Power Frame RPG.pdf

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CORE RULEBOOK
Universal Action Toolbox
Craig Judd
INTRODUCTION
W
elcome
to
P
oWer
F
rame
!
1
What is ‘PowerFrame’?
System Aims
PowerFrame
is a universal toolbox roleplaying game. It
provides a solid, powerful framework of rules that allow
you to build and play in your own action-adventure
settings.
The original version was written for a techno-
fantasy setting inspired by anime and JRPGs, called
PowerQuest,
but its simplicity and flexibility made it
easy to develop into a cross-genre system.
PowerFrame
excels at games in which civilisation
is tenuous, travel is treacherous, and creatures are
dangerous – fantasy worlds, frontier societies, the post-
apocalypse. Characters often have humble beginnings,
but can develop into epic action heroes.
PowerFrame
attempts to strike a balance between being
streamlined and easy to use, and having interesting
mechanical elements to play around with.
The rules aim to be clear and unambiguous; the
game mechanics provide concrete and consistent
procedures for many situations, which reduces the
need for arbitrary rulings and guesswork. Although it’s
impossible to provide a rule for every eventuality, you
can fall back on the basic rules to resolve any unusual
situations.
Flexible character creation allows you to focus on areas
that are important for the current game. Character
development is equally flexible, so you can adapt
to new circumstances as they arise. Players are also
encouraged to customise their characters with a wide
variety of equipment, weapons, and mystical effects.
INTRODUCTION
W
elcome
How To Play
to
P
oWer
F
rame
!
Subsystems
2
For those of you already familiar with roleplaying,
PowerFrame
is a fairly traditional game in which you
explore the realms of your imagination.
You will need a small group of friends. Most of the
players will take on the roles of fictional characters
through whom they will experience the game world.
One player, however, becomes the Game Master (GM).
It is their role to describe the places and situations the
characters find themselves in, to represent all of the
non-player characters (NPCs) and decide how they
react, and interpret the rules to decide the outcome of
events.
The game is made up of many subsystems, but you
don’t need to use all of them in every game; in a
modern setting you may not have much use for the
overland travel system, for example. You can add or
remove most systems as desired to shift mechanical
focus to areas that are important for your game. It will
also be easy to add new supplementary rules modules
when they are released, such as terror and insanity,
vehicle construction, or massed combat.
The game makes extensive use of hex maps, and
encourages you to use miniature figures to represent
the positions of characters during conflicts. The core
rules focus on physical conflict, whether it be fighting
monsters, negotiating a crumbling ruin, or playing
a competitive sport. The combat system specialises
in small skirmishes with several combatants on each
side, although if you have the time and inclination it’s
possible to stage larger battles. Different weapon types
favour different abilities, adding depth to equipment
choices and resulting in diverse fighting styles.
The travel system is a mini-game in its own right, letting
you plot the characters’ progress as they explore and
uncover new areas of the world. Hex maps are made
up of standardised icons which can be combined to
describe almost any type of terrain. The rules handle
weather, navigation, visibility, fatigue, and exposure in
any environment. In some games, the world itself may
become your greatest adversary!
Customisation
Gameplay is a sort of feedback loop - the GM describes
the situation the characters find themselves in, the
players say what they want their characters to do, the
GM figures out how this changes the situation, and the
process loops around again. In the end, an account of
the game’s events will be a lot like recounting a real-
world journey or series of diary entries; things happen
and build upon previous events, but the account may or
may not resemble a structured literary story.
The main aims of play in
PowerFrame
are to experience
a fictional world through the experiences of the
characters, and to enjoy the process of improving and
upgrading their performance. The rules largely concern
themselves with the physical aspects of the story,
leaving character interaction and problem solving up to
the players.
You can find more advice on setting up and running a
game in Turning the Key
[p209]
.
While this book provides many examples, it’s very easy
to create your own original game resources. Under
the Hood
[p221]
guides you step by step through
the process of translating your ideas into game terms,
with sections on creating your own maps, NPCs, races,
creatures, spells, and equipment. All of the examples in
the book were built with the exact same methods, so it’s
a simple matter to break things down and modify them
for your own purposes.
INTRODUCTION
U
sing
t
his
B
ook
Organisation
Some Sections begin with a brief overview in an
introductory text-box, like this. These are often
used when the body text goes straight into a list of
descriptions.
