pre hysteria

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  • 8/10/2019 Pre Hysteria

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    In fiction, especially as pure entertainment or satire, cavemen are sometimes

    depicted as living contemporaneously with dinosaurs, a situation contradicted by

    archaeological and paleontological evidence which shows that non-avian dinosaurs

    became extinct 65 million years ago, at which time true primates had not yet appeared.

    Now that we have established fact....

    Picture a world with cavemen when dinosaurs rule the earth. his is the setting

    of Pre!ysteria. " world that is #ust being inhabited by simple cavemen, not $uite ready

    for tas% at hand. " world where giant man-eating dinosaurs dominate the land.

    &ust remember, that we set the overall idea for the world, but will include no real

    specifics. his is intended to be a fun and comical game, and we have no desire for the

    players or gamemaster to be flipping through the pages loo%ing for any specific rules on

    the setting.

    !' ()*+

    he largest obstacle to the world at hand islanguage. avemen have yet to create one, so the

    characters are extremely limited in what words they can

    use. 'very character starts out %nowing 5 words.

    tarting characters also earn an extra word for each

    point of IN they have, but #ust because you %now a

    word doesnt mean the other cavemen around you %now

    it. If you %now a word that the other cavemen dont

    %now, you must first try to teach it to them before it will

    do you any good.

    ()*+ /I

    0)1 2' *)3 ("'* 4I*'

    *'' !"I*0 "N /''P 2'//0

    2"// "7' 4))+ !IN I

    1N ) 2"! N) 0'

    )( '( ))P 4"* "("0

    his list represents the entire world vocabulary. No other words can be used by

    players when spea%ing during the game 8in character or out-of-character9. Players may

    still describe their characters actions, and interact normally with the amemaster, but all

    player to player interaction should be limited to the word list. )bviously, gestures and

    vocal inflection begin to play a big part in communication. (hen you want the other

    characters to loo% over there try grunting and pointing, it usually wor%s for me. etting

    someone to sit down is usually as easy as giving them something to sit on. (hen that

    fails, #ust %noc% the down and grunt.

    "s for the amemaster: %eep it simple. 0ou are not limited to the word list, butare encouraged to use it as much as possible when explaining things in the world. +ont

    get tied down with long descriptions and extra details. 2ost cavemen have short attention

    spans, and pay little to no attention to the details. In general #ust stic% with the broadest

    descriptions possible. ;0ou go in a cave. It is smelly, and you hear grunting and banging;.

    &ust thin% of all the things this could lead to.

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    P/"0'* !"*"'*

    "I/I0 )*'

    haracters are built using 6 main stats: trength 8*9, +exterity 8+'

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    IP)' 2aybe you wont have to run or hide from that dinosaur if you can #ust snea%

    past him.

    *"P 2"3IN (hy hunt for animals if you can catch them in a trapC his is the ability

    to ma%e things li%e snares. +eadly traps do not come around till much later.

    ('"P)N 2"3IN rants you the ability to ma%e simple weapons li%e clubs, or short

    pointy stic%s.

    "/IN2'N

    No *oleplaying game is complete without an alignment system 8or so we have

    been told9. electing an alignment for your character will provide it with an overall

    personality and disposition towards life. here are nine alignments that can be selected by

    combining the options given.

    FIRST HALF SECOND HALF

    7'*0 NI'

    )*" "7'*"'

    N) 7'*0 2'"N

    7'*0: *eally.

    )*": 3inda. " little. Neutral.

    N) 7'*0: Not really...

    NI': he idea of being generally good, and trying to do the right things.

    "7'*"': 0ou dont go to any extremes in many circumstances.

    2'"N: 2ight is right, and exert your dominance on all.

    'D1IP2'N

    !ere we present to you the items that you will need in your life as a caveman.ince cavemen did not have money you will have to rely on trading to get new things, or

    dare we say it... socialism 8!ey if it wor%s for the murfs it can wor% for a caveman9.

    !ands8=dE9 *oc%, small8=dE9FF *oc%, large8=d69

    lub8=d69 *oc%-lub8=d6G=9 hort Pointy hing8=dE9F

    mall harp hing8=dE9F /ong Pointy hing8=d69F /arge harp hing8=d69FFF

    Fan be used as a missile and non-missile weapon.

    FFan only be used as a missile weapon.FFFhis weapon also re$uires a minimum strength of =H.

    ig /eaves8+*=9 2ammal %in8+*H9 !ide8+*?9

    F+* represents the amount of damage this armor absorbs from each attac%.

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    2)7'2'N

    (e have no desire to tie you down to a set of movement rules for every

    situation, but if movement needs to be trac%ed for some reason, we suggest using 5 feet

    per s$uare. 'ach character can move a number of s$uares e$ual to their +'< score per

    round. (e suggest limiting restricted movement to combat situations as this game is

    designed to be fun and funny, and rules #ust get in the way of that.

    +I"N' "N+ +I"N' 2)+I4I'*

    "gain, with the rules, %eep it simple. +istance should be bro%en down into three

    groups 7ery lose, )ver there, and 4ar away. he amemaster should use these to give

    players an idea of where something is.

    7ery lose: 0ou can touch it.

    )ver here: 0ou can see it.

    4ar "way: 'verything else.

    )2"

    (hen a combat ta%es place, each player rolls =dHJ to determine attac% order

    this is called an initiative roll. he higher the number, the sooner your cavemans turn.

    hose who roll ;HJ;s go first ;=;s go last tied rolls happen at the same time.

    (hen a player attempts to attac% something, have them roll a +HJG"3 against

    their targets ". If they roll over their targets +'4, they hit and can deal damage. If they

    roll under, their attac% misses. "ny damage dealt is subtracted from the targets !P.

    "dditionally a natural roll of HJ is always a hit, and a natural = is a fumble and means

    something bad happens to the attac%er. his could be a club dropped on a foot, or slipping

    in the mud and landing on ones face.

    "3 K * for 2elee, +'< for hrown

    " K +'