[19:02] <+DebraHP> Thank you for inviting me tonight, Dan. My name is Debra Hoenig Parizek and I’m here to talk about EVERYVERSE RPG.
[19:03] <+DebraHP> EVERYVERSE RPG was designed and developed by my late husband, Dennis Parizek. I finally have the tools and time to self-publish and promote it.
[19:04] <+DebraHP> HI, Lin_chong
[19:04] <+DebraHP> I was laid off from my corporate IT job.
[19:05] <+DebraHP> EVERYVERSE RPG features 5 methods to generate characters
[19:06] <+DebraHP> Uses standard distribution (the same scale used to measure real-world IA) for more meaningful info at a glance
[19:07] <+DebraHP> Uses skills cascades to list skills progression from general to specific
[19:07] <+DebraHP> Has a single method, The Attempt, to resolve all actions
[19:08] <+DebraHP> The latter lets you keep your nose out of a rule book
[19:08] <+DebraHP> Also, there are tables for converting from other systems to this one
[19:09] <+DebraHP> Currently, the basic rules are available. Next, will be a Paranormality supplement followed by High-tech Equipment then Future History supplements.
[19:09] <+DebraHP> done
[19:10] <~Dan> Thanks, DebraHP!
[19:10] <~Dan> The floor is open to questions!
[19:10] <~Dan> Does the game have it’s own setting, or is it meant to be generic?
[19:11] <+GenoFoxx> with the Paranormality supplement could you do superpowers?
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[19:13] <+DebraHP> It is primarily generic. Our group has played high and low tech scenarios — Star Wars, Highlander, Traveller-like all types. The Future History supplement does lay out possible 10 eras of human expansion and colonization with some adventure suggestions. I want to take those suggestions and make modules out of them.
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[19:13] <+MonkofLords> 0/
[19:13] <~Dan> (Howdy, MonkofLords)
[19:13] <~Dan> (Oh, and howdy, Le_Squide)
[19:13] <&Le_Squide> (heya!)
[19:14] <+DebraHP> Hi, MonkofLords and Le_Squide
[19:14] <+DebraHP> Hi, GenoFoxx
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[19:16] <~Dan> (Sorry — did you see GenoFoxx’s question, DebraHP?)
[19:16] <+DebraHP> The Paranormality supplement deals more with “altered state” and “personal” powers. More psychic and magic
[19:17] <+DebraHP> Thanks, Dan. I almost missed it.
[19:17] <+newsalor> DebraHP: If I may way so, I feel that you are doing a beautiful thing by honoring your late husband and publishing the game.
[19:18] <~Dan> No worries. Not my first rodeo, DebraHP. 😉
[19:18] <+DebraHP> Thank you very much newsalor! I’ve wanted to keep this unspoken promise to him for a while now. The time has finally come.
[19:19] <~Dan> 🙂
[19:19] <+newsalor> DebraHP: How heavy is the implementation of the standard distribution to the resolution system?
[19:19] <+DebraHP> It is very emotional for me. Honoring his legacy.
[19:20] <~Dan> I can only imagine. My condolences again on your loss.
[19:20] <+newsalor> (in terms of time spend on consulting, resolving etc.)
[19:20] <+DebraHP> Thank you, Dan.
[19:22] <+DebraHP> Standard distribution is implemented very easily in the game. roll 4d10 to get a decimal, consult the chart for a score between 60-139, compare it to your character’s attribute or skill score to resolve the attempt
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[19:23] <~Dan> Do you have a character sheet posted somewhere?
[19:23] <+DebraHP> It is also used some in character gen to determine # of professional terms vs desire # of terms and some physical characteristics
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[19:24] <+DebraHP> I should get one on the blog. You can see pictures of parts of it on a couple of blog posts at (Link: http://rpg.parizekdevelopmentllc.com)http://rpg.parizekdevelopmentllc.com
[19:24] <+GenoFoxx> is there a way of designing your own vehicles
[19:25] <+Lin_Chong> Why would we need six ways of generating characters?
[19:26] <+DebraHP> Not per se, GenoFoxx. In this game, if you imagine it and have a scenario to support it, go for it.
[19:26] <+DebraHP> Some of the methods of character gen are faster than the basic method. that way you can get to play faster.
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[19:27] <~Dan> (Howdy, FaerieGodfather)
[19:27] <~Dan> Does the system use attributes and skills?
[19:28] <+DebraHP> BTW, if you haven’t downloaded one, there is a free sneak peek of the basic rules at that blog address I gave earlier.
[19:28] <~Dan> Very cool, thanks.
[19:29] <+newsalor> 4D10 … is it actually D4000 / 1000
[19:29] <+newsalor> oh. sorry for flooding
[19:30] <~Dan> And to follow up, if so, what is the relationship between attributes and skills in the system?
[19:31] <+DebraHP> Yes, it does, Dan. Attributes are things like QUality which breaks down into BoDy and MInd. BoDy breaks down into PHysical and MOtion. Mind breaks down into InFluence and INtelligence. There is a 4th column beyond these for attribultes.
