Dictionary Express

Here you will find a very accessible introduction and summary of SysCards rules and SysCards specific jargon explanation. Please note that all specific words used to name rules are noted with a capital letter to emphasize them.


SysCards Express:

If you are already experienced in RPG, here are the basics of SysCards.

- Character Sheet: There are no character sheets in SysCards. Any character, creature, even items can be reflected thanks to the SyScard. The SySCard is designed to behold information about any element of your Game World.

- SySCard:

Here's the official SySCard without any Editing. You can use image editors like photoshop to edit the SySCard with an art of your choice. To edit the SySCard is very simple. Just add a Layer of your choice below the SySCard and that's it.

And the link below the SySCard is a "ready to print" A4 size of four already edited SySCards.




A4 SySCards Ready to Print

(This is a "Google Drive" link. When viewing the A4 image, please click "Download", instead of directly saving the image, for its actual 2480x3508 resolution).




- Type and Name: The type will help you to classify cards if you need to. You may want to differentiate character cards from item cards or skill cards. You may even want to classify cards by value or rarity. The name is where you write the specific name of the Entity on the card.

- Efficiency, (or #efc%) is an average of all the basic abilities of the character or creature on the card. If the card has an "#" on its right bottom, then the efficiency becomes the rate at which whoever the "#" is uses this card. (If its the card is a skill card, and the "#" is the name of a character, then the efficiency on the card shows the rate at which the character uses the skill.

- Info and Illustration Area. Well, the illustration area is just that. The "Info" tab is where you write the main use of the card. if it's a character, you sum up what it does, height, weight, gender, things like that. If its a skill, you write what skill it is. If its an item, same. etc...

- Resistance: There are no hit points (hp) in SysCards. And it's not just a name change. There are no values that you remove over and over and consider the character knocked out when it hits zero. In SysCards, resistance is a value that if reached or surpassed by another resistance loaded with as much power, will break whatever the entity on the card is.

- Velocity is the number of actions a character, creature, entity, etc.. can execute in 1 Round. SysCards is in real time. So if a character executes an action before another one, he can cancel it. Usually all creatures or characters have the same velocity which is "1". But sometimes some characters or creatures may have skills they execute faster. So if a character has such a skill, the skill card will reflect that Velocity.

- Power is the main energy of the entity on the card. If its a creature, it its strength, stamina, etc.. Whatever energy the entity uses, its represented by power. Power is a source of energy by itself, but it is also used as the base unit to translate any other energy at a 1 to 1 ratio. So if you play a game with chakra, then 1 power will automatically be equal to 1 chakra. Or 1 force. 1 ki, etc...


- The six blank tabs with circles are where you note Attributes. Attributes are basic properties the entity on the card, (character, creature, item, etc...) uses or needs. It can also be something the entity generates or consumes. On the circles you just note a symbol to tell if the attribute needs or consumes something or else. Attributes are basic properties that can't be rated and sometimes have no value. Like color for example. Sometimes they are a source of energy the entity on the card generates like chakra, or stamina or strength.

- When you design a game to play using SysCards you need to design the cards in such fashion that they will need or generate attributes thus starting interactions with other cards. For example, if you designed a skill card called "Archery", you may want to design an attribute called dexterity, and demand the dexterity attribute to be able to use that card. There are no limits with what a Game Master can do with its attribute and card designs.



Dictionary:

Dice Throw: Throwing dices for a result, which is to compare with ability values to decide of a success, failure, or a draw.

Dice Throw Result: Result of a Dice throw in Rate

Attributes: Properties available for Entities to acquire.

NPC: Non Player Character. Character belonging to, and controlled by, the Game Master.

NR: or "Necessary Rate". Rate demanded to reach or surpass.

NV: or "Necessary Value". Amount of Power, Resistance, Velocity or Focus required for an Act to be successful.

Destiny Check: Arbitrary Rate demanded or executed by the Master to resolve a random issue generally based on luck.

Core Rules: Fundamental rules which are always reliable and necessary in any situation and elements of a game, covering any of its aspects. SysCards is made of Core Rules only.

World Rules: Specific rules concerning only specific elements of a Game World, such as rules affecting races or class properties. Most of RPG systems are made of World Rules. SysCards doesn't have any world Rules but is a platform that supports the design of any World Rules.

Entity: literally anything, abstract or concrete. A human, a baseball, a fish, an ability, a knowledge, an odor, a belief, a particle, a grain of sand, a sound, a thought, a character, an army, a spaceship, an element, etc...

Impact: Outcome of an Act generally affecting Entities.

Prep Time: Time in the round when an Entity's action is in preparation, and has already started for accomplishment.

Action Time: Exact time in the round when an Entity is executing his action.

Post Time: Time in the round when an Entity's action is accomplished and has its impact, repercussion, cool down, etc...

Anchor: Amount of a real world unit translated into "1" of any URPGS unit like Power, Rounds, etc...





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