Everyverse Quickstart
Everyverse Quickstart
Everyverse Quickstart
INTRODUCTION................................................4+
PART+ONE:+BECOMING+A+GAMEMASTER.............................6+
GETTING+STARTED.............................................7+
GENRE....................................................7+
SETTING..................................................8+
PLOT.....................................................8+
DURING+PLAY.............................................10+
PLAYING+ROLES...........................................12+
USING+EVERYVERSE+RPG....................................13+
IS+THAT+ALL+THERE+IS?+..................................14+
PART+TWO:+CHARACTER+GENERATION.............................15+
STANDARD+DISTRIBUTION......................................16+
STANDARD+GENERATION........................................16+
THE+DETAILS................................................19+
ATTRIBUTES..............................................19+
APPEARANCE+CHARACTERISTICS..............................20+
PROFESSIONS.............................................21+
SKILLS..................................................24+
LANGUAGES...............................................25+
SKILL+LISTS.............................................25+
EQUALIZERS.................................................30+
ATTRIBUTES..............................................30+
EXTRA+ATTRIBUTES........................................30+
APTITUDES+AND+BLOCKS....................................30+
SKILLS+AND+UNSKILLS.....................................30+
ABILITIES+AND+CHALLENGES................................31+
ENHANCEMENTS+AND+LIMITATIONS...............................33+
ENHANCEMENTS............................................33+
LIMITATIONS.............................................33+
SIDE+EFFECTS............................................33+
ECCENTRICITIES.............................................33+
CIRCUMSTANCES..............................................33+
FORTUNATE+CIRCUMSTANCES.................................33+
UNFORTUNATE+CIRCUMSTANCES...............................33+
STUFF......................................................34+
MONEY...................................................34+
GOODS...................................................34+
SPECIAL.................................................34+
NONHHUMAN+CHARACTERS.......................................35+
+ +
EQUIPMENT..................................................35+
A+WORD+ABOUT+PRICES.....................................35+
A+WORD+ABOUT+TECH+LEVELS................................36+
TECH+LEVELS.............................................36+
PART+THREE:+RULES+OF+PLAY..................................37+
WORLD+CREATION.............................................38+
ANIMALS....................................................38+
MOVEMENT...................................................39+
ATTEMPTS...................................................39+
RELEVANT+SCORES.........................................39+
TYPES+OF+ATTEMPTS.......................................42+
SPECIAL+OUTCOMES........................................42+
PLAYER+OPTIONS..........................................43+
COMMENTS................................................43+
REACTION+AND+INTERACTION...................................44+
LANGUAGE+AND+COMPREHENSION.................................44+
COMBAT+AND+DAMAGE..........................................44+
COMBAT..................................................44+
DAMAGE..................................................46+
HIT+LOCATION...............................................47+
HEALING....................................................47+
DAMAGE+TO+OBJECTS..........................................48+
NONCOMBAT+DAMAGE...........................................48+
INJURIES................................................48+
POISON..................................................48+
ILLNESS.................................................49+
FATIGUE.................................................49+
INSANITY................................................50+
THERAPY.................................................50+
MEDICATION..............................................50+
ADRENALIN...............................................52+
REST+AND+RELAXATION........................................52+
PERIPHERAL+ISSUES..........................................53+
THE+ROOT+OF+ALL+EVIL....................................53+
