Fools Rules
The Simple System for Roleplay
Fools Rules is a simplified ttrpg system designed to emphasize roleplay and collaborative storytelling above all other aspects, though it does not disparage the ways that other aspects of the game may be used to highlight character and story.
Most of all, the system itself exists as support, and if it is necessary to circumnavigate the system for reasons of character, story, or the game, this is up to decisions between the GM and players. One should not insist on the rules if what is done in place of them supports what needs to be done or what everyone involved wants to be done.
Of course, we should get to know the two terms discussed above as well. GM and Player. After all, they are the game and the story, so they are the heart of the system as well.
A good way to start is the species of the character. This is not to say this is the only way to start when making a character. There are other areas of character creation that could (and in some cases should) be used first instead.
However, getting a visual basis for a character is a way that you may want to begin. Perhaps you want a big Draconian or a sleek and swift Elf. Whatever species are available, if there are multiple in the playable world, can grant varied options of playstyles, roleplay opportunities, and character ideas.
For a list of playable species in Totania, check the article linked below!
It can also be an absurd power like Rot Magic that rots anything it comes into contact with, Metal Magic that controls metal, or Blood Magic that, of course, controls blood. The limit seems to be the imagination of the one that unlocks it.
Impossible Magic is unlocked by understanding an affinity or element, having enough mana stored up to take up another affinity, and being put in a situation that pushes one to their limits. By carrying a strong will through that situation, some people may be able to unlock Impossible Magic.
This is not generally something a character with start with, but one may want to plan with the GM to build a character that may unlock Impossible Magic.
It is worth noting for Area Devil Abilities, Demonic Possession, as well as the magical power of Holy Might and Blessings (powers granted by Gods) that there is something known as the Divine Trifecta. The Divine Trifecta is a rock-paper-scissors mechanic between the three divine forces, Heaven's Holy Warriors, Hell's Devils, and the Void's Demons. The forces of the Gods counteract Devils, Devils counteract Demons, and Demons counteract the Gods and their forces. This means that those that counteract others are particularly powerful against that other divine force, and that other divine force is weak to what counteracts them. This grants advantages, disadvantages, and stat buffs and debufs depending on the power of the opponent and their relation to anyone else in the Divine Trifecta. Mortals are otherwise not included in the Trifecta if not wielding one of these three powers.
Death in Fools Rules is up to the discretion of the GM and the player. Not one or the other, but a joint agreement that it is the right time for the character to die. Like all other things in Fools Rules, it is collaborative.
If one side has a different view than the other, an imbalance is created and something can be lost between the two parties.
This does not generally happen unless the player is done with a character and feels there is not much they can do with them, or it is nearing the end of a campaign and the GM is wrapping up a characters arc and believes it the most fitting way for it to end.
Introduction
The system begins with four questions which are shared between player and GM, and the conversation that then surrounds them:- What is the world we are going to inhabit?
- This is the foundation, generally prepared in advance by the GM and presented to the players.
- What are the characters we wish to embody within this world?
- What is the story we want to tell with these characters? The struggles, the relationships, the adversaries?
- This will usually be a rough conceptual discussion, perhaps the overarching goal of all characters or of individuals, perhaps just a standard layout of an adventuring party getting quests.
- The rest will be built up overtime through GM planning and through the game actually being played.
- What would we like to avoid? Something that makes someone uncomfortable, something that may be upsetting or triggering.
- Boundaries are important to a safe, happy (or whatever emotion you intend to portray), and fun game, and respecting boundaries set by others can keep the game running smoothly and, more importantly, helps keep up a sense of respect at the table.
- These can be hard or soft boundaries, something that you don't want even mentioned, something you'd rather be skirted around, or something that you'd only like to be avoided when possible, and that if it is needed for something, it can be used sparingly. Whatever is decided, respect must be kept amongst all parties involved.
- These are the center of the story, and therefore the most important part of this discussion in terms of the game as it progresses, because without these characters (and therefore without the players!) the game would not be played and the story would not happen.
Of course, we should get to know the two terms discussed above as well. GM and Player. After all, they are the game and the story, so they are the heart of the system as well.
