roshambo the rpging
DESCRIPTION
RoShamBo the RPGingTRANSCRIPT
RoShamBo,
The RpGing!©
Core Rules for the ‘RoShamBo’ Roleplaying Game
Written, Produced and Directed by,
Michael McIntosh
mark sabtato (order #5823523)
RoShamBo: The RPGing is ©2009, ‘Fool’s Cap Publishing’.
2
RoShamBo©
The RPGing
Written by, Michael McIntosh
cover art by, Jose Pou
ISBN: 978-0-9812760-0-7
FC 10001
Copyright: RoShamBo! The RPGing is copyright 2008, Matthew Webber and ‘Fool’s Cap Publishing’
Written and designed by Matthew Webber, unless otherwise stated.
How To Do Stuff
This game does assume you have some familiarity with roleplaying games and if you’re okay with
it, I’ll forgo the usual explanations of terms or any mission statements about the roleplaying games
are and how this game supposedly fits in. If you have somehow come across this document and
honestly have no idea what an RPG is, I would strongly suggest picking up one of the many
marvelous games out there. Recommendations would include Dungeons and Dragons by Wizards
of the Coast, or my personal favourite, Talislanta by Stephen Michael Sechi.
Unlike many other pen and paper rpgs, this game does not require dice. All it takes is the pencils
and the paper. Our goal is to to provide a rules-lite, cinematic game, that while diceless, still
feels and plays like a traditional roleplaying game.
The basic mechanics are pretty simple. Everyone has played Rock-Paper-Scissors. Paper beats
Rock; Rock beats Scissors; Scissors beats Paper. This roleplaying game works on the same
principle. In the event of a tie, the character’s Skill Number is used to determine the winner. That is
pretty much it.
One person takes on the role of the GameMaster (GM) and runs the adventure, responsible for
running the plot, obstacles, problems, enemies and NPCS (Non-Player Characters, basically
everyone not controlled by the other players). While the others create their characters and try to
make it through the bloody deathtraps concocted by the vindictive GM.
As you read through, please note that no rule is set in stone. You don’t like how something is
handled, want more detail or can think of a better way to do it, change it! Now on to some specifics;
How to do Stuff: Chara cter
Creation
Player controlled Characters, sometimes
referred to as PCs, in RoShamBo don’t have
the endless list of abilities and stats that
require a spreadsheet and an advanced degree
in statistics to figure out, what they do have
are Skills. There are two categories of
skills: Combat and Regular. Combat Skills
handle fighting, be it ranged, hand-to-hand or
nuclear annihilation. Regular Skills cover
everything else from picking a lock, to
casting a spell, to performing an emergency
underwater tonsillectomy.
mark sabtato (order #5823523)
RoShamBo: The RPGing! http://www.foolscappublishing.com/RoShamBo/
RoShamBo: The RPGing is ©2009, ‘Fool’s Cap Publishing’.
3
Skills
In some games, the Skills are so specific that
the character ends up with a laundry list of
very detailed, very specific skills, most of
which will never actually get used in game
play. Skills in RoShamBo are broad
categories or aptitudes where the character
with such a skill is reasonably expected to be
able to attempt a related task, such as
Magician deciphering a mysterious rune, or a
Tech figuring out a how an unfamiliar engine
works.
Starting Characters have 10 points to divide
amongst all 14 Skills.
Combat Skills Regular Skills
Attack
Defend
Action.
Thievery
Magic
Science
Art
Adventurer
Pilot
Tech
Business
Athletics
*Professional
*Hobby
*Professional and Hobby are catch-all Skills
and should be made more specific to reflect
the character’s interests ie, Professional:
Law, or Hobby: Ethnic Dance, etc. They can
be taken more than once to reflect different
professions and interests.
GMs should feel free to add, expand or
remove Skills as needed to suit their
game needs.
More Points!
If a player writes a history or creates a
portrait for their character, then they gain an
additional 2 points to place anywhere they
wish (Doing both merits 4 points). This
option is only available during character
creation and all histories and portraits MUST
be approved by the other players. GMs may
award more or less points depending on their
own preferences, and/or on the quality of the
portrait/write up. The GM reserves the right
to use the character’s history against them at
any time.
