[D]ic[E] [L]ess [TA]ble-talk  System
                                Delta-System


Written by Kobayashi Satoshi
    e-mail: skoba@cs.inf.shizuoka.ac.jp
    WWW:    http://jinny.cs.inf.shizuoka.ac.jp/~skoba

Special Thanx:

Hubert Bartels:
Thanx for useful advice about my English and System development.
Friends of Hubert Bartels:
Thanx for play testing and useful advice.
Toyohashi University of Technology, SF-Society:
Thanx for play testing and useful advice.
Paul Mason:
Thanx for point out problems in the rule book.
Kasuya Kenji (Lunar!), Nonomura Nariyosi, Miyaji Tsuyoshi, Morishita Akinari (Monk), Kuwaoka Yasuhiro:
Thanx for play testing and useful advice.
Ver. 0.8a Printed 1995/ Aug.:
Ver. 0.8b Printed 1995/ Nov.:
Small changes are made.
Ver. 0.8c Printed 1995/ Dec.:
Small changes are made.
Ver. 0.8d Printed 1996/ Jan.:
Some merits for some professions are added.
And, some changes are made in professions.
Ver. 0.8e Printed 1996/ Mar.:
Most professions are backed to 0.8c and are made some modifications.
Ver. 0.9a Printed 1996/ Apr.:
Skill Tree system is introduced. And order of phase is changed. And some modifications are made in Physical Abilities.
Ver. 0.9b Printed 1996/ Jun:
"Success Indicator" is introduced.
Little changes made in damaging process.
Counter Attack is moved to optional rule section.
In character making process, CMP+ is increased to 30, and CMP- decreased -30.
And restriction 1+ and 1- are deleted. So, Character Development process becomes more freely.
Maximum and minimum of Skill Level in Character Making Process modified to +- Depth*2.
Rules of AP assigning about Damage are made.
Ver. 0.9c Printed 1997 March:
Luck pool processing is introduced.
Ver. 0.9d Printed 1997 April:
Some modifications in Time managing and in "8.3 To Use Dice" are made
Add "To Change length of a round"
Ver. 0.9e Printed 1998 Jun.:
Weak Point and CMP- are deleted.
I think AP will affect to judgment strongly.
So, Character Making Point is increased.
Target numbers of judgment are refined.
Maximum Level of skill is modified to Depth *3.
And Maximum of AP in judgment is made.

CAUTION!

This is just a test version. And English is not my mother language. So, this text may have many mistakes, strange phrases, sentences that you don't understand what I want to say and others. Please let me know such things. It is welcome that your good idea and other things about this system.

1. INTRODUCTION

1.1 An outline of this system

At first, in Japan, "paper and pencil RPG" is called as "Table talk RPG". The term of "Table talk RPG" used by SNE one of Japanese RPG designers group first. So, I call this system as "Diceless Table talk system".

This Delta-System is a new approach to Role Playing Game system, replacing the random roll of dice with the player's decision of what need to be paid attention at the exact moment of combat and other tasks. Deciding combat and tasks become a bidding process between the player and the gamemaster (GM). This method requires a quick mid and fast thinking.

Delta-System is a generic system and only an engine. This is based on the method of representation of PC's abilities and skills. But, Delta-System has no worlds now. So, the GM must provide his or her own world and scenarios to play this system.

1.2 Problems of usual RPG System

Many RPG systems have many skills. In some cases, there are hundreds of (or thousands of) skills. However, in game play, many skills are unused or forgotten. Some of the skills are misused. Hundreds of skills mean each skill is very subdivided. Such many skills make problems.

For example,

    Player: "Why can't I use knife by 'Combat with sword' skill?"
And,
    Player: "Why can't I throw a stone?"
    GM: "Because, you don't have 'Throwing Stone' skill!"
      ("Throwing Stones" is Trade Mark of Gamesmiths Inc. ;-)

I mean, in usual skill system, designers want to make clear definition of each skill, and want to don't overlap each skill's region. But, that effort is wasteful. Because, skills have strong relations between skills. However, don't forget that skill system can represent how skillful PCs about each skill in clear way.

On the other hand, there are several descriptions based systems such as THEATRIX(TM). Description bases systems are good to represent the player's image of his/her character; they do not restrict the player to the skills defined in the system. But, these description-based systems have their problems too. For example, when the skill is described in words, there is no coherent way to evaluate how well or poorly the skill is used.

