five by five (version 2)

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Five by Five is a generic RPG toolkit designed to allow players to adventure in any setting. A choose your trait system provides both ease of use and great flexibility. Uses a simple d6 game mechanic. This is the new and improved version 2 of the popular RPG.

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Page 1: Five by Five (version 2)

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Page 2: Five by Five (version 2)

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All artwork is from the Skortched Urf' StudiosModern Figures Sketchbook Series

All artwork is copyright ©2010 Skortched Urf' Studios

http://www.skortchedurfstudios.com/All rights reserved.

Artwork is licensed for use in this document. It cannot be reproduced independently ofthis work or altered in any way without express permission of Skortched Urf' Studios.

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Five by FiveThe Free RPG Toolkit by Jeff Moore

Contents

About Five by Five .5Character Creation .6Traits .7

Ranks .8Values .9Health 10

Example Character 11Action Rolls 12Combat 13

Using Miniatures 15Healing and Recovery 16Character Advancement 17

The Referee 18Exclusive Actions 19The Setting 20

Weapons and Armor 21Example Traits 22

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Dedication

To Rob Lang and Keeton Harringtonundisputed champions of the Free RPG movement.

And to Gary Gygax and Dave Arnesonfor creating the phenomena that is the role-playing game.

They brought me out of my shell and taught me how to be confident.They improved my math and communications skills and got me a better job.They helped me discover new friends and introduced me to my soul-mate.

They changed my life forever.

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Five by FiveIn radio communication on a scale of 1 to 5 measuring signal strength and clarity, "Five by Five" indicates the best possible strength and clarity of signal.

Five by FivePerfect; the best possible (slang.)

Five by FiveAn original game system and RPG Toolkit by Jeff Moore.

About These RulesWhat you hold in your hands is a toolkit. It is the foundation for a game that you will not only play ... but build yourself.

In these pages you will find a means to create characters for almost any setting or genre. Five by Five does not contain exhaustive lists of skills and powers. It doesn't need them. Its systems are designed so that players can define everything they need to know about their characters in just a few words.

You will find a clean and easy system for task resolution and combat. Uncertainty is resolved by the roll of commonly found six-sided dice. Five by Five is not a method of tactical simulation. Realism takes a back seat to quick and easy methods of conflict resolution that will not impede story telling.

Five by Five is meant to be easy, friendly, and fun.

WelcomeThis introduction is meant to serve as an overview of what an RPG (Role-Playing Game) is. After this are the actual "rules." The rules explain how to create characters and how to answer questions like, "Did I jump over the pit safely?" After you've read through the rules, grab a few of your friends. Two or three others besides yourself should be perfect. One player will serve as the "Referee." Everyone else is a "Player."

The RefereeIn an RPG the Referee helps to construct an adventure story. The Referee guides the "players" of the game through the story using descriptive narration. The Referee will describe the circumstances and the setting of an event and ask the other players, "What do you do?"

For example, the referee might say, "You are walking through a cemetery late at night. The moon is full and provides you with ample visibility through the darkness. The tombstones cast long shadows and the grass smells damp, moistened by evening dew. You are investigating the disappearances of several people in the area. Your investigation has brought you here. Could there be some evil presence in this grave yard? Before you have time to ponder this question further, you hear a blood curdling scream from somewhere behind you. What do you do?"

The PlayersPlayers react to the situations described by the referee as if they are the heroes of an adventure story. The referee will layout the scene, describing the circumstances and setting of an event and will ask, "What do you do?" And the players will respond to this describing the actions of their characters who are the heroes of the story.

For example, a player might respond to the referee's description by saying, "I quickly spin around to "see" where the scream came from. Assuming I don't immediately spot the source of the sound, I take a quick inventory ... outer jacket pockets ... "Garlic cloves, check!" Cross on chain around neck ... "Check!" I pull the wooden stake from the inner pocket of my jacket and take offrunning in thedirection whereI heard thescream."

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CharactersThere are two kinds of characters in a role-playing game: Player Characters (PC's) and Non-Player Characters (NPC's.) Players control the PC's. Each player has one PC under their control. This character acts for the player in the story. Each player will have a character record sheet that describes things about their PC so that they will have an idea of the scope and variety of things their character is good (or not so good) at doing. NPC's include every character, animal, creature, or monster that may interact with a PC in the story. All of these are controlled by the referee.

Epic HeroesThe PC's are the "heroes" of an adventure story. The first thing to do is to get everyone together and talk about the type of adventure story you wish to tell. Is this the story of adventurous youths who battle a secret society of vampires in the late hours after school? Is this the story of rebellious space pirates who smuggle goods into forbidden territories under the radar of an oppressive galactic empire? Is this the story of magical elves and stalwart dwarves who battle the invading forces of evil fairy hoards to win the

favor of the royal family? Decide on your basic story ... the "big picture" kind of epic that you wish to explore. Then think about the kinds of heroes there are in such an epic. Your character is one of these heroes.

Character CreationAll players in Five by Five except the referee adopt a single role within the game's setting. The player describes the actions of this character in cooperation with the other players to take part in an interactive adventure story.

A player's character is their avatar, their means of accomplishing things within the game. Every player needs to spend a little time defining their character and figuring out what sorts of things that character can do.

There are six basic steps to creating a character in Five by Five.

These are:

1. Understand your Role. Discuss with the referee the sort of interactive adventure story the players of this game will be a part of. Think about the kind of character in the story you would most like to portray.

