Design Basics

Style of Game

Co-Operation

Players co-operate Players compete
Shared resources Individual resouces

Mechanics

Rules for everything General rules
No dice Lots of dice
Easy to die Hard to kill

Character Creation

Random (quick) Point Buy (slower)
Choose from a list Players make it up
Rapidly changing Static characters

Tactical

Grids + miniatures Scrawled piece of paper
Precision measurements Purely descriptive

Style

Personal quest World changing
Humorous Serious
Realistic Cinematic

The Pitch

5-Word description: D20-based point buy system

Elevator Pitch: WIRE is a point buy system that works with every setting and needs a single d20 to play.

Marketing Blurb: WIRE is a setting-independent system, with a flexible point-buy system that grows in complexity with your group as you want it.

Templates for a Character

In WIREless, you will use templates to create your character. To make the creation as flexible as possible, you will have these template categories:

  1. Species
  2. Culture
  3. Attributes
  4. Occupation
  5. Skills
  6. Powers and Spells
  7. Equipment

Species

Species in WIRE are a pure biological thing. You will gain 3 Attribute Points which you may use to increase the score and maximum of attributes. Additionally, most species grant specific traits, like low-light vision, acute senses or poison resistance. The cost of species should be between 0 CP for humans, to about 50 CP for vampires. Species will usually not change depending on Power Level, but a Chronist may create their own species, which will differ in cost from the standard-range.

Example: Elf (10 CP)

General Species Adjustment: You gain 3 Attribute Points, which you may use to increase the current attribute score and the maximum of that attribute. You may either increase 3 attributes by 1, or 1 attribute by 2 and another one by 1, or one attribute by 3.

Low-Light Vision: Your eyes are adapted to dawn and starlight. You can see in dawn and dim light, as if it were bright light. This advantage doesn’t work in total darkness. You need at least a faint light source to see.

Acute Senses (Hearing): You have an improved hearing. Whenever you need to make a perception check to determine if you can hear something, you get a +1 situational bonus on your check.


Optional: Culture

Cultures are absolutely setting specific, which is why I will only provide Cultures for my own settings. Usually, a Culture will cost 20 CP, and give 2 Skill Points and 1 Culture-Specific feature. Cultures are not required for games with lower Power Levels, since they will not have enough CP available.

Example: Urban (20 CP)

Skills: You will gain 1 Skill Rank in Perception, and 1 Skill Rank in Socialize.

Feature: You know where to find things in urban environments. Whenever you are searching for a spot where you can buy a certain item within a city, you gain a +2 situational bonus on your check.


Attributes

Attribute Templates will have a cost that depends on the Power Level used. They grant you a basic attribute distribution. With the standard Power Level for D&D-like campaigns, attribute templates will cost 100 CP. Instead of using a template, you may also buy an attribute pool, which will contain (Power Level x2) Attribute Points. The cost is 10 CP per attribute point in this pool.

Example: PL 5 Jack of all Trades (100 CP)

Attributes

Jack of all Trades

100 CP

Physical

Strength 1
Dexterity 1
Constitution 2

Mental

Logic 1
Intuition 1
Resolve 1

Social

Charisma 1
Manipulation 1
Composure 1

Special

Essence 60
Magic 0

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