Core Rules

Overview#

VitalRPG is a tabletop role-playing game (TTRPG) system designed to be versatile and easy to play. This system favors creative storytelling and discourse over firm rules. The goal is to have fun and enjoy participating in an exciting collaborative story.

Text blocks like this are used to provide examples such as:

  • How the rules apply during gameplay.

  • Ideas that could be used during gameplay.

Gameplay#

The minimum items needed to play are:

  • One or more six-sided dice, at least five is recommended.

  • Pieces of paper for everyone at the table.

  • Something to write with.

  • A fun story idea.

Any number of people may play although some stories may suit a specific number of players, six or fewer is recommended.

Game Master Overview#

One person serves as the Game Master (GM). The GM facilitates gameplay and guides the story.

Player Character Overview#

Each player controls a player character (PC). The PCs exist in the story and serve as the focal point.

PCs have Vital Characteristics (VCs) that help define them as well as Vital Points (VPs) that indicate health and aid their actions.

Non-Player Character Overview#

Non-player characters (NPCs) are controlled by the GM. The NPCs exist in the story to enrich the world and may help or hinder the PCs.

Dice Rolls#

During gameplay, the GM will describe the current scene in the story. When a player or character wants to perform actions in the scene, six-sided dice (d6) are rolled to determine how well they are performed.

Unless otherwise stated, if a die lands on 6 it may be rolled again and added to the current total for that die. This is called open-ended or "exploding" dice.

Target Numbers#

A target number (TN) is established before a roll if there is a chance of failing. If the result meets or exceeds the TN, the roll is successful.

In some situations, the GM may request certain rolls to be made without first establishing a TN. This is generally done to gauge how successful an action was performed. These are called no-TN (no target number) rolls.

Vital Characteristics#

PCs use their vital characteristics (VCs) to perform actions as requested by the GM. The six VCs spell out the acronym VITALS:

  • Vigor - Brawn and physical endurance.

    Lift a heavy object, punch through a door, run a far distance.

  • Intelligence - Brainpower and mental capacity.

    Decipher a code, disarm a trap, recall information about an artifact.

  • Technique - Aptitude and trained specialization.

    Cast a spell, fly a helicopter, hack into a computer.

  • Agility - Quickness and physical precision.

    Dodge a punch, trip an opponent, sneak past a patrol.

  • Luck - Chance and good fortune.

    Find a useful item, thwart a pick-pocketer, avoid springing a trap.

  • Spirit - Willpower and mental fortitude.

    Resist intimidation, thwart a mind-reader, sense a hidden foe.

Vital Characteristic Dice#

PCs start with one base d6 in each VC. When performing Character Actions, an appropriate VC dice action roll will be requested by the GM:

  • Two VCs are specific to physical actions, Agility and Vigor.

    • Agility is more appropriate for actions requiring physical speed or precision.

    • Vigor is more appropriate for actions requiring physical strength or toughness.

  • Two VCs are specific to mental actions, Intelligence and Spirit.

    • Intelligence is more appropriate for actions requiring mental speed or precision.

    • Spirit is more appropriate for actions requiring mental strength or toughness.

  • If a PC is trained in a specific action, Technique may apply.

  • For actions that are purely chance, Luck may apply.

Generally only a single VC is used for action rolls. In situations where multiple VCs might be appropriate for an action, the GM may allow the PC to pick one from a shortlist.

A PC attempts to climb over a wall. Agility would be appropriate but the character is a spy that has trained for these situations so Technique would be appropriate as well. The GM allows the PC to pick from Agility or Technique when making the roll.

Multiple Dice#

Multiple dice might be used for an action roll. Separate dice are never added together, only the highest single die result is used.

Two dice are rolled for an action:

  • The first lands on 4, this is the result for that die.

  • The second lands on 6. It is rolled again and lands on 3. The result for that die is 9.

Only the second die result is used as it was highest. The final result for the roll is 9.