1.3 What about Delta-System?

This Delta-System is a child of both of skill-based system and description-based system. And this system designed to don't inherit bad features and inherit good features of both of skill-based and description-based system.

To solve problems of skill based system Delta-System don't provide skills. Character Making process in this system is making skill-system process for PC. And, interpretation of skills likes description bases system. I mean, skills are interpreted very flexible way in this system. For these reasons, in spite of Delta-System is skill based system. And Delta-System has many features of description based system. But, character making process may become more difficult than usual systems.

This Delta-System is a completely diceless system. Each PC is given a set of Attention Points(APs). APs are bid when deciding the outcome of a task or a combat round.

1.4 Why Diceless?

But, Why diceless? Because, this system uses an idea called Attention Point. I want to use attention point to represent human's focus. In real world, when we want to do something, we must pay attention to the target of the action. But, usual RPG systems don't represent this phenomenon. For example, in usual RPG system, PCs can find out anything in a room. But, in real world, we can't find out anything until we pay attention to the target (or direction). And, if we focus (I mean we pay attention more and more), probability of success of the action will become higher and higher (Of course, there is limit). If this system uses dice, it becomes difficult to represent these phenomena. So, This Delta-System is diceless system.

To begin, the GM and players must have a pile of chits to represent each PC's Attention Points (Number of Player *15). If you use counters, you don't need count Attention Points numerically. In addition, the GM and each player will need a screen that will conceal how many chits are being used in every round. I think you may not need this screen. Because, our sight isn't good to see contents of other player's character sheet. But, just in case of unfair mastering, I advise to screens.

By the way, when fraction numbers appear, round up the number at last of the process.

1.5 Difference between Ver. 0.8 and Ver. 0.9

In Ver. 0.8, I use Professions instead of skills (but I called professions as skills). I want to express many abilities of PC based on combination of some professions (I presented 12 professions). But, I thought about professions in real world, there are so many professions. To represent such professions, I must prepare many professions (may be about 20, I think) in Delta-System. At last, I find this way will go the same way of skill based system. And to determine professions that use as skill in Delta-System, I must pick up basic professions. But, I can't find out how to determine which professions are more fundamental one.

I think profession system may be succeed if PC's profession is limited. But, Delta-System has no restrictions about PC's profession, and I don't want to restrict it. So, I thought and I got skill tree system. But, skill tree system isn't far from Ver. 0.8. Because, in Ver. 0.9, I think PC's profession is the most important thing. And skill tree system is a generalized version of profession's instance. I mean, I get Ver. 0.9 by generalize a part in Ver. 0.8.

For that reason, Delta-system become to describe PC's abilities more flexible. And, Delta-system become to describe PC's abilities more clear.

2. Character Making

2.1 Make Skill Trees

At first, you must determine your PC's profession (your PC may have more than 1 profession). Think freely about the profession! The professions don't need to be accepted by people. Then, you must make clear about skills those are needed by your PC and relate to PC's profession. You can subdivide skills more and more.

Second, you must think your PC's hobbies. And you must make clear about skills those are needed by your PC and relate to PC's hobbies. You can subdivide skills more and more.

Third, you must think your PC's personal history. In his/her personal history, you select some skills those are needed by your PC. And you can subdivide skills more and more.

In this process, one (or more) tree(s) are made. Each tree has his/her profession or hobbies or personal history as roots.

You ended 1st step of character making.

Here, I denote about "Tree". "Tree" is a structure like this.

             +- X  ‥‥
       +- X -|
       |     +- X ‥‥
    X -|
       |     +- X ‥‥
       +- X -|
             +- X ‥‥

We call positions of "X" as node. Each skill is written at each node.

In "Tree structure", left node of a node is called as parent, and right of a node is called as daughter. And most left node is called as a root, and most right nodes are called as leaves.

And, we think about depth of tree as how subdivided skills. Depth of a root is 1 and depth of daughters of root is 2.

In next step, you must assign level to each skill that are determined in earlier step. In this step there are some restrictions.

Restriction 1+
Skill level of a skill which depth is i is equal or lesser than i*3.

You can assign skill level from 50 points under above restriction. This is called as Positive Character Making Points (CMP+)

And, we call these skills as merits.

O.K. We think about special case. It is the case of a daughter has 2 or more parents. You can make such skills. But in this case, Restriction 1+ still live.

