Dream Park

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The Dream Park hack was written by Justin and has been ported across from the old No Dice forum:

I always liked the idea of Dreampark, but the system really let it down. So I guess No Dice could sort that out:

DREAM PARK CHARACTERS

Dream Park is unusual in that you play someone else playing a a live action roleplaying game. Kind like a conventional LARP, only involving advanced pyrotechics and holograms. A characters attributes and skills will effect their game character. So to begin with, players begin to design their Player (i know it gets a tad confusing):

Step 1: Physical make up

Choose Sex and Age:
Teenager (12-19)
Young Adult (20-29)
Mature Adult (30-49)
Older Adult (50+)

Size:
Small (-2" Movement)
Average
Large (+1" Movement)
Huge (+2" Movement)

Body Type:
Thin
Average
Heavy (-2" Movement)
Overweight (-4" Movement)

Step 2: Out of Park Profession

Choose from:

Desk Job
Entertainer
Outdoorsman
Scholar
Physician
Professional
Sales
Law Enforcement
Military
Artist/Creative
Technician
Pilot/Driver
Other

Step 3. Motivation

Greed
Honor
Your Word
Honesty
Knowledge
Vengeance
Love
Power
Being Best
Having a Good time
Friendship
Resolving Trauma
Loyalty
Other

Step 4: Attitudes and Traits:

Shy and Secretive
Rebellious and Antisocial
Arrogant and Proud
Moody, Rash and Headstrong
Friendly and Outgoing
Picky, Fussy and Nervous
Stable and Serious
Silly and Fluffheaded
Sneaky and Deceptive
Intellectual and Detached
Bitter and Cynical
Sarcastic and Wisecracking
Jealous and Vindictive
Other

Step 5: Personal Attributes:

Each attribute costs either 1 or 2 points each level, each level providing a bonus to certain skills. No attribute may have a bonus of +3 or more, and you must match any points with Personal Problems (see below)

Smart (2): +1 to any Knowledge or Lore draws
Strong (2): +1 to the Damage to any Melee or Hand to Hand attack, and +1 to any strength-based Athletics draws.
Good looking/Charismatic (2): +1 to all Seduction, Persuasion, Bribery or Acting draws.
Enhanced Stamina (2): +2 to starting Wounds.
Dexterous (2): +1 to all Dodge, Athletics or Ranged Weapons draws.
Lucky (2): +1 to all Gamble, Dodge or Awareness draws.
Natural Actor (1): +1 to any Acting or Persuasion draws.
Enhanced Balance (1): +1 to all Acrobatics, Zero-G Movement or Sport draws.
Ambidexterous (1): +1 to any two handed attack draw, and reduce offhand penalty by 1.
Photographic Memory (1): +1 to any Programming, Deduction, or Languages Draws.
Speed Reader (1): +1 to Research or Cryptography draws, and may read at 20 pages per minute.

Any points spent on Personal Attributes must now be balanced with an equal number of points from Personal problems:

Phobia (1)
Addiction (2)
Split Personality (2)
Weak Will (1)
Dyslexia (2)
Ugly (2)
Lousy Personality (2)
Absent-Minded (3)
Illiterate (3)
Clumsy (3)
Space cadet (2)
Powerful Enemy (2)
Common Weakness (4)
Deadly Weakness (4)
Tag Along (1)

Step 6: Race/Species

Normally human, unless running Dreampark with alien species

Step 7: Goals

Choose a Social, professional and Hobby goal

Designing the Character

Once the player has been designed, you need to determine now what character they are going to be playing, when entering Dream park.

Professions

Each character is broken down into Professions, classes which determine the characters starting in-game skills:

FIGHTER
This is a basic warrior. depending on the genre of game being run, it could be a barbarian, knight, mercenary, martial artist or cyber samurai.
Basic Skills: Melee Weapons 4, Ranged Weapons 3, Hand To Hand 3, Knowledge 2, Tinkering 1, Dodge 2, Athletics 2, Stealth 1, Awareness 1, Willpower 1. Base Wounds: 12

MAGIC-USER
This is a spellcaster and master or the arcane arts. They could be a shaman, wizard, occultist or sorcerer, depending on the genre of game being played.
Basic Skills: Melee Weapons 2, Ranged Weapons 1, Hand To Hand 1, Knowledge 4, Tinkering 1, Dodge 2, Athletics 2, Stealth 1, Awareness 3, Willpower 3. Base Wounds: 8