Dice Notation#

Notation for action rolls are the following:

  • Xd6 where X is the number of d6 dice to use. Roll dice and take the highest single die result.

  • Xd6+Y is a roll with a bonus applied. Roll dice to get the highest single die result then add the bonus Y.

  • Xd6-Y is a roll with a penalty applied. Roll dice to get the highest single die result then subtract the penalty Y.

A 3d6-2 roll is made. The three dice land on 2, 5, and 1 respectively. The highest single die result is 5 then the -2 penalty is applied bringing the final result to 3.

Vital Points#

Vital points (VPs or ♥) indicate the current health of a character. VPs also provide additional d6 for action rolls when assigned to a VC.

VPs are lost when a character takes Damage. Lost VPs no longer provide additional d6 for associated rolls. A character that has lost all their VPs is Out of Action.

Player Character Setup#

Players create their PC by doing the following:

  1. Collaborate with the GM to create a concept for your character.

  2. Get a piece of paper to use as a character sheet.

  3. Write your character’s name on the top of the sheet.

  4. Write a description of your character next on the sheet. The description should be short and help define the character’s expertise.

  5. Designate a section of the sheet for character Possessions.

    • Collaborate with the GM to determine starting possessions and their gameplay effects.

    • PCs generally start with a weapon that deals 1d6 of Damage.

      Sword, rifle, magic spell.

  6. Write out VITALS leaving some space around each letter. These letters represent the character’s six Vital Characteristics (VCs).

  7. Assign three total Vital Points (VPs) to any VC of your choice by drawing a small heart next to the associated letter.

    • Multiple VPs may be assigned to a single VC.

    • Each assigned VP provides an additional d6 when using that VC for an action. Only the highest single die result is used for an action roll.

    • When taking Damage, VPs are lost by crossing out the heart. Lost VPs no longer provide additional d6 for associated rolls.

    • When healing Damage, erase the cross out marks or draw a new heart near the crossed out original. The assignments do not change when healing.

  8. Link two VCs to Attack by drawing a circle around each associated letter.

  9. Link two uncircled VCs to Defense by drawing a square around each associated letter.

After a character has been created, their VPs may not be reassigned and their VCs linked to attack and defense may not be changed.

Possessions#

Possessions are character items or abilities that have gameplay effects. As new possessions are introduced during the story, the GM should determine their effects. During Initiative, using a possession may be a Full Action or a Free Action at the GM’s discretion. Some possessions might be single-use, cross these out when used.

Character Sheet Resources#

Character sheet resources are available:

Example Character Sheets#

Gregor is a PC for games set during the present day. He has a unique mix of brawn and smarts that serve him well while investigating cases.

Gregor’s Character Sheet

gregor

Gregor uses the following dice when at full health: 1d6 for Technique/Agility/Spirit rolls, 2d6 for Vigor/Intelligence/Luck rolls, 3d6 for defense rolls, 4d6 for attack rolls.

Jo is a PC for games with a fantasy western setting. There are many dangers to be found in The Frontier but Jo never backs down from a challenge.

Jo’s Character Sheet

jo

Jo uses the following dice when at full health: 1d6 for Vigor/Intelligence/Luck rolls, 2d6 for Technique/Agility/Spirit rolls, 3d6 for defense rolls, 4d6 for attack rolls.

Reis is a PC for a traditional fantasy setting. It will take practice and hard work to master the arcane arts but Reis is ready for it.

Reis' Character Sheet

reis

Reis uses the following dice when at full health: 1d6 for Vigor/Intelligence/Agility/Luck rolls, 2d6 for Spirit/attack rolls, 3d6 for Technique rolls, 5d6 for defense rolls.

Non-Player Character Setup#

The GM may chose to handle an NPC in two possible ways. The first is using the standard Player Character Setup for the NPC. Otherwise, they may use the Simplified NPC Setup.