In case of a daughter have 2 or more parents, such structure can't be called as tree, in correctly. But in Delta-System, we call this structure as tree to simplify explanation. If you want to call this structure in correct name, please call as network or web.

O.K. I show an example here. Please imagine Dr. Indeana Jones. He is a professor of a university. His engaging area is archeology. Of course, he knows history and legends of the world, he is a good excavator and he is an explorer to find ruins. And he is good to use whip in his explore. Don't forget he is a professor. He can teach history. O.K. I don't know well about other things. Here, we think these as his merits.

I make his merits' tree as this.

Professor(1) -+- Archeology(2) -+- Legends(3) 
              |                 +- Excavation(3)
              |                 +- Explore(3) --- Wip(3)
              |                 |
              +- Teaching(2) ---+- History(3)

In this tree (or network or web), number in "()" is skill level.

Here, Skill tree has only 1 root. But in usual case, skill tree may have more roots. You may make 50 trees those have only a root.

BTW, why do I represent skills in these tree structures? There are some reasons. At first, many skills have relation each other. This relation is clear between more general skills and more specialized skills (I mean, skills those exist the same path of skill tree). In case of relation between specialized skills, many relations can be represented in parent skill and path. For example, Indeana Jones (I show earlier) is a professor. So, he knows many things about running organization, such as Lab., Dept. and Univ. But what do skills need to running organization? For many players (include me ;-), that is not clear. But, we can't ignore such skills, because such skills are parts of him. So, we represent good skills in specified form and "the others" skill is represented more general skills. In this case, general skill is "professor" skill. This structure become tree naturally.

2.2 Attention Point

Attention Points (APs) represent PC's attention. In real world, when we do something, we must pay attention to the target of action. And, if we pay more attention to the target, probability of success becomes higher and higher, or quality of the action becomes different. This AP is the parameter to represent such phenomena.

All PCs have 15 APs. When he/she does something, he/she (or player) must assign his/her APs to the target of the action.

Targets of APs are followings.

  1. Certain Object of Action(or Event, Action)
  2. Direction

For example, if your character wants to run, you must pay APs for the direction to run. In case of combat, we must pay attention to the opponent. Since we paid attention to the opponent, we can attack the opponent and dodge opponent's attack.

And if you get damage, you must assign APs to your damage or pain of injure.

I'll write details of APs in later.

2.3 Hit Point

All PCs have 20 Hit Point (HP) at first. HP represents PC's healthiness and his/her will power. HP in this game is almost the same as both of hit point in usual RPG and hero point.

I show when HP becomes higher or lower in following cases.

Continuous Action:
You loss some HPs when you pay attention points during sequence of rounds.

Damage:
If PC gets damage, HP will reduce.

Cure:
If PC got damages, HP will recover by one point every 6 hour. Or, when he/she drinks or eats something, HP will recover by one point. But, when your PC eats or drinks something, you must count 6 hours since then. This is limited only 4 times per a day.

Hero Point:
You can use your HPs as Hero Points. If you pay one HP, one of your skill gets one point Hero Point. You can spend many HPs at once. You spend HPs when you said "use Hero Point!". Duration of this effect is only 1 scene.

If HP becomes equal or less than 0, the PC will become unconscious. In case of a PC is unconscious, if he/she gets additional damage then the PC will die.

2.4 Name, Age, Sex

Please determine you like.

2.5 PC's Gears

Your character has some goods those are important to your PC's profession, hobbies and personal history. And each PC has 10 C (C = Cash, 1C = about $100) of money. You can count C in fraction. You can buy other gears you want with this Cash.

2.6 Define More Information

O.K. Who is your PC? You may be determine many things about him/her.

3. Time Managing

3.1 Round

A round consists of all player's (PC's) and GM's (NPC's) action. I mean a round consists of turns for all players and GM.

In this game, a round is 5 seconds in the game world.

3.2 Phases in a Turn

In a combat or other action, we use "Turn" of a player.

In a turn, usually only 1 player or GM (PC or NPC) can make an action. So, sequence of turns makes all players' and GM's action.

Each turn consists of 2 phases.

  1. Phase 1: (Re)Assignment of APs.
  2. Phase 2: Action and judgment.

Order of players' action is determined by his/her assigned APs to the target (of course "the target" is the target of his/her action in the turn) + level of the skill that relate agility (such as combat skill). The highest PC of this will move first, and the lowest PC will move last.