[19:32] <+newsalor> too. tired to think. good night.
[19:32] <~Dan> Sleep well, newsalor!
[19:32] <+DebraHP> There are high and low tech skills lists included (tho not exhaustive) and they are based on skills, succh as…
[19:33] <+DebraHP> Combat/unarmed is based on BD score
[19:34] <+DebraHP> Then you can spend your skill points to do something line Combat/unarmed/kung fu
[19:34] <~Dan> I see… So skills directly stack on attribute scores, then?
[19:35] <+DebraHP> yes
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[19:35] <~Dan> (Howdy, egyptian)
[19:36] <+DebraHP> To resolve an action, you can use a skill cascade as specific as necessary and its score or a character attribute
[19:36] <+DebraHP> Hi, egyptian
[19:37] <+DebraHP> I should have cut my fingernails before all of this typing! 🙂
[19:37] <~Dan> 😀
[19:38] <~Dan> Can you say a bit more about task resolution? You roll 4d10, and then…?
[19:38] <+DebraHP> Sure…
[19:41] <+DebraHP> The GM sets up the attempt, including any modifiers that might apply. The player rolls 4d10 and gets a decimal, say .4602 which is = to 99. If that roll is better than the character’s applicable skill or attribute score, success! If not, failure. If the difference is large in either way, critical success or failure.
[19:41] <+DebraHP> done
[19:42] <~Dan> Hmm… Stopping to think about that for a moment.
[19:43] <~Dan> How did you get the 99 there?
[19:43] <+etaoinshrdlu> magic
[19:43] <+etaoinshrdlu> and ponies
[19:43] <+etaoinshrdlu> 😛
[19:43] <+etaoinshrdlu> (sorry xD)
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[19:45] <+DebraHP> I am looking at the standard distribution table that Dennis set up (how he determined this, I don’t know. He was a Math major in college with some statistics study). Per the table, .5000 is = 100, which is the average score of a population. .4602 is = 99
[19:46] <~Dan> So was the roll in that example literally 4, 6, 0, 2?
[19:46] <~Dan> Sorry.
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[19:46] <~Dan> <— NOT a math major. 😀
[19:46] <+DebraHP> Yes, those would be the dice rolls, Dan
[19:46] <~Dan> (Howdy, Arcandio)
[19:46] <+DebraHP> <—- not a math major either. I was a Psych major
[19:46] <~Dan> 🙂
[19:47] <~Dan> How do you determine the order of the dice in the roll?
[19:48] <+DebraHP> Well, we actually used to use the case of a vinyl album cleaner to hold the dice. Now, a dice rolling app will work perfectly.
[19:48] <+DebraHP> I used Dice Roller when our new group met in June
[19:49] <+Xenesis> I am now imagining a bored mathematician doing monte carlo simulations of various TTRPGs
[19:50] <~Dan> Now, are you trying to roll below the attribute/skill?
[19:50] <+DebraHP> Rolling at or below is a success
[19:51] <~Dan> And degree of success or failure matters insofar as it can lead to a critical success or failure?
[19:51] <+DebraHP> yes
[19:52] <~Dan> Are there degrees to criticals?
[19:52] <~Dan> Or just one level of crit success/failure?
[19:53] <+DebraHP> There are rules for special outcomes included
[19:54] * ~Dan nods
[19:54] <~Dan> How does combat work?
[19:54] <~Dan> (brb)
[19:55] <+DebraHP> There are also rules for attempt modifiers and types of attempts like single, multiple, safe, dangerous.
[19:55] <+DebraHP> Combat works the same as any other attempt
[19:58] <~Dan> (back, sorry)
[19:59] <+DebraHP> I will put a character sheet out on my blog tomorrow. There are posts out there that also explain the features.
[19:59] <+DebraHP> There is also a post with testimonials
[20:00] <~Dan> How does the system handle damage in combat?
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[20:03] <+DebraHP> The rules say that the amount of damage taken by the target of a successful attack is = to the amount of graduated success the attacker enjoyed multiplied by the weapons class. There are tables for hit location, weapons class, defenses, explosives and damage to objects.
[20:04] <~Dan> Are hit locations a mandatory part of the system?
[20:05] <+DebraHP> I would say cool but not necessarily mandatory
[20:05] * ~Dan nods
[20:05] <~Dan> Does the system use hit point? Wound levels? Something else?
[20:09] <+DebraHP> The total of the amount of damage is subtracted from the victim’s QUality and thus all the rest of his scores. If BoDy falls below 60, the character is unable to move. If MInd falls below 60, the character is still alive. If QUality falls below 60, the character has taken a mortal wound.
[20:11] <~Dan> On a scale of 1-10, how deadly would you say the system is?
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[20:12] <~Dan> Whoops.
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[20:13] <+DebraHP> Ooops, I got kicked out for a moment
[20:13] <~Dan> No problem! Did you see my question re: deadliness?
[20:13] <+DebraHP> I had a long answer written up regarding attributes and damage. Please give me a moment or 2 to recreate.
[20:13] <~Dan> Sure!
