Rules and Character Creation

First of all, this will be a great boon to anyone trying to understand our roleplaying experience :

That being said we have modified it to suit our needs and the fates system strives at being a customizable experience! If you haven’t played role-playing games before I would get a group together and just try telling a story together, keep it simple. If you want to add a bit of chance have a simple two dice roll. Whenever you want to do something just roll off and see who gets higher, use your world around you and your other players to make a case why you would be better at something. Essentially thats what we are going to be doing on our long and arduous, but hopefully silly adventure.

Choose My Own Adventure Roleplaying game or “CHOOSE MY RP” for short is best played with at least four people, three players and a DM or Dungeon Master. The DM will be the creator of the story narrative and the Non-Player Characters or NPCs. Using their interpretation of the rules and the laws of the world they have created they will decide on how certain situations resolve for the players. It is important to note that the DM should include his players in the decision making process so that everyone can see the actions he takes are fair and make sense to the larger story. The basic rule of role playing is that everything “within reason” is permitted. Ultimately the DM has final say but don’t let that power trip go to your head. Each player will need to fill out a character sheet (like this one) to get started. Its also helpful to have a notebook for important information and a character description or drawing to help people visualize your cool unique 100% original character. Your DM should also have a broad sense of the rules and maybe a couple notes of their own so they can keep track of all the information. You can check out this game’s supplements down below or here –>>Charcater Guide. Each player, in a perfect world” should have a set of dice to themselves, plus any awesome snacks, like matcha powder pocky, or taro bubble tea (if you are a true nerd/otaku).

Choose My Own Adventure Roleplaying game is played using 4 “Fate” die or 4 six sided die with two sides of plus signs, two sides blank, and two sides with minus signs. ( If you have regular dice from like from a Yahtzee box then 5 and 6 are +, 3 and 4 are blank, and 1 and 2 are -. ) We use these dice to decide every chance outcome in the game, from combat and abilities to exploration and persuasion. Two opposing “characters” each roll and add up the dice with “+” adding one to the score and “-” removing one. ( EXAMPLE: + + _ – would be a +1 overall, – _ + – would be a -1 overall. )

Once you have your individual rolls, you can use your environment, your character’s abilities, and information about your opponent to tip the scales in your favor. These are called advantages and disadvantages. These can be used freely to your exploit but also to your dismay. Major Advantages give you a bonus +2 to your roll score, while Minor Advantages only grant a +1 to your roll score. Disadvantages provide a negative in the same amounts for Major and Minor ( EXAMPLE: In a fight your character rolls a 0 attack roll with a longbow, while your opponent wielding a shield and sword rolls a +1, she wins. However if your character’s Major Advantage is “Arrow Trickshot” the DM may grant you a +2 bonus which would make your attack score a +2 making a successful shot. However in the same fashion the shield maiden could use  her Minor Advantage of “Warrior Shield Training” to make her score also a +2 making the attack a draw ) When ever you reach a draw in score, try and see if you can notice anything in your environment that give out more advantages or disadvantages, like unsure footing or dense forest. In Combat if all options are expended and the tie is held, the defender wins automatically.

Choose My RP uses a unique skill tree system for abilities and spells in the realm of Feyris. While not unlike the abilities you might find in another role-playing game we have made these abilities to add structure back into the fates roll playing system, which is very loose in the abilities category. The Skill Trees can be found here: The basic principal of the Skill Tree is to allow players to specialize into certain categories or become a jack of all trades. Progression through the Skill Tree is simple, starting form the top following the black bars you progress down the skill tree to better abilities. (EXAMPLE: The first spell in the Spirit Skill Tree is Mage Shield which add defensive bonuses against magic and ranged attacks but sacrifices the users ability to attack. As you level up you can choose a couple options: You can improve Mage Shield to its next level or if you want to continue in Spirit magic move down to the next spell Push. In the same fashion you could also take the first ability from the Mercenary Skill Set: Wine Woman and Song and become more versatile with performance checks and magic spells.) Feel free to use these as a guide to creating your own characters but feel free to play on them as you wish. Every Level our adventurers gain a Skill Tree point. Pay attention as you get closer to the end of the trees, some abilities cost more then one skill point.

Abilities in Choose My RP are activated automatically with the exception of attacks, those abilities still need to roll for a successful attack. Some abilities can also grant Advantage or Disadvantage, in this case we have used the D & D mechanic by the same name. When you have advantage you get to roll two separate rolls, taking the highest score between the two. ( EXAMPLE: First roll to attack is –+- or -2, Second roll to attack is +_+_ or +2, you would probably take the second roll. THIS IS NOT A SECOND ATTACK) The same idea applies to Disadvantages but you must choose the lower of the two rolls.

Each character starts with Health equal to their current level plus 10 so Level 12 players would have 22 Health: 10(base) + 12(level) Players may also choose to forego their skill tree point to gain a permanent +2 to health. Health is used in this game to display your life energy, how alive and active you are. Once your health starts to decline it can cause some nasty moments. These consequences happen at 75%, 50%, and %25 of your health, with increasing problems as you health goes down. These consequences are situational and usually result from the ensuing combat or adventure. In light terms a 75% consequence might be a twisted knee which could leads to decreased movement or a -1 penalty to dodging attacks. A 50% consequence would be something like having second degree burns or maybe even being knocked temporarily unconscious. 75% consequences are brutal and can be as minor as a broken bone to as major as a severed limb. The DM decides these punishments but the group is welcome to challenge the situation if they feel that is unfair. Another factor in the consequence is how much damage was dealt during the attack or action that put the player at that damage point.

Damage in the Choose my RP system is simple. When you make any regular attack this is called a Minor Attack and deals one health of damage for every point you beat your opponent by. (EXAMPLE: A player swings their sword with a roll of +3 while another player rolls a shield parry of +1, taking the winning roll and subtracting the loser (+3) – (+1) = 2 points of health damage. On the character sheet, each triangle is one point) The exception to this is Major Attacks, which are usually special circumstances, the results of previous consequences, or abilities. Elemental Magic, in particular, deals high damage counts but at a greater risk to self. Major Attacks are brutal since they deal double the damage result, so in the previous example the losing character would have taken 4 damage. Once a player takes enough damage hit 0, that player is knocked out until they are revived. If they stay knocked out for three rounds, they will die and that character will be null and void to the game.

Reviving characters can be tricky business but may be an essential move to survival. When a character is knocked out, another player can attempt to revive them. This can be supplemented by abilities and and items but the basics are the same. When you attempt to revive someone you roll the four fate die separately. When you roll two of the same symbol in a row the revive is a success. If you roll all four dice and don’t get the same two in a row you fail and forfeit your turn. The knocked out player can also attempt this but they will need to roll three of the same type in a row to succeed on their own. When a character is successfully revived they gain health to their 25% health

Inventory in Choose my RP is sectioned off into categories based on body position. The DM decides how much equipment can go in each but once decided the player must keep track of the items location. This will help with how actions resolve that target specific areas and also be crucial to disarming characters in combat. The Inventory Bonus slot is used to quickly keep track of any bonuses that your equipment gives you, as well as an negatives that your equipment might hinder you with.

Aaaaaaaand Thats really it for the special rules for our adventure. I’m sure there will be many additions and referendums and other nonsense that come up later but for now, happy listening, happy playing and if you have any questions feel free to email us in the CONTACT page or at

Until Later!


(Dank Monster)


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