PERSONA Generic Role-Playing Game Engine<br/>Beta-Test Version<br/><br/>Why the PERSONA Generic Role-Playing Game Engine?<br/><br/>I felt the need for a rules light system that was able to handle pick-up games and also able to handle long-term games that was easy to use. This game is inspired from many other games most notably RISUS the Anything RPG, the Windows RPG and other published games now available as Open Source. But I added my own elements for what I hope is enduring legacy in the gaming community both on-line and tabletop.<br/><br/>Concepts in PERSONA?<br/><br/>The game is actually fairly simple all die-rolls are on two standard six sided dice these are easy to get and the target number eight with modifiers/penalties most of which are situational up to the gamemaster. I did this to keep everything simple. Hit points determines how tough you are and body points how much damage you can take before they get to your hit points the "minor flesh wounds" a hero gets these are off your training and other factors.<br/><br/>Creating a PERSONA - To the Fun Part<br/><br/>The gamemaster has the hard part he or she will decide on the setting and nuances they wanted and your ready to do your character. On a piece of paper write Name, Appearance, Stats, Race (optional), Vocation, Hobbies (optional), Hit Points and Body Points, Stuff then Experience Points leaving space around them so you can write down information.<br/><br/>Name - Is Your Characters Name<br/><br/>Appearance - What Your Character Looks Like<br/><br/>Stats - There are three STATS - Physical (how good your PERSIONA is using its body and toughness etc.), Mental (how smart, creative, intuitive etc. your PERSONA is) and Social (how good your PERSONA is is social things). Ok you get 5 points you must put one in each leaving two to place anywhere now put a (+) in front of those numbers (EX: Strength +1).<br/><br/>Race - Your race it adds a +1 to any roll your race has strong points the gamemaster decided you have and you will get three special qualities (EX: in a game an elf might have stealthy in forests so you are naturally sneaky in forests) again ask the gamemaster. The special qualities do not have any modifier but must be taken into account when your roleplaying by the gamemaster. This is optional it doesn't have to be used say if everyone is a human in the game setting but for altered humans and mutants it is likely to apply (someone with cybernetics).<br/><br/>Vocation - This is what you do it assumes you have a period of apprenticeship, education, on-the-job training or even programing if your a robot and includes any and all aptitudes you are likely to have picked up and used. (EX: A Chef would know all about cooking, endurance, good with equipment, lead others, creativity in cooking, proper credentials and likely running a eatery.) Naturally your a PERSONA so get cool ones like Fighters, Space Pilot, Cyborg Infiltrators, Wizards and the like. An NPC that is not a PERSONA get a +1 (apprentice) unless a bad or big bad (they are more like you). You get a +2 (journeyman)! This can be improved to Teacher (+3) and Master (+4) isn't that neat. Without a vocation trying to do something a vocation would know you get a -1 on the die rolls and yes the gamemaster might decide you can't do it a Ninja would unlikely know how to toss a fireball spell.<br/><br/>Hobbies - This is optional these are little thing unrelated to your vocation you know select five things and you get +1 in each but unlike a vocation its ONE narrow thing like act, cook, sew or gaming (rpgs). You can add more later.<br/><br/>Hit Points - You get ten (10) automatically then add 5 per +1 in Physical. This recovers at your physical +1 per day, double if your resting and quadruple if under medical care. Magic and other things might help to.<br/><br/>Body Points - Take your Hit Points then add +10 for every +1 in any vocation (20 for starting characters) then add 10 if your vocation is physically demanding OR 20 if combat oriented. Lastly if your race has any special quality involving combat or physical benefits that might help in a fight in any way add 10 more. So a classic half-orc, fighter with physical +3 would get 75 total! This recovers at 10 per +1 Physical per hour until back to maximum barring racial special qualities then add the race bonus to that and help with other peoples intervention OR stuff OR unique situations help.<br/><br/>Stuff - You get three special items that add +1 to your rolls applied to a vocation or hobby, these above the ordinary items. Armor suits are one thing that includes any shield. [Gamemaster Must Approve!] You can have anything else you want your likely to need so assume you have it a western settler likely has a rifle and ammo, maybe a pistol and a horse with saddle.