BOOT System

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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.

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