BTW, you can't move more than 2 APs in a turn. You can (re)assign APs from already assign APs and AP pool. And you can (re)assign APs to already assigned target, new target and AP pool. And if targets exist in the same direction, you can exchange APs between targets.

For example, if you already assigned 4 APs to 3 targets (A, B and C) each, and 3 APs rest in AP pool. You can reassign APs from A to B, from C to AP pool, from AP pool to B and from AP pool to a new target.

But, this turn and phase based action resolution is very complex. So, you don't need to care about turn and phase until time managing becomes important. Of course, you don't need to care about restriction of (re)assignment of APs, until time managing becomes important too.

3.2 Scene

We present more long time sequence that is called as "scene". A scene is a sequence of actions which done in a location (such as a room). I show what is a scene following.

  1. A sequence of actions those are done in a location (such as a room).
  2. When you are moving, until a next crossing or a next street corner.
  3. An event is counted as a scene. And we think an interval of events as a scene.

4. judgment

4.1 Caution!

You can't judge about a target you don't assign any APs except hearing (and maybe some other actions).

4.2 Common judgment

Common judgment is done along following steps.
  1. Each player calls his/her character's action.
  2. Determine which skill do you use to judgment. And you must get permission from GM. GM can place a low value on the skill level, and can give a modifier for judgment.
  3. Compare you skill level + APs assigned to the target and opponent's skill level + APs assigned to you. If your total number is greater then opponent's one then your action is succeed.

The maximum AP in the judgment equal to the level of the skill what you want to use the judgment. I mean, you can assign any numbers of APs to targets. But you can't use more APs than the level of the skill in the judgment

BTW, when your opponent is not living thing, they don't have any skills and APs. So, I show target number of judgment in later.

What skill can you use to judgment? We think very rough about this problem. If you can explain why your PC can use the skill to judge your PC's action, and if GM and other player consent to your explanation, then you can use the skill to the judgment.

For example, we think about you want to make a meal. If you have "cook" skill, there is no problem. But if you and other members of your party don't have "cook" skill, how can you make a meal? Can you make a meal by Fighter skill? O.K. If you say "Fighters must make own meal in a combat field! So, I can make a meal by fighter skill!" This opinion has persuasive power, don't you (of course, this depends on world)? If GM is persuaded by your explanation, he/she will permit it.

We call following as "Success Indicator" or "Effect Value".

    (Your skill level + APs assigned to the target) - 
        (Opponent's skill level + APs assigned to your PC) or Target number
Number of Success Indicator means followings.
        +10+	Really Really Good Success
         +6	Good Success
         +2	Success
         -2	Failure
         -4	Absolutely Failure
        -10-	Your action is something wrong fundamentally to solve the task.

4.3 Combat judgment

Judgment about Combat is a special case of above. In case of

    Attacker's skill level + APs assigned to his/her target > 
    Defender's skill level + APs assigned to Attacker
, Attacker's offense succeeds.

O.K. If you give damages to your opponent, next step is damaging process. Damaging process is very easy.

    Arm's Damage + Success Indicator - Armor's Damage Absorption
is defender's real damage. Defenders must reduce real damage from his/her HP. If HP becomes equal or less than 0, the character will become unconscious.

5. Magic, Psionics and Miracles

5.1 Magic Skills

In this system, we don't distinguish magic, Psionics and Miracles.

If you want to use magic, your PC must have magic skill tree(s) such as "Magic -- Target -- Effect -- specific magic name". For example, "Magic -- Object -- Attack -- Fire Ball". In this case, your PC can use magic for damaging (and others) to mind (and others) as level of "Magic" skill. If you don't need to such ability, you can get skill trees as "Magic to Target -- Effect -- specific magic name" or "Magic to Target and Effect -- specific magic name". Here, please determine specific magic name by your self.

And, If you want to make more other types of magic, you can add new types freely.

5.2 judgment of Magic

Any magic doesn't need any judgment. Of course, you must assign APs to targets. And you must assign APs to the magic. Magic effect is determined by APs assigned to the magic. If your attention is destructed, effect of the magic will be changed.

APs assigned to the magic will be back to AP pool when the magic starts. But, if you want to continuous effect, you must pay attention to the magic while the magic works. When APs assigned the magic become 0, the magic will stop.

5.3 HP Cost of Magic

Each magic has HP cost. Basic rules about HP costs are followings. These costs are consumed with usual HP consumption by continuous AP assignment.

Damaging Magic (Attack, Defense and Cure)
HP cost is a half of the damage.

