Rapture: Big Red Ugly Edition (Core Rulebook)

Created by Gregory Rapp

A Breathless-inspired TTRPG with six (06) built-in settings. Great for veterans and new players alike.

Latest Updates from Our Project:

We Frickin’ Did It!!!!
about 1 year ago – Sun, Apr 23, 2023 at 06:50:08 PM

I was expecting to write a far different announcement/update, but it looks like we made it!!!! Thank you all for your support. More updates to come! 

Almost There
about 1 year ago – Mon, Apr 10, 2023 at 11:59:28 AM

Hi, all,

Noticed a large number of followers as of late. If you are on the fence about Rapture, let me know. I'd be happy to discuss the system with you and its future.

Interview with Mildra the Monk
about 1 year ago – Tue, Apr 04, 2023 at 08:14:57 PM

Core Resolution Systems for Rapture (Teaser)
about 1 year ago – Mon, Apr 03, 2023 at 02:36:43 PM

More on Rapture can be found here: https://raptureroleplay.substack.com/

Core Resolution Systems

Everything in Rapture that might be attempted, and could result in consequentialfailure, is resolved in one (1) of five (5) ways: Challenges, Contests, Checks, Combat, and Tasks.

a). Challenges: Are those actions that require a concerted effort to achieve success. Players will be asked to whittle down a Challenge Rating (CR), using successful skill rolls (see RULE OF THREE) and determination rolls  after each successful skill roll. All challenges are rated between five  (5), trivial, and a hundred (100), an extreme challenge. To complicate  matters, challenges are also assigned a clock. Clocks are scored between null, no time pressure, to ten (10), or a maximum of  ten (10) attempts to whittle down the CR in question. For example, a  security system might be assigned a twenty-five (25) for its CR, with a  clock of three (3), meaning the character in question has three (3)  (successful) attempts to whittle down the CR to less than five (5). Failure might mean law enforcement is called, the area in question goes into lockdown, or worse. Success might mean a big payday. Consequences here are cut and dry, and, in some cases, these consequences are easily determined.

b). Contests: These are actions in which two (2) or more parties act in opposition to one another. The Referee (REF) determines the Challenge Rating (CR) for this contest, between five (5) and a hundred (100). A clock is also added to offer tension and stakes. Unlike challenges, contests aren’t always clearer cut. CR is whittled down using determination rolls, which are brought on by successes or complications. However, what makes contests different is the consequences.

Although all actions have consequences, contests are all about less-than-obvious  consequences and propelling the game’s narrative forward. If two (2) or  more characters are engaged in an intense social conflict, what happens  at the end of this conflict? Consequences, short- and long-term, should  be laid out before the players engage in such activities. These  consequences should matter, meaning they should have some bearing on the  game’s world or universe, story, and the characters who inhabit the  fictional space.

c). Checks: Are  those actions in which players, and their REF, are quickly able to  determine the failure, complication, or success of a given action.  Checks are used to quickly test Attributes, Skills, Knacks, and Stunts.  They rely on the RULE OF THREE to  determine if an action has failed, been maligned by complication, or has  been successful. A simple combat encounter is an example of a check in Rapture. However, mass combat, and more involved combat encounters, might be seen as complex contests.

d). Combat: This  is a form of a violent contest between one or more individuals or  parties. The referee determines the challenge rating (CR) for each  opponent faced by the player characters. This number is whittled down  using relevant combat skills’ determination rolls. Determination dice for combat skills are equal to the damage of the weaponry being used. When the CR hits zero, the enemy is killed. If the enemy dips below  (say) five (5), they are likely to retreat or surrender. Clocks can be  added, too, and these can be used to add tension and allow opponents to  escape if not defeated within the clock’s timeframe.

e). Tasks: Are  those actions in which players, and their referee, can quickly  determine the outcome through roleplaying, problem-solving, and  creative, critical thinking. Almost always, with some exceptions, a task  will be successfully completed, without needing to bring in dice. Tasks  will make up a large chunk of actions taken in the game, and they are  likely to be successfully accomplished by the players. A REF can also  decide to sprinkle in consequences, which are the spice of roleplaying.  Tasks should also be viewed to snag players’ collective attention spans.  Use them wisely.

Modifiers

Modifiers spice up the core mechanics of Rapture. The  best analogy for the modifier is the foot wedge among amateur golfers.  Officially, the foot wedge isn’t condoned by professional golfers.  Unofficially, for non-professionals, and amateurs, if you will, it is  meant to soften the hard edge of the game. For a Rapture REF,  the modifier serves to make the game more palatable or even more  challenging, depending on the context, to players, especially newbies,  and veterans. There are no hard and fast rules for modifiers. With that  in mind, some guidance has been provided below to assist referees as  they hone their foot wedge:

1).  Modifiers that make dice rolling pointless—either due to making a roll  too easy or too difficult to achieve—should be viewed as an important  indicator. Those modifiers making an action nearly effortless should  give way to roleplaying instead of dice rolling. If a modifier makes a  dice roll nearly impossible to achieve, the REF, along with their fellow  players, should explore what this means in their game. Then the REF  should ask, “What do you do next?”

2). Modifier math should be transparent. A referee doesn’t have to explain  the mathematics behind the modifiers, but they should be open as to why  they are applying them and how small or large they happen to be.

3). Modifiers are always subject to change. This means they are not static  in nature, but, rather, dynamic, changing as needed within the game.

Refresher on the Rule of Three

  • Before discussing what the rule of three entails, it is best to remember that dice rolls plus modifiers cannot exceed thirty (30), i.e., the ceiling. One (1) is the absolute lowest dice roll and added modifiers can dip to, which is known as the floor.
  • With that in mind, rolling (and adding modifiers) between one (1) and three (3) is considered a failure.
  • Rolls between four (4) and nine (9) are considered complications,  which means there is some element of success, but this success is  marred by serious obstacles. Any roll ten (10) or higher means success has been achieved.
  • A dice roll (plus modifiers) of twenty (20) means a double success, and a dice roll (plus modifiers) of thirty (30) means a triple success.

Magic in Rapture
about 1 year ago – Sat, Apr 01, 2023 at 05:30:07 PM

Here is a new post on Rapture Roleplay Dispatches: https://raptureroleplay.substack.com/p/magic-in-rapture. The new posting covers our rules concerning magic in the new core rulebook. Check it out!