THE+PASSAGE+OF+TIME.....................................53+
NPC+GROUP+MEMBERS..........................................54+
CHARACTER+IMPROVEMENT......................................54+
WEALTH,+FAME,+POWER.....................................54+
SKILL+TRAINING..........................................54+
+ +
APPENDICES.................................................56+
APPENDIX+A:+GLOSSARY+OF+TERMS..............................57+
APPENDIX+B:+ALTERNATIVE+GENERATION+METHODS.................58+
QUICK+GENERATION+(QG)...................................58+
REVERSE+GENERATION+(RG).................................58+
FIXEDHPOINT+GENERATION..................................59+
ASHYOUHGO+GENERATION....................................59+
APPENDIX+C:+SYSTEM+CONVERSION..............................60+
STANDARD+DISTRIBUTION...................................60+
ATTRIBUTES..............................................60+
EQUALIZERS..............................................60+
PROFESSIONS.............................................61+
SKILLS..................................................61+
APPENDIX+D:+EQUIPMENT+LISTS................................62+
LOWHTECH+EQUIPMENT.........................................62+
CONTEMPORARY+EQUIPMENT.....................................63+
HIGHHTECH+EQUIPMENT........................................64+
CHARACTER+and+WORLD+SHEETS.................................66+
EVERYVERSE+Character+Sheet.................................67+
EVERYVERSE+Planetary+Attributes............................68+
TABLES.....................................................69+
Table+1:+Standard+Distribution+(SD)........................70+
Table+2:+Exponential+Distribution+(ED).....................71+
Table+3:+Average+Height+and+Weight.........................72+
Table+4:+R+&+R+Costs+As+A+Function+of+Apparent+Social+Class.73+
Table+5:+Terms+of+Service..................................74+
Table+6:+Weapons+Classes...................................75+
Table+7:+Defense+Classes...................................76+
Table+8:+Hit+Location......................................77+
Table+9:+Explosives........................................78+
Table+10:+Damage+to+Objects................................79+
+
! !
draw my blaster."
Example: Bob wants to try for a second career He doesn't want to diminish either
(in the same profession). The GM informs the Coordination or Speed, so he does not shift any
player he will have to roll at or below 106. The Motion points: Coordination 125, Speed 125.
player rolls 103, so Bob qualifies. The player
chooses 1 term of service and rolls 100. The The player thinks Influence will be more
GM informs the player that Bob finally has his important than Intelligence. He doesn’t care as
third term and his "instructor" specification. much about these numbers, so he just puts 112
in Influence, Charisma, and Sanity, and 108 in
Normally aging begins at 18. Advancing age Intelligence, Holistic, and Analytic.
means increasing skills and decreasing Quality.
After "Terms:" record the total number of terms, The GM will provide a mass for your character
followed by terms x 12 and "points." Record age based on Strength. Record it after "Mass:" or on
after "Age:". scratch paper if you want to modify it later.
Subtract 18 from your character's age and put The GM will provide a height guideline based
half that amount after Age Pool:" Roll an SD on mass. You may alter this at will, keeping in
score. If the roll is lower than Quality-Age Pool, mind that the combination of mass and height
the character has escaped aging for now. If will determine your character's frame. Record
higher, the character has aged. Roll again and height after "Height:".
subtract that percentage of Age Pool (round up)
from Quality. Record the Quality score after Roll 6 SD scores and record them on scratch
"QUality:". paper. The GM will tell you how to turn these
into the appearance attributes "Skin," "Hair,"
Example: Since his career lasted for 12 years, and "Eyes."
the player puts 6 points in Bob's Age Pool. He
then rolls against Quality - Pool (120 - 6 = Example: Bob’s Strength is 118, so his mass is
114), and gets 116. Aging has occurred, so he 78kg or 172#. Player rolls 95 and 108, so Bob
rolls d%, and gets 80. He subtracts 5 (6 x 80% has Pink/Brown, or tan skin. He then rolls 92
rounded up) from Quality and from the Pool and 104, so Bob has Blonde/Brown, or ash
itself. From a beginning Quality of 120, Bob blonde Hair. Finally, he rolls 97 and 102. 102
ends up with 115. is the higher color, so Bob has green eyes.