2. Select three Traits. Define a few unique things about this character. What makes this character special when compared to the average person. List three things that the character is good at doing. These are special skills or talents that distinguish the character within the story.

3. Select a Weakness. Pick one sort of skill or talent, that most people within the context of the story would manage to do without much difficulty, that your character has always struggled with. Weaknesses are just as important to a character's definition as strengths.

4. Rate your Traits. Which of your three traits has the most influence on the way your character is portrayed in the story? Following this, which of the remaining two has the most influence on your character? Put the three skills and/or talents you selected in step 2 in order from most influential to least influential on your character's portrayal in the story.

5. Assign Values.Discuss your traits with your referee. All traits define either Action or Intensity. Your traits will have a numeric value based on how you rated them in step 4.

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6. Finalize your Character.Make sure you understand how your traits will work in the story. Also, record your character's Health value and any equipment your character may have. If you haven't done so already, give your character a name.

Traits (What and How Much?)What makes your character special? What is your character good at doing? Decide how your character "fits" into the story. Is your character a brilliant computer hacker? ... a fantastic swordsman? ... an ace space-ship pilot? ... a beautiful seductress? Think about the character you want to play. Jot down a few notes about the character. Pick three things that set your character apart from everyone else in the story.

What? (Action Traits)Action Traits are the things that your character is good at doing. This can be a combat skill like: swordsman, gunfighter or martial artist. It can be a career like: Doctor, Lawyer, or Rock Star. It can be a physical aspect like: strong, fast or beautiful, or a mental aspect like: intelligent, brave or charming. It can be cultural like: millionaire playboy, or Night Elf. A trait is anything that defines your character as different from everyone else in the story.

Try not to make traits too specific or too general. A trait in "wine tasting" might not get much use during play. "High society" might work and could include a quality in "wine tasting" under its umbrella. On the other hand taking a trait like "Good at Everything" would tend to be too general. The referee won't allow you to select a trait like this.

How Much? (Ranks)Identifying things that make your character special is just the first step. You know that your character has skills when it comes to driving a car, but what does this mean exactly? The degree of proficiency that your character has in any given trait is defined by its Rank. Ranks are adjectives that help to compare one trait to another descriptively. The eight Ranks used to measure your character's Traits are Weak, Untrained, Novice, Competent, Skilled, Expert, Master, and Legendary.

Special RanksAll Ranks define how "good" your character is at doing something. However the first two ranks deserve special mention.

Weak TraitsLook at the list of traits you have chosen to define your character. These are likely all things that your character is meant to be "good" at doing. Take a moment to consider one thing that has always been an area of difficulty for your character. Weaknesses define us all as much as our strengths do. Try to define one trait that can represent an aspect of weakness for your character.

Define a Weak Trait as if it were a strong trait with a low value. For anyone else, this trait could be used in a positive and constructive way. For your character the intent is to use the trait in a constructive way, but achieving this constructive outcome is simply more difficult.

For example: "Socially Awkward" is not a valid weak trait, but "Social Butterfly" is. A weak trait is something your character wants to do as well as everyone else, but just can't.

Untrained TraitsGenerally, traits listed on your character sheet will not have a Rank of "Untrained." This Rank is reserved for "everything else." Untrained is the default value applied to the average skill or talent. If it's not listed on your character sheet, it's "Untrained."

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RanksRanks are descriptors that measure a trait's acuity, rating them for comparison against other traits. Eight ranks measure a character's traits. The eight Ranks in ascending order are: weak, untrained, novice, competent, skilled, expert, master, and legendary.

These eight basic Ranks are used to measure all traits. Traits, depending upon their type, may have different numeric values, but they all use the same rank descriptors for comparison.

Weak - Your character has problems with this. You aren't as good at this activity as others.

Untrained - You may have done this before (or seen it done on TV)... but no more or less than anyone else. (Anything not listed on your character sheet is considered, "untrained.")

Novice - You are a beginning student of this. You know more about it than an untrained average person but you don't consider yourself truly good at this yet.

Competent - You have studied and worked at this enough to consider this among your acquired skills. You think you're pretty good at doing this.

Skilled - You've done this a lot. You are successful at this task more often than not.

Expert - This is what you're known for... people look to you for advice, guidance, and training. You have advanced your field with your innovation and talent.

Master - True masters are rare. You are one ... the best in your field. Only a few other people in the world are as good as this.

(This rank is attainable only after a period of role-play, and each character should not be allowed to have more than 2 Master Traits.)

Legendary - Your ability is almost supernatural. You do things that others never thought possible. People tell stories about your tremendous deeds.

(This rank is attainable only after a long period of role-play, and each character should not be allowed to have more than 1 Legendary Trait.)

Assigning RanksLook at the three traits you have chosen to help define the unique qualities about your character (not including your weak trait.)

Which of these three traits resonates with you as being the most important to you in defining your character's role in the story?

Assign a rank of: Skilled to this trait.

Of the two traits remaining which now becomes the trait that seems the most important to you in defining your character's role in the story?

Assign a rank of Competent to this trait.

The last remaining trait is the one you have come to rate a little lower than the other two.

Assign a rank of: Novice to this trait.

You should also select a forth trait and assign it a rank of: Weak ( -see the description of "weak traits" on page 7.)

You should now have a character with four defining traits and each of these traits should have a different rank.

