VR Core Rules - Chapter Breakdown
Table Of Contents
What follows is a discussion of each chapter. Where a chapter is ready for the public, a PDF button will be given so you can read the actual text of the chapter. Discussion material is sort of a meta-discussion about why the mechanics do what they do and how they interact with other part of the system.
Chapter 11 is DMs only
Chapter 1 - Introduction
A whole new way to structure an RPG!Chapter 2 - Character Creation
Two-dimensional attributes, Occupations, and CulturesChapter 3 - Combat
Two-dimensional initiative with second-by-second action.Chapter 4 - Passion & Style
Add personal style to skillsChapter 5 - Master Skill List
A wide array of skills which may change the related attribute as they increase in training. Skills determine how good you are with a weapon. Practicing skills will advance your attributes!Chapter 6 - After The Battle
Rules for Healing and triage, long-term care, realistic drugs, emotional trauma, social mechanics, and various toxins (enjoy the benefits and try to avoid the side effects), etc.Chapter 7 - Mounted Combat
Mounts and vehicles, including special moves, mounted combat, vehicle combat, air combat. Dog fight on dragons if you want!Chapter 8 - Into The Wild
Environmental effects like weather, terrain, heat exhaustion, long-distance travel, fatigue, and exertionChapter 9 - The Effects System
Effects - Science, Music, technology, and magic. Players may build their own spells and rituals, harvest ley line energies, build wonderous items, or have a wizards duel.Chapter 10 - Other Worlds
Other worlds, dimensional travel, astral travel, virtual reality (and how to map the computer to the virtual world), dream worlds & personal demonsChapter 11 - Creating Your Stories
A complete guide to writing adventures, running NPCs, and social interactionsChapter 12 - Creating Campaign Worlds
A complete guide to creating campaign worlds, from politics and economics, what makes a genre special, world themes, to building races and weapons.