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VANILLA

a simple gaming system

The Basics
The Vanilla system is a quick and simple system that can be used for short games (Adventures) or longer campaigns. The length of each session is at the discretion of the players, making it ideal for casual play or more in-depth storytelling on the part of the Game Master (GM). Each Adventure is made up of Scenes, which usually encompass one or two areas and/or Conflicts in the game and follow the same basic storyline. Designed to be optimal for beginners, people without the time or energy to deal with grueling game preparations, or even people playing long-distance, all you need is a handful of six-sided dice or a software equivalent. Little is included beyond the basics, so pretty much everything is customizable, such as Skills, Classes, and the genre.

Actions
When a player wishes to take an action, s/he describes his/her action to the GM, who decides which Skill would be appropriate for that action. If the player wishes to use a less obvious Skill that s/he feels would be more appropriate, s/he may speak to the GM, who may make the final decision. After this has been settled, the player rolls his/her dice on the skill. Each player has an amount of six-sided dice equal to the level of the Attribute associated with the skill they are utilizing for their action. S/he must roll lower than or equal to the skill on each die. Each time s/he rolls lower than or equal to the skill, it is counted as a Success. (If the PC has no points in that Skill, every two 1s count as a success.) Otherwise, it is counted as a Failure. Simultaneously, the GM rolls dice for the NPC or object the Player Character (PC) is opposing (if the PC is in a Conflict). When the PC and the NPC are done rolling, they compare their Successes. Consult Appendix I for what the differences in Successes mean. A GM might want to add different methods of carrying out an action, adding factors such as caution and speed. For example, a PC acting cautiously could add 1 point to his Skill during that action.

Attributes
The five Attributes are Strength, or physical ability; Agility, or nimbleness; Wit, which determines reactions and the success of quick thinking; Logic, or intelligence; and Appeal, or strength of personality. Each Skill is governed by one of these Attributes. A PC starts out with a 1 in each of these Attributes. Upon creation, the player is given 12 points to spend how they wish on the PCs Attributes. No more than 5 points can be spent on one Attribute at character creation. The GM can decide whether there are any racial bonuses to attributes, depending on the setting they have established. The number of points in each Attribute determines the number of dice the player rolls when using a Skill from the family of that Attribute. For example, a PC who wants to

perform a song that has 5 points in their Appeal Attribute would have five dice. If they had a Music or Performing skill of 4, they would roll each die. A result under or equal to 4 would be a Success. Anything else would be a Failure.

Skills
The Skill list is fully customizable by the GM, depending on the setting. A sample Skill list designed for a fantasy setting is included in the back of this rulebook. The system works best if there are a large variety of Skills, as 20 Skill points are allotted to each PC. The player is allowed to use a maximum of two Skill points per Skill during character creation. After that, only one Skill point at a time may be used.

Advantages and Drawbacks


Players have the option of choosing Advantages and Drawbacks. If the Advantage could aid a PC in a Conflict or other Skill check, the PC can add a die for each point the Advantage cost. Each PC starts out with one Advantage point, but can gain more by taking Drawbacks. The GM can decide whether some Drawbacks are debilitating enough to warrant more than one extra Advantage point. For example, a PC could have a wealthy friend as part of their Advantage, and could only get another Advantage through a GM-approved Drawback. The player decides to have the wealthy friend be the adopted parent of the PC, and the Drawback is that the PC is orphaned and has the occasional terrible flashback of the incident, which could distract them during a crucial moment. Then the player would have the option of selecting another Advantage. A GM may also grant Advantage points as a reward for creativity and staying in character, among other things.

Classes
While much of the Vanilla system leaves mechanics like Skills to the GM, Classes have rules. Each has their own set of Skills, usually in different, themed branches. (For example, a Wizard might be able to branch off into either Ritual Magic or Alchemy.) Getting to certain levels in these Skills unlock Abilities, which are up to the GM to invent. Some obvious classes include Fighter, Rogue, Wizard, and Cleric, but its all up to the GM. A Wizard wouldnt fit into a typical cyberpunk campaign any more than a Hacker would fit into a heroic fantasy.

Experience and Leveling


The GM may decide his/her method of character development. Possibilities include the amount of successful Adventures or Conflicts, a plot-related experience system, or even gaining a level or some equivalent when the GM believes they are ready.

Appendix I: Conflict Differences and Outcomes


Difference 0 1-3 Draw. Inconvenienced. Trivial wound(s). Hurt. More seriously inconvenienced. Injured. Hobbled, literally or metaphorically. Knocked out or disabled. Outcome Meaning Neither character has any advantage over the other. Character on bottom removes a die from his/her Skill pool. Character is at -1 for all Skill rolls for this Scene. Character is at -1 for all Skill rolls until the GM says otherwise. Character is out of the exchange.

4-6 7-9

10+

Note: The outcomes mostly follow these rules, but the Conflict can be nonphysical. Disabled could mean kicked out of the room. The injured outcome at a difference of 7-9 could mean that the PCs diplomatic mission or similar has been jeopardized.

Appendix II: Sample Fantasy Skill List


Acrobatics Athletics Bluff Brew Potions Combat: Axe Combat: Blade Combat: Blunt Combat: Ranged Combat: Unarmed Cook Defend Disguise Draw Etiquette Fishing
*GM must approve of PCs chosen Profession.

Gardening Hide Hunt Language Leadership Medicine Perform Pickpocket Profession* Research Riding Scribe Spot Survival Swimming

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