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ValuesRanks are words, adjectives that define a trait in a way that makes it easy to understand even outside the context of the game rules. Ranks are approximate measures.

Values are numbers. Values also define a character's traits, but they have no function outside the context of the game rules. Values are exact measures.

The value you assign to a trait is based on the trait's rank and also what type of trait it is. There are too types of traits: Action Traits, and Intensity Traits.

Jump! (Action Traits)Action Traits are used to perform action to accomplish tasks. In the context of the game rules, the value of an action trait will tell the player what he needs to roll on the dice to accomplish a given task.

How high? (Intensity Traits)Intensity Traits measure degree or severity. These values effect the amount of damage a character can deal with a single attack or how much injury a character can resist from an attack against them.

Assigning ValuesTrait values are determined differently depending upon if the Trait defines Action or Intensity.

Action TraitsAction Traits are the most common type of trait in Five by Five, and chances are, all of the traits that you have selected for you character are Action Traits. To find the value of an Action Trait simply reference your Trait's Rank on the Action Trait table below:

ACTION TRAIT RANKS AND VALUESAction Rank Action Value

Weak ½

Untrained 0

Novice 2

Competent 4

Skilled 6

Expert 9

Master 12

Legendary 16

Intensity TraitsIntensity Traits are less common than Action Traits. In most settings equipment is used to provide intensity bonuses. For example a weapon is used to provide damage bonuses and armor is used for resistance bonuses.

INTENSITY TRAIT RANKS AND VALUESIntensity Rank Intensity Value

Weak .-1.

Untrained .+0.

Novice .+1.

Competent .+2.

Skilled .+3.

Expert .+4.

Master .+5.

Legendary .+6.

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Super PowersIf you are playing in a world of super-powered heroes "powers" will often supersede equipment, making Intensity Traits part of your character design. Intensity Trait values effect damage dealt and injury suffered in combat. (Intensity traits can also effect the amount of Health recovered following the successful use of a healing trait.)

For example: Mike is playing in a Five by Five super-powers game. He wants to create a super hero character with an energy attack. Mike selects the trait "Energy Bolt."

Mike's "Energy Bolt" trait is required to allow his character to shoot out bolts of energy from his fingers to strike down enemies. This is an Action Trait.

By default Mike's Energy Bolt's Intensity is "Untrained," and so by definition, his energy bolt will have a damage bonus of +0.

Mike wants to boost the damage power of his energy bolt, so he adds a second trait: "Energy Bolt Intensity" (adding "Intensity" to the end of the trait clues people in that this is an intensity trait related to Energy Bolt.)

When ranking his traits,Mike gives his Energy BoltIntensity trait a rank of

Novice. Thisallows his EnergyBolt attack power todo +1 damage.

Record KeepingWhen recording your traits on your character sheet record the information as: Rank TRAIT (Value) for action traits, or: Rank TRAIT Intensity (Value) for intensity traits.

Examples:Competent Energy Bolt (4)Novice Energy Bolt Intensity (+1)Weak Social Butterfly (½)

Special Trait: HealthHealth is used to measure the amount of injury a character is able to suffer before they are rendered incapacitated.

Health is considered a trait, but it is neither an action trait nor an intensity trait. Health doesn't default to a value of 0 when untrained, and it's value will change during play. All characters begin play with a Health Rank of "untrained" but because of it's special nature Health is always recorded on the character's record sheet.

HEALTH TRAIT RANKS AND VALUESHealth Rank Health Value

Weak 5

Untrained 10

Novice 12

Competent 14

Skilled 18

Expert 22

Master 26

Legendary 32

New players should add Health to their character sheet as: Untrained Health (10).

Your character will now have a total of five traits (including Health and a Weak Trait.) These are all the traits, ranks, and values needed to define a starting character.

What's in a Name?Your character's name creates impressions about your character in people's minds. Try to think of a name that creates a dynamic image in your mind. Also, try to choose a name that is appropriate to your setting. "Flash" is a fine name for a modern or futuristic setting, but you might want to consider the name, "Uther" or "Rowena" in a fantasy world.

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Example CharacterMendi is creating a character for a modern day zombie invasion type game with a bit of a tongue-in-cheek quality. The players and referee all discuss the game setting ahead of time and decide they want something inspired by the 2004 film, "Shaun of the Dead."

Mendi thinks that someone who can heal people if they get hurt might be invaluable in this setting and decides she wants her character to be a doctor. That makes her first trait: "Doctor." She only needs two more.

Mendi wants a character who can "kick some booty." So, she chooses "Kick-Boxer" as her next trait. Such a trait also implies a healthy, athletic character which Mendi likes.

Mendi also, wants her character to be sexy and a redhead. She puts these together to form: "Sexy Redhead." as her final trait.

Putting the three traits in order of importance to her character concept, Mendi chooses: Doctor, Sexy Redhead, Kick-Boxer.

These are all three action traits. Mendi may decide to add a "Kick-Boxer Intensity" trait later to do more damage, but for now she is happy with the way this character is shaping up and she doesn't want to change anything.

Finding the values for her traits based on how she rated them, Mendi's character currently looks like this: Skilled Doctor (6); Competent Sexy Redhead (4); Novice Kick-Boxer (2).

For a weak trait, Mendi thinks about how redheads are famous for having flaring tempers and thinks that "fiery redhead" might be a good trait. But weak traits need to be described as strengths with low values rather than weaknesses, so Mendi changes this to: "Self Control."