THIEF
This is an infiltration and stealth specialist and could be a pick-pocket, ninja, spy, smuggler or cat burglar, depending on the genre of game being played.
Basic Skills: Melee Weapons 1, Ranged Weapons 3, Hand To Hand 1, Knowledge 1, Tinkering 2, Dodge 4, Athletics 2, Stealth 3, Awareness 2, Willpower 1. Base Wounds: 8

ENGINEER
Engineers are technical specialists and adept at fixing, repairing or operating machinery. Depending on the game genre, an Engineer could be a Net Runner, Starship pilot or Mechanic.
Basic Skills: Melee Weapons 3, Ranged Weapons 1, Hand To Hand 1, Knowledge 3, Tinkering 4, Dodge 2, Athletics 2, Stealth 1, Awareness 2, Willpower 1. Base Wounds: 10

CLERIC
Clerics are essentially healers, although they may possess divine magical abilities. depending on the genre of game, they may be a physician, Medic, Paladin or Priest.
Basic Skills: Melee Weapons 3, Ranged Weapons 1, Hand To Hand 1, Knowledge 2, Tinkering 1, Dodge 2, Athletics 1, Stealth 2, Awareness 3, Willpower 4. Base Wounds: 10

LOREMASTER
Loremasters are knowledge specialists, and may be Scientists, Scholars, Sages or Detectives, depending on the genre of game being played.
Basic Skills: Melee Weapons 1, Ranged Weapons 1, Hand To Hand 1, Knowledge 3, Tinkering 2, Dodge 2, Athletics 2, Stealth 1, Awareness 4, Willpower 3. Base Wounds: 8

PSIONIC
Psionics are masters of the mental arts, and may be Mystics, Mutants, Mentalists or Monks, depending on the genre of game being played
Basic Skills: Melee Weapons 1, Ranged Weapons 1, Hand To Hand 2, Knowledge 2, Tinkering 1, Dodge 3, Athletics 2, Stealth 1, Awareness 4, Willpower 3. Base Wounds: 8

SUPERHERO
Superheroes are essentially fighters with enhanced abilities. They may be Masked Avengers, Demi Gods, Supernatural Monsters or Aliens depending on the genre of game being played.
Basic Skills: Melee Weapons 2, Ranged Weapons 1, Hand To Hand 4, Knowledge 1, Tinkering 2, Dodge 3, Athletics 3, Stealth 1, Awareeness 2, Willpower 1. Base Wounds: 12

MULTICLASS
The Multiclass profession combines the special abilities of two professions, determined when the character is created. They may be a Fighter-Thief, a Cleric-Magic User, or even a Loremaster-Psionic. This flexibility comes at a price however, as a characters Basic Skills will initially be quite low.
Basic Skills: Melee Weapons 1, Ranged Weapons 1, Hand To Hand 1, Knowledge 1, Tinkering 1, Dodge 2, Athletics 2, Stealth 1, Awareness 2, Willpower 1. Base Wounds: 8

BASIC SKILLS

A character is defined by 10 Basic Skills, representing the basic abilities of the character:

Melee Weapons: fighting with basic melee weapons, such as swords or axes
Ranged Weapons: firing basic missile weapons, such as most guns
Hand To Hand: punching kicking or wrestling
Knowledge: general education and common sense
Tinkering: ability to fix or jury rig devices or vehicles
Dodge: ability to avoid getting hit in combat
Athletics: ability to swim, lift things, juggle or balance
Stealth: ability to hide or sneak around without being seen
Awareness: skill at spotting hidden foes or noticing things
Willpower: ability to shrug off mental influences or attempt things beyond your normal endurance

Atfer you have chosen a Profession, you may then spend 3 points on any of your Basic Skills, as you see fit.

OPTIONS

Unlike a regular roleplaying game, players get a number of Game Points to purchase Options - special skills, abilities or items, that are used in that game only. The more games players take part in, the more Game Points they get to spend (the equivelent of experience). For their first game, Players start with 20 Game Points, and may spend those points in a number of ways:

Optional Skills

Although a character has Basic Skills, they dont cover every possible situation. To create a character suitable for a particular game, you may purchase optional skills. Some Optional skills are linked to a Profession - when purchasing these skills and you are not that profession, all costs are doubled.
Skills cost from between 1 and 5 Game Points each level (up to a maximum of 12):

Skill Difficulty Cost per level
Simple 1
Easy 2
Hard 3
Very Hard 4
Extremely Hard 5

Some skills also have Historical Limits ((A)ncient, (H)istorical, (M)odern or (F)uture), which determines if a skill will be available to a game set in those settings - a game set in medieval times would not support Mecha Piloting, for example, unless the host had that in mind.

