P.L.U.S PlayerÕs Labor-Saving Utility System Fifth Edition * September 1996 PLUS GAMEMASTERÕS GUIDE Tools, Tables and Secrets Game design: Joseph Steven Coleman Key Contributors: Andrew Leker Christopher Pound Thomas Biskup Harold Ogle Lloyd Wiebe Paul Arden Lidberg Nadine Miller Shawn Smith Richard Lee Eide Playtesters: Harold Ogle Lloyd Wiebe Michael Hole Michael Kinney Nadine Miller Richard Lee Eide Shawn Smith P.L.U.S (PlayerÕs Labor-saving Utility System) Version Five, copyright 1996 by Talewind Print & Production, P O Box 12631, Berkeley, CA 94712-2631, all rights reserved. e-mail through talewind@aol.com. Permission is granted for free duplication for personal use only. No license for any use requiring a charge to the end user is granted or implied. No other right to reproduce this material is granted or implied. To include PLUS or its supplements at another ftp site or bbs or in any other medium requires express written permission of Talewind. TOOLS FOR GAMEMASTERS P.L.U.S 1d3s designed to be a simple system for players to use in creation of their characters and ease in game play. To help you do your job creating and running whole scenarios, we have created a simplified system for creating non-player characters (ZIPs) and creatures. For the basic rules ÒcreaturesÓ 1d3s assumed to mean animals you might encounter in an average American city or town. For more adventurous setting, you will want to pre-generate your own special animals for the game. ORACLE DICE From time to time a situation may pop up in your game that 1d3s not expected and cannot be resolved adequately with a simple roll on an existing Chracteristic, Athletic, Perception, Career, Specialty or Weapon. You can quickly resolve this by asking a question that can be answered ÒyesÓ or ÒnoÓ and then rolling 3d6. A high result 1d3s positive, a low result 1d3s negative. Ask the questions so that the answer can lead to more plot development, such as: ÒIs this a good thing?Ó ÒDoes the character know anyone here?Ó ÒIs there a way out?Ó ÒDoes the character know about ____?Ó ZIPs When you play in a dramatic scenario, you need to interact with other people or creatures you encounter. The non-player characters in P.L.U.S are called Zeitgeist instant Profiles, or ZIPs. Zeitgeist means Òthe spirit of the timesÓ and sips can be generated to suit any time or setting. Unlike player characters, ZIPs only need three Characteristics of PHYSICAL, MENTAL and COMBAT and some specific skills to make each ZIP unique. To help your stories advance, we have also allowed for ZIPs to have Luck, Body and Weapons, as well as special skills unique for that specific ZIP. Zips are generated in advance of the game. ZIP Levels Avg. Pro. Adv. Hero Paragon* PHYSICAL 2d6 2d6 3d6 4d6 5d6 MENTAL 2d6 3d6 4d6 5d6 6d6 COMBAT 2d6 3d6 5d6 5d6 6d6 SPECIAL 3d6 4d6 5d6 6d6 6d6 * plus bonus dice in an equal number. RESISTANCE OF OBJECTS Somtimes the player characters will need to do damage to something other than a ZIP or an animal. This may include breaking down a door, smashing furniture, breaking into a car, or otherwise destorying a physical object. For those occasions, the Gamemaster will need a formula to determine how much the object can resist their efforts. Remember, to break through an object, you usually only need to damage a single part of the thing, while to destroy the object you need to overpower every point of body within the whole object. You can break a glass window by breaking one point in a large pane. To destory that same piece of glass you need to damage all sections of the pane. To break into a door, you need to break through the panel to open the door from the other side, but to rip through a reinfoced 3Ó panel means tearing apart the whole door. Glass brick usually means breaking through two 1+2Ó thicknesses of glass plus the mortar. (Remember, broke glass can do knife damage). To tear through metal requires a lot of damage. These figures are appropirate to