<br/><br/>Experience Points - Starts a zero (0). You get these for doing things and can expend them to improve your character.<br/><br/>Doing Things<br/><br/>Ok you have your PERSONA so how do you do things? There are two things you will do combat things and non-combat things so you need to know how to break things and hurt bads and then do things that is not that.<br/><br/>Combat - You need to roll to hit your bad so take 2d6 and add your physical and vocation OR skill plus race if you have a special quality that applies then roll and any special stuff that helps you (like a neat sword or your favorite laser gun). But wait its not that easy the bad gets to reduce your roll by same modifiers so if you get a +5 and the orc raider gets a +3 your bonus is +2 now. Now roll you need normally an eight [8] unless its deemed by the gamemaster to be real easy, easy, harder or very hard for modifiers between +2 (hitting a bad held by a buddy for example to your bad is hiding under really nice cover and shooting an arrow from higher ground) - gamemasters option. Damage is easy roll a die [1d6] adding you physical, race if there is a special quality (mutant with electricity courses through her sword) plus vocation (if appliable) OR skill plus stuff bonus. That comes off of Body Points then Hit Points, Hit Points drop to zero (0) your Persona dies in most cases.<br/><br/>Non-Combat - There is a difficulty from Easy to Really Hard, the average is eight [8] but when there is going to be difficulty its harder to disarm a nuclear device when its under three minutes and people are screaming at you to do it. So the gamemaster can set the roll target from 4 to 16 the roll bonuses are just like combat using the most relevant Stat. You fail it might or might not be bad.<br/><br/>Experience Points and Making Your Persona Better<br/><br/>You get 1 experience point per session or week of active posting on-line with one day off, double if "posting two or more times a day". You get 1 experience for taking our a bad (an opponent that matters one-on-one) and 2 experience for a big bad (a major league epic story villian). Lastly you get 1 or 2 experience per session or week for really good role-playing if the gamemaster is feeling nice. Usually you can expect per session or week on-line 2 or 3 experience.<br/><br/>Spending these is easy going up in a vocation to Teacher [+3] costs 30 experience but it includes alot of skills and things remember and to Master [+4] an additional 40 experience points. Adding a Hobby costs 8 experience. Adding special Stuff that adds [+1] is 4 experience and if extraordinary stuff that adds a special quality is an extra 6 experience [Sword of Lightning +1, SQ - electrical charge in blade]. If the Stuff is one use its only 1 experience and double if it has a special quality a really nice arrow or a one-use healing nanite shot that acts as a healer when resting for one day to a very wounded person are examples.<br/><br/>Bads/Big Bads<br/><br/>Are just like character Personas if a bad or a nasty one if a big bad [get a Vocation at Teacher or Student plus 10 to 20 experience points in Stuff and henchmen etc.] A big bad should be the epic end of several dozen or more sessions.<br/><br/>House Rules<br/><br/>Aliens get points to work to victory they may cannabilize as a group 10 xp for 10 Erotic Energy Points each week, as a bonus. For seducing and fucking an important human they get 1d6 erotic energy and learn one secret the sex must last at l0 posts per person and longer gives you another 1d6. They get to 1000 its all over for humanity as the dominant species. They lost 10% for any major setback however so go human agents go.<br/><br/>Race- Alien<br/><br/>Ok your fucking hot, your literally also hot 2% hotter than a human when exerting yourself  its noticeable and your eyes go green when in orgasm for a moment, You also have besides being uber hot three special qualities - telepathy (to each other and during sex with a human, hyper-pheromones your just super attractive to both genders but not other aliens and alien tech your just more advanced. You get thre spaceships as Stuff at a [+1] each can hold three aliens.<br/><br/>Race - Human Agent<br/><br/>Your the best of the fucking best and generally at least good-looking and the only line of defense against the alien threat. Your special qualities are you have international police and espionage access, you also have the best training so can do things well sort of a jack-of-all-trades but not an expert without the right vocation and nifty toys not lik the aliens but still if a human canlikely have it with cutting edge science and gadgeteering. Aliens using there uber-pheromones have to roll a [14] to easily seduce you due to your training but that drops by 2 if they mated with you.  ;D<br/><br/>Post Characters Below AFTER Approval