Circles A roleplaying system by Steve HatherleyLast updated: 08 May, 2001 RulesCircles is loosely inspired by several freeforms. Doing Stuff Common sense and drama always take precedence over anything else in these rules. If it doesn't make sense, ignore it. If it would be dramatically appropriate to follow a particular path, run with it! Doing stuff is achieved using a Scissors Paper Stone challenge (usually just "challenge") and is graded as follows:
Feel free to play around with the challenges - for example, two Difficult challenges might be required for something really hard, but not actually impossible. Character abilities will also affect challenges. Abilities Abilities let you do amazing stuff.
Combat Melee combat is done by challenging your opponent. If you win, you do damage according to your weapon. If you lose, you take damage according to their weapon. If you tie then you either each take half damage (round down) or the fight continues with no advantage to either side. (The GM decides.) If you want to do something slightly strange in combat, then the GM will decide how to resolve that. It may require an additional challenge - and normally you will still need to dodge any incoming blows. (An example - if your weapon is holstered you will need to spend a moment to draw it. In that time you will have to dodge if your opponent is cowardly enough to strike before you are ready.) Ranged combat is conducted as a normal challenge as above. All ranged combat is initially Difficult. (If you want to use a gun in both hands, you must make a challenge for each gun - but the difficulty is increased by one level.) Skirmishes Often a melee has several combatants on each side. Such skirmishes are resolved in two steps.
If you have enough players then those not involved can do the challenges for any background characters. Otherwise you will have to determine their choices. Wounds There are two ways of dealing with wounds and damage in combat. First, go with whatever seems appropriate. Get your players to describe what they're trying to do - and simply determine whether they fail or succeed. Use your common sense and a sense of the dramatic, and go for it. (If you use this method you'll find that you'll have to bend some of the abilities - for example Lucky Hit won't do an extra "point" of damage, but it will do more than the character might otherwise have expected.) Second, use the hit point method. Everyone has six hits. (At least, normal people have six hits.) If you take three wounds, you are injured. You cannot initiate combat (although you can defend yourself) and you always lose on a tie. If you take five wounds you fall unconscious. If you take six wounds you die - unless you receive some sort of treatment in the next few minutes. Armour makes you harder to kill, and gives you extra wounds. Typical weapons:
Rewards There are rewards for behaving valiantly, solving your problems, and achieving your goals.
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