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Tempera TT Modular Gaming System (1d12)

(Work In Progress)

 :Tempera:


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Developer/Owner: Dan Snyder (a.k.a GEIST von P.A.)
Release Version: Alpha (Rev 3)
Initial Release Date: March 8th, 2019
Re-Release Date: Sep 11th, 2020

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The use of the Tempera TT Modular System is to be used and distributed freely along with attached credit to the original Developer/Owner of the Tempera TT Modular System.

No Monies are to ever be requested or given for the Tempera TT Modular System.

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Please Note:

This is a barebones version of the Tempera System.
Further documentation is scheduled to be releases.

Please post any comments and idea suggestions in the Comments section below.

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:Introduction:


Welcome to the Tempera TT Modular System, a system designed to be simple in its functionality while being customizable to any scenario.

Tempera TT offers a structured rolling system that ranges from Newbie participants to the Dungeon Master's wet dream.

The only learning curve to this fantastic turd lies with the limitations of your own imagination.

- Enjoy!

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Before we Begin; Lets go over some of the Lingo (or feel free to use your own lingo).

Tempera: 
Refers to the overall structure of the Tempera TT Modular System.

CR:
Abbreviation for Campaign Runner.

Cycle:
Typically a term used during combat.

A Cycle begins and ends with the original attacker until they are defeated, then it (the Cycle) begins, and ends, with to the next PC/NPC in the lineup.

Compartment(s):
Compartments are small areas within the area of the over-all Map.

These can be rooms, caves, groves and fields.
These Compartments are PC's immediate surroundings within Ten (10) squares.

Grid/Square(s):
"A square on the battle grid is 1 inch across, representing a 5-foot-by-5-foot area. "
(Taken from http://www.d20srd.org/srd/combat/movementPositionAndDistance.htm)

Pips:
Pips is the name given to the dots on dice.
(While we may use dice with numbers this will refer to the amount.)

Pip-Fluky:
A reference term that replaces 'Roll-for-effect' to be used outside of combat.
(Fluky: Means to be obtained by chance rather than skill)

Pip-Scale:
Tempera's Scale Module for determining outcomes of events (in-and-out of Combat).

Pip-Special:
Referring to Pips One (1) and Twelve (12) on the dice; these Two (2) Special Pips are reserved as Ultimate-Failure/Triumph.

Pip-Wobble:
Referring to the Rolling of the dice in one's hand (non-combat).
(Example: "I will Pip-Wobble (Roll) to determine the outcome.")

Lazarus Effect:
Do you have the Will to survive?
A special event that happen after a PC/NPC falls unconscious.

Three Save rolls may be attempted until that PC/NPC is revived (Lazarus Effect) or dies.
Up to Three (3) Save rolls may be attempted at the cost of Minus One (-1) Pip per save roll, stacked (-3 Pip max).

Teammates may attempt to revive fallen comrades at Plus One (+1) to fallen comrade's roll.

Teammates must enter Rescue mode by reaching (within adjacent square) and assisting the fallen teammate before the fallen teammate's Third (3rd) save roll begins.

Revive spells may be used as long as the casting spell is within range of the fallen teammate.

Volley:
A term used When/During Attacking/Combat.
(Replace the words Attack and Roll with Volley - Example: "My Volley is 7.")
The term Volley lets everyone know that you are attacking.

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Required Materials :

A Twelve-Sided Dice (1D12).
Pencil and Paper.
Imagination.

Optional Aids:

Paper Maps.
Props (2D/3D).
Miniature Figures.
Sound Effects.
Music.

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So here is my thinking on how this all gets laid out.

The tabletop is your canvas, hence Tempera TT, after that you lay down your base elements.

Landscapes. Structures. All of this gives your imaginary world more life by actually bringing it to a level that pleases and enhances the over-all imaginary atmosphere. Throw in some ambient background sounds of a busy market place and once again you can close your eyes and actually, for a brief moment, believe you are standing in the middle of it all.

To me good story telling is about reaching deep and expanding the realm that is our imagination and then sharing it with others so that they may experience the same feelings that you had while creating it in your own mind.

The proof resides in the details.

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