Prime Skill
The player then chooses ONE Skill to be the
Character’s Prime Skill. This Skill
should reflect the main premise of the
character, such as Magic for a wizard or
witch, Thievery for a smuggler or a thief,
Pilot for a race-car driver etc. Warrior
characters can choose between the three
Combat Skills, but the choice should reflect
what kind of fighter (offensive, defensive or
tactical) the character is meant to be.
The Prime Skill also becomes the character’s
Points (Ps), and will play a role in how a
character behaves in battle.
How to do Stuff: Combat
There is no initiative; all characters and their
opponents are assumed to be acting at
approximately the same time during a round
(which is 2 seconds game-time, if needed).
At the start of the first Combat round, the
GM starts with the player sitting on her right.
Once the GM has gone around to every
player at the table, that is 1 round. The next
round, the second player to the GM’s right
starts; on the third round, start with the third
player, and so on. If there are more opponents
than characters, the remaining opponents act
after all characters have played a turn (see
Multiple Attackers, below).
The acting player then chooses an opponent
and the battle is on. The player begins by
declaring which Combat Skill they would
like to play that round. This is called an
Option.
Attack ~ Defend ~ Action
Attack and Defend are exactly that: taking
either an offensive or defensive stance.
An Action however, is any other action
taken in a combat situation and it can be one
of two things: The Combat Action skill,
or a Regular Skill. The Combat Action
Skill is a maneuver to gain an advantage,
such as drawing a weapon, moving, or
something like a feint, flank or parry, etc. In a
Throw, when a player uses Combat Action
mark sabtato (order #5823523)
RoShamBo: The RPGing! http://www.foolscappublishing.com/RoShamBo/
RoShamBo: The RPGing is ©2009, ‘Fool’s Cap Publishing’.
4
against an opponent who is Defending, they
have won the throw and the Defending
character looses 1P.
A Regular Skill involves using a separate
skill altogether, such as Magic or Thievery
and would use those skill points in the event
of a tie which in this case, would include an
opponent using the Combat Action skill. In
this case, the player must state specifically
they are trying to do. A successful Regular
Skill Action would result in the spell being
cast, or the purse being lifted, etc.
Once the player has decided which Option
their character is using, the GM then declares
which Option they chose for the opponent.
How this is done is up to the GM, but the
recommend method is the GM either
choosing or randomly drawing the
Opponent’s Option, writing it down on a
piece of paper then placing it face down on
the table. The Player then declarers their
character’s Option.
The recommended way to do this is for the
GM finds three Index cards and write one of
the three Options on each card. This way they
can be placed on the table when needed.
Other possibilities include the GM rolling a
dice to decide an Option or even playing
straight Rock~Paper~Scissors.
Once the Player’s Skill has been declared, the
GM’s choice is revealed and the outcome
revealed. Anytime Options are revealed, it is
called a Throw.
Defend beats Attack. ~
Attack beats Action. ~
Action beats Defend.
The winner of the Throw is successful and
the loser suffers the result. In the event of a
tie, both the player and their opponent
choosing the same Option, the character or
opponent with the higher Skill Point total
wins. If there is still a tie, both characters
have succeeded and both suffer the Result.
Phil the Ignoramus stands ready to battle Briss the
Kosher (a GM controlled character). Phil sits to
the right of the GM and chooses first: Action
with 8 points. The GM flips over the card they
had turned over for Bris, and reveals Defend!
Since Action beats Defend, Briss has lost.
The Results
Attack beats Action: The
loser takes damage. See ‘Weapons and
Armour’ for how to do damage.
Action Beats Defend: The
declared action or skill is a success. If the
character was using the Magic Skill, the spell
was successfully cast and the loser suffers the
consequences. For combat Actions, the losing
opponent automatically loses 1Ps. This
represents a loss of position or concentration
as opposed to actual physical damage and
cannot be defeated by armour.
Defend beats Attack: The
character takes no damage.
The Role of Prime Skills
In combat, character’s Prime Skill points
represent the overall stamina of the character.
When a character takes damage, they loose
Prime Skill Points (Ps), which means that
they have less points (Ps) to use next round.