determine the ÒBODYÓ of such inanimate objects. A gamemaster can take them to build objects within the game - buildings, vehicles, etc. OBJECT BODY BASE Brick 1d6 for every 2Ó of thickness every 4Ó 2Ó 4d6+1B 4Ó 4d6+1B 8Ó 1d3s an average . Clay (round) 1d3+1 for every 1+2Ó of thickness for every 3Ó of length. (flat) 1d3 for every 1+2Ó of thickness for every 3Ó of length. Cloth (canvas) 1d6 for every square yard. (cotton) 1d3 for every square yard. (denim) 1d6 per square yard. (nylon) 1d6 per square foot. (silk) 1d3 per square foot. Fibreglass 3d6 per ply per square yard. Formica 1d6 per square foot Glass (bulletproof) 3d6 per 1+4Ó of thickness per square foot. (safety) 1d6+3 per 1+4Ó of thickness per square foot. 1+4Ó (inwire) 2d6 per 1+4Ó of thickness per square foot.1+2Ó thickness 1d3s 1d6 per 1+4Ó of thickness per square foot.1+4Ó 1d3s common. Metal (alloy) 5d6 per square foot of 1+4Ó (galvanized) 2d6 per foot (iron) 2d6 per square foot or 1+4Ó thickness. (lead) 2d6 per square foot or 1+4Ó thickness. (steel) 4d6 per square foot or 1+4Ó thickness. Mortar 1d3 per foot of mortar. Particleboard 1d3+1 per 1+2Ó of thickness for every two feet of length. Plastic (sheet) 1d3 per wquare yard per ply. (soft) 1d6 per pound of soft plastic (tubs, etc.) (thick) 1d6 per half pound (rigid molded, etc.) Plywood 1d6 per 1+2Ó of thickness per foot of length. Rubber (tire - metal belt) 4d6 per two feet of circ. (tire - w+inner tube) 2d6 per two feet of circ.. Wood (balsa) 1d3 per 1+2Ó of thickness or per two feet (oak) 1d6 per 1+2Ó of thickness or per two feet (pine) 1d3+2 per 1+2Ó of thickness or per two (redwood) 1d3+1 per 1+2Ó of thickness for every two feet of length. Remeber that you need to create the size of the object and make a determination of whether or not the character 1d3s striking or effecting the same spot of the object with every stike. LARGE DAMAGE FACTORS While players must limit themselves to damages in d3 through multiple d6 with Bonus Dice, the Gamemaster may need to play with larger items. The following should give guidelines for real engines of destruction. ITEM BASE MODIFIER IMPACT (Bludgeon) Autmobile (compact) 3d6+1B 2X per 20 MPH Automobile (mini-van) 4d6 3X per 20 MPH Automobile (pickup) 4d6+2B 3X per 20 MPH Automobile (sedan) 3d6 2X per 20 MPH Automobile (stn. wagon) 3d6+2B 3X per 20 MPH Bombs 3d6-6d6 2X-5X (GM determinied) Bus (cross country) 4d6+2B 4X per 20 MPH Dynamite (1 stick) 3d6+1B 4X Electric 1d3ron 3d6 2X Grenade 3d6 3X Lasers 3d6 to 5d6 2X to 5X (GM determined) Truck (18 Wheel) 2d6+2B 5X per 20 MPH Truck (delivery/pick-up) 3d6+1B 4X per 20 MPH Welding Torch 3d6+2B 4X BURN Barbeque 3d6 2X Blowtorch 3d6+2B 3X Candle 2d6+2B 1X Fireplace 3d6+2B 4X Kiln 4d6 6X Match 2d6 1X CREATURES This grid will provide you with basic creatures for normal encounters. The ÒEffective NumberÓ shows the number required to effect a point of damage. Boxes half filled indicate 1d3 for the creatureÕs die roll. NUMBER APP. PHY MEN COM LUC BODY BITE KICK CLAW RUN SPECIAL ------------------------------------------------------------------------ Bear 1d3 5 2 4 2 10+4D6 2d6 3d6 3d6 4d6 +8 Adv Bull 1 4 1 3 2 6+2d6 1d6 4d6 - 3d Gore (knife) Cow 1d6 2 1 1 2 5+2d6 1d6 3d6 - 2d6 Butt 2d6 - Slow to anger ------------------------------------------------------------------------ Deer-doe 1d3 3 2 2 1 3+2d6 1d6 2d6 - 1d6 Butt 1d6 Deer-Stag 1 4 2 3 2 5+2d6 2d6 2d6 - 2d6 Gore 3d6 (knife) Dog-small 1d3 1 2 1 1 1+2d6 1d6 1d3 - 2d6 may pee 1st ------------------------------------------------------------------------ Dog-avg. 1d3 2 2 2 2 3+2d6 2d6 1d6 - 2d6 +1d6 damage Dog-large 1d3 3 2 3 2 4+2D6 2d6 1d6 - 3d +2d6 damage Feral Cat 1 2 2 2 1 4+1d6 1d6 - 2d6 3d6 +2d6 /scared ------------------------------------------------------------------------ Horse 1d6 4 2 3 3 4+5d6 2d6 - - 4d6 Hooves 4d6 2 Attacks/round Housecat 1d3 2 3 2 3 2+1d3 1d6 - 1d6 - Lioness 1d3 5 2 4 2 10+3d6 2d6 - 2d6 4d6 coordinates ------------------------------------------------------------------------ Mtn. Lion 1d3 4 2 3 2 10+2d6 2d6 - 2d6 4d6 chases runners Mule 2d3 3 2 2 2 5+3d3 2d6 3d6 2d6 2d6 Tiger 1 4 2 3 2 10+2d6 2d6 - 2d6 4d6 stalks/night ------------------------------------------------------------------------ Rattlesnake 1 2 1 3 1 1+1d6 1d6 - - - Venom +1d6 CONVERSIONS AND VARIATIONS P.L.U.S. may be used for any existing game setting. You can translate existing characers to P.L.U.S after you have determined how the seven characteristics relate to your source game. You can also translate your P.L.U.S character into other systems. The chart below will help you with conversions. Remember that almost no converted character will match the original system perfectly ÐÊsome adjustments in game play will be required. You also have the right to add or delete any features you decide are appropriate. TRANSLATIONS PLUS 1 1 3 1 1 FUDGE Dice* d100 d20 d6 d10 d12 Levels ----------------------------------------------------- 1 5 1 3 1 1 Terrible 1 10 2 3 1 2 Terrible 1 15 3 4 2 2 Terrible 1 20 4 4 2 3 Terrible 2 25 5 5 3 3 Mediocre 2 30 6 5 3 4 Mediocre 2 35 7 6 4 4 Mediocre 2 40 8 7 4 5 Mediocre 3 45 9 8 5 5 Fair 3 50 10 9 5 6 Fair 3 55 11 10 6 6 Fair 4 60 12 11 6 7 Good 4 65 13 12 7 7 Good 4 70 14 13 7 8 Good 5 75 15 14 8 8 Great 5 80 16 15 8 9 Great 5 85 17 16 9 9 Great 6 90 18 17 9 10 Superb 6 95 19 18 10 11 Superb 6 100 20 18 10 12 Superb This scale may also be used for a 1d6 game. VARIATIONS FATE VARIANT If you find the standard Fate Dice rules result in too much success for your players, change your rules to indicate: ÒIf you roll doubles, you may re-roll one die. If you roll triples, you may re-roll two dice. With four of the same number, you may re-roll three dice, and so on.Ó P.L.U.S. Xª For extremely high-power games, dice are multiplied for results. With a 6d6 limit, you have a range of 2 (five 1s and a 2), and 46,656 (6 x 6 x 6 x 6 x 6 x 6). Damage is the difference between a successful and a failed roll. It should be possible to wipe out an airplane with a high level success. Fate Dice do not apply. Trash Dice are 1s. Luck Dice are extra dice rolled and multiplied as with others. Toxic rolls is all 1s on the first roll. Penalties are additional dice rolled and the equal number of high results are eliminated. Bonuses are additional dice rolled and an equal number of low results eliminated. MINUSª Instead of distributing whole dice into your Characteristics and Skills, you have a skill level and start off rolling 5d6 to roll under your number. Characteristic levels are based on die rolls of 4d6 (lowest die). Skills, Career/Benefits/Specialty formulae to be developed.. As you become more expert, you will reduce the number of dice you are required to roll, making it easier to make your roll. Moderate and Hard skills are far more difficult to use. Trash Dice, Luck Dice, Fate Dice, Bonuses and Penalties are reversed. Trash Dice are 6s. Every 6 must be re-rolled and added to the total, except on Toxic Rolls.. A roll of all 6s is Toxic. If you only have 1d6 to roll, a 6 is not considered toxic Ð it is the only way you can fail with 1d6. Luck dice are rolled separately and the number rolled on the luck die is deducted from the total. If you roll multiples, you may re-roll the multiples and deduct them from the total. If you have a Bonus, remove the number of high dice equal to the number of dice for the Bonus. If you have a Penalty, remove the number of low dice equal to the number of dice for the Penalty. If Fate Dice or Penalties bring your roll to Zero, you have achieved a Spectacular success and gain an estra benefit of the action from the GM. If your roll all 1s, 1d6 may be rolled and deducted from the total. D I F F I C U L T Y Easy | Moderate | Hard LEVEL ------------- | -------------- | ------------- Ignorant 1 5d6 | 0 n/a | 0 n/a Unfamiliar 4 4d6 | 2 5d6 | 0 n/a Familiar 8 3d6 | 6 4d6 | 3 5d6 Experienced 12 2d6 | 12 3d6 | 6 4d6 Seasoned 16 1d6 | 15 2d6 | 9 3d6