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Transcript of Everything is Dolphins
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EVERYTHING IS DOLPHINS
An RPG by Ray Weiss
All artwork copyright of the respective creator, used with permission.“Everything is Dolphins” game text ©2012 Ray Weiss.
Book layout ©2012 im Hutchings and Te Hutchingsonian Presents.
Special thanks to:Inna Mkrtycheva, Tim Hutchings,
Tavis Allison, Luke Crane,Jason Caceres, and Jason Hart.
In Loving Memory of Nicolas Djandji.He would have thought this was hilarious.
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Introduction
Welcome to Everything is Dolphins, a place
where everything is – you guessed it! – dolphins.
At its core, the world of the game is a sprawling
underwater dungeon. Human civilization has been
lost and just about forgotten in the annals of time,with now-ancient ruins dotting the barren landscape
above ground; the Earth’s waters have become
pristine due to the l ack of human activity.
Under the docile surface, however, lies a maze
of caverns, mysterious artifacts, and glory.
The mysteries of the oceans are waiting to be
discovered by you and your friends!
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The Game World & the Campaign
The game requires a “Dolphin Master” (DM) to thought-
fully create a world and corresponding adventure for
the “Player Characters” (PCs) to tackle and explore.
The game lends itself to one-shots to suit a single night
of play; however, the rules are certainly conducive to
creating a campaign lasting weeks or months—it’s all
what you make of it.
The rst step for the DM is to create the game world,
which ideally consists of several maps containing
interesting challenges for the PCs to take on. These
challenges should eventually lead the PCs to nd
out exactly what their specic world entails as they
grow more powerful through experience. What types
of adventures will your dolphins undertake? Your game
can be as realistic or as silly as you want; after all,
you’ll be the one playing!
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Character Creation
Characters have six attributes: strength, dexterity, intelligence, perception, constitution
and charisma. Roll 1D8 six times, recording your scores as per the aforementioned
order. A score of 1 is automatically rounded up to a score of 2. Most situations (aside
from combat scenarios) call for ability rolls. To pass a given test, roll 1D8 and get a
number equal to or under the attribute being tested. Example: If Ekko wants t o push
a rock out of his way and he has a strength of 4, he must roll a 4 or under on a D8 to
succeed. Using his or her judgment, the DM will sometimes add or subtract a modier
to your stat to reect the situation at hand. A roll of 1 is considered a critical success,
while an 8 is a critical failure. The DM has the ultimate say on the scope of a critical
success or failure. Now, let’s move on to the attributes themselves.
Example: If Ekko wants to push a rock out of his way and he has a
strength of 4, he must roll a 4 or under on a D8 to succeed. Using his
or her judgment, the DM will sometimes add or subtract a modier to
your stat to reect the situation at hand.
A roll of 1 is considered a critical success, while an 8 is a critical failure. The DM has
the ultimate say on the scope of a critical success or failure. Now, let’s move on to the
attributes themselves.
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Strength is pretty self-explanatory. It speaks to a dolphin’s raw ability to throw its
weight around, move boulders, and do anything else that requires raw power.
A strength score of 7 or above indicates that the dolphin in question has
extraordinary strength; he is assumed to automatically pass most
basic strength ability rolls.
Dexterity refers to a dolphin’s reexes, ranged attack ability, and overall speed.
You roll your dexterity when, for instance, a boulder is speeding towards you
and you need to get out of the way. A dexterity score of 7 or higher gives
one automatic success on either defense dice or ranged attack dice,
but not both – more on this later.
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Intelligence refers to the mental capacity of your dolphin. The DM will have you roll
intelligence when your dolphin is faced with something like comprehending a complex
idea, or when guring out the function of an artifact. A dolphin with an intelligence
score of 7 or above indicates that they do not need to roll to gure out the function of
an artifact, while a score of 3 or below means the dolphin will not be able to use any
artifacts (unless they start the game with one, in which case they will be allowed to use
it—more on that later.)
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Perception refers to the dolphin’s overall awareness, as well as its sonar ability.
Sonar allows a dolphin to perceive what is around him, even if he cannot immediately
observe his surroundings. Sonar can be used to “look” through walls or obstructions.
A perception of 7 or above indicates that the dolphin has an extraordinary sonar
range, while a score of 3 means his sonar range is particularly limited. The actual
ranges are to be determined by the DM.
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Constitution represents your dolphin’s overall well-being and resistance. For instance,
if your dolphin happens to be poisoned by a spider, roll your constitution to see if the
poison takes effect. Constitution also counts towards defense dice, breath boxes, and
health boxes – but more on this later. A constitution of 7 or more provides
one extra health box or one extra breath box, but not both.
Charisma represents your dolphin’s social skills in relation to other intelligent animals.
Want to convince a whale to help scare the squid blocking your path? Roll charisma.
A charisma score of 7 or above indicates that the dolphin may have two followers
as opposed to just one. A score of 3 or below means the dolphin may not haveany followers.