GM
The GM of Fools Rules is a title that stands for "God Master" though it should not be taken as a title of power over anyone else. All it means is that the GM is the one who is the creator of this world the players will inhabit, the Gods that may or may not populate it, and the one leading the story along. They are master over these elements, but not of the players. This is a collaborative system, and any adversarial play that extends beyond roleplay, be it overly demanding/commanding GMs or players that view the GM as an enemy to defeat are against the spirit of the system. GMs in Fools Rules are generally expected to have more of a hand in narrative than simply giving out quests or going along with what the players want. They are the ones that set the narrative, create the world, characters that inhabit it (outside of the player characters), and tale as it is then played. Fools Rules was made for more linear storytelling, and while it can work in more open settings, a story that has some walls to keep it within and some rails that it may need to follow will make for a better narrative, and it is the GMs responsibility to find the places to step in and build those walls and set those rails.Players
There are many terms that can be used for the players in the Fools Rules system. The most apt term is Storytellers, and while this is a term that can and will also be used, it should not detract from them being players as well. As seriously as the story should be taken (up to GM discretion), disagreements in the game should never extend outside once the players have left the table, because that is all they are doing: playing a game. While it is the GMs responsibility to make the walls and rails of the world and story, as well as NPCs, the players have an equally great responsibility in the story and game: their characters. Players control Player Characters (PCs), making their backstory (at least as much of it as they'd like before they may decide to hand over the rest to the GM to fill in the blanks), determining their actions, discussing in character, roleplaying, and enjoying themselves.Collaboration
It is underestimating how important choices and roleplaying in the moment is to storytelling to say that the players have no impact on the story just because its boundaries may be set by the GM. The story the GM makes should be centered around giving the players moments of choice and ample room for roleplay, and the players should, then, work within boundaries set for them. This is a game of collaboration towards the goal of telling a story, so all effort it takes to go into that must be given by both sides.Character Creation
Now we get to the most important part. This is the final step before we get into the first session itself, and it is all about the characters. The center of the game, the vessel for the players, and the conduit of narrative.Species
Differences in Worlds
Fools Rules was designed for the world of Totania, yet it was made to be adaptable to all worlds.
While the language used in the article may be geared towards Totania, this is as an example, not a set rule. The language may be shifted around to fit any world, as well as the particular way magic systems and other things like character species work.Mindset
But visuals of a character may not be first in your mind. Perhaps instead you want to get a sense of who the character is through a more cerebral approach. Whether through their:- Personality
- Ideals
- Thematic Elements
- Relationships
Story
Perhaps the first step is instead to discuss the kind of story you'd like to tell, and then build a character that suits that. If done in reverse, the story then should be molded around the characters as they have been created. Think of what kind of story you want this character to live in, or what kind of character can make a nice fit for this kind of story. Either way, keep collaboration and story in mind.Power System
The next step in character creation is also one that could be used to start: the powers that the character will use going forward in the story. Do they have magic? Are they more attuned to their inner self, using Ki? Is there an ability they were born with or gained that is not exactly magic? Or do they prefer to fight with nothing but their strength and perhaps a weapon? There are no classes in Fools Rules, but this is the closest one gets, as it determines what the character is able to do. Therefore, when creating a character, it may be a good idea to choose this earlier in the process as it determines their actually abilities and how they will deal with problems.