She likes this even better because it can apply to so many things above and beyond her temper and Mendi begins to form a really strong mental image of her impetuous, spirited, redheaded doctor.

One of the other players points out to Mendi that maybe having a weak self control and being a doctor don't go together.

At first, Mendi stuck her tongue out at the "nay-sayer," but then she embraced the idea.

Maybe the fiery redhead had trouble in medical school. Maybe she managed to charm and or bully her way through, and has just graduated. Mendi prioritizes her traits based on this new more impetuous character concept.

Mendi names her character Penelope Lions but decides she usually goes by the nickname of "Blaze" among her friends.

She discusses equipment with the referee and he decides to give her a medical bag that will help boost the intensity of her healing (Doctor) actions, adding +1 to the total amount of Health restored.

Mendi adds the untrained Health trait that all characters need to list on their character sheet, and "Blaze" is complete.

Blaze (Dr. Penelope Lions)

Traits:

Skilled Sexy Redhead (6)

Competent Kick-Boxer (4)

Novice Doctor (2)

Untrained Health (10)

Weak Self Control (½)

Equipment:

Medical Bag (Intensity +1 to Healing result rolls)

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The Game SystemNow that you have a character it's time to look at the way the information on your character sheet is used in the actual play of the game.

DiceYour character's traits will tell you what your character can do and how well they can do it. When it comes time to attempt to do something where the outcome is uncertain, Five by Five uses dice to introduce a random element. Dice are generally abbreviated as dX (where "X" is the number of sides on the dice.) For example: d20 refers to a dice with 20 sides.

D5The Five by Five RPG uses its own special application of a d6 (the standard cube shaped die) called the d5. It's simply this: roll 1d6. Read any value 1-5 normally. Read a roll of 6 as a roll of 0 (zero.) This means that every roll of every d5 nets a result from 0 to 5. The Five by Five RPG uses the d5 for all die rolls.

5x5The 5x5 (five by five) roll is the maintype of roll used by the Five by FiveRPG. It's simply this: roll a d5 twiceand multiply the results. For example:Derek rolls 2 dice. He gets a 4 and a2. As the referee has called for a 5x5roll, Derek multiplies the two d5 results(4x2) getting an 8. Barbara makes a 5x5roll, rolling a 6 and a 3. Since 6 is read as 0, Barbara gets (0x3) a 0.

Hint: Throw 2 dice. If you see a 6, the roll always equals 0. If you don't see a 6, multiply the two dice together to find the result of the roll.

Action RollsTo attempt any action, decide which Action Trait possessed by your character is most applicable to the task. If you do not have a Trait that is appropriate you may still be able to attempt the action (see Untrained Tasks on page 13.)

Make a 5x5 roll. If the result of the roll is equal to or lesser than the Action Trait VALUE, then you have completed the task successfully.

Regardless of a character's trait value, a roll of 0 (zero) will always succeed!

Rank Value Chance of SuccessWeak ½* 1 in 6 or 15% (16.67)

Untrained 0 11 in 36 or 30% (30.56)

Novice 2 14 in 36 or 40% (38.89)

Competent 4 19 in 36 or 50% (52.78)

Skilled 6 23 in 36 or 60% (63.89)

Expert 9 26 in 36 or 70% (72.22)

Master 12 30 in 36 or 80% (83.33)

Legendary 16 33 in 36 or 90% (91.67)

* Notice the value of a Weak Trait is ½. Read this as, "Roll half the number of dice." That is, do not make a 2 dice 5x5 roll to attempt a Weak task; roll1d5 only, ifyou roll 0 thetask has beencompletedsuccessfully!

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Untrained TasksWhen you attempt to do something that anyone might be able to do without training, you are said to have a 0 trait value in the trait: "untrained task X." Make a 5x5 roll, if you roll a 0 you succeed at the task. Some tasks cannot be attempted untrained. Your character cannot attempt to perform surgery as an untrained task, for example.

Weak TraitsIn addition to the traits that define the things that a character is good at, there are also traits that can define something that the character has always had great difficulty doing. This is called a weak trait. Anytime you must resolve a task that is related to your weak trait, roll only 1d5 to complete the task. If you roll a 0 on the 1d5 then you succeed at the task, otherwise the task is failed.

Rank ShiftsRank Shift Bonus - the referee may allow you to treat your trait as one rank higher if circumstances are particularly favorable.

Rank Shift Penalty - the referee may require you to treat your trait as one rank lower if the task is unusually tough or circumstances are particularly poor.

If a rank shift bonus pushes a trait above the value of "Legendary" then no roll is required and success is automatic.

If a rank shift penalty reduces a trait below the value of "Weak" then no roll is required and the task is automatically failed.

Borderline TraitsSometimes a trait will be "almost" applicable to the task at hand. This trait may share some commonalities with the kinds of skills and abilities that a task requires without being an ideal fit.

The referee can allow such a trait to be used to attempt a task, but may apply a rank shift penalty. An example might be using the trait, "very strong" in combat. Being strong is no substitute for skill in combat, but the referee may deem that it will give the character enough of an advantage to be applicable as a borderline trait.

CombatCombat is an important element of adventure fiction and RPG's. Combat is resolved through a sequence of turns each player acts for their character on their turn and the referee acts for all non-player characters on his turn.

