Introduction
Still under heavy construction. GM and Group System guides coming soon.
RPES is a system designed to enhance your role playing experience. It is meant to add on to an existing role play; or to have a role play built from it. There is no character leveling. Instead, your character progression should be determined through how you role play.
What do you need to play?
-Players
-d6 (six sided dice)
-Game Master, or group system. A group system would be something where players would decide on when to have encounters, conflicts, or challenges. They would determine the numbers needed for the challenge as a game master would.
As a game master you may want to carefully study how to balance out your role play. There is an additional section designed just for this. However, this game is also meant to welcome player versus player action as well. It is highly recommended to use this system to solve disputes in a way most text based fighting systems can not. It is up to the players or GM to decide any bonuses based on role play skill before any fight is started.
Creating a character.
Since there is not a leveling system involved, the statistics of your character will only be changed when the GM allows it or when you get gear that would change it. This also means there is a static value for hit points. Everyone, unless the GM or group says otherwise, starts off with 3 hit points.
There are six statistics that your character has, it is up to you to modify them. There is a standard array of numbers for RPES. For new players and GMs it is recommended that you use this array when creating characters, monsters, and NPCs (non-player characters). The GM or group may change this array if they would like a higher power system or lower power system.
The standard array is: +2 (Good), +1(Above Average), 0(Average), 0(Average), -1(Below Average), -2 (Bad)
You can assign these numbers to the following statistics.
(Op) Output = Output modifies your chance to wound a target.
(De) Defense = Defense modifies your chance to be hit from someone or something else.
(Ac) Accuracy = Accuracy modifies how well you could hit a target.
(Pe) Perception = Perception modifies how well you can spot or hear things that would normally not be easy to spot or see. This also modifies how well you can detect motives or pick up on small details.
(Mi) Mind = Anything that would require will or testing your mind would be modified by this.
(Bo) Body = Anything that would require strength, endurance, or things like resisting poison would be modified by this.
With this you could have a heavy hitter look something like this:
Op (Output) = +2
Df (Defense) = -1
Ac (Accuracy) = +1
Pe (Perception) = 0
Mi (Mind) = -2
Bo (Body) = 0
This character would be decent at landing his strikes, and could spot things relatively well. He has a good chance to hold his ground. But, when he does land a strike, it’s surely a devastating blow. A magic caster would have similar stats but might want to exchange body and mind.
Encounters
Encounters can be summed up into two different categories, combat and role play.
Combat
To start combat off, or even role playing, it is best to roll 1d6+Pe. The player or npc with the highest roll would act first. For ties, re roll those that are tied to determine which of them acts before the other.
Once in combat you may role play things like range and the like. But, this system is designed to be as simple as possible. You may attack or make a save (explained later) once per turn. A turn consists of your role play action and your attack or save. During your role play action please be descriptive enough so the target would know if it is a physical or mental attack.
To attack, declare a target and roll 1d6 + Ac. The target then rolls 1d6 + De. If your roll is equal to or higher than theirs, you’ve hit them.
To see if you have wounded them, first determine what type of attack it is, then roll 1d6 + Op. They roll 1d6 + Mi for mental attacks or 1d6 + Bo for physical attacks.
There are no special spells, moves, or weapons built into this system. This allows for it to be used for fantasy, modern, and sci-fi genres without any problem. It is up to you to describe how you attack and what weaponry you are using.
Incapacitation and dying.
This system follows a three strikes and you are out rule. All characters start off with 3 Hit Points. This means you can be wounded a total of 3 times before you are fatally wounded and incapacitated. From there, if you fail 3 mind or body saves you die. (Use your highest to determine your modifier). To determine the save amount, subtract your mind or body (whichever highest) from 6. Then roll equal to or above that amount. You may do this only once per turn.
Game masters can award things like weaponry and armor as they wish. Just be careful how it balances your game. You may have to increase the values of monsters and skill challenges as you progress through the story.
Role Play
You use Mind, Body, and Perception to assist you where role playing can’t solve everything. Here are some examples.
You cannot solve a puzzle through role playing so your GM or group asks you to roll a d6 + perception or mind. With a high enough roll you solve it or get a hint to help you solve it.
A door blocks your way and there isn’t a way to unlock it. So you are asked to use d6 + your body to roll high enough to break the door.
A tricky npc is telling you things in riddles. You ask to use your perception to see if he is actually trying to trick you or not.
At any time in the game the GM or group may ask you to use a roll like these to back up your ability or inability to sufficiently role play through the scenario at hand. Also, you may ask to make a roll at any time to get more out of the situation.
Rules
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Test games are held here to balance out the system.
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"Dammit Jim, I tell ye there's jes cracks in dem walls we ain't know'n bout!" Another elder man said. "Dats how dees bears are gettin' in here!" ”
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