Virtually Real Games Virtually Real VR

Passion & Style Add personal style to skills

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

  1. Chapter 1 - Introduction

    A whole new way to structure an RPG!
  2. Chapter 2 - Character Creation

    Two-dimensional attributes, Occupations, and Cultures
  3. Chapter 3 - Combat

    Two-dimensional initiative with second-by-second action.
  4. Chapter 4 - Passion & Style

    Add personal style to skills
  5. Chapter 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!
  6. 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.
  7. Chapter 7 - Mounted Combat

    Mounts and vehicles, including special moves, mounted combat, vehicle combat, air combat. Dog fight on dragons if you want!
  8. Chapter 8 - Into The Wild

    Environmental effects like weather, terrain, heat exhaustion, long-distance travel, fatigue, and exertion
  9. Chapter 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.
  10. 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 demons
  11. Chapter 11 - Creating Your Stories

    A complete guide to writing adventures, running NPCs, and social interactions
  12. Chapter 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.

More To See

Chapter 4 - Passion & Style

A system where combat styles, personal styles, spellcasting styles, dance styles, sports, cultures, and personal styles all meet. Combat style passions are combined to form your own signature moves.

A skill that has a style allows you to choose the style when the skill is learned. A style is a tree of passions and you get the base passion from the style upon learning the skill. As the skill increases in level, you learn a new passion from the tree. The skills are structured such that you have only 3 choices from any given tree at any given time. If you have a given passion from another style, it satisfies dependencies in all trees. You may choose if you want to select the passion multiple times or skip prerequisites you already have to progress through the tree faster.

Passions are not like feats. A passion never gives a strike bonus and rarely adds a fixed modifier to any roll. Fixed modifiers to skill checks only come from skill levels. Passions can grant situational modifiers to a number of special case rolls, allow you to ignore various penalties or conditions, or can adjust your time, making some actions faster.