I've stocked it with the basics, but am interested in what else you all think needs to be in there. If you have suggestions for category division, or for more books, games, or other items in the Myth-Weavers Shop, post them in THIS thread!!
All times are UTC-08:00 Monday to Friday (days): Online; maybe posting. Monday to Friday (nights): Offline; no posting. Saturday & Sunday (days/nights): Offline; no posting Hoping August is less busy than July..
Last edited by nautilus_project; Aug 8 '12 at 5:20am.
I would like to read a copy of your system before I commit. I'm already running The League of Extraordinary Gentlemen in GURPS, so I would like to know how difficult this would be so I can determine if I can spare the brainpower.
I would love to be the douty american Gaijin (sp?) pulp action hero. Kind of a much dumber version of Indianna Jones. I am thinking of some sort of travelling Kickboxer adrenaline junkie. Maybe he could be a pilot part time as well.
Needless to say I am down to play this game. I love play testing home brewed games.
At it's heart, the Soul System is a tabletop role-playing game centered around the characters. The emphasis in this system is on the Role-playing aspects, as opposed to the "Roll" playing, in many cases being dice free and rules light.
The most basic element of the Soul System is the Trinity, the three core values that numerically represent your characters physical, mental, and spiritual faculties. These three abilities represent untrained ability and raw talent, a natural predisposition towards a particular ability set.
Each of the three values in the Trinity, being Body, Mind and Soul, are comprised of two separate attributes.
Now, you may be asking yourself how exactly you make a test in this game.
It is pretty simple, actually!
The game is based off of D6's. Just that one dice. Now, there is a skill system, but it is similar to the Window system in that there isn't any list of skills, instead skills chosen by players representing things their character has been trained an exposed too.
When you make a check, you combine the relevant attribute, either being Physique, Grace, Guile, Insight, Resolution or Allure with the appropriate skill, if you have ranks in it. In this case, we will say your character is attempting to jump between buildings.
Your character has 8 Grace and in 4 Acrobatics. The total being 12.
The jump is an Average Difficult distance. This means you have 3d6 to roll. You then roll the dice. If you get under or equal to your score, you succeed and pass the test. If your total is over the score, you fail the test. Simple as that.
However, context is everything. The game isn't simply pass or fail. If you wrote out an elegant and awesome jumping attempt, you might not plummet to the ground if you fail. Perhaps you cling to the edge, or as you fall you snag hanging close lines. The same goes for a success. If your reply is lack luster, then perhaps you make the leap but lose your footing and stumble forward. You made the jump, as indicated by the dice, but twisted your ankle in the process.
The game rewards good writing and thoughtful posting. Checks are made using one of five difficult levels. Easy - 1d6, Below Average - 2D6, Average - 3d6, Above Average - 4d6, and Extraordinary - 5d6.
Combat is a little different, but ultimately much the same.