Modifier Magic
HP cost is an absolute value of the modifier. Here, modifiers include modifiers to a judgment and an effect.

Other cases
If your magic relates weight, HP cost is (weight of the target / 10Kg). If your magic relates length or distance, HP cost is (length or distance of the target / 10m). If your magic relates region, HP cost is (radius of the target / 10m).

You must select only one of above magic type based on the most important features of your magic.

I show very important thing. Costs of the magic relate the effect of the magic. But you can't consume more than your skill level + APs assigned the magic.

And followings are how work the magic.

Instant
When you fire the magic, the magic has effect. And APs assigned to the magic will be back when the magic fire.

Continuous
This continuous magic has effect one scene (the longest case). When you use continuous magic, you must consume double of the cost that showed in above. And you must pay attention to the magic until you want to stop the effect of the magic. If Skill level + APs assigned to the magic is changed, the effect of the magic will change. Of course, you can't assign APs more than APs assigned when the magic started.

And HP cost is consumed when magic start.

And this is not relate HP cost, but we show targets of magic below.

5.4 List of Magics

5.4.1 Target: Object

5.4.2 Target: Mind

5.4.3 Target: Action

6. Attention Point

6.1 How to use Attention Point

I show examples of targets of APs below.
Target of Action:
If you want to do something, you must pay one AP to the target at least. Of course, many actions against the same target use the same APs.

Pay Attention:

This is one kind of actions of above. You must assign APs to pay attention to the target. BTW, we think "pay attentions around one's" as "pay attention points one's forward, backward, right and left, at lease one AP for each". But about sound hearing, your PC can hear sound came from the direction that your PC doesn't pay APs based on AP that assigned a direction -2.

Memory:

This is one kind of actions. If you want to memory something, you must pay attention to the target of memory. Unit of memory is about a person, a house, a town, an event and so on.

If you want to memory more exact, you must select more small target. I mean one's eyes, one's nose, one's mouth, a house, a street and so on.

About path of travel and searching dungeon, please assign APs to the path.

And targets of memories that keep until at the end of a day are became established in your PC's brain. So, you don't need to assign APs to memory about contents of targets.

Damage:

If you got damage, you must assign APs to the damage. The APs will be assigned equal to "Damage/2". And the APs assigned to the damage can't move other targets until the damage to be cured.

6.2 HP consume

If you assign APs, you must consume some HPs along with maximum of total of assigned APs in a scene.

I show HP consumption rate below. If the maximum is not keep a scene, HP will be consumed (listed number -1). Of course, HP consumption will not become negative number.

           Maximum of 
           Total of       AP pool       HP consume
           assigned APs
           0, 1, 2, 3   15,14,13,12         None
              4, 5, 6      11,10, 9         None
              7, 8, 9       8, 7, 6     1 per a scene
             10,11,12       5, 4, 3     2 per a scene
             13,14,15       2, 1, 0     3 per a scene

6.3 Destruct / Call someone's Attention

When an event that calls one's attention is happen, PCs (and NPCs) must pay attention 2 APs at least to the event or the direction of the event. If you don't have enough APs in AP pool, you must back more than 1 AP from each target to AP pool, then you must assign APs to the event or the direction of the event.

For example, your PC pays 5 points for each three target. When your PC hears sound, you must pay 2 APs to the direction of the sound came from. But, your PC doesn't have enough APs in your AP pool. So, you will back an AP from all of AP assigned targets. As the result, your PC pays 4 paints for each three target and your PC has 3 points in AP pool. Then, you must assign 2 points to the direction of the sound came from. And one AP remains in AP pool.

As the result of this procedure, you forget targets those have only one AP. If the target is the target of usual action, you can remember the target from environment. But if the target is the target of memory, you remember you memorized something, but you can't remember the contents.

Example of destruction APs

Sound:
If you heard big sound, you must pay APs to the direction of the sound came from.

Call:
If you heard a call, you may be called your attention. You may pay APs to the direction of the call came from.

Light:
If you see strong light, you must pay APs to the direction of the light came from.

Scene:
If you see a scene, you may be called your attention. You may pay APs to the direction of the scene.

Shock of Damage:
If you get a shock or a damage, you must pay APs to the shock or the damage.

These sources will be combined effect.

7. Character Development

At the end of a session, you can add 1 to a skill in your skill tree, or you can get a new skill as one level skill.

And maximum of skill level is 10.