Simplified NPC Setup#

The GM should determine the following for an NPC using the simplified setup:

  1. Number of Vital Characteristic Dice. This can be a single number for simplicity or each VC can have a separate number.

  2. Number of Attack dice.

  3. Number of Damage dice.

  4. Number of Defense dice.

  5. Number of Vital Points for health.

  6. Any Possessions.

Note the following when using the simplified setup:

  • VPs only represent the character’s health. They are not assigned to VCs and do not provide additional d6 for actions.

  • When an NPC with multiple health VPs has taken Damage, subtract the number of lost VPs from their Character Action rolls as a penalty. This penalty does not apply to Damage or Initiative rolls.

A monster has the following simplified setup:

VCs 2d6 — Attack 3d6 — Damage 1d6 (melee) — Defense 1d6  — Health ♥♥

After taking one point of Damage, the monster would make VC rolls at 2d6-1, attack rolls at 3d6-1, and defense rolls at 1d6-1.

Player Actions#

This section describes actions available to players in addition to their PC Character Actions. These actions are made outside of the story but their results may influence it in some way.

Appeal#

During gameplay, a player may attempt to influence the story in a way that is not a direct result of actions taken by their PC. These appeals may come in different forms but are always handled at the GM’s discretion.

One form of appeal is attempting to add detail to a scene. If allowed by the GM, this may be handled by a Luck roll with an appropriate TN. The GM may allow no-TN rolls in some situations. This is done to see how beneficial the detail is to the PC.

A group of PCs walk into a nightclub and one of the players appeals for their PC to know the club owner. Rolling a 7 might mean the PC and owner are good friends. Rolling a 1 might mean the PC owes the owner money.

Another form of appeal is attempting to use an alternative VC instead of one requested by the GM. The player should explain why they think the alternative makes sense for their PC in the situation. If allowed by the GM, the player may use the alternative VC instead.

A PC attempts to cross a gap. The GM requests an Agility roll to jump across. The player appeals to use Technique instead because their PC is a mage that can manifest a floating platform for a short time.

Character Actions#

This section describes actions available to characters. These actions are made within the story. They are generally full actions during Initiative with the exception of:

Characters roll their Vital Characteristic Dice as requested by the GM when performing actions. All character actions are made at the GM’s discretion. Discourse between the GM and players is encouraged however the GM always has the final say.

Unopposed Action#

If an action targets a willing character or does not target a character, the GM establishes a TN based on the appropriate difficulty.

Climb a wall, set a trap, heal an ally.

The GM may request no-TN rolls in some situations. This is done to see how successfully the action was performed.

Rolling a 7 to leap across a gap might mean the jump was gracefully executed. Rolling a 1 might mean the character lost their footing and had to grab the edge in a panic.

Opposed Action#

If an action targets an unwilling character, the acting character rolls to establish the TN. The targeted character then reacts with an opposed roll against the TN to negate the effect.

Persuade a merchant, restrain a captive, cast a hex on an enemy.

If the opposed action might directly Damage the target, use an Attack roll instead.

The GM may establish a TN for the acting character’s roll in some situations. This is based on the severity of the action’s effect.

A PC attempts to use their psychic powers to control a nearby NPC. The GM requests a Technique TN5 roll. The player rolls a 4 so the action fails.

Attack#

An attack is a special type of Opposed Action. A character may attempt to Damage an opponent by doing the following:

  1. The character chooses their target and method of attack.

    • Depending on the weapon or ability used, the attack will either be melee or ranged.

    • The attacker must be within reach of the target to perform a melee attack.

    • Attacks generally target a single character but some attacks may target multiple characters at the GM’s discretion.

      Grenade, flamethrower, lightning spell.

  2. The attacker rolls their attack dice to establish the TN.

    • PC attack dice are based on the two circled VCs selected during Player Character Setup.

    • If situational factors might affect the attack, the GM may grant a bonus to the roll.