Who goes first? (Seize Initiative)The first thing that all players in a combat must do is attempt to "seize initiative." Only player characters roll to seize initiative, the referee does not seize initiative for non-player characters.

Seize Initiative is a task roll like any other action in Five by Five. If a player has a trait that would allow them to seize initiative more easily, such as "Alertness," or "Combat Tactics," the referee will allow the player to use that trait's value when rolling to Seize Initiative. Otherwise, players will need to roll this as an Untrained Task.

After all players have attempted to seize initiative, the turn order is established for the duration of the combat. The combat sequence is broken into three phases:

Phase One - High PhaseAny player whose character succeeded in their seize initiative roll acts in phase one.

Phase Two - Mid (Referee) PhaseAll Non-Player Characters controlled by the referee act in phase two.

Phase Three - Low PhaseAny player whose character failed in their seize initiative roll acts in phase three.

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Unlike other games that are competitive in nature, players in a role-playing game are working together cooperatively to overcome the challenges presented by the referee. For this reason it really doesn't matter which player acts first in a given phase.The referee will just go aroundthe table in whatever manneris easiest to make sure thateveryone gets a turn, beforemoving on to the next phase.

The referee may applya Rank Shift Penalty to"seize initiative" rolls underspecial conditions, such asthe characters beingcaught by surprise.

High PhaseDuring their phasea player can generally declareone action. Thisaction will usuallybe an attack, butcan be somethingelse provided therequested actiondoesn't take toomuch time. Thedefault task ofattempting to strikean enemy with anattack is something thathappens very quicklyin the context of acombat, and so otheractions if allowed by the refereewould need to be similarly quick.

Attack RollsIn order to damage an opponent, players must make an attack roll.

An attack roll is a task roll and is resolved like any other task. If the task roll is successful, the attack is said to "Damage" its target.

It's very common for players to select a combat trait for their characters in order to use that trait's value when attempting Attack Rolls.

The example character "Blaze" on page 11 has the trait: Competent Kick-Boxer (4.) Blaze's player (Mendi) can use this trait to make attack rolls against her enemies provided the attacks are described as "kick-boxing attacks."

If a player doesn't have a combat trait to use to make attacks they must make attacks as an Untrained Task.

A character that is unarmed and fighting using "Untrained Task" who is fighting against an opponent that is armed (using a weapon) will suffer a Rank Shift Penalty to attack rolls. This penalty only applies to characters who are fighting Unarmed and Untrained against armed opponents. The rank shift penalty will reduce the chance of a successful attack from "Untrained (0)" to "Weak (½)." (If your character doesn't know how to fight and someone comes after them armed with a weapon, it's best to run away!)

Damage Rolls All successful attacks inflict 1d5 in damage (a roll of 0 is a valid result meaning the only damage inflicted will be based on your weapon's damage bonus.) When rolling damage if you roll a 5 (the die roll result shows a 5 before applying weapon bonuses,) roll again and add the results. Each time you roll a 5, roll again and add the results of all d5 rolls.

Mid Phase (The Referee's Phase)In phase two, the referee will have enemy characters declare attacks against the player characters. The referee will roll 5x5 Action Rolls to hit and when successful roll d5 damage rolls to inflict injury.

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Dodge RollDuring the referee's phase when an attack roll has been successfully made against a player character, that player can attempt a Dodge roll to invalidate the referee's attack.

This "Dodge" can only be attempted once per character per turn. (A character that is attacked by multiple opponents will be at a disadvantage.)

This "Dodge" roll is treated as an "Untrained Task" unless the character has specifically taken a defensive trait designed to evade or prevent attacks.

Low PhaseAfter the referee has taken action for all NPC's involved in the combat, the current phase changes to the Low Phase. During this phase any player character who failed their seize initiative check will take an action.

The Phase CycleOnce all players have had a chance to take their turn, the Low Phase becomes the High Phase again. Continue to cycle the phases, High, Mid, Low, High, Mid, Low... until all combatants on one side of the battle are defeated (are incapacitated or have run away.)

Taking DamageWhen a character is the target of a successful attack that character suffers damage.

Damage temporarily reduces the Value of a character's Health. Even though a character's Health Value changes, their Health Rank is not effected by Damage.

A character that has their Health value reduced to 0 is incapacitated. Disregard any excess damage that would reduce Health to a value lower than 0. Health is always equal to 0 or higher.

Weapons and ArmorDamage rolls are subject to intensity modifiers. A weapon increases attack damage by its value, while armor will reduce damage suffered by its value.

Unconsciousness and DeathGenerally speaking a character that has been incapacitated is said to be "unconscious." Five by Five is a game of heroic high adventure and the characters who live these epic tales will

not be killed casually by a random roll of the dice. A character's death should only occur if agreed upon by the players and the referee, and should only occur under the most dramatic and heroic of circumstances.

Using Miniatures (Optional)If playing with miniature figures a few additional rules are provided.

Movement TraitA the beginning of a player's turn, the player can move their figure up to their movement trait value in inches on the tabletop before taking their action.

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Movement Rank Movement Value

Weak 3"

Untrained 6"

Novice 8"

Competent 10"

Skilled 12"

Expert 16"

Master 20"

Legendary 24"

Breaking AwayIf a character starts their turn "close" to an enemy figure, they must perform a successful "dodge" action before they are allowed to move their figure. This is called Breaking Away. If the break away task fails the player may take their turn normally but they may not move their figure.

