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Pieces and Parts challenge

James Ojaste

Validated User
It's been a while since we've done one of these. For those new to P&P, the rules are simple - build a game (system and setting) involving the pieces and parts listed below and post it for everybody's amusement and inspiration.

The pieces are:
1) tattoos
2) temptation
3) tempests

The parts are:
a) single roll task resolution
b) use only one stat

Get creative!


Validated User
By single role you mean not dice pool, or no seperate roll for effect, or what? Either way, I'm workin' on one. :cool:

James Ojaste

Validated User
What I meant was "drop die/dice once and determine everything about the outcome from that". Single die, multiple dice, read the dice forwards, backwards or upside down - doesn't matter so long as there's only one roll per task. =)


New member
They say there is magic in the storm.

They say there in its terrible power bleeds all that is the power of creation.

I say its time to join up, claim that power and become one of the Tempest, riders of the storm, warriors, mystics--we are that power incarnate.

Tempest: A Game of Furious RPG Combat

The Tempest are warriors, fashioned in the heat of battle. They bled like rain, and struck, like lightning,.

When one man falls on a battlefield after great effort, good, or ill so long his wind--his breath, remains they come. The Tempest claim him for their own private einherjar.

The Tempest send their chosen on a vision quest tearing his soul from his body and pushing it into the storm there he claims new life for himself and returns to his body. Each warrior lays there as the power heals his or her body babbling about the visions they have seen inspired by the storm. Laboriously their new brethren lay ink to the body, inscribing images born from the quest. When they are done the tattooed warrior awakes, healed, no longer human, but one of the Tempest.

The Tempest are scattered across the world, each from different cultures with different winds, different lightnings, yet they all share a bond to the storm of creation, and to the Tempest.

Tempes the game is an RPG of conflict, these warriors go out and seek battle, for their own ends, but are more than humans about them. When two Tempest meet they are drawn to battle one another, for honor and glory.

Each Tempest has a single statistic that measures his vigor as a Tempest and his power and utilizing it, that stat is called 'Storm' and represents their wind (life) and their power (lightning)

Storm is measured from 1-10 and each point corresponds to a die (d6) rolled to produce effects.

Whenever a Tempest creates an action wether it is an attack, defense, fantastic feat, or action they must spend some Storm, then they roll an equal number of dice to determine effect. Target numbers for actions are always the Storm of the opponant (in the case of combat its the "storm spent" )

The result of the roll determines the actions success or failure--if its higher than an opponants storm spent (or storm in the case of fixed objects) then they can declare an effect based on how much they beat that number by
1-5 Points Higher Minor Effect
6-10 points higher Major Effect
11+ Higher Catastophic Effect.

However, a Tempest player can bid storm on the result being even or odd--they declare before the roll if its result will be even or odd, if correct they gain 1 point of Storm if incorrect they lose 1 point of storm.

This give and take of battle describes the lifes of the Tempest, brief mad wild fury for moments that then returns to calm once its over.

Defeating Another Tempest Earns 1 Point of Storm, Losing costs 1 point of storm.

Each Tempest is unique based on the Tattoos he wears, these are symbols of who he is, and who he defines himself as. Some are Clouds quiete and calm wanderers, others are whirlwinds who never wander far but are destructive and tempremental as they do so. Tempests can read the tattoos to know an opponant.

Source Material: Highlander (the Movie, and there is only one..:) )

: Mortal Kombat/Streetfighter and other fighting games

Note: Whenever two Tempests do battle they create weather around them, fog in a reasoned calm battle of maneuvers and counter maneuvers lightning which dances across their form in a series of kicks, punches and martial arts, wind gusts with a battle of wills a "Kai shout" type battle where the strongest wind drives the other off disgraces and so on
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Face behind all smileys
Validated User
Kamikaze: the wind of the gods

In a bygone era of Japan from which most records have been changed or eliminated, lived the Kamikaze, the god's wind that protected Japan.

Each of these warriors underwent a long ritual that purified their body and soul, using a combination of accupuncture and tatooing to infuse the mad Kami tempest into their essense.

All of them bear the marks of tengu's, weapons and other things uppon their bodies which they can draw strenght from in order to push back the enemies of the empire.

