BOOT System
Based Only On Tags
A simple, narrative role-playing system based on tags and straightforward d6 rolls. Tags can be attached to anything, and simply represent facts about it.
Character Creation
● Define 4 tags:
● Ancestry (what is your origin)
● Profession (what you do for a living)
● Trouble (what makes your life difficult)
● Trait (what makes you stand out)
● Choose 1 free trick (special ability with usage limits)
● Start with 3 Hit Points (HP) and 3 Story Points (SP)
Dice Rolls
Rolls are made with dice pools. The amount of dice are based on character tags.
● Roll 3d6 (advantage): If the character is more than competent
● Roll 2d6 (normal): If the character is competent
● Roll 1d6 (disadvantage): If the character is not competent
● No roll: If the character can't even attempt
Success & Degrees
● Difficulty levels usually: Easy (4), Normal (5), Hard (6)
● Success if any die ≥ difficulty
● Degrees of success based on number of dice beating difficulty:
● 1 die: Success
● 2 dice: Big Success
● 3 dice (on 3d6): Exceptional Success
● Critical Success: Two or more 6s rolled
● Critical Failure: All dice show 1
Enemies & Challenges
Facing enemies means facing challenges.
● Challenges are situations that cannot be solved by a simple test
● They must have Opposition Points (OP), which indicate how many successes are needed to overcome them
● Some challenges have Chance Points (CP), which indicate how many failures can occur before failing
Story Points (SP)
● Use SP to activate tags (lower difficulty by 1 or reroll dice) or add something to narrative (with GM approval)
● Gain SP by facing your character trouble or GM rewards
● SP refresh at start of each session
Hit Points (HP) & Conditions
● HP refresh at end of each scene
● When HP drops to 0, character is downed and gains a condition based on the circumstances
● Conditions affect HP max or tests (disadvantage, higher difficulty), resolved by roleplay or healing
Tricks
● Special abilities with limits: SP cost, once per session/day/scene
● Tricks can do for example
○ Auto success
○ Apply tag to characters (inspired, cursed, disarmed) or environment (slippery, burning, sacred) with free (or not) activation
○ Allow action to affect multiple targets (AoE spells, multishot)
○ Strengthen success (more OP taken, additional effect)
○ Reroll or lower difficulty (without activating character tag)
● Should stay within the area of competence described by the character tags
● Limits should be adjusted to size of effect
Advancement
● Milestone-based
● Increases refresh rate of story points
● Players can trade SP refresh rate for hit points, new tags (trait or trouble), or tricks
Improving & Changing
● Players can (with GM permission) improve or change their tags
● “Improving” is the process of renaming tags It is used to reflect the character progression
● “Changing” is the process of replacing one asset with another It reflects a drastic change of the character.