Headings
The book is divided into Chapters, defined by the
3
Game Helpers
These guys are here to help show you how it’s done,
taking on many different roles and featuring in
examples throughout the book.
Chris
large heading at the top of each page.
Each Chapter is divided into Sections, shown by the
header underneath the horizontal line. If the Section
Heading is black, it’s the first page of that Section. If
the Section heading is light blue, it’s a continuation
of that Section.
Within a Section, information is usually organised
under Headings and Sub-Headings. Where possible,
topics are not broken up across multiple pages.
Basic Rules
Chris enjoys playing
straightforward roles, such as
fighters. She likes the power
and accessibility of the system,
which lets you craft characters
the way you want without
having to digest every single
rule.
Alex
The basic game rules and fundamentals of play are
presented in plain text, like this paragraph.
Bullet lists are frequently used to highlight specific
rules.
They can also be used to indicate the order you need
to follow for a particular procedure.
Examples are given in blue italics like this. They
are usually inserted directly after the rule they are
illustrating, although they sometimes appear in a line
of text.
Expanded Rules
Alex enjoys playing social and
intellectual characters. He
enjoys the simplicity of the
basic system, which allows
you to concentrate on playing
your character without having
to think about the rules all the
time.
Sandy
Sometimes a rule is optional, or only comes up rarely. Such
rules are presented in italics, like this paragraph. You don’t
need to remember or apply all of these rules, but it’s useful
to know they exist when special circumstances arise.
Descriptions
Blue italics are also used in description headers. In these
cases, it does not indicate an example.
References and Hyperlinks
Sandy enjoys playing
mysterious and shifty
characters such as thieves
or ninja, and really likes
using the more complex
and optional rules. What really
appeals to hir is the ability to
expand the range of rules you’re
using in your game, as you feel the
need for them.
Soggy
Cross-references are given in the text inside square
brackets, like this:
[p3]
.
Cross-references act as hyperlinks if you are viewing
the rules on a hyperlink-capable PDF reader.
Clicking on the logo at the top of any page will take
you to the Contents.
Soggy is a shape-changing blob,
rumoured to have been found
in Antarctica. Soggy gets to take
on the roles of all the animals,
creatures, monsters, and non-
player characters in the examples.
INTRODUCTION
c
ontents
Introduction
Welcome to PowerFrame!
Using This Book
[p1]
[p1]
[p3]
[p6]
[p7]
[p9]
[p10]
[p13]
[p14]
[p15]
[p16]
[p24]
[p25]
[p26]
[p27]
[p30]
[p49]
[p59]
4
Settlements
Businesses
Earning a Living
[p117]
[p117]
[p121]
[p123]
[p124]
[p127]
[p133]
[p136]
[p149]
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[p159]
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[p189]
[p191]
[p193]
[p194]
[p195]
[p198]
Basic Mechanics
Abilities
Attributes
Dice Rolls
Turns & Actions
Hex Maps
Mysticism
Spell Structure
Casters
Parameters
Major Arcana
Minor Arcana
Sample Spells
Player Characters
Character Creation
Maintenance
Advancement & Awards
Equipment
Camping & Travelling
Clothing
Containers
Eating & Drinking
Fire & Lighting
Livestock & Animals
Specialist Gear
Nuts & Bolts
Abilities
Ability Descriptions
Attributes
Traits
Armour
Conflict
Battle Maps
Turns
Actions
Combat Situations
Conditions
Critical Failures
[p65]
[p66]
[p68]
[p69]
[p79]
[p82]
[p89]
[p91]
[p91]
[p92]
[p97]
[p99]
[p100]
[p107]
[p110]
[p112]
[p113]
[p115]
[p116]
Armour Attributes
Armour Lists
Weapons
Weapon Attributes
Weapon Lists
Critical Hits
Causing Critical Hits
Critical Hit Tables
Critical Hit Effects
Vehicles
Operation Manual
Manual Vehicles
Land Vehicles
Water Vehicles
Air Vehicles
Power Armour
Travel
World Map
Weather
Encounters
Getting Lost
Movement
Vision
Exposure
Adversaries
Sample Races
Sample Archetypes
Sample Creatures
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