They can also loose Ps from being
outmaneuvered by an Action. In this way,
they are not so much a representation of
actually physical health like traditional Hit
Points, but instead represent the overall
condition of the character and their ability to
hang in a fight.
Lost Ps also affects the character’s Prime
Skill. A fighter with their Prime Skill of
Attack, will find it harder to fight as they go
along, a Mage will find it harder to cast
spells, etc. In this way, the more damage a
character takes, the harder it becomes for
them to continue.
mark sabtato (order #5823523)
RoShamBo: The RPGing! http://www.foolscappublishing.com/RoShamBo/
RoShamBo: The RPGing is ©2009, ‘Fool’s Cap Publishing’.
5
Since Phil chose Combat Action while Briss
choses Defense, Phil won the throw. Because
Action automatically takes 1Ps from Briss’s
Prime Skill of Attack, Briss now has one less 1
Attack Point to spend in further rounds.
Unless it is their Prime Skill, a character
cannot Throw the same Skill twice in a row.
A ninja can out-maneuver their opponent (as
a Combat Action) or a Wizard can cast spells
(as an Magic Skill Action) all day long, but
they cannot Attack or Defend twice in a row.
Nor can a Warrior with Attack as his Prime
Skill Defend twice in a row.
But How Do I…? How to do
Some Other Fighting Stuff
Ranged Combat
All ranged weapons come with a number
representing how far they can be used. As
long as all parties involved are within that
range, then combat is handled normally.
Hand to Hand 0
Thrown 1
Short 2
Medium 3
Long 4
Extra Long 5
If one of the characters attempts to hit an
opponent outside of that range, then the
difference is added to the defending
opponent’s Skill Number AND Armour in
the event of a tie.
Skinky the Skink is throwing a dagger at
Mortimar the Made who is standing a Medium
distance away. Since the dagger has a range of
Thrown and Mortimar is a Medium distance
away, Morti gets a bonus of +2 in the event of a
tie, and +2 to Armour if Skinky does manage to
hit him.
If one of the characters has NO ranged
weapon, then they may not select Attack as
an option during that combat round.
Healing
In keeping with RoShamBo’s cinematic style,
lost Ps are regained at the rate of 25%(of
total, round up) per hour of rest. So a fighter
who has a total of 13P and lost 7 P in the last
fight would regain 4 hit points per hour of
rest and be completely healed within 2 hours.
However, if a PC’s P falls below 0, then their
injuries are considered serious and require
medical attention. (see How To Do Some
Other Stuff: Healing)
Advance and Retreat
Moving into, or out of range during combat
requires an Action throw. What skill is used
is up to the player. Athletics and
Combat:Action are obvious, but a resourceful
player could likely make a case for Thievery
or Adventurer, for example. They may move
one Range level per throw.
Sneak Attacks
A sneak attack is actually handled by a Skill
Throw (Hard~Soft~Nougat) using the
attacker’s Combat: Action (or possibly
Thievery) vs whatever skill the GM deems
necessary. By default this would be Defend,
but it could also be Adventurer if the target is
on watch, for example.
Cover
In Combat, if a character hides behind a wall
or a particularly large Welshman to avoid
attack, they have Taken Cover. There are two
kinds of cover.
Complete Cover: Complete cover comes
when a character is hiding behind an object
large enough to totally conceal them. The
character must not be fighting back in any
way. With Complete Cover and the attacker
must eliminate the cover or find another way
around it.
To do this, the attacker forgoes the usual
Combat Action and instead does a Skills
Throw (Hard~Soft~Nougat) using their
applicable skill (usually Attack, but may
mark sabtato (order #5823523)
RoShamBo: The RPGing! http://www.foolscappublishing.com/RoShamBo/
RoShamBo: The RPGing is ©2009, ‘Fool’s Cap Publishing’.
6
vary) vs the Durability of the Object
(assigned by the GM).
•If the Attacker wins, she does full damage to
the Durability of the Object. Once the object
looses more than half of its Durability, it can
now only provide Partial Cover.
•If the Object wins, it withstands the assault
with no damage.