Ranged and Close WeaponsWhen using miniatures, weapons (or traits that act as weapons) need to be defined as "Close Combat" (c) or "Ranged Combat" (r) specifically.

When using a weapon against an enemy figure, any figure less than an inch away is considered "close" and any figure an inch or further away is "at range."

When using a weapon in a manner for which it was not designed (throwing a sword to hit a ranged target, or firing an arrow at an enemy who is right next to you, for example) the player suffers a Rank Shift Penalty to their Attack roll.

Note: Weapon designations are not always obvious. A dagger designed to be thrown may have a (r) designation while a light pistol that is best fired at point blank range may have a (c) designation.

Healing and RecoveryA character might select a trait that allows them to heal damage, restoring lost Health up to its base value (as determined by the Health Rank.)

A character can only be the target of a Healing attempt once each day (as time is recorded by the characters in their fictional world) whether this attempt is successful or not, no more than one attempt to heal a given character can be made each day.

If the target of the healing trait task roll has a Health value greater than 0 (at least 1 or higher) treat the healing task as you would an attack roll. First roll to see if the heal check is successful at all, then roll to find the amount of health restored. This is rolled like a combat damage roll. Each time you roll a 5, roll again and add the results of all d5 rolls.

Healing Tasks can be attempted untrained, but a character with a Healing Trait can also buy a Healing Intensity Trait to improve the amount of Health they are able to restore.

A Healing Intensity Trait provides the player with an additional benefit. When attempting a Healing Task on a target with a Health of 1 or greater, The healer's Healing Intensity bonus is added to the amount of Heath restored even if the Healing Action roll is failed.

Health can never be restored to a Value greater than its maximum value (indicated by its Rank.)

Incapacitated PatientsHealing works differently when applied to a target that has been incapacitated. When attempting to heal a target with a current Health value of 0, the healing character suffers a rank shift penalty for the added difficulty. Also, no roll is used to determine the amount of Health restored.

If the healing action fails, no Health is restored and the target character is still incapacitated. If the healing action succeeds, the character is no longer incapacitated and has a current Health value of 1.

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Medical Supplies Special medical supplies and facilities can add to the amount of Health restored just as a weapon can increase damage.

Poison and other complications can act to reduce the total amount of Health restored just as Armor can reduce damage (this effect would likely last until Health was fully restored... then the effect would end.)

Natural RecoveryIn addition to the benefit of healing tasks, a character that is NOT incapacitated will regain 1 point of lost health at the start of each day for each day spent doing nothing but resting. Poison and other complications could slow this natural healing to 1 point each week.

A character that is INCAPACITATED and has been the target of an unsuccessful Healing task attempt can at the start of each new day attempt "Untrained Natural Recovery (0)." To gain a health of 1 and no longer be incapacitated.

A character that is INCAPACITATED and has NOT been the target of any attempted healing, can at the start of each new day attempt "Weak Natural Recovery (½)." To gain a health of 1 and no longer be incapacitated.

It would be possible for a character to possess traits that improve their chances of recovering from being incapacitated, or to possess intensity traits that would increase the amount of total health restored through natural recovery.

Traits like these might be rare and would need to be approved by the referee.

Character AdvancementAs you play Five by Five you will bring the same character back again and again to experience many grand adventures. As you play, your character will evolve, gaining new traits and improving existing traits.

DoublesRolling "Doubles" (both dice show the same number) has special significance in Five by Five. Any time a player rolls Doubles they should record this on their character sheet.

Rolling doubles of any value (double 0's through double 5's) allows the character to record one "double" on their character sheet.

Doubles PoolAny time the referee rolls Doubles he records a "double" in the Doubles Pool. At the end of an adventure the referee divides the Doubles in the Doubles Pool equally between all players. Any left over Doubles in the pool should be awarded to the player who (by vote of all players) presented the most appropriate or entertaining role-play during the session.

Using DoublesDoubles are spent like money to improve a character's traits.

Untrained to Novice costs 25 Doubles.

Novice to Competent costs 50 Doubles.

Competent to Skilled costs 75 Doubles

Skilled to Expert costs 100 Doubles.

Expert to Master costs 150 Doubles.*

Master to Legendary costs 250 Doubles.**

* Each character shouldnot be allowed to havemore than 2 MasterTraits.

** Each charactershould not beallowed to havemore than 1Legendary Trait.

Players cannotimprove theirWeak Trait toUntrained, butthey can removea Weak Trait fromtheir charactersheet by tradingthat trait for adifferent WeakTrait, taking on anew weakness toreplace the old one. Some role playshould be involvedin overcoming oneweakness and alsoin gaining the new one.Trading one Weak traitfor a different Weak Traitcosts 25 Doubles.

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The RefereeIn most games a Referee is counted on to know the rules of the game and to adjudicate their proper use. In a Role Playing Game a referee does this and more.

As the referee you will "set the scene for adventure" providing an impetus to the other players so that they can react to the situations you present. The players will take control, responding, acting, and emoting as their characters would. This interaction will serve to tell the characters' stories.

Story TellerAs a story teller, the referee plots out a few key scenes to help get the other players involved and engaged. These scenes should challenge the players by asking them, "What do you do?"

ChallengesScenes will often include challenges. Challenges are obstacles for the player characters to overcome and will give the players the opportunity to bring their character's traits into play.

The most common challenge is combat, but other challenges could include a social challenge where a player must convince an influential NPC to assist the characters, or a technical challenge where a character must repair a vital piece of machinery. Challenges can be almost anything.