      Target is large, target is partially restrained, target is surrounded by multiple attackers.

  3. The target reacts with a Defense roll against the established attack TN.

    • If the attack targets multiple characters, each character rolls their defense separately.

Defense#

When a character is the target of an Attack or some other Damage source which they can defend against, they may react and attempt to negate the harm by doing the following:

  1. A TN is established for the defense attempt with either an Attack roll or an appropriate number for the hazard.

    The character steps on a trap, the GM establishes a TN of 5 to avoid the dangerous spikes.

  2. The targeted character rolls their defense dice against the established TN.

    • PC defense dice are based on the two squared VCs selected during Player Character Setup.

    • If situational factors might affect the defense, the GM may grant a bonus to the roll.

      Target being shot at is behind cover, target is far away, target is concealed by darkness.

  3. If the defense roll meets or exceeds the TN, the harm is negated. Otherwise the attack or hazard hits and Damage is rolled against the character.

Free Action#

During Initiative, a free action is a small quick action that does not require the character’s full turn. These actions may require a roll to be successful. The GM may allow a character to perform multiple free actions during a single turn.

Drink a healing potion, push a button, spot a hidden weakness.

Damage#

When an Attack is successful or some other hazard affects a character, determine if the harm results in damage by doing the following:

  1. The TN is the number of VPs the character has plus one.

  2. The attacking character or GM rolls the appropriate number of damage dice.

    • The GM rolls for damage caused by a hazard.

  3. Each damage die that meets or exceeds the TN results in one VP being lost.

    • Apply any bonus or penalty to each damage die separately.

      A PC rolls 2d6-2 damage. The first die lands on 5 which results in 3 for that die. The second die lands on 1 which effectively results in 0 for that die.

    • The TN does not change when multiple dice are rolled for a single damage source.

      An attacked PC has two VPs so their TN is 3. The attacker rolls 2d6 damage. The first die lands on 5 so the PC loses one VP. The second die lands on 2 which does not meet or exceed the TN of 3 so no further damage is taken.

    • The affected player may decide which VP is lost from the damage.

    • Mark the VP as lost by crossing out the associated heart.

    • If a VP is eventually healed, erase the cross out marks or draw a new heart near the crossed out original.

Lost VPs no longer provide additional d6 for associated rolls.

A PC originally had all three VPs assigned to Agility but lost one from damage. Any Agility rolls, including attack or defense rolls if linked, would only include three d6 instead of the original four.

Out of Action#

If a character loses all their VPs, they are out of action. They may not take normal actions and are likely unconscious. The GM may decide if the damage is fatal or if the character may recover.

Groups#

If a group of characters performs an action together, the GM may allow some or all of their individual rolls to be combined. The highest result from a single character is used for the entire group.

Distract a guard, search for a hidden item, push a boulder.

In some situations, the GM may request a group roll and instead use the lowest result from a single character. This result may apply to the entire group or to only that character.

Three characters are sneaking through a dungeon. The GM requests a group Agility TN4 roll. The three character roll results are 5, 3, and 8. The lowest result of 3 is used which fails to meet the TN causing a trap to be sprung.

Roll Off#

A roll off is generally used as a tiebreaker. Characters roll a VC as requested by the GM. The character with the highest result wins. If two or more characters tie with the same highest result, they move on to another roll off until there is a single winner.

Initiative#

Initiative is used when multiple characters need to act in a scene simultaneously.

Engage hostiles in combat, rescue an ally from dangerous rapids, chase a fleeing informant.

All characters in the scene roll initiative using a single d6 to determine the turn order. Players roll for their PCs and the GM rolls for NPCs. If desired by the GM, NPCs may be grouped together for initiative. Initiative dice do not explode. A higher initiative awards a turn sooner in the round, 6 being first. The die can be kept visible to keep track of the initiative order.

During a tie, PCs are higher on the initiative order than NPCs. If multiple PCs tie, the players may decide who acts first. If multiple NPCs tie, the GM may decide who acts first.