The number you recorded with "points" is that points per point of effect. Advantageous
of your available points. Choose a number of equalizers have positive values, disadvantageous
points to use in buying skills. Divide this by 3 to ones have negative values. Before play begins, a
find the approximate number of lines your character's equalizers must add up to zero.
character may have in its skill list. The skill list
looks a little like an outline, where each Example: The player could spend 6 points to
indentation represents a more specialized add 3 points to each of Bob's combat skills, but
subskill. Potential for specialization is open- figures Bob will find himself in desperate
ended. situations fighting with unfamiliar weapons, so
he takes Combat Aptitude +3 (+6 points),
Choose skills (see SKILLS). The GM will help which will add 3 points no matter what weapon
you with subskills where necessary. Record each is being used.
skill or subskill on a separate line, followed by
the skill level. The skill level is the value of the Prone to violence -3 (-3 points) means Bob
attribute on which the skill is based, plus the loves violence for its own sake, and must
number of points you are spending (at least 1). subtract 3 from Willpower when attempting to
You must spend 3 points on each line except the defeat the temptation to use violence.
final one in a chain.
After consulting with the GM, the player buys
Example: Bob comes from a world (New Resistance to heat +3 (+3 points), due to Bob's
Earth) with its own dialect, which he learned tropical homeworld. His points total is +6, so
from birth. To qualify for interstellar service, he takes Beauty -6 (-6 points).
he had to learn the common tongue of the On his character sheet, the player writes:
region (Stellar), and because he talks shop with Equalizers: Beauty -6, Combat aptitude +3 (+6
other fighters, he has also gained some points), Prone to violence -3, Resistance to heat
proficiency in military parlance. +3.
In his career, Bob picked up laser and karate
skill, as well as first aid and stealthy movement. Stuff consists of money, goods, and special
circumstances. Stuff may be purchased with
SKILLS: points. The GM will tell you whether you must
New Earth 111 adhere to the stuff for profession.
Stellar 111
Military Parlance 111 Each stuff choice is worth one point (except
Combat 123 where noted), and may be chosen as many times
Nonrecoil 128 as you have points to spend. You'll find a list of
Laser 131 stuff at the end of the EQUALIZERS section.
Unarmed 123
Karate 126 Example: The GM tells the player he may
Medical 111 choose one item in addition to the official
Emergency 114 Military Stuff- F1, Pension, Memento,
Underworld 128 Equipment, Weapon, Ship, and Prosthetic. The
Stealth 131 player decides to take S3, and each official item
once except equipment, which will cost +7
Choose equalizers to represent finishing touches points (Prosthetic is -1). He'll balance it with
for your character. Ask the GM whether any Stubbornness -7.
equalizers are required or forbidden. Equalizers
have point values and modify attributes just as F1 gives Bob $100. His pension gives him $300
skills do. per month, as soon as play begins. His
memento is worth ED 115 = $31.62. The player
The GM can tell you which attribute will be chooses a tattoo of a dragon on the back of
modified by a given equalizer and the cost in Bob's right hand. Bob's weapon of choice was
the laser pistol, specifically the multibarrel Flashlight 50 0.25
pistol. Such a weapon costs $5,000, so he gets a Notebook & pen 5 0.2
used one and a 5 MJ Powercell. Bob's chance Wristwatch 50 0.1
at a ship is SD 90. The player rolls 107, so Bob Duffelbag 25 1
misses out. Bob's chance for a prosthetic part Totals: 890 15.9
is 105. The player rolls 99, so Bob has one. The
GM rolls left upper arm on the hit location That's it! Let the adventure begin!
chart, so everything from Bob's left shoulder
down is artificial. Remember that prosthetic
parts operate at the same strength and speed as
the parts they replace. The player rolls on the
ED table and gets SD 91 = ED .1258. S3 is ED
x $10,000, so Bob gets $1,258. Lastly, the stuff The GM generally supplies species and home,
is recorded: based on setting considerations. The PC
normally chooses sex and name.
Stuff: $1358, tattoo, multibarrel laser pistol, 5
MJ Powercell, prosthetic left arm.
After the attributes are determined, the GM Remember, if you can get away with it, use
assigns equalizers and skills. Most equalizers common-sense movement and avoid numbers.
will be for such things as heightened senses and Roleplaying is not about bookkeeping (which is
behavioral proclivities. one good reason to use the metric system).
•Fighter
Skills: Combat, Hardiness.
Stuff: 5d4 x 10 gp.
(snip…)