As referee take a peek at the traits your players have chosen for their characters. These are expressions of the things the players are interested in doing. Be sure to include some challenges that will allow the players to use the traits they have chosen.

Bonus DoublesSome game sessions will involve a lot of role-playing and problem solving without much die rolling. If the distribution of Doubles after a game session seems a bit lite, consider adding some bonus doubles to the doubles pool. Game sessions will vary in length and frequency depending upon your group, but a good rule of thumb is 25 doubles per player (enough to buy 1 new novice trait) for every 2 game sessions.

Understanding the GameAction Traits are the bread and butter of this game system. Decide what trait is best suited to an action. Roll the value of that trait or less to succeed.

It's a simple system, but it's one that can be easily abused. Traits that are too general that might be applied to many types of tasks are to be discouraged.

As a referee it's your job to nix traits like:"Jack of all trades," or "Omniscient."

If a player picks something like this, try to offer alternatives that narrow things down a bit ... perhaps "Handy-man" instead of "Jack of all Trades," or "Scholar" in place of "Omniscient."

Depending on the setting and the tone of the game you may decide that these too are too broad.

Feel free to experiment and don't be afraid to make mistakes. If you decide after play has commenced that a Trait is too powerful, talk it over with the player.

The point of this game is tofacilitate everyone's enjoyment,

but not to make things too easy. Part of being heroic and in telling heroic stories is being able to solve problems bigger than yourself.

Also, if a player has chosen a trait that is simply too specific, or never gets brought into play, allow them to change it to something that they will be able to use more often.

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Exclusive ActionsCertain traits are used to improve the chance of success when dealing with game system specific tasks. These tasks (such as rolling an attack action to strike an enemy) are Exclusive Actions.

A trait cannot be defined to enhance the ability of more than one Exclusive Action. For example: Super Speed might arguably be used to enhance a character's attack action, dodge action, and seize initiative.

That makes the trait too powerful. The referee should require the character to narrow "Super Speed" into a collection of more specific traits so that each one will enhance only a single Exclusive Action.

The Exclusive Actions are:

Initiative ActionThis action is used to seize initiative during combat enabling characters to act before their enemies.

Traits that could be used to improve a character's initiative action include: Alertness, Combat Tactics, etc.

Attack ActionThis is the action a player declares to have their character strike an enemy character in combat.

Traits that could be used to improve a character's attack action include: Martial-Arts, Swordsman, Archer, Hand Gun, Sharpshooter, etc.

Dodge ActionThis is the action a player declares after being the successful target of an attack to try to evade the attack. It is also used to "break away" when moving using miniatures.

Traits that could be used to improve a character's dodge action include: Lightning Reflexes, Danger Sense, etc.

Healing ActionThis action is used to help a character to recover lost health. A character can only be the target of one healing action each day.

Traits that could be used to improve a character's healing action include: First Aid, Paramedic, etc.

RecoveryActionThisaction is used toregain consciousness afterbeing incapacitated. Especially important if medical assistance is not available.

Traits that could be used to improve a character's recovery action include: Die Hard, Regeneration, etc.

Health and MovementHealth and Movement are Exclusive Traits, but aren't actions. Like any other Exclusive Trait a Trait that improves Heath or Movement cannot be used to improve any other Exclusive trait.

Intensity TraitsIntensity Traits are all Exclusive Traits. There are four types of Intensity traits.

Damage IntensityThis applies to attacks and increases the amount of damage inflicted by the attack.

Resistance IntensityThis reduces the amount of damage suffered from an attack.

Healing IntensityThis applies to healing traits and increases the amount of Health recovered from the use of such traits.

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Recovery IntensityThis increases the amount of health restored through natural recovery.

Intensity Traits are uncommon except in a game with a super-hero setting. In most other settings Equipment (especially weapons and armor) takes the place of Intensity Traits.

The SettingFive by Five is designed to be flexible enough to be played in a variety of different game settings. As such it does not contain a setting of its own.

When choosing a setting, get with your players and talk about your favorite books, movies, and television shows. What sort of world have you always wanted to experience? Who are your favorite adventure heroes? How might your own adventures differ from theirs?

ToneIs your setting dark and gritty or light and fluffy? Is it lusty and sexual or noble and pure? Discuss thetone of yoursetting withyour players todetermine thekind of gameeveryonewants to play.

Technology TiersDecide on a Technology Tier for your setting. Primitive swords and plate mail won't be as effective in a world of futuristic lasers and force fields. To represent this, equipment is divided into three technology tiers.

Archaic Tier (Tier 1) - Primitive technologies: swords, bows, and chain mail.

Modern Tier (Tier 2) - The stuff of today's world: hand guns and Kevlar vests.

Futuristic Tier (Tier 3) - The stuff of science fiction: energy weapons and force fields.

When a weapon or armor is matched against the weapons or armor from a higher tier, the lower tier equipment has its bonus reduced to 0. Damage is still rolled and applied, but the bonus for the weapon or armor is ignored.

Power TiersPower Intensity Traits ( -see Super Powers on page 10) are divided into Tiers just like weapons and armor. Generally, the power tier will be the same for every character in a campaign.

Power Tier 1 (Gritty Tier) - Tough Normals, Pulp Heroes, Save the girl.

Power Tier 2 (Heroic Tier) - Street Level Supers, Save the city.