Character creation:
All characters get to put up to 5 points into their Kaze statistic which allows them to perform their amazing powers. Also this allows them to have more dice. When attacking or summoning their mystical powers they are allowed to roll up to 6 d6's (3 is the normal ammount, things like weapons, spending time meditating on an action or other circumstances can increase this ammount) and depending on the type of action they wish to perform they will want to roll over or under the ammount they have in their Kaze stat.

Adding extra dice: you can only add one extra die for special movements if the first combat round has passed. One extra could be added in the first combat round if it is an ambush.

Rolling over is for delicate skills such as subduing an opponent, robbing energy from attacks to neutralize them, altering the weather in gentle ways or so on.

Rolling under is used to smash objects, kill people, call up storms and other such things.

Rolling your exact stat can be counted over or under.

Declare if the type of action you wish to perform... if it is subduing or destroying.

Destructive energy:
1 success: you push the opponent back and give him a flesh wound.
2 successes: You slightly wound your opponent taking one die from all their actions untill they can make a controlled roll to eliminate it (one success per negative die).
3 Successes: you knock out your opponent.
4 successes: you leave your opponent mortally wounded
5 of 'em: Instant, messy death.

Controlled energy:
1 success: you avoid your opponent causing no ill effect.
2 successes: you remove 1 die from their next rolls untill they remove them by spending a turn and performing controll rolls (each die removes one).
3 successes: Your opponent loses his next action and has two negative dice.
4 successes: You perfectly subdue your opponent or knock him out.
5 of 'em: you have the option to kill or permanently incapacitate your opponent.

If you ever get 3 or more destructive successes you must go with that effect instead of the controlled one.

Avoiding an attack: you can roll dice and try to get controll successes. Every two will remove one of your opponents rolls.

Taboos: Kamikaze have the following taboo's:

-To never kill an opponent.
-To never lose a battle or flee.
-Forsake the pleasures of the flesh.

Each time one of these is broken the warrior will raise his Kaze stat by one for a week. If it reaches 6 then they have absolutely no self controll and should probably retreat into the mountains for a week or so. If it somehow reaches seven, the Kamikaze will have no choice but to commit sepuku (ritual suicide).

Mooks: all "average" characters have 2 dice and can get up to 2 circumstancial dice, making them a lethal threat yet not too intimidating.

Weather: In stormy weather Kamikaze can add one to destructive actions. The opposite is true in calm weather. In rainy or clowdy weather there is no bonus but a kamikaze can try to get 4 controll or destructive successes to turn it into rain or sunlight after one action of meditation.

Denying the pleasures of the flesh: You need controll successes. Not a central part of the game but it could come into play.

Lastly: one example battle:

Susanno: Kaze 4.
Vs 3 enemies of the emperor (average characters kaze is 3).

Sussano: he rolls 3 dice to attack a traitor (he avoids drawing his sword for the first turn) using destructive energy. He rolls a 4, 2 and 1 (3 success, unconcius) knocking the first guy out.

Bandit #1 with a spear (3 dice) attacks getting 2, 4, 4. Sussano dosent even bother avoiding his attack which barely grazes him.

Bandit #2: 3, 4, 6. Again, not worth the effort.

Sussano: he draws his sword but attempts to incapacitate the second bandit. He rolls 5, 4, 1, 1. This removes one die from his opponents next attack (unbalances him).

Bandit #1: (upping the ante charges him with 4 dice) getting 3, 4, 1, 6. Sussano tries to avoid rolling the following:5, 5, 5, 1. Enough to render the strike irrelevant.

Bandit #2: only has one die so he dosent bother attacking. Instead he recovers from the negative dice. He rolls a 5 recovering from one negative penalty.

Sussano is growing tired, so he launches himself and flies high into the air with his sword lifted by the gods winds. This allows him 5 dice: 2, 4, 4, 6, 6. His foe rolls 1, 2, 4 so he's unable to negate any successes. Bandit #1 is unconcius now.

Bandit #2: starts to run.