•In the event of a tie, the Durability is
compared to the damage of the attack. If the
damage is higher, the difference is subtracted
from the Durability. If the Durability is the
same or higher than the Damage, the object
then takes 1 Damage.
Zar Dweeble the mage is hiding from Phungi the
Elf’s arrows. He dives behind a large boulder
large enough to cover him, sticks his head
between his knees and starts praying to
Yellowstayne, the god of cowards. At the angle
she’s at, Phungi can’t hit Zar directly, so she fires
a few arrows in his general direction to keep him
pinned.
Phungi, using her Attack skill, and Zar using his
Defend skill do a Skills throw. They both chose
HARD. Phungi’s arrows only do 3 damage, while
the stone has a Durability of 10. Zar is safe, but
the stone has been chipped away and now only
has a Durability of 9. If she can whittle the stone
down to Durability of 4, Zar would now be
vulnerable to attack.
Partial Cover: if the object is not large
enough to fully conceal a person, as say
behind a slim elm tree, a ruined wall or a
dachshund; or if the person concealed is
fighting back in any way, then they only have
Partial Cover and are vulnerable to attack and
damage. A Combat throw is made between
both the attacker and the partially concealed
opponent (remember, the partially concealed
opponent may also be Attacking).
The Attack is treated like a normal Combat
Throw and the cover only come into play if
both character’s choose the same Option. In
this case, Durability of the cover is added to
the covered character’s chosen Skill.
Zar decides to fight back and decides to cast
Fuzzel’s Forbidden Furry Fury at Phungi. The
next round, they make a Combat role as normal.
Since Phungi has been circling around to see if
she can hit Zar from another angle, she chooses
her Combat: Action skill 9, against Zar’s Magic
Skill of 4 (which also counts as Action). Since
they are tied, they compare their skill numbers.
Under normal circumstances, Phungi would win,
however the Durability of the rock s added to
Zar’s magic score to give him a total of 13 and he
successfully cast’s his spell while Phungi’s arrow
harmlessly bounces away while she begins to
suffer the truly horrifying effects of the spell.
Note that Partial Cover rules also applies to
the use of shields.
More than One
Opponent
There will be many times when a character is
facing more than one opponent in a round (or
vice versa). Handling this is simple. For the
first opponent, the Throw is handled
normally. Then, for all subsequent opponents,
the throw is handled normally, but character
is assumed to have 0 skill points. Which
means that they would loose in the event of a
tie.
Conversely, a character may choose which
opponent they would like to use their Skill
points. So if they are facing a horde of kobold
underlings and the dark wizard, they would
ignore the wave of flunkies and concentrate
on the big baddie.
Note that some monsters or Maxs (bonus
abilities) may allow the use of skill points in
subsequent throws during the same round.
How to Do Stuff besides hit
things: Skills
When a character wants to do something like
pick a lock, jump a dirtbike over a pit full of
rabid wallabies or bake a panini under fire,
they choose an applicable Ability Skill.
As we discussed, Combat is resolved through
a Throw of the options of Attack, Defend and
Skill. Pretty much everything else, including
mark sabtato (order #5823523)
RoShamBo: The RPGing! http://www.foolscappublishing.com/RoShamBo/
RoShamBo: The RPGing is ©2009, ‘Fool’s Cap Publishing’.
7
Skills and Abilities are resolved through the
options of:
Hard ~ Soft ~ Nougat*
The skill being performed is assigned a
difficulty number by the GM, while the
Option for the skill is randomly selected each
time the skill is selected. On paper it will
simply look like; ‘skill throw Athletics 4’.
The player then simply chooses an Option to
see if they succeed in performing the skill
and if they wins the Throw, then they are
successful.
Hard beats Soft ~
Soft beats Nougat ~
Nougat beats Hard.
*okay fine, make up your own options then.
In the event the character chooses the same
option as the one randomly generated by the
GM, the character’s skill number is compared
to the target number. If they are still tied, a
traditional Rock~Paper~Scissors decides the
winner (play until there is a clear winner.)
If a character does not have an applicable
skill, but wants to try it anyway, they can do
so at the discretion of the GM. They have NO
skill points. In the event they pick the same
Option, they fail in performing the skill.