8. Information for GM and Optional Rule

8.1 About NPC

NPC's AP is 10.

Because, NPC has smaller number of targets to pay attention than PCs. And CMP+ is 15 points and CMP- is -15 or greater below 0.

8.2 Coefficient and Unit

And you can change coefficient and unit (m, kg and others), when you need to change those.

8.3 To Use Dice

Many of you don't get accustomed to diceless. So, we show how to use dice in this game.

If you don't want to use APs, you use 2d6 instead of APs. And when you get 6, you can throw again and add the dice. But you can throw again but only once and only one die. And, the maximum faces of dice equal to the level of the skill, like in case of using AP.

If you want to use APs and dice, you use 1d6 and APs. But APs are only 10 points for PC and NPC. And you can't rethrow the dice when you get 6. In judgment you add skill level, APs and 1d6. And other things are processed in the same way.

8.4 Target Numbers of Actions

This is the list of Target Number of Actions in judgment. This is an example. Situation will affect target number (may be +- 5).
    Action              Target Number
    Very Easy Action         2
    Easy Action              4
    Usual Action             6
    A Bit Difficult Action   8
    Difficult Action        10
    Very Difficult Action   14
    Almost Imposible        18
    Event in Xm             X   If the event is strange, X-5.
    Voice in Xm             X   In case of small voice, X+5.
                                Calling, X-5.
                                Big sound, X-5.
    Search person(s) in Xm  X   If PC know the target, X-5
                                The target has mark(s), X+-0.
                                PC has heard features of the target, X+5.
    Strong Light             0   
    Light of flashlight in dark
                             8
    Light of flashlight in light evening,
                            12
    Searching Information   Followings are target numbers,
                            if PCs investigate proper source.
                            If PCs succeed a judgment, PC must check
                            one level easier source.
                            At the end of investigation, PC will investigate
                            "Anybody knows" source.
                            If PCs succeed the judgment, PC will reach the
                            target information.
        Anybody knows             4
        Well-known Information    6 The mass media is reporting energetically.
        Professional Information  8 The information reported in professional 
                                    magazines
        Closed Information       10 Special information. But you can reach it
                                    tracing special source.
        Concealed Information    12 The information which known by 
                                    related people.
                                    You must touch such people.
        Strictly Concealed Information
                                 14 Anybody doesn't knows.

8.5 Counter Attack

In case of defender use armors or methods that can allow defender to give damages against attacker.
    Attacker's skill level + APs assigned to his/her target =
    Defender's skill level + APs assigned to Attacker

When the result becomes this, attacker can give damages to defender, and defender can give "Counter Attack" damages are caused by defender's methods or armor to attacker.

    Attacker's skill level + APs assigned to his/her target <
    Defender's skill level + APs assigned to Attacker

And when the result becomes this, attacker can't give any damages to defender, but defender can give "Counter Attack" damages which are caused by defenders methods or armors to attacker.

And "Counter Attack" Damage is calculated as following.

    (Arm's or other's Damage of defender + absolute value of Success Indicator - 
        Attacker's Damage Absorption of Armor) /2

Attacker must reduce real damage from his/her HP. If HP becomes equal or less than 0, the character will become unconscious.

8.6 Luck Pool

In the usual way of tests, you may feel the general situation is known before tests. So, I introduce new factor such as "Luck".

When you want to upset the result of the test, you can assign APs to the luck pool. Here, APs assigned to the luck pool are evaluated as additional modifiers, and you can make the test again. But, APs can be evaluated as modifiers just when it assigned to the luck pool. In this case, you can assign any APs (no limitation) to the luck pool from any sources at once.

And you can assign new APs to the luck pool when you need. But, APs can be evaluated as modifiers just when it assigned to the luck pool. I mean, newly assigned APs can be used as the modifiers, not total APs in the luck pool.

Well, once you assigned APs to the luck pool, your APs that can be assigned to targets of attention are decreased. So, there are need the way to reassign APs from the luck pool to targets or the AP pool. This reassigning is processed as usual AP assigning process. I mean you can reassign APs from the luck pool to other targets or the AP pool in usual AP reassigning phase.

For example, consider you assigned 5 APs to the luck pool. In this case, you will need 3 turns till the luck pool will become 0, if you decide all AP assigning is made from the luck pool.