During their turn, a character may do the following in any order:

A character may choose to wait before taking their turn. They may then take their turn at any time during the current round and even interrupt another character mid-turn. When interrupting another character’s action, the interruption must be announced before the action roll is made. If no turn is taken for the current round, the waiting character is awarded an initiative of 6 during the next round and may take their turn at any time.

The amount of in-game time elapsed during each round is at the GM’s discretion. Combat rounds might last a few seconds but chases or other scenes might have longer round times.

When the current round is over, a new round is started by having all characters that are not waiting roll for new initiative.

Combat#

Combat is a normal Initiative scene. Before entering initiative for combat, any characters that have the element of surprise may take a bonus round at the GM’s discretion.

Combat lasts until all hostiles have been defeated or some other event ends initiative.

Chase#

A chase is an Initiative scene with some modifications. One or more chasers attempt to pursue a fleeing target. If there are multiple target characters being chased, treat them as a Group.

At the start of the chase, the GM determines the starting distance between the target and all chasers. A distance of 1 is the closest possible and allows melee Attacks or other direct contact attempts. A distance of 6 is the farthest possible and causes the chaser to drop out of the chase. The target escapes once all chasers have dropped out. An extra die can be used to keep track of each character’s distance from the target.

At the start of each round, a chase action determines any change in distance. The target rolls to establish the chase TN as requested by the GM. All chasing characters then roll a VC as requested by the GM. If a roll meets or exceeds the chase TN, the chaser may move one distance closer to the target. Otherwise the chaser moves one distance farther from the target.

If any characters want to take additional actions during the current chase round, the target uses the chase TN as initiative and chasers use their distance to the target as initiative. Movement has already been taken during the chase action. Characters may not wait during a chase, they must take their turn or lose it.

Chases last until the target is caught, defeated, or escapes. If several rounds are played and no progress is made, the GM may allow the chase to be resolved with a Roll Off.

Race#

A race is an Initiative scene with some modifications. One or more racers attempt to reach a stationary target.

At the start of the race, the GM determines the starting distance between the target and all racers. A distance of 6 is the farthest possible and is the starting distance for longer races. A distance of 0 is at the target. An extra die can be used to keep track of each character’s distance from the target.

At the start of each round, a race action determines any change in distance. The GM establishes an appropriate race TN. All racing characters then roll a VC as requested by the GM. If a roll meets or exceeds the race TN, the racer may move one distance closer to the target. Otherwise the racer makes no progress and their distance stays the same.

If any characters wants to take additional actions during the race round, the racers use their distance to the target as initiative. Movement has already been taking during the race action. Characters may not wait during a race, they must take their turn or lose it.

Races last until one character reaches the target first. If multiple characters reach distance 0 on the same round, the characters Roll Off as requested by the GM to determine the winner.

Reference#

This section provides quick reference material that can be used during gameplay.

Mini-Reference#

The following is an excerpt from the Mini-Reference:

  • Vital Characteristics (VITALS):

    • Vigor - Physical strength/toughness

    • Intelligence - Mental speed/precision

    • Technique - Trained specialization

    • Agility - Physical speed/precision

    • Luck - Chance and good fortune

    • Spirit - Mental strength/toughness

  • VC Dice - One d6 in each VC plus additional d6 for each VP ♥ assigned to that VC. Use highest single die result for rolls. If a die lands on 6, roll it again and add to current total for that die.

  • Actions - Roll requested VC dice against Target Number (TN), ≥ passes. If target is willing character or not a character, GM picks TN. If target is unwilling character, acting character rolls to set TN, then target character rolls against TN to negate action.

  • Damage - TN is target’s current VPs+1. If weapon/ability has multiple damage dice, treat each separately. Lose VP ♥ if hit.