Sussano decides to allow him to leave.. but the thunder is brewing inside him and asking him to chase the bandit. He tries to restrain himself using 3 dice and rolls: 2, 4, 5. Good enough... the bandit runs away to tell others about the power of the emperors protectors, the Kami kaze.
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Trickster God
Validated User
Earth and Sky

For ages have all men known that there are but two things that matter in this world, Earth and Sky. The Children of the Earth slog through the mud, drudging through their dreary existence day by day. The Children of the Sky flit from here to there without a care, laughing and cavorting across the ages.

The Children of the Earth look longingly at the Sky, and wish they had such freedom. The Children of the Sky are fascinated by the Earth, jaded by their lives of empty nothingness. And both should be careful what they wish for, for they just may get it.

By inscribing in the flesh the marks of the other realm, Children can partake of the essence of their counterparts. However, nothing is without its price. Becoming more of the other realm by necessity forfeits part of this one.

A Child of the Earth who wishes to frolic and cavort and dash through creation and dine on clouds can mark upon himself the whorls and twists of the wind, with each line making him lighter and wispier until at last he cannot even remember who he was, but a mindless laugh on the breeze.

A Child of the Sky who wishes to truly experience life and feel passion and love and anger and pain can mark upon himself the rough blocks of stone and the solid clumps of soil, with each blot becoming more solid and more real until every last thing is a burden seeking to crush him underneath.

Those of either type who change too far can wander back, some bobbing too and fro in their Natures, their bodies becoming unmanageable masses of swirls and blobs, their flesh disappearing beneath unnatural ink. Children who refuse to commit to a single state become dangerously unhinged, mad hails of stone and avalanches of air that threaten all around them like a raging Tempest, and which must be stopped at all costs.

To create a character, choose whether you base Nature is Earth or Sky. Then, assign a number from one to ten to that Nature.

To resolve actions of any sort, roll 2d10. One die should be black or brown to represent Earth, and the other should be white or blue to represent Sky. For tasks involving strength, stamina, wisdom, or other forms of certainty and dependability, the Earth die is Acting. For tasks the involving agility, wits, charm, or other forms of speed and slickness, the Sky die is Acting. The die which is not Acting is Controlling.

If the Acting die matches your Nature, you have succeeded if it is less than or equal to your Nature, and your degree of success is equal to the Controlling die plus your Nature. If the Acting die opposes your Nature, you have succeeded if it is greater than or equal to your Nature and your degree of success is equal to just the Controlling die. If you did not succeed, you failed, and your degree of failure is equal to the Controlling die alone if the Acting die matched your Nature, and equal to the Controlling die plus your Nature if the Acting die opposed your Nature.

The GM should narrate appropriately the outcome of an attempt based on the degree of success or failure. For opposed rolls, the higher degree of success or lower degree of failure wins.

At the end of each session, you may apply tattoos to either increase or decrease your character's Nature by one, if you so wish. Note on your character sheet whether your the change was an increase or a decrease. If this change is in the opposite direction of the previous change (e.g. You began with Earth 7, then changed to Earth 6, and now went back to Earth 7.) add a check mark to your character sheet and then roll 1d10. If you roll less than the number of checks, you have acquired the dual Nature of a Tempest. Add the other Nature to your character sheet with a rating of ten minus your new Nature. Tempests always resolve tasks with whichever Nature is more favorable.

Tempest characters can only increase their Natures, never decrease them. At the end of each session, Tempest characters must roll both elemental dice. If the die is greater than the Tempest's current Nature for that die, the temptation to add another tattoo is too strong, and that Nature must be increased. If the die is less than or equal to that current Nature, it may be left unchanged. When a character reaches 10 in both Natures, he goes completely insane and may no longer be played, as he is now a dangerous force of chaos.


Retired User
Eye of the Needle

The E y e of the N E E D L E
by: Jason Sims

I. Mr. Reddng's Book of Dreams

Somewhere near the Interstate where dirty clouds pour from the mouths of smokestacks, people set up housekeeping in discarded packaging of deluxe home furnishings and one out of every three storefronts are boarded up you can find The Eye of the Needle Tattoo Parlor. While this side of the city rusts, the Eye thrives. In the same location since 1949, it is busier than ever.

From hardened veterans with full sleeves to first timers with sweaty brows, people come from all over to experience the artistry of Samuel Redding, the third generation of Redding to own the shop (folks say he looks just like his dad.) What the Pilgrims are seeking is uniqueness: a design from The Singular Book.