The four main power systems that form the major character archetypes of Fools Rules are:
- Mage
- Latent Power
- Ki
- Martial Combat
Mage
A mage is, in broad terms, someone able to wield magic. It is a category that most in Totania fall into in one way or another, but there are thousands of ways to keep it varied and interesting beyond its initial definition of "magic user." Whether it is the natural affinity that one is born with, an affinity that they unlock through willpower, or through divine means, magic can take many forms, and then can be used in so many ways, most notably the various magical techniques.Magical Affinities
All people are born with a natural magical affinity, whether they are actually able to use it or not. An affinity is a particular natural element that their magic turns into by default, whether willingly or unwillingly, and the only element that most mages are able to use. All magic begins at the affinity stage, and for most, it ends there. However, all affinities have incredibly high ceilings in terms of what one is actually able to do with it, so only being able to wield one affinity does not make anyone weaker. There are eight natural magical affinities. They are as follows, in order of most to least common: These affinities are generally self explanatory in their basic purposes, but each have special properties that make them stand out. To learn more about them, click on their names to visit the individual articles dedicated to each affinity. However, there is technically another affinity that one can naturally have, though it is not any addition to the list. Instead, some people are born as Aces. An Ace can utilize every natural magical affinity, though often they are not as skilled with many of them as someone who would only focus on one, as their minds are too spread out on multiple affinities.Impossible Magic
Natural affinities are not the end for some mages. There are very few people able to unlock the step beyond a natural affinity: Impossible Magic. It is called that because, for most of history, it was considered impossible to achieve. There would be legends of it, but no one believed it to be true. Impossible Magic unlocks a hidden potential someone has, where they are able to use a secondary affinity. Once it is unlocked, they keep that affinity for the remainder of their lives. This can be anything, from a secondary affinity from the original list of natural affinities.Item Magic
Item Magic is a divine affinity that is not unlocked naturally, but granted by wielding the holy item of a God.
Only one person may wield a particular Item Magic at a time, but the first person to hold the item after the death of the previous becomes its next user.
Item Magic is said to be the strongest form of magic that anyone can gain, and therefore it is highly sought after.
- Phrixus's Shield Magic
- Papatūānuku's Beast Magic
- Mimir's Soul Magic
- Tohil's Sword Magic
- Sia's Prediction Magic
- Amukk's Binding Magic
- Tsukuyomi's Poison Magic
- Izanagi's Time Magic
- Leigong's Strength Magic
- Morrigan's Death Magic
- Nergal's Deconstruction Magic
- Athena's Structure Magic
- Fortuna's Luck Magic
- Mayowa's Art Magic
- Chernobog's Demon Magic
- Selene's Copy Magic
- Helle's Mind Magic
- Kadakalan's Life Magic
- Erra's Food Magic
- Irkalla's Curse Magic
- Ishtar's Dream Magic
- Ninatta's Music Magic
- Hadur's Weapon Magic
- Satanael's Devil Magic
- Nyx's Shadow Magic
- Tartarus's Capture Magic
- Janus's Portal Magic Item Magic should generally be reserved for later in campaigns, unless starting at an intended high level of power.
Magical Techniques
What a Mage character will likely start with, however, is a particular technique. This is how they actually use their magic, whether it be to raise the dead, make music, brew potions, enchant items, or commune with nature. These techniques include:- Healing
- Combative Magic
- Necromancy
- Alchemy
- Bardic Practice
- Enchantment
- Druidry
- Beastmastery
- Puppetry
- Divination
- Illusionry
Latent Power
In technicality, many in Totania would consider Latent Powers to be magic, and that is because they are in many ways magical. However, there are differences in how the systems work, making Latent Power a different Power System to Magic. Latent power is, as the name suggests, a power that comes from the individual. This is true for two of the three, while the third is grouped in for its similarities in practice rather than in theory. There are three major types of Latent Power: Korvian Abilities are special abilities unlocked by all Korvians. Those that cannot unlock them pass away, as these abilities are repesentative of ones willpower. Without the willpower to wield one, a Korvian cannot live. These abilities grant them powers that some consider to be ridiculous, be it the ability to create a miniature sun that grants luck to the user, the ability to change ones face and gain the memories of anyone you've touched, the ability to turn others into monsters, the ability to grant stat bonuses to allies the closer they are to you as a friend, or the ability to control rats that bring misfortune to others. Area Devil Abilities are powers that lie dormant in all folks, but are brought out via the properties of Hell itself. They are powers derived from the soul and character of their first wielder, and