Endless Gaming Options Corebook.pdf

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PLAYTEST VERSION 1.2
By Tom Doolan
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by Tom Doolan
This system is not Open Source. All content within this publication is copyrighted and may not
be reproduced without the express permission of the author. Such permission only extends to
free distribution of these playtest rules for personal use. You may not publish your own
materials for profit using these rules.
Playtesters
If you would like to see your name here, please use these rules for any
genre or game you like. And then send me an email and let me know
what you thought of them. Tell me what you found lacking, what you
added, what you changed, and what kind of game you played.
Be sure to include the names of all of the people in your playtest group.
All names will be listed here in the final version, and those persons will
receive a large discount on a printed copy, should they wish one.
-Tom Doolan
mighty_fighter@yahoo.com
All content © 2000-2006
Six Shooter Games
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TABLE OF CONTENTS
Introduction
Chapter 1: Character Creation
Chapter 2: Skills
Chapter 3: Special Effects
Chapter 4: Combat
Chapter 5: Equipment & Vehicles
Chapter 6: The Adventure
Chapter 7: Settings
Sample Characters
Character Sheet
All content © 2000-2006
Six Shooter Games
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INTRODUCTION
Dice: EGO uses one kind of die, the standard
6-sided die (d6). You can pick up a pack of
these at just about any game store, drugstore, or
anyplace that might sell standard playing cards,
for about a buck (as of this writing). You will
need at least 4, although a handful of about 10
or so is better. In the game you will be asked to
roll certain number of these dice, represented
by a "#d6" where the "#" represents how many
dice you need to roll, such as 2d6, 6d6, etc.
What EGO is…
EGO is a generic role-playing system that can
be used to simulate just about any role-playing
setting, from Fantasy to Science Fiction to
Superheroes.
What EGO isn’t…
EGO is not a simulationist game. The level of
realism is very low. It is intended to be a way
to resolve combat and other actions quickly so
as not to impair the pace of a story.
Abilities : These are represented by numbers
which measure the character’s natural physical
and mental capabilities.
Getting Started
First, some key concepts should be introduced,
so that when they are referenced later on, there
will be no question as to the meaning of each.
Skills : As the name implies, these are the
things that the character knows how to do.
Player: You. The person pretending to be
someone else for a short time.
Adventure: The "story" that the GM takes the
players through. It is the narrative that the GM
and Players cooperatively tell, with the
characters as the stars.
Game Master: Also called the "GM", this
person leads the Players and their characters
through the world of their adventure. He plays
the parts of those met by the characters, and
mediates the use of the rules and dice.
Other terms will fall in as they are needed.
Suffice it to say that this game involves the
creation and evolution of a fictitious person,
and making that character live and breathe in a
fictitious world.
A note on Gender: This game uses the
masculine pronouns of he/him/his for
reference. This is not meant as a bias
towards the male of the human (or any)
species. Rather, it is used as a generic term
to avoid any complications.
Character : The person that each player
"pretends to be" in the game. Represented by a
few numbers and descriptions.
NPC (Non-Player Character): These are the
people the characters meet and sometimes
oppose in the game. They are controlled by the
GM.
All content © 2000-2006
Six Shooter Games
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CHAPTER 1: CHARACTER CREATION
The first thing that you, as a player, need to do
is create a character. This is the persona you
will take on in the game your Game Master
(GM) will take you through. Creating a
character is a simple step-by-step process.
However, depending on the game and the
experience level of your playing group, as well
as the preferences of the GM, this process may
vary from group to group, and game to game.
Presented below is the standard method of
creating a character. Later in this book, there
will be some ideas for how to modify this
system to fit your own tastes and those of your
GM.
The upper limit to Abilities is 16. However,
some settings may allow ranges beyond that,
based on non-human races and such.
Below are the four Abilities and what
they mean:
Muscle : The character’s overall physical
strength and health. You can consider this the
amount of muscle the character has, and how
good of shape those muscles are in. Muscle
effects the amount of damage you do in hand to
hand combat, as well as how much a character
can lift or carry.
Agility : This is a general ability that measures
the character’s agility, manual dexterity,
reflexes, and hand-eye coordination. This
ability effects how well you fight, as well as
how well you perform actions that require a
certain amount of finesse and acute ability.
Intellect : This is your character’s mental
powers of reason, intuition, learning ability,
and memorization capacity. In some settings it
will also effect certain abilities such as the use
of Magic or Psionics. Players will often be
called upon to test their character’s Intellect
ability to determine if the character knows
something that the player doesn’t.
Vitality : This is your character’s overall
resistance to pain and injury. In some game
systems, this could be considered the same as
"hit points." In EGO this represents how much
damage a character can take before they
succumb to death (at 0 Vitality).
Vitality is also used to determine the
character’s Stun points. This is the amount of
non-lethal damage a character can withstand
before falling unconscious (at 0). To determine
a character’s Stun points, multiply his Vitality
times 2. The effects of Vitality and Stun
damage are explained under COMBAT .
Step 1: Abilities
Each Character starts with a certain number of
Character Build Points (CBPs) to use for
Abilities and Skills (the default is 100). Each
point put into an Ability Score costs 3 CBPs.
All content © 2000-2006
Six Shooter Games
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