of the session is one of two moments in which a PC can
dying – until the end of the current fight or the critical situation that
increase his character’s base value and abilities. This action can take
caused the drop of life points, if they don’t then they will effectively
place either before or after the game master has awarded the final
die and lose immediately all their remaining tokens.
rewards.
In the event that the character is saved from death with the token
and then rescued, they will have to suffer a negative consequence,
chosen by the player and agreed with the game master. Such a Group reward
negative effect can be the loss of all the money, all the equipment or The game master at the end of the session will have to assign a
a serious injury, such as an impairment, an amputation, or even a reward in tokens, the reward will be the same for everyone, this can
psychological trauma of some kind. be for example one or two tokens to each player, or the game master
can give a group reward that the players will then choose how to
divide according to their needs. In any case, remember that each
What can you do with the tokens? (Recap) character cannot have more tokens than their base value.
ˆ Automatic success for any test (2 tokens);
ˆ Acquiring a skill offered by the game master (1 token); Reward for interpretation
ˆ Give a skill a +1 at the beginning or end of the session (1
token); Moreover, at the end of the session, the game master will award
ˆ Increase, at the beginning or end of the session, the base value one or two tokens that will go to the character who, according to the
by 1 (spending as many tokens as the base score); group, has done the best job in interpreting their character traits.
ˆ Completely heal from all wounds (if you are not at zero).
ˆ Save the character from death by making them fall License
unconscious.
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Turn-based mode tional” license.
At a certain point in the game, such as during combat, you will
enter the turn-based mode: this means that the players will make
their character act one at a time and then it will be the turn of
the game master who will make creatures and other non-playing
characters act. Within each turn, each character can do exactly two
actions, these can be attack, defend, or use an ability. The character
acts only in three cases: if it is their turn, if they are involved by
another character or NPC action, or if they wants to intervene in
someone else’s action (for example, to defend another character).
When it’s the turn of a character to act, if they still have any
action left for the current turn, they can only take one action. When
everyone has used up all their actions, the turn ends and a new one
begins.

Define the background of the character


At the beginning the character will not have a background, this
will also be a part to be filled in over time, just like for the skills and
any other detail of the player. Also in this case, it is the player who
decides when to define such details, but there must always be some
detail in the background of the character to explain any acquired
aspect, skill, power, or explain the possession of a certain object.
In any case, a player must always define a train in their back-
ground when they are asked about that by another PC or NPC. For
example, if some NPC sees a character picking a lock, they might ask
“Hey! But where did you learn to do that?” And the explanation
would end directly in the character’s story.
The same thing holds for the objects, for example some other
characters could ask “How did you get that shield?” Or “What does
that tattoo of yours mean?” And every explanation would always
go into the character’s story.

Personality of the character


One of the advantages of Hyper 5ystem RPG is the fact that
the player doesn’t have to worry too much about how to play their
character at first, only that it will affect the character later. The
personality of the character will in fact be defined as the story pro-
gresses, through both individual and group mechanics. At the end
of each session, the Master will be able to ask for a character trait
for each player and the player will provide one to be inserted im-
mediately on the sheet card. Subsequently the group will also have

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Adrian Chua (Order #35271918)

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