are gained by claiming an unclaimed area of Hell for oneself. They come from Brimstone, the material that Devils hearts are made of, and therefore any non-Devils that gain these abilities turn their hearts to Brimstone as a trade-off. This Brimstone is all that remains of an Area Devil Ability when the user dies and, if consumed, one can take the ability from the dead user, using it as they had. Demonic Possession is the odd one out here, being a power one is granted by a Demon Lord or lesser Demon from their own strength and therefore not being truly latent, yet still it works mechanically in much of the same way as the other two. Demons can only take form on Totania through the bodies of mortals. They may reach out to mortals they believe would be willing to listen to them, or mortals may attempt to reach out to them. Once that is done, a mortal may channel the power of a Demon in their body, allowing the Demon to possess them and grant them special powers that only that Demon has. Often this has a corrupting influence that can overtime destroy the user, yet some consider the trade-off worth it for the power it grants. Usually the possession is only temporary, with the Demon taking hold before a time before going back into the head of the user until they are brought out again. However, there have been some cases where Demonic Possession users have unlocked something called "True Possession" that grants the Demon equal control of the body in return for the strongest possible form of that Demon manifesting in their body. This increases the drawbacks a body will feel from the Demon, particularly from the possession of Demon Lords, but it is said to be enough to challenge Angels themselves.It is worth noting for Area Devil Abilities, Demonic Possession, as well as the magical power of Holy Might and Blessings (powers granted by Gods) that there is something known as the Divine Trifecta. The Divine Trifecta is a rock-paper-scissors mechanic between the three divine forces, Heaven's Holy Warriors, Hell's Devils, and the Void's Demons. The forces of the Gods counteract Devils, Devils counteract Demons, and Demons counteract the Gods and their forces. This means that those that counteract others are particularly powerful against that other divine force, and that other divine force is weak to what counteracts them. This grants advantages, disadvantages, and stat buffs and debufs depending on the power of the opponent and their relation to anyone else in the Divine Trifecta. Mortals are otherwise not included in the Trifecta if not wielding one of these three powers.
Ki
Channeling ones inner spirit, those that can wield Ki are in tune with their inner selves and are able to draw out the innate power from their souls. This often supports a more physical fighting style, though it does not always need to be close combat, as Ki can be used to support from afar. There are four main techniques of Ki use. These are:- Ki Control- The standard technique for Ki users, consisting of controlling ones Ki and using it for projectiles, blasts, and other such bursts of energy.
- Bodily Augmentation- Hitting harder by putting Ki behind their blows, bodily augmentation also allows one to change the shape of their body, making the body stronger than otherwise possible. For instance, one can cause their muscles to expand in size and power, grow extra limbs, and other similar powers.
- Psychomancy- Controlling your ki and using it to manipulate other peoples Ki by digging down into the soul or by asking others for permission. On the upper end, one can attack the souls of other people. One can even harm latent abilities that way.
- Telekinesis- A complicated technique involving moving objects with ones mind and willpower. It can also include small bouts of telepathy, though not on the level of Mind Magic.
Martial Combat
Despite all of these varied sources of power, there are still those that do not use any magical, divine, innate, or spiritual power at all. It is a completely viable style to simply use what one has at their disposal physically, be it swords, axes, spears, bows, or even fists. It could even be a mundane object turned weapon. The only limit is the imagination, as it is with magic. Martial combatants rely on many things, but there are three things to determine for a martial combatant. These are the Triple S's of Martial Combat:- Strength
- Speed
- Skill
Mana
Mana is a stat that all characters have, whether they are a mage or not and whether they use magic or not. If they cannot, they immediately get the "None" condition and a -5 to all magic rolls. If they can, however, it is determined how much mana they start with. Each depends on birth, upbringing, level of study, training, and many other factors. Some characters may even begin as a prodigy. It is not suggested to ever have a character reach Divine unless they truly have achieved some form of divine power, as it is a category reserved for the most powerful forces, often for the strongest of foes and greatest mages in history.- None (-5)
- Weak (+0)
- Small (+2)
- Medium (+4)
- Large (+5)
- Prodigy (+6)
- Massive (+8)
- Divine (+10)
Stats
There are seven stats to deal with when creating a character, six of which are default and given to all, and one that is unique to every single character. They are listed below, along with general descriptions.Artistry