8.7. To Change length of a round

I said length of 1 round is 5 seconds in the game world. But in some cases ( because of world setting and preferences ), you want to change the length of a round. So, here I show examples how to change number of APs that can be (re)assigned, when you change length of a round.

At first, you can select one of 5, 10, 20, 30, 40, 50, 60 seconds as length of a round. And then, in each case, number of APs those can be (re)assigned is 2,3,4,5,6,7,8 points. Here, I show 60 seconds as the maximum length. Because, too long length and too many APs that can be (re)assigned will break the basic idea of this system.

8.8 Maximum AP in judgment

I said the Maximum APs in Judge equal to the level of the skill. You may want to use more APs in judgment. If you want so, you can it.

But in such case, target numbers will be changed. If you want to set the maximum of valid AP equal to the level of the skill * 2, target numbers increase by 2. If you want to set the maximum of valid AP equal to the level of the skill * 3, target numbers increase by 4. If you want to allow more large AP, you can it like this way.

9. Physical Abilities

In this section, I will define some rules to detail this system. If GM doesn't need to detail of physical abilities, you don't need to use followings.

And in this section, APs mean APs assigned the target.

Following physical abilities are just minimal abilities. You don't need to judge when your PC will do under followings. Of course, if you want to more hard action, you must judge.

9.1 Movement

A character can run (Current HP + APs) m per 1 turn. If your PC has a skill that relates to run, you can add the skill level to above number. If you want to run more distance in a turn, you must judge. The target number is (distance (m) - (HP + APs + skill level)).

9.2 Baggage

A character can carry baggage below (Current HP + APs) Kg. If your PC has a skill that relates to rift up, you can add the skill level to above number. If you want to carry more heavy baggage, you must do a judgment. The target number is (weight of baggage - (HP + APs + skill level)).

9.3 Jump

Base of jump is running high jump. A character can running high jump (Current HP + APs + distance of running(m)) * 2cm. If your PC has a skill that relates to high jump, you can add the skill level to above number. If you want to jump higher, you must do a judgment. The target number is (height - (HP + APs + skill level) * 2 )/2.

A character can running long jump (Current HP + APs + distance of running(m)) * 4cm. If your PC has a skill that relates to long jump, you can add the skill level to above number. If you want to jump more far, you must do a judgment. The target number is (height - (HP + APs + skill level ) * 4 )/2.

But, you can't get more effects when you run over 30m .

9.4 Throwing

A character can throw a light matter (about 200 - 500g, about 1 lbs.) (Current HP + APs)m. If your PC has a skill that relates to throwing, you can add the skill level to above number. If you want to throw more heavy matter, you decrease one point from above number each about 500g (1 lbs.). And if you want to throw more far, you must judge. The target number is (distance (m) - (HP + APs + skill level))/2.

Caution! This rule says about only distance. If you want to throw to small target, it becomes more difficult. For example, you can strike a ball to a man less than (HP + APs + skill level)/2 m.

9.5 Long Range Arms

Each long range arm has its range. Here, we define effects of skill and APs to range. First, physical ranges of each long range arm are twice of each range those are noted on list in after part. Any arms and shooters can't shoot this limit of range. Second, range for a character is defined as (level of skill that relate to shoot the arm + APs)m. If you want to shoot more far, you must judge against (Distance (m) - (skill level + APs)). But, of course, you can't shoot more far than physical range of the arm.

You must aim to shoot, and each aiming needs a turn. When you shoot without aiming, you must judge against distance (m).

10. Examples of Skill Trees for Some Worlds

I show some examples of skill trees like "Profession: Professor: Archeology". The first column is category of skill tree (I mean, profession, hobby, personal history). The second column is a top category of PC's profession, hobby or personal history. The third column is PC's specialized profession, hobby or personal history. Here, I show skill trees which depth is 2. But, maybe you need to add deeper skills.

You don't need to all skill trees which shown in each profession. But, I think you have to take one skill tree least for characterize you PC.

10.1 Fantasy World

What do you imagine when you heard "Fantasy World"? There are many types of Fantasy Worlds. So, I will write some samples of professions and skill trees.