[20:14] <+DebraHP> I’ll need to see that last question again, Dan
[20:14] <~Dan> [20:11] <~Dan> On a scale of 1-10, how deadly would you say the system is?
[20:14] <~Dan> (To characters, not players! 😀 )
[20:15] <+DebraHP> Regarding attribute columns — QUality is least specific. The next column is MInd and BoDy. There are columns 3 and 4 with more specific attributes, as well…
[20:17] <+DebraHP> Per standard generation, a QUality is established then the scores in the remaining columns are set from that number. So, for example, QUality of 110 could have MInd and BoDy both set at 110 or up to 10 points could be shifted between the MInd/ BoDy pair if the player wished to focus on 1 or the other…
[20:18] <+DebraHP> Say someone who is a fighter would want to focus on BoDy so he might set his BoDy score at 120 and MInd at 100 from a QUality of 110…
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[20:20] <+DebraHP> Damage as I mentioned before affects QUality then ripples down thru other attributes so if QU is down by 20 then BD would be 100 and MI at 80. The character might be a little woozy from a hit then.
[20:20] <+DebraHP> IF BD falls below 60, they can’t move
[20:20] <+DebraHP> IF MI falls below 60, they are probably unconscious
[20:21] <+DebraHP> IF QU falls below 60, they are mortally wounded
[20:21] <+DebraHP> done
[20:21] <~Dan> Hmm… So there’s a bit of a death spiral in play.
[20:21] <+DebraHP> How deadly to characters — wow! I don’t think we’ve ever had a character killed
[20:22] <~Dan> Really? Huh.
[20:22] <+DebraHP> Yes, I guess so, Dan. Someone could really ham it up!
[20:23] <~Dan> Well, let me take the opposite approach. On a scale of 1-10, how cinematic is the game?
[20:23] <+DebraHP> I think we’ve had some badly wounded but always managed to get them healed somehow.
[20:24] <+DebraHP> hmmm, re cinematic… I’m not sure I understand what you are asking
[20:25] <~Dan> Well, on a 1, the system would be totally grim-and-gritty. A 10 would be loads of over-the-top action straight out of four-color comics, Hong Kong action movies, etc.
[20:27] <+DebraHP> It really depends, then, on what scenario the GM cooks up. Our group played scenarios from space opera to dungeon treasure hunts.
[20:28] <+DebraHP> The game is a set of rules that can be applied to any genre
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[20:30] <~Dan> Do the core rules include any genre-specific rules, or are those specific to the supplements?
[20:33] <+DebraHP> The really specific rules will probably be in any modules that are produced later for Future History — ie a Cyberpunk adventure to determine if a corporation is behind a series of attacks
[20:34] <~Dan> Do the core rules include any rules for powers like the magic and psionics you mentioned?
[20:36] <+DebraHP> Not per se tho characters could have high mind skills (InFluence) and attempts could be made to control an NPC like Obi-Wan did in Star Wars or something like that
[20:37] <+DebraHP> The Paranormality supplement goes into more detail to add a level of realism
[20:37] <~Dan> How do the rules for magic and psionics work in that supplement?
[20:41] <+DebraHP> A TAlent score is determined for the basis of skills then the attempt is used for resolution
[20:43] <~Dan> So is there any real difference between magic and psionics, mechanically?
[20:46] <+DebraHP> Just different attempts as defined by what the character wanted to do, ie…
[20:48] <+DebraHP> for enchanting an object, there might be attempt to find the object, attempt to enter the altered state to do so, attempt the enchantment ritual,…
[20:48] <+DebraHP> for using own aura to heal, there would be an attempt to use aura to heal…
[20:49] <+DebraHP> GM’s call on the aforementioned
[20:49] <+DebraHP> done
[20:50] <~Dan> In what remains of regular Q&A time, is there anything we haven’t covered that you’d like to bring up?
[20:52] <+DebraHP> The High-tech Equipment supplement has defined tech levels and lists equipment for each from A/V to weapons.
[20:53] <+DebraHP> I think that’s about it.
[20:53] <+DebraHP> Thank you very much for letting me come on and present this game. 🙂
[20:53] <~Dan> Absolutely! Please know that you are always welcome here and to promote your work any time you like. 🙂
[20:54] <+etaoinshrdlu> hehe
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[20:54] <+etaoinshrdlu> DebraHP: we don’t bite … that hard 😛
[20:54] <+etaoinshrdlu> but yes, as Dan said, you’re always welcome here
[20:54] <+etaoinshrdlu> i mean
[20:54] <~Dan> If you’ll give me just a moment, I’ll get the log posted and get you the link. Thanks very much for joining us!
[20:54] <+etaoinshrdlu> i’m not even a gamer and i hang around here 🙂
[20:54] <+etaoinshrdlu> and people don’t tell me to get lost
[20:54] <+etaoinshrdlu> so you are welcome 🙂
[20:55] <+DebraHP> Thank you very much guys! I’ve been looking forward to getting back into playing and such. I’ve been out of the gaming loop for most of the time since Den died.