The first stat is Artistry, the talent one has for all forms of arts, be it visual, theatrical, musical, magical, or conversational. Anything one considers art can be lumped into this, and it is most commonly used as the central stat for Bards. Bardic Practice grants those that use it the ability to channel their magic with Artistry rather than Knowledge or Senses, and therefore those intent on being artistic may lean more towards the Bardic techniques. One art worth noting is conversation. The art of convincing others, deceiving them, or scaring them is something that can also be carried by Artistry.Durability
The second stat is Durability. It is rather self explanatory, as it is how durable someone is. Their toughness, how many hits they can take, etc. The entire stat is added to the health of characters, rather than just the modifier, granting more incentive to have higher durability for even higher health. Durability also helps one overcome status effects like posion, and in cases where defense rolls are failed, one can halve the damage they take if their durability is high enough. Those with high durability are those who can take a fair amount of hits, one could call them tanks. Knights are particularly durable due to their armor, as an example.Finesse
The third stat is Finesse, which deals with both speed and deftness of movement. Acrobats, runners, and those who are more tricky on their feet find it best with the Finesse stat as their focus. It can be used to dodge attacks as well as to make attacks, either physical or ranged.Knowledge
The fourth stat is Knowledge, but it does not just stand for how smart a character is. It is closer to academic skill, learning capability and speed, as well as memory. Knowledge is the main stat used for magic, as study is an important factor for the channeling of mana and growth of ones magical potential. Therefore, scholars and mages are the most likely to have high Knowledge stats, and can use it to its highest potential.Might
The fifth stat is Might, the physical prowess of a character. This stat determines how strong they are, and is used for most standard martial weapons. Might is also useful for lifting and throwing items (or people!) Those who are particularly gifted in Might are unrivaled in strength.Senses
The sixth stat is Senses, a versatile stat used for many purposes. First, it signifies ones awareness of their surroundings, as well as just overall common sense. This transfers then to their instincts and quick thinking ability. It can be used for spellcasting, particularly Druidry and Beastmastery, as the awareness of surroundings makes one more attuned to nature. The breath of Draconians and Dragons is linked to senses as well. Finally, that awareness also is the heart of Ki, meaning that Ki users fight with their senses. In this same way, Senses are the only way to battle against Soul magic, as one must keep a strong sense of themselves to keep their soul intact.Fools Stat
The final stat, and most important, is the Fools Stat. This is a stat designed entirely for this character in roleplay situations. They can be used in combat if creative solutions are found, but they must not be designed with combat in mind. These stats are designed for roleplay situations only, with combat being incidental to them. They grant a +5 to rolls involving this particular thing, as the Fools Stat indicates something that they are an expert in. After all, everyone is an expert in something, and the Fools Stat brings a unique strength to each character that otherwise would not be represented. Some examples of Fools Stats that have been used include:- Romance Novels
- Snark
- Hug
- Capitalism
- Onions
- Soup
- Brewing
- Fun
- Event Planning
- Teaching
- Flexing
- Sea Weed
- Dragons
- Myself
Skills
Skills are general practices that a character may be particularly handy in. Unlike Fools Stats, one only gains +2 to these rolls alongside the stats used for them. These are also less specialized than a Fools Stat would be. There are many people that may have a skill in history or theatrics, and therefore they are not unique to everyone, and anyone can learn these skills. Characters will generally begin by having familiarity with 2 or 3 starting skills, depending on which the GM feels suits the campaign start better. Below are all of the standard skills, as well as the Stat you would add to any rolls with it (alongside a +2 bonus for being skilled in that area).- Flexibility (Finesse)
- Throwing (Might)
- Wrestling (Might)
- Deceit (Artistry)
- History (Knowledge)
- Terror (Might/Artistry)
- Examination (Senses)
- Theatrics (Finesse/Artistry)
- Religion(Knowledge)
- Stealth (Finesse)
- Forestry (Senses)
- Armor (Durability)
Professional Skills
Professional Skills are the same in function as skills, but are separated in the fact that they are only for those who are particularly focused on a field of study. Characters that start with a technique would begin with the respective Professional Skill, be it magical, ki related, martial, or latent. This, again, grants them a +2 to rolls for that, alongside the additional bonus granted by the respective stat. Characters that do not start with a Professional Skill should learn one throughout the course of a campaign, as each of these is a path that can grant immense power and purpose for characters. The Professional Skills are as follows:- Alchemy (Magic/Knowledge)