The Singular Book is whispered about in tattoo parlors, biker bars, punk clubs and prisoner blocks. It contains the hand-drawn design of Willie Redding, the man who opened the shop. Each design is to be used ONCE and then the page is ripped out and burned. Every design is truly unique in style and intricacy. Every design is EXACTLY what someone is looking for.

The folks who come in the door asking about The Book by name are shrugged off with a smile and a lecture about urban legends and gullibility from the current Mr. Redding. Their is only one way to open The Book. When you walk into the Needle and Samuel asks "So, do you know what you want?" Your answer is "All I want is everything."

That's when Samuel smiles an ageless smile and take you into the private room, opens an ancient safe and pulls out a black leather book made of the stuff of dreams...

II. Character Creation

You play a human being from the early 21st century AKA Right-About-Now.

How strong and smart and fast and wise and perceptive are they? I dunno...as much as they are. You got a list stats on yourself you carry around in your wallet you refer to before you attempt something?

Just make up a person, run the details by the GM and go with it. Just sort of answer the following questions for yourself:

1. Where have you been?
2. Where are you now?
3. How did you hear about The Book?

Player: "Um...I'm a former waitress who one the lottery and is now bored and jaded with her winnings. She heard about the Book at a New Age Retreat and is determined to see if this will solve her ennui.

GM: *thumbs up* Whatever.

Don't worry about Stats. There's only one stat, and you won't be getting until the first scene is played out.

III. The Game Begins

A. The Parlor: OK, GM. Your players makes the trek and is now standing outside The Eye of the Needle. Dip into your own pop-culture genealogy of the low-rent, dangerous yet alluring charm of this hypothetical tattoo parlor.

You're Eye of the Needle will be like the designs in Redding' Book: Unique. What city is it in? How big is it? What does it look like? Go nuts. Take a moment to think and really make this place an NPC in itself. If things go according to plan, the Character will see this place again...and again...and again.

Do the same thing with Samuel Redding...short, tall, hairy, bald, white, black...it's all up to you. They'll be seeing him a lot.


B. The Ink
: After Redding's asks what the Character wants, tell the player that the only thing that pops into their head is "All I want is everything."

If they say something else, give them the urban legend speech, try to sell them a cool Japanese character tat and call game. Get them to make a new character and start over.

If they give him the answer that pops into their head, he takes them to the back room.

He tells them that they may open the book to any page they like. They may only see one page at a time. PLUS, once they have seen a page and turn away from it, they can not turn back to that page again.

Oddly enough, the first page is exactly what the player wants. Get THEM to describe it.

Redding tears out the page and fires up the antique tattoo machine.


Depending on how well the GM thinks the description is (how cool/detailed/fitting with the character) they give the player a number between 1 and 6. This is the base for the single stat in our game: INK.

Then, as Redding actually gives the Tattoo, roll 2d6. Add this number to the Player's bonus from the description phase. The total is the final INK score.

When the tattoo is finished, Redding puts a match to the page and it POOFS out existence like flash paper.

When the character ask how much it is, all Redding will say is "The first one's free. Be seeing you."


GM: As soon as you open the book to a random page, you see EXACTLY what you've been looking for. Describe what you see.

PLAYER: Hmmm...it's a thin, stylized black cat with a pair of white angel's wings. It has a halo over it's head, but it licks at a yellow feather at the corner of it's mouth.

GM: *nods* Hmmm...cool. You're starting INK is 5. "Nice choice," says Redding with a grin. Before long, you're in the chair and he goes to work with what he tells you is the same machine his granddaddy used. Let's see how he does. Roll 2d6.

PLAYER: I hope it's not the same NEEDLE! *rolls* Oooh, a 6 and a 4. That's 10.

GM: You barely feel a thing after the first few seconds. In no time, he's done and you admire his work. It's a beauty. Your INK score is 15.

PLAYER: Is that good?

GM: For you? *shrugs* It's good from somebody.

IV. The Power of Art


As you character returns to their life, the will notice a new found confidence, competence and vigor. Things that used to be impossible, become easy. Goals that were out of reach fall into their hands. People who wouldn't give them the time of day are suddenly clamoring to gain their favor.

Ah, the power of INK.

