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Introduction
Scales is a fast, functional, and fun system for narrative roleplay that was originally conceived for use via IRC. Since that time, people have been using it for forum-based games, as well as traditional tabletop roleplay and for genres ranging from high fantasy to modern espionage. Scales of Justice deals specifically with the genre of roleplay frequently referred to as supers its all about superpowered heroes clad in spandex, doing their best to save the world from similarly super-powered villains.
Characters
Characters in Scales of Justice serve, for all intents and purposes, much the same purpose as characters in other roleplaying rules do they are fictional personae, the medium through which players interact with a similarly fictional world. As in most other roleplaying rules, each player in Scales of Justice controls one designated character while the Moderator may control many.
Character Definition
Character definition in Scales of Justice is designed to be as simple and concise as possible. By stripping away all of the fluff and focusing directly on those aspects of a character that make them unique in the context of a given setting, the following method of character definition achieves the same level of depth that writing several pages of descriptive text does, it merely does so in more timely and practical fashion. All characters possess the following traits, regardless of whether theyre created by the Moderator or other players. Character Name: All characters have a name that their acquaintances know them by this name may be one bestowed upon the character at birth, a nickname, or both. In the case of a creature (i.e., a non-sentient or minimally sentient being), a name is usually a label applied by the society upon whom the game at hand focuses. Character Archetype: This is a single word or phrase that best sums up what a given character is and/or does. It may be the characters profession, their race, nationality, or other descriptor appropriate to the setting of a given game. Indeed, it may be a combination of these things. For example Royal Air Force Zeppelin Commander. Obviously, most characters will be superhuman heroes or villains focus on what the character does in their secret identity, what they did prior to becoming a full-time hero or villain, or unusual cosmetic traits. Character Attributes: Any notable skills, abilities, powers, or other attributes possessed by a given character are noted here. For example, a character defined as an Undead Sorcerer may possess the attributes Casts Necromantic Spells, Doesnt Need to Eat or Drink, Never Ages, and Wilts Small Plants in Immediate Vicinity. Moderators may want to impose limits on the total number of attributes that a character may possess, or on certain types of attributes (e.g., super powers). This is perfectly acceptable. Character Vulnerability: A characters weakness or vulnerability, their Achilles heel (e.g., a Deadly Allergy to Meteor Rocks) or a secret that may put them in harms way if discovered (e.g., Secret Identity). A character is only required to have one vulnerability, though a player may give their character multiple weaknesses if they so wish. Character Motivation: This is the characters purpose for doing what they do the thing that drives them forward in the fact of adversity. For example, a character whose parents were murdered in front of him when he was a child may be fighting crime in Big City to Avenge His Parents Death. In addition to the traits outlined above, player characters are further defined by their personal connections to the world around them. Every player should take a few moments to define three of their characters friends, contacts, and enemies (using the method outlined on the previous page). These friends, contacts, and enemies will
form the core of the non-player character cast in a given super-powered Scales of Justice campaign. So, what exactly are friends, contacts, and enemies? Read on... Friends: A characters friends are those individuals who will put themselves in harms way to aid them and not ask for anything in return. Friends will stand by you through thick an thing, good times and bad. Family members, fellow heroes, high school buddies, and other such folk are common examples of friends. Contacts: A characters contacts are those individuals who will go out on a limb for them but only for a fee. Contacts often broker information or offer services that are difficult to come by. Criminal informants, business professionals, and police officers are all common examples of contacts. Enemies: A characters enemies are those folks who will risk everything to bring them down, either damaging their reputation or causing them physical harm. Enemies may be simple everyday people with secret resentments, or they may be infamous super villains with a burning hatred bordering on insanity. In addition to defining the criteria on the previous page for each friend, contact and enemy, you will also need to define your characters relationship to these characters. An appropriate archetype (e.g., High School Sweetheart) can go a long way toward doing this, although some additional explanation will ensure that the Moderator sees things your way when he is portraying these characters.
System Basics
The following basic elements form the foundation upon which Scales of Justice is built understanding them is imperative. All players should take a few minutes to acquaint themselves with these basic elements prior to actual play, as time permits.