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Secondary Attributes derive from your main attributes. These
include Melee Attack Dice, Ranged Attack Dice, Defense Dice,
Health Boxes, and Breath Boxes. All of these stats are taken
from your main attributes, +/- the appropriate modiers
(e.g. artifacts, weapons, armor, high ability.)
Melee Attack Dice: Strength (+ or - weapon mods)
Ranged Attack Dice: Dexterity (+ or - weapons mods)
Defense Dice: Constitution (+ or - dexterity mods, armor)
Health Boxes: Constitution (+ or - mods)
Breath Boxes: Constitution (+ or - mods)
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Races
There are only three races of dolphins in the game, but don’t let that stop you from
creating more—just try to keep balance in mind. Each type possesses its own specic
in-game advantage. The three types of dolphins (and their respective bonuses) are:
Bottlenose – Starts with an extra feat.
Atlantic Spotted – Starts with DM-approved artifact.
False Killer Whale – Gets one automatic success in melee combat.
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Feats
All level 1 characters receive a rst tier feat (except bottlenose dolphins,
which receive two feats.) A new and higher tier feat is earned every other
level—at level 1, then level 3, then level 5, and so on. When gaining feats,
the player can either choose which one he wants, or he may roll 2D8 to
randomize the process; it’s up to the player in question. If you choose to
randomize the process, make sure to keep feat requirements in mind;
for example, you cannot gain Improved Defense II without rst getting
Improved Defense I. Once a character has received a f eat from each tier,
he returns to Tier I and repeats the cycle again when gaining any
subsequent feats.
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Tier I Feats –Level 1
2) Toughness i.
3) Extra Breath i.
4) Improved Melee i.
5) Improved Defense i.
6) Improved Ranged i.
7) Slippery i.
8) Improved Charge i.
9) Bubble Shot
10) Improved Lung Capacity i.
11) Scary Look
12) Well-liked13) Poison Gland
14) Strong Swimmer i.
15) Ocean Ally
16) Starting Follower
Tier II Feats – Level 3
2) Toughness ii.
3) Extra Breath ii.
4) Improved Melee ii.
5) Improved Defense ii.
6) Improved Ranged ii.
7) Slippery ii.
8) Improved Charge ii.
9) Sonic Attack
10) Improved Lung Capacity ii.
11) Scary Scream
12) Mysterious Helper
13) Double Attack14) Strong Swimmer ii.
15) Mental Perseverance
16) +10% XP earned
Tier III Feats – Level 5
2) Toughness iii.
3) Extra Breath iii.
4) Improved Melee iii.
5) Improved Defense iii.
6) Improved Ranged iii.
7) Slippery iii.
8) Improved Charge iii.
9) Sleep Song
10) Improved Lung Capacity iii.
11) Berserk
12) Ultra Sonar13) Extra Follower
14) Strong Swimmer iii.
15) Melee Mastery
16) Defense Mastery
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eat Descriptions
+10% XP Earned – Receive an extra 10% on earned XP.
Berserk – Get 2 automatic combat successes for 1D8 combat turns.
Bubble Shot – Make a ranged attack with bubbles; uses 1 breath box.
Defense Mastery – One automatic success when rolling for defense.
Double Attack – Make 2 attack rolls.
Extra Breath (i., ii., iii.) – Each rank gives a single breath box.*
Extra Follower – Have one more follower than your max allows.
mproved Charge (i., ii., iii.) – Each rank adds an extra D8 to charging attacks per rank.*
mproved Defense (i., ii., iii.) – Each rank adds an extra D8 to defense dice per rank.*
mproved Lung Capacity (i., ii., iii.) – Each rank adds an extra turn before breath depletes.*
mproved Melee (i., ii., iii.) – Each rank adds an additional D8 to melee attacks.*
mproved Range (i., ii., iii.) – Each rank adds an additional D8 to ranged attacks.*
Melee Mastery – One automatic success in melee combat.
Mental Perseverance – Allows for failed Intelligence re-roll when trying to work out artifacts.
Mysterious Helper – When in mortal danger, a helper will come and try to save you.
Ocean Ally – You may start with a powerful ally located somewhere in the ocean.
Poison Gland – Make one poison melee attack per day; poison requires a Con roll, or risks
death.
Scary Look – Allows you to roll under Charisma to try to stun 1 enemy for 1 turn.
Scary Scream – Allows you to roll under Charisma to try to stun 1D8 enemies for 1 turn.
Sleep Song – Automatically puts 1D8 enemies to sleep for 1D8 turns once a day.
Slippery (i., ii., iii.) – Each rank adds a +1 modier to dexterity for purposes of
determining combat order.*
Sonic Attack – Dexterity-based attack that hits whatever enemies are in the PC’s sonar range;
costs 1 breath box.
Starting Follower – Allows a PC to start the game with a follower.
Strong Swimmer (i., ii., iii.) – Each rank adds 2 to a dolphin’s speed.*
Toughness (i., ii., iii.) – Each rank adds one box to health.*
Ultra Sonar – Allows the PC to roll under Perception to see the entire level map.