Power Tier 3 (Cosmic Tier) - Galactic Supers, Save the planet.

Intensity Values from a lower Power Tier are ignored when matched against the Intensity Values of Traits from a higher tier. Also if a weapon or armor from a lower Technology Tier is matched against a power of a higher Power Tier their weapon or armor bonuses are similarly ignored. Treat Technology Tiers and Power Tiers as interchangeable for this purpose.

Power and Technology Tiers do not need to share the same values although fantasy campaigns might consider sticking to a Power Tier of 1 so as not to eliminate the effectiveness of fantasy weapons and armor. (Although as the campaign evolves, magic weapons and armors could be elevated to higher technology tiers to demonstrate their mystical natures, thus opening the door for higher power tiers as well.)

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Weapons and ArmorA character can begin play with whatever equipment can be explained according to their role in the story. However, weapons and armor have special rules and should be discussed with the referee prior to play.

Weapon and Armor IntensitiesWeapons increase damage by the value indicated. For example: a short sword (+2) will add 2 to the total damage inflicted. Armor reduces damage by the value indicated. For example: soft leather armor (+1) reduces total damage taken by -1.

Weapon and Armor Technology TiersWeapons and Armor are divided into tiers based on their technology. Weapons and Armor from a lower tier have their value reduced to 0 when matched against the weapons or armor from a higher tier. D5 damage is still rolled and applied, but the bonus for the weapon or armor is ignored.

Archaic Weapons (Tier 1) Description

Weapon Intensity

Unarmed / Untrained 0

Dagger, Improvised Weapon ++1

Short Sword, Mace, Staff, Short Bow ++2

Long sword, Long Bow, Crossbow ++3

Great Sword, Battle Axe ++4

Archaic Armor (Tier 1) Description

ArmorIntensity

No Armor / Untrained 0

Heavy Cloth or Soft Leather ++1

Studded Leather or Light Chain ++2

Chain Suit or Breast Plate ++3

Full Plate Mail ++4

Modern Weapons (Tier 2) Description

Weapon Intensity

Light Pistol ++1

Med Pistol, Lt Rifle ++2

Heavy Pistol Med Rifle, Shot Gun ++3

Heavy Rifle, Modified Shot Gun ++4

Shields and Off-Hand WeaponsShields and Off-Hand Weapons do not increase weapon or armor intensities. They instead equip the character to be able to "Dodge" or prevent two attacks each turn instead of the usual one. ( - see page 15.)

Modern Armor (Tier 2) Description

ArmorIntensity

Light Ballistic Vest (concealable) ++1

Medium Ballistic Vest / Flak Jacket ++2

Heavy Ballistic Vest ++3

Combat Suit / Riot Gear ++4

Futuristic Weapons (Tier 3) Description

Weapon Intensity

Light Energy Pistol ++1

Med Energy Pistol, Lt Energy Rifle ++2

Heavy Energy Pistol, Med Energy Rifle ++3

Heavy Energy Rifle ++4

Futuristic Armor (Tier 3) Description

ArmorIntensity

Light Protective Clothing ++1

Personal Force Field ++2

Environmental (space) Suit ++3

Powered Combat Armor (Mech) ++4

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Example Traits Below is a list of some possible traits that a player could choose to define their character. This list is in no way complete and not every trait fits every type of setting. Players can use this list as a guide to help them create a character. The referee will exercise the final say regarding which traits are appropriate for the setting selected.

Acrobatic Actor Animal Training Artist Astrology Astronomy Athletic Axes Bluff Bows Boxing Bravery

BrawlingBroadcast JournalistCarousingCarpentryCarsCelebrity ContactsCharismaCharmChemistryClimbingComputersConspiracy TheoristContortionistCookingCriminal ContactsDancingDeductionDisguiseDoctorDriverElectronicsEnduranceEngineeringEvasive ActionExtraterrestrial StudiesFencingFirst AidFlirtationGamblerGracefulHandy ManHerbalistHorsesImpersonationInstructorInterrogationIntimidationInvestigationJumpingKnivesLawyerLeadershipLegal KnowledgeLock PickingMagician

Martial ArtsMechanicMedicineMemoryMusicianObservationOccult KnowledgeParryPharmaceuticalsPick PocketPilotPistolsPolice ContactsPolitical ContactsPoliticianProfessorPsychiatryQuick ReflexesReporterResearchRiflesRoboticsRock StarRoyal ContactsRunningSailingScientistSculptorSecurity SystemsShadowingShipsSingerSpace CraftStealthStreet ContactsStreet SmartsStrengthSurgeonSurveillanceSwimmingSwordsTriviaWealthy ContactsWilderness SurvivalWrestling

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Five by Five (version 2) by Jeff Moore is licensed under a Creative Commons Attribution 3.0 Unported License http://creativecommons.org/licenses/by/3.0/

Text content may be reproduced and modified freely for private or commercial use provided Jeff Moore is credited as the original author.

CC-BY-2010A DREAMS AND DRAGONS PUBLICATION

Visit us on the web athttp://dreamsanddragons.blogspot.com/

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Five by FiveThe Free RPG Toolkitby Jeff Moore

"It takes a lot of the grind out of gaming. You can use thesystem across a ton of world templates too. Well done sir!"

Destiny Equality Lalande - Facebook

"Of the many freeRPGs I've downloadedand read through,'Five by Five'is my favoriteone."

ChrisNason - RPG.net