It works like this: whenever the character tries to do anything that the GM deems to be out of the Characters natural abilities, the Character rolls 3 d6. If they roll under their INK rating, they do it. If they roll over, the fail.

If the roll fails, the Character looses one INK point. A faint wisp of smoke will come from the tattoo and it will begin to fade a little.

The GM can ADD points to the roll for really hard or unlikely things or subtract points really easy stuff.

The Player can also assure an AUTOMATIC SUCCESS by BLEEDING 1 INK point INSTEAD of rolling. The ink will actually bleed from the Tattoo and it will begin to fade a little, just as if the roll had been lost.


Player: *IC back at her old job trying to get even with the boss that made her life miserable* "All I want is an apology."

GM: *as boss* "Heh...it'll be a cold day, sweety."

Player: "Better get your coat." I WANNA USE MY INK!

GM: What are you trying to do?

Player: I want him to kiss my feet!

GM: Hmmm. OK, roll 3d6...and make that at +2...he's proud guy and the diner's crowded.

Player: *roll* 2, 6, 4. 12...plus 2 is 14.

GM: OK, your INK is 15. You just made it. Shock plays over his face as bend down and grovels at your feet. The diner fills with laughter at his expense.

Player: I LIKE THAT. "OK, worm, you may rise. If you really want to make it up to me, you can sell me this dump cheap so I can do a service to public health and make it into a parking lot."

GM: Hmmm. That's gonna be hard. +6.
Player: *rolls* 5, 3, 4. Plus 6. Ug. That's 18.

GM: You feel a stinging sensation as a bit of steam evaporates from you arm. Subtract one from your INK while you're at it. You look down and the ink seems to have faded a bit. You old boss laughs in your face. "That'll be REALLY cold day." He squirts your blouse with a squeeze bottle of mustard.

Player: Are there like big working guys in here?

GM: Yeah. It's a diner. It's lunch time.
Player: I want to make them beat him to a pulp.

GM: *shudders* OK...roll...

Player: NO. NO ROLL. I wanna blow another point.

GM: OK. The stinging is quickly soothed by the cool, wet that seems to be bleeeding from the lines of the tattoo. A few construction workers get up, their eyes full of rage. "Hey, that's no way to treat a lady!"

The lower the INK rating is, the more faded the Tattoo gets. A Character will become more touchy, selfish and deseperte the lower the score gets. Their mind and heart will be blown about by in interior storms of their own fears and desires. Weathering this storm should be role-played.

When the INK score gets to 1, the Character will have a strong desire to return to the Eye of the Needle to get a touch up.

The only way to have a chance to resist this desire is to spend the last INK point. When INK reaches 0, the roll of a single d6 is made. If the character rolls a 6, they are free from the urge to return. If they roll a 5, 4, 3 or 2, they are compelled to go back to the Eye. If they roll a 1, they die of ink poisoning.


V. The Hook Brings you Back

When the player returns, begging for a touch-up, Redding will only offer them a new Tattoo. "Each design is used ONCE. You may pick another...on the condition that you do me a favor."

IF THE CHARACTER SAYS NO, Redding will usher them out. He will never again offer to tattoo the character. The Player makes again rolls 1 d6. A 6 means they escape the lure of the and go on with their lives a wiser, stronger person. A 5, 4, 3 or 2 they die. A 1 means the Character ends up a zombfied shell that haunts the streets around the Eye, dreaming of gaining lost glory and becomes a helpless pawn of Redding.

IF THEY SAY YES, repeat the Tattoo process from THE GAME BEGINS.

After the Tattoo is finished, the favor is asked. It may be silly, dangerous, illegal or whatever. If the player refuses, the Tattoo evaporates PAINFULLY and they must go through the survival roll as if they had refused the new Tattoo.

If they agree to carry out his wishes, the character will loose 1 INK point a day until the orders are carried out.

VI. The Spirialing Shape.

That's pretty much it. If you do this right, the cruel cycle of fading INK should lead to many trips the Eye, interaction with other customers and plenty of peeks into the Singular Book that is the human heart: Created in the begining clear and beautiful, but now Fallen and faded.
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Face behind all smileys
Validated User
Yeah agent fresh... that's some rock and rolling rpg designing you have going on. You got my vote!
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