Spells, Clerical Spells and Psi Powers

These are actually purchased as Skills, except that the difficulty is always 6. However, each time the ability is used, whether successful or not, you must reduce the skill rating by 1. You cannot use any ability reduced to zero or less.

Superpowers

Unlike spells and psi powers, superpowers represent natural abilities which work all the time - no draw is made to use them. Each has a cost to acquire the power.

Gadgets and Gear

Finally, players may spend their hard earned Game points on buying equipment to be used in the game. Certain equipment will be limited, depending on the setting. If you wish, you may keep extra points to use as currency in the game, if you wish to purchase equipment while the game is running. You may also spend Game points on special equipment, effectively upgrading a standard item, to create magical weapons or high tech gear.

Running the Game

Dream Park used the vanilla No Dice system. To succeed at a task, make a draw, add a Basic Skill where appropriate, or an Optional skill if needed, attempting to beat a difficulty number based on the task. If you lack any Optional skill, you may draw, adding your bonus from Lucky, but that is all.

6 Easy
9 Average
12 Hard
15 Very Hard
18 Extremely Hard

If you draw a Jack, the action fails no matter what your skill level. If you draw a Queen, you succeed automatically, to the best of your ability. Any kings drawn are kept and may be use as redraws. You then redraw for the action. If you draw a Joker, shuffle the deck and redraw.

Combat

Combat comprises of a number of rounds, where characters perform actions. Each round, every character decides on how many Action cards they wish to draw- from 1 to 4. The more cards, the less accurate any actions are to perform:

1 Action Card (None)
2 Action Cards (-2 to all draws made this round)
3 Action Cards (-4 to all draws made this round)
4 Actions Cards (-6 to all draws made this round)

Each Action card may be used to perform one of the following actions:

Melee or Hand to hand Attack
You may use an action card to make an Melee Weapon or Hand to Hand attack against a target. If the target also wants to make an attack, this occurs simultaneously - who ever gets the higher result wounds their opponent (see combat below). If the target does not attempt to attack you, they must make a draw adding their Dodge skill. You must beat their total, in order to inflict damage on them.
You may only attack a number of times equal to your weapons rate of fire.

Ranged Attack
You may attempt to fire at a target. Make a draw, using your Ranged Weapons skill, or optional skill. If the target is aware, they may make a Dodge draw. If you beat this total, the attack hits. If the target is unaware of your attack, you just need to beat a difficulty of 5.
You may only attack a number of times equal to your weapons rate of fire.

Run
You may move up to your normal Movement rate, for one Action, and may take this action twice in any combat round. If you dont want to waste an action card, everyone may move up to half their Movement rate (Round down) for free each round, unless they are restrained.

Make a draw
You may use an action card to make a skill draw if appropriate, such as jumping over a table (Athletics), looking around the room (Awareness) or sneaking up on a guard (Stealth).

Inflicting damage

If you successfully strike a foe, you inflict a number of Wounds based on the weapon used:

Very Light (Dagger, Bola, punch or kick) 1 W
Light (short sword, martial arts, whip) 2 W
Serious (longsword, Crossbow, longsword) 3 W
Critical (Musket, Rapier, Halberd) 4 W
Deadly (Battle Axe, Broadsword) 5 W
Very Deadly (Shotgun, Catapult) 6 W
Extr. Deadly (Cannon, Grenade) 8 W
Super Deadly (Bomb, Missile) 10 W
Cosmic (Nuclear weapon, mega energy cannon) 12 W

For each 3 full points you exceed the target number to hit, you inflict an additional wound, but no more than twice the weapons normal damage (If you draw a Queen when making an attack, then you inflict double damage)

This damage is then reduced by the targets armour:

Very light (Leather, Hide) Stops 1 W
Light (mail, Shield, body padding) Stops 2 W
Medium (carapace, back and breastplate, bullet proof vest) Stops 3 W
Heavy (platemail) Stops 4 W
Very Heavy (Battle armour) Stops 5 W
Super Heavy (Power armour) Stops 6 W
Mega Heavy (Very heavy vehicle armour) Stops 8 W
Cosmic (Near Invulnerability) Stops 10 W

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