10.2 Modern and Near Future/Past World

11. Gears

11.1 Weapon

NAME              Cost       Damage     Range
Spear               4           4       2m
Sword               5           5       1m
Long Sword          7           7       1m
Knife               3           3       1m
Club                1           1       1m
Nunchak             2           2       1m
Tonfa               2           2       1m
Stan Gun            3           3       1m
    Stan Gun can't kill a person.
    If opponent lost all APs from his target (I mean when All APs back to 
    AP pool), opponent will become unconscious.
Bowgun              3           3       10m
Arrow               2
    If you use only arrow, damage is 1.
    And this is the cost of a set of 10 arrows.
Hand Gun            5           5       10m
Sub Machine Gun     6                   10m
    And damage is calculated as (Real Damage) * 5
    Magazine of Sub Machine Gun can contain 50 bullets.
    And Sub Machine Gun can shoot 10 bullets in a turn.
Bullet              5
    This is the cost of a set of 50 bullets.

11.2 Armor

NAME              Cost       Absorbing Damage
Leather Armor       3           3
Safe Jacket         4           4
Chain Mail          5           5
    When moving, half of normal move.
Plate Mail          7           7       
    When moving, one third of normal move.
Leather Jacket      2           2
Thick Cloth Jacket  1           1
Shield              3           3

11.3 Others

NAME              Cost
Cyber Parts        X*5      Add X to a skill.
                            Please determine details.
Drag                X       Add X to a skill. 
                            Please determine details.

13. Character Sheet

Player Name:__________                  Character Name:__________
Sex:______          Age:________        Profession:____________________
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
AP Pool:  ( 1)  ( 2)  ( 3)  ( 4)  ( 5)  ( 6)  ( 7)  ( 8)  ( 9)  (10)

          (11)  (12)  (13)  (14)  (15)  

HP     : ( 1)  ( 2)  ( 3)  ( 4)  ( 5)  ( 6)  ( 7)  ( 8)  ( 9)  (10)
         (11)  (12)  (13)  (14)  (15)  (16)  (17)  (18)  (19)  (20)

[Skill Tree]=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
........[  ]   ........[  ]   ........[  ]   ........[  ]   ........[  ]
........[  ]   ........[  ]   ........[  ]   ........[  ]   ........[  ]
........[  ]   ........[  ]   ........[  ]   ........[  ]   ........[  ]
........[  ]   ........[  ]   ........[  ]   ........[  ]   ........[  ]
........[  ]   ........[  ]   ........[  ]   ........[  ]   ........[  ]
........[  ]   ........[  ]   ........[  ]   ........[  ]   ........[  ]
........[  ]   ........[  ]   ........[  ]   ........[  ]   ........[  ]
........[  ]   ........[  ]   ........[  ]   ........[  ]   ........[  ]
........[  ]   ........[  ]   ........[  ]   ........[  ]   ........[  ]
........[  ]   ........[  ]   ........[  ]   ........[  ]   ........[  ]
........[  ]   ........[  ]   ........[  ]   ........[  ]   ........[  ]
........[  ]   ........[  ]   ........[  ]   ........[  ]   ........[  ]
........[  ]   ........[  ]   ........[  ]   ........[  ]   ........[  ]
........[  ]   ........[  ]   ........[  ]   ........[  ]   ........[  ]
........[  ]   ........[  ]   ........[  ]   ........[  ]   ........[  ]

[Targets of Attention]=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Targets:             [Assigned AP]

 [    Injury       ]  ( 1) ( 2) ( 3) ( 4) ( 5) ( 6) ( 7) ( 8) ( 9) (10)

 [                 ]  ( 1) ( 2) ( 3) ( 4) ( 5) ( 6) ( 7) ( 8) ( 9) (10)

 [                 ]  ( 1) ( 2) ( 3) ( 4) ( 5) ( 6) ( 7) ( 8) ( 9) (10)

 [                 ]  ( 1) ( 2) ( 3) ( 4) ( 5) ( 6) ( 7) ( 8) ( 9) (10)

 [                 ]  ( 1) ( 2) ( 3) ( 4) ( 5) ( 6) ( 7) ( 8) ( 9) (10)

 [                 ]  ( 1) ( 2) ( 3) ( 4) ( 5) ( 6) ( 7) ( 8) ( 9) (10)

 [                 ]  ( 1) ( 2) ( 3) ( 4) ( 5) ( 6) ( 7) ( 8) ( 9) (10)

 [                 ]  ( 1) ( 2) ( 3) ( 4) ( 5) ( 6) ( 7) ( 8) ( 9) (10)

 [                 ]  ( 1) ( 2) ( 3) ( 4) ( 5) ( 6) ( 7) ( 8) ( 9) (10)

 [                 ]  ( 1) ( 2) ( 3) ( 4) ( 5)