  • Initiative - Single d6 decides turn order each round, 6 is first. PCs go before NPCs on ties. Each character gets movement and one full action on their turn. GM may allow free actions. Characters may wait on their turn and act later in the round.

  • Chase/Race - Initiative where each character rolls to determine changes in distance at start of round. Turn order is based on distance to target, 6 (far) to 1 (near). Waiting is not allowed.

Roll Type#

The following table summarizes roll types:

Roll Type

To Establish TN

Roll Against TN

Meet or Exceed TN?

Less Than TN?

Appeal

GM establishes based on appeal details.

Acting character rolls Luck VC dice.

Appeal succeeds.

Appeal fails.

Unopposed

GM establishes based on difficulty.

Acting character rolls requested VC dice.

Action succeeds.

Action fails.

Opposed

Acting character rolls requested VC dice.

Target character rolls requested VC dice.

Effect on target character fails.

Effect on target character succeeds.

Attack

Attacking character rolls attack dice.

Target character rolls defense dice.

Attack misses.

Attack hits, roll Damage.

Damage

Target’s current VPs plus one.

Attacker rolls damage dice, treat each die separately.

Damage taken, each die causes target to lose one VP ♥.

No damage taken.

TN Roll Probability#

The following table summarizes the percentage chance of a roll succeeding with a given TN and number of d6:

1d6

2d6

3d6

4d6

5d6

TN2

83

97

99

99

99

TN3

66

88

96

98

99

TN4

50

75

87

93

96

TN5

33

55

70

80

86

TN6|7

16

30

42

51

59

TN8

13

25

36

45

52

TN9

11

20

29

37

44

TN10

8

15

22

29

35

TN16

1

2

4

5

6

TN22

<1

<1

<1

<1

1

Opposed Roll Probability#

The following table summarizes the percentage chance of an acting character succeeding with a given number of dice during an opposed roll against a target with a given number of dice:

Acting→ Target↓

1d6

2d6

3d6

4d6

5d6

1d6

42

60

69

74

78

2d6

27

42

52

60

65

3d6

20

33

42

50

55

4d6

15

27

36

43

48

5d6

13

23

31

38

43

Questions and Answers#

What are some example Unopposed Action rolls?

The GM may factor in the PC’s expertise when establishing VCs to use for an action roll. For example, a PC wants to listen for a nearby monster. The PC has experience tracking monsters so Technique might be used. Additionally Spirit might be used if the PC is focusing intently on the task. The GM may allow the player to choose between Spirit or Technique for the roll. The following are additional examples:

  • Avoid a trap - Agility or Luck

  • Climb a wall - Agility or Vigor

  • Find food in the wilderness - Intelligence or Technique

  • Heal an ally - Intelligence or Spirit

  • Pick a lock - Agility or Technique

  • Set a trap - Intelligence or Technique

  • Swim through icy water - Spirit or Vigor

What are some example Opposed Action rolls?

The GM has the final say on establishing VCs to use but the following are examples:

  • Intimidate - Vigor vs Spirit

  • Persuade - Intelligence vs Intelligence

  • Pickpocket - Technique vs Luck

  • Push - Vigor vs Agility

  • Restrain - Vigor vs Vigor

  • Sneak - Agility vs Intelligence

  • Taunt - Intelligence vs Spirit

Do bonuses or penalties associated with a VC also affect attack or defense if linked?

Treat bonuses or penalties for VCs separately from attack and defense.

Can PCs have more than a single d6 for Damage dice?

Damage dice are specific to weapons or abilities. The GM may decide if the PCs can access more powerful weapons or abilities during the story. For example, a PC starts with a pistol but later finds a shotgun that deals two d6 of Damage.

What about ammo and reloading during Combat?

The GM may decide if such details are important to the story and gameplay. Reloading simple weapons might be a free action during a combat turn while complicated weapons might require a full action.

What about fleeing Combat?

The GM may decide how best to handle escape when it is possible. It could be handled as a Chase or as a simple Opposed Action.

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