Narrative Structure
The presence of a defined narrative structure in games provides a method for organizing games, thus alleviating confusion and improving actual play. To this end, Scales of Justice utilizes a simple narrative structure that draws upon common genre conventions, as explained below. Panels: Panels are single, individual, scenes that feature action being undertaken by a character. For instance, a panel may depict the Vindicator kicking in the door to a criminals hideout or Lady Hemlock deflecting an enemys attack with a projected energy barrier. Panels such as these framed by other panels compose a Strip. Strips: Strips are composed of a linked series of panels and portray action that takes place in a single, self-contained, environment. For instance, a frantic chase through the back alleys of Big City or a duel between two characters perched atop a castle battlement are all examples of strips. A series of linked strips form an Issue. Issues: Issues are collections of different strips that portray action, although that action does not necessarily take place in a single locale. For instance, an issue may portray the death defying duel between Ankara and her nemesis in the courtyard of the University and elsewhere within its pages detail Nighthawks quest to infiltrate the Guild Arcane in far off Avonlea. Finally, several linked issues form a Series. Series: The series is an elaborate and complex saga composed of panels, strips, issues the series is the whole story, a sum of all its lesser parts. As you illustrate panels, organize them into strips, and collect those strips into issues, you create your own comic book series. Utilizing this basic narrative structure allows both players and Moderators to remain on the same page (no pun intended) when it comes to keeping track of the action in Scales of Justice. This, in turn, significantly reduces the number of continuity errors encountered, allowing actual play to flow smoothly.
If a player currently has more points in their Action Pool than they do in their Obstacle Pool, but wants to spend an amount of those Action points that will subsequently raise the number of points in their Obstacle Pool to either equal or exceed the number of remaining points in their Action Pool they can do so. The aforementioned rule does not go into effect until after such an expenditure takes place. For instance: Bruce has seven points in his Action Pool and five points in his Obstacle Pool, but he wants to spend five points of Action to overcome a conflict and narrate the results himself. He may do so, but this will drop the number of points in his Action Pool to two and raise the number of points in his Obstacle Pool to ten after this, Bruce cannot spend any more Action points until the number of points in his Obstacle Pool is again reduced to less than the number of points in his Action Pool. Overcoming challenges clears the way for new obstacles to present themselves in a characters life. It is in this manner that Action and Obstacles drive one another in Scales of Justice. Revolving, not unlike a great wheel, the Dramatic Cycle drives characters to pick their battles carefully. That said, there is one exception to this rule in games that utilize Scales of Justice...
Character Development
Characters in a comic book dont exist in a vacuum, nor should characters in a roleplaying game every adventure that a character experiences has the potential to alter the very essence of who they are. In games that utilize Scales of Justice, tracking such character development is a simple affair, given that characters are defined entirely by written words in the first place. Whenever a character gains a new defining attribute, tracking the development is as simple as making a note of the new attribute. Similarly, should a character gain a new weakness (or triumph over an old one), charting such developments is a simple matter of writing such things down on paper. In fact, charting any change in a characters composition is handled in exactly the same manner.
Final Words
These rules were inspired by Indian karmic law, the writing advice of Raymond Chandler, a handful of other excellent RPGs, and my fathers Silver Age comic book collection (which I later inherited in my youth). These rules were refined thanks to feedback from the Art of Game Design community at RPGnet and my friend in Poland, Kordian Krawczyk. Thank you one and all for your contributions and encouragements.
Q: Who makes up the facts? A: Players. If players spend points to state a fact about a conflict outcome, the Game Moderator must incorporate it into the outcome description. That said, if the player doesn't take the time to be specific about the facts that they state, the Game Moderator is free to take liberties with them as he sees fit (so long as he does not turn a beneficial conflict outcome into a hindrance or vice-versa). Scales is, despite not using quantified measurements or counters on the tabletop, a very strategic game. If players are careless when stating facts (especially when stating facts about a hindering outcome), they may give the Game Moderator a lot of ammunition to use against their characters (see Death & Dying in these rules for an example of how a Game Moderator can exploit player carelessness). Scales is more than an exercise in making simple decisions. Scales is an exercise in making intelligent, smart, and informed decisions with an eye toward avoiding consequences. Q: Why no randomizers? A: Scales was originally designed for fast-paced, extemporaneous, roleplay via IRC. Randomizers don't work well for those things in my experience, thus I avoided incorporating them into the blueprint for Scales. The good news is, it worked Scales has been used by several people to facilitate both IRC and forum-based roleplay. Q: Can I run adventure modules with Scales? A. Maybe. I honestly haven't tried to do this. Chances are, though, trying to run such a pre-scripted adventure with Scales will produce undesirable results. Scales is designed to facilitate the creation of stories during actual play, rather than the telling (or, more correctly, re-telling) of pre-authored plots such as those found in adventure modules. Q: How can I contact you with more questions? A: Email me at d6todamage@gmail.com
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Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. Scales of Justice Copyright 2006-2012, James D. Hargrove END OF LICENSE
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