- Bardic Practice (Magic/Artistry)
- Puppetry (Magic/Finesse)
- Necromancy (Magic/Knowledge)
- Enchantment (Magic/Artistry)
- Druidry (Magic/Senses)
- Illusionry (Magic/Artistry)
- Beast Mastery (Magic/Senses)
- Reliquary (Magic/Knowledge)
- Healing (Magic/Knowledge)
- Ki Channeling (Senses/Finesse/Might)
- Physical Combat (Might/Finesse)
- Korvian Abilities (Magic/Senses)
- Area Devil Abilities (Magic/Knowledge/Senses)
- Holy Might (Magic/Knowledge/Artistry)
- Demonic Possession (Magic/Knowledge/Durability)
How the Game is Played
Now we get into the nitty gritty of the session itself. The major thing of focus in session is always the story and the characters, so the rules themselves are kept to a minimum.Rolls
There are no set numbers to roll against. The GM does not set a difficulty for a roll. For all rolls, it is one roll against another. Of course, there are modifiers added to those rolls, be it positive numbers added, negative numbers subtracted, or advantages and disadvantages granted on the rolls themselves. These are set by characters, situations they find themselves in that may be particularly suited to the character or oppose the character's skillset/knowledge, and (in cases of advantage and disadvantage) decisions in the moment between player and GM.Advantage
Advantage and Disadvantage are extra rolls with semi-different results. When given advantage for reasons of magic or situational skill, one rolls a second die and takes the higher number. Disadvantage is the same but taking the lower number.Combat
Combat is a game of imagination in Fools Rules. What the player believes their character is able to do in a situation, within reason, is what they can try and do. The GM has the power to veto this, but as long as it isn't gamebreaking or unbelievable to the level of power or skill the Player Character has achieved, it is allowed. Players roll for initiative, and the order stays true for the remainder of combat. That is, unless a player higher in the initiative order wishes to perform a combo attack. In that case, they can forfeit their place in the initiative order in favor of a lower spot next to someone they wish to combo with. In this case, players can either both do a standard attack at the same time, giving advantage on attack, or can use a combined attack, which does more damage. Combat is very much a game of tug of war, between the GM's story and the imagination of the Players. The GM fights with what is necessary, but also what is fun. They know ultimately what they need/want to happen, but they must allow for freedom for their players to do so as well. Above all else, combat exists to tell the story. Combat encounters further narratives, be it the plot or the journey of the character themselves. Arbitrary fights should be limited in number.No Death in Combat
When a character reaches 0 health or lower in a combat encounter, they do not die unless agreed upon before, nor is there a mechanical possibility of death unless otherwise agreed upon. Instead, they are knocked unconscious. For more on death, look below at the section labeled "Player Character Death." While death may not happen by chance mechanically in Fools Rules, it can happen in combat if previously discussed and agreed upon.Group Combat
Group Combat is a special occurance, and this does not mean multiple player characters in a round of combat, but instead any amount of player characters versus hordes of enemies, particularly 10 or more enemies. In this scenario, unless otherwise specified, it can be inferred that these enemies are goons of a lower skill and power level than the Player Characters. Due to this, Player Characters finish these foes in a single hit (lethally or otherwise). However, it isn't simply attacking individuals. They finish off individuals in one hit because they are attacking the entire group at once. Once the hit is rolled, players roll a die (d8, d10, or at most a d20) to see how many enemies they actually manage to hit (and therefore take out) with their attack. These groups usually only attack once in combat unless given particular buffs to change this in some way. They deal 1 damage for however many of them are left, unless the number is overwhelming and would be more health than the Player Characters have. In those cases, GMs must decide what to do about damage.Player Character Death
Upon a character's defeat in combat, or being weakened or brought to deaths door for any reason in the narrative, one does not roll to determine whether a character lives or dies unless there is a narrative reason for this, or unless the GM and player would like additional stakes and either outcome works for the story being told. Those, however, are exceptions to the rule of death in Fools Rules. What is listed below are the rules that should generally be followed in most cases.Skull by joaoluis98
The similarities between this system and the one I use on my own roleplay board for my world is strikingly similar. Well done, I love the use of narrative over math. Sleek and simplistic is my favorite kind of system.
Thank you! I agree, the more simple a system is, the easier it is to hop in and enjoy it rather than get bogged down in the details.