Moley is trying to break into the bank again. The
GM decides to make the bank’s Security System a
Nougaty 14. Mole’s Thievery skill is 15 and he
chooses Hard. Since Nougat beats Hard, he fails
and the Security System goes into alarm. Had
Moley chosen Soft or Nougat, he would have
easily beaten the system, since Soft beats Nougat
and if he had chosen Nougat, his Skill of 15
would have beaten the Bank’s target number of
14.
How to do Some Other Stuff
Rounding
If you have to round a number, always round
up!
Difficulty
Fear Not! We Have a Chart!
When determining what difficulty something
should be, simply pick a number within the
range given below.
Difficulty Number Range
Why Bother? 1-2
Easy Peasy 3-4
Easy 4-5
Not So Hard 5-7
Hard 7-9
Way Hard 10-15
Xtreme!! 15+
Trying it Again.
Whether or not a PC can attempt a Skills
action a second time is always up to the GM.
Spot
In the classic spot check, the player searches
the room or door for traps or hidden
passages. In RoShamBo, this is handled as a
normal skill throw, using whichever skill the
GM deeps useful in the situation, likely
Thievery or Adventurer depending on the
situation.
Knockout
Knocking unsuspecting guards out with a
concussive blow to the back of the brainpan
is one of those cinematic staples that doesn’t
quite work in real life, but can make for good
gameplay. It is always up to the GM whether
to allow a PC to knock someone out, but if it
comes up, make a Skills throw using the
Attacker’s Combat Attack vs the Defender’s
Combat Action skill.
If the Attacker wins, the defender is now
sleeping like a baby.
If the Defender wins, he takes no damage and
now very aware that he is under attack.
If Attacker and Defender tie, resolve
normally (higher skill points win). If they are
still tied, the Defender takes normal damage,
but is still awake and now able to fight back.
mark sabtato (order #5823523)
RoShamBo: The RPGing! http://www.foolscappublishing.com/RoShamBo/
RoShamBo: The RPGing is ©2009, ‘Fool’s Cap Publishing’.
8
Make Stuff a Little
Harder
By now you may have noticed that characters
have a one-in-three chance of succeeding at
pretty much anything they attempt. This is in
line with RoshamBo’s quick and dirty,
cinematic gameplay and it does balance
somewhat by the fact that they also have a
one-in-three chance of failing. However, if
there is something that the GM wants to
make a little harder, they can assign difficulty
points to two of the Options.
Teaming Up
If two or more players are able to attempt a
task at the same time (lift a door, fix a car
etc), they may combine their Skill points, but
still may only choose 1 Option for the task.
But my PC Would know
That!
Within reason and at the GM’s discretion,
characters may still attempt the skill check
even when they don’t have an applicable
skill, for example something like jumping a
crevasse, or trying to hotwire a car. If the PC
cannot make a case for using one of their
chosen skills (for example, hotwiring the car
might use Thievery or Tech) then their skill
points for the throw are 0. The player cannot
argue that their PC would know how to jump
the crevasse because based on the character’s
background they were a champion long
jumper in college or know how to hotwire a
car because they grew up next to a Hell’s
Angel clubhouse. If the character doesn’t
have the skill, tough noogies.
However, there may be times when the player
can argue that there may be a something their
PC might know that isn’t specifically covered
by a skill. These would be things general
knowledge of an area, local lore and history
etc. In these situations, then the PC can make
a Skills throw at half their P total.
The players have just slaughtered a band of
knights wearing a distinctive Mole Rampant on a
Field of Mossy Green livery. The PC, Sir Yohan
De Thickthingie was raised nearby in the royal
court of The High Knolls and might recognize the
coat of arms, so the GM decides that the difficulty
to remember is 4, and then has him make a skill
throw. Since Sir Yohan doesn’t have a specific
background skill that applies here, the GM allows
him to use his half his PRIME skill instead.
Had Sir Yohan have Hobby: Livery of the Little
Kingdoms, then he would have used that skill
instead.
Healing
Characters with 0 or more Ps recover 25% of
their total Ps per hour of rest (round up) until
fully healed.
Once they hit -1 Ps or below, then their
injuries are considered serious and will
require medical attention. For every hour
they do not receive medical attention, they
will loose another P and will expire for good
once they when reach -10.
A PC with below 0 Ps may not fight, perform
skill rolls, walk under their own power. They
may be able to talk, depending on the GM’s
discretion. The Difficulty for all below skill
throws is the total number of Ps lost, plus any
added complications that the GM feels
applicable.
Udderfax the Bully, who started with 13Ps has
taken a direct hit from a fireball spell and is at -4
Ps. Since the GM says that he is currently on fire
and that adds a difficulty of 9, any attempt to Heal
him right now would face a difficulty of 26
(13+4+9).
In some genre games, healing may be done
with specific tools or items. For example,
Spells or Healing potions in fantasy games or
Medi packs in Scifi games. It can always be
done with an applicable skill.
First Aid: Adventurer or any other skill
where the PC might conceivably know First
Aid does not allow them to fully heal a PC,
but does allow them to stabilize the PC.
Every hour, they must do a skills throw and if
they are successful, the wounded PC does not
loose another Ps.
Advanced First Aid: Provided by nurses,
paramedics and military field medics and
other medical professionals may fully heal
PCs who have -5 or more Ps remaining. If the
mark sabtato (order #5823523)
RoShamBo: The RPGing! http://www.foolscappublishing.com/RoShamBo/
RoShamBo: The RPGing is ©2009, ‘Fool’s Cap Publishing’.
9
PC has -6Ps or less, they can only keep them
stabilized as per first aid until they can get
the PC to a hospital. This also applies to
Doctors who under adverse conditions such
as in a dungeon, on a battle field or in the
middle of the desert.
Professional Medical Treatment :
Can be given only by PCs with the
Professional: Medicine skill and can full heal
any PC with up to -10Ps.
How to do Stuff: Weapons
and Armour
All Weapons and Armour have a number
next to them, the Damage and Armour
number respectively. When a character or
NPC takes damage, compare these two
numbers.
If Damage is Higher than
Armour, the loosing character looses the
difference between Damage and Armour.
Krissy successfully Attacks the goblin, slashing at
it with her sword. The Sword does 5 damage and
the goblin is wearing only 2 points of armour,
therefore it suffers 3 damage.
If the Armour is higher than
the Damage, the loosing character
takes no damage (looses no points).
If the two Damage and
Armour are the same, the
loosing character does not suffer any damage,
however their Armour number is reduced by
1.
A character is considered out of the fight
when their Ps reaches 0. They are considered
unconscious or dying if their Ps drops below
0.
Unarmed characters do 1 point of damager
per strike. Unarmoured characters have 0
Armour and will generally take full damage.
Future supplements may describe races with
natural armour.
Natural Armour can be healed back as per Ps.
How to Get Stuff:
Rewarding Characters
At the GMs leisure, or at end of an adventure,
the players should be rewarded Game points
(5-10 depending on the length of the
adventure) that they can add to their
character’s Skills.
•It costs 5 Game Points to raise a non-Prime
skill by one.
•It costs 2 Game Points to raise a Prime skill
by one.
•It costs 10 Game Points to gain a new Skill.
Visit us at
http://www.foolscappublishing.com/RoShamBo.html
and check out some of our other RoShamBo Games
including the game of survival horror with a twist
Zombies AGO-GO!
mark sabtato (order #5823523)
RoShamBo: The RPGing! http://www.foolscappublishing.com/RoShamBo/
RoShamBo: The RPGing is ©2009, ‘Fool’s Cap Publishing’.
3
RoShamBo: The Character Sheet!
Name
Race
kit
Description
Prime Skill Regular Skills
Ps Thievery
Magic
Combat Skills Science
Attack Art
Defend Adventurer
Action Pilot
Tech
Business Combat: Defend beats Attack ~
Attack beats Action ~
Action beats Defend.
Athletics
Skill Checks: Hard beats
Soft. ~ Soft beats Nougat.
~ Nougat beats Hard
Professional (specify):
Hobby (Specify):
Other:
Weapons Armour
Number
Number
Accoutrements Notes
Permission given to photocopy for game use only.
mark sabtato (order #5823523)