Well-liked – Adds a +1 modier to Charisma ability rolls.
– For these feats, you must attain the ranks in chronological order; that is, you cannot gain Extra Breath II
without rst gaining Extra Breath I, and so on.
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Sample Dolphin:
Name: Phinneus “Fin” GreyRace: False Killer WhaleFeats: Extra Breath i.
Health: IIBreath: III
STRENGTH: 8 (+1 melee success due to race)DEXTERITY: 7 (+1 defense success due to ability)INTELLIGENCE: 8 (smart due to ability)PERCEPTION: 7 (improved sonar)
CONSTITUTION: 2CHARISMA: 3 (no followers)Melee Attack Dice: 8 (+2 successes)
Ranged Attack Dice: 8Defense Dice: 2 (+1 success)Items: None
XP: 0
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Combat & Contests
Whenever you enter into combat with another NPC or PC, you make rolls
based on your secondary attributes. The characters must rst begin by
comparing their dexterity stats; the creature with the higher dex goes rst.
After that, the ght begins! In most cases, you will roll a number of D8 equal
to your Melee Attack Dice, Defense Dice or Ranged Attack Dice, including
with any additional dice for artifacts, and compare successes. A success is
considered a 6 or above. Excess successes on offense take boxes away
from the defender’s health.
Example: Ekko encounters a Jellysh. Ekko has a dex of 6,
while the Jellysh has a dex of 5, so Ekko is going rst. Ekko
decides to bite the Jellysh, and so he rolls as many D8s as
his Melee Attack Dice -– let’s say it’s 5 – while the Jellys h
rolls its Defense Dice – let’s say 2. Ekko gets 2 successes
while the Jellysh only gets 1 success. The Jellysh only has
one health box, so Ekko slays the J ellysh!
That’s how combat works! Pretty simple, right? The aforementioned system
also applies to contests between characters. Want to snatch up an artifact
before your buddy does? Roll dexterity versus dexterity for successes.
Ties go to the defender. Some artifacts or attributes will allow for an
automatic success (or successes) in t hese situations.
Special Melee Attack: Dolphins can charge at enemies, granting them
an extra D8 to their melee attack dice. If the attack fails, the dolphin
misses and slams into the nearest wall or obstruction for 1 box of damage.
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Health, Breath, Recovery & Movement
Health Boxes: Health boxes are X’ed out for injuries sustained in com-
bat, failed ability rolls, and for a number of other reasons. If your health
boxes go down to zero or below, your dolphin has effectively died.
Breath Boxes: Breath boxes deplete in a number of ways. Some
abilities use up breath boxes, for instance. As time passes underwater,
the DM is to make a breath check, privately, to determine if the players
are losing breath. The DM rolls a D8; on a 1 or a 2, the players each
lose a breath box. If the players succeed the rst breath check, the
next time the DM rolls a breath check, he rolls 2D8, once again lookingfor 1s and 2s. Each 1 or 2 X’s out a breath box on the PC’s character
sheet. The DM’s accumulated breath dice are reset to 1D8 whenever
the players nd air. It’s up to the DM’s discretion to determine how
frequently he rolls such checks. If a character’s breath reaches zero
or below, the dolphin has drowned.
Recovery : Both health and breath boxes can be recovered in play.
Health boxes can be recovered in a number of ways, such as eating
small sh and certain vegetation (be careful: some are poisonous!)
Sonaring certain things, such as clams, can make the clam send up
food (or sometimes poison). Breath is always r ecovered to its max
whenever you nd air. Sometimes air bubbles found underwater can
replenish breath boxes. Certain artifacts also recover health and breath.
Movement: In general, movement should be uid and determined
by the DM. However, if you are using miniatures, movement is
determined based on the dolphin’s dexterity in inches. So, a dolphin
with a dexterity of 4 would be allowed to move 4 inches per turn.
You can also dash at up to double your dexterity, but you must roll
under your dexterity for every turn in which you use this t echnique,
lest you risk crashing into an obstruction.
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Experience
When you defeat monsters, gure out traps, decode the functions of
artifacts, accomplish something awesome, or do anything noteworthy,
you earn experience. When you earn enough experience, you level
up and get an ability bonus. Usually monsters are worth 100 experi-
ence points per box of health they have, keeping in mind special
powers and plot importance. Otherwise, these values exist to provide
mere suggestions; I cap the levels at 5 in my own games. Feel free to
create your own measurements of experience. For our purposes, the
values go up exponentially, multiplying every value by two with each
subsequent level.
Levels1) 0
2) 1500
3) 3000
4) 6000
5) 12000
6) 24000
7) 48000
8) 96000
9) 192000
10) 384000
etc…
Level Bonuses: Roll 2D8 every other time you level up—starting with
level 2, then 4, then 6, and so on—and consult the chart. (Attributes
only go up to 8; re-roll if a conict occurs.)
2-3: Raise STR by 1
4-5: Raise DEX by 1
6-7: Raise INT by 1
8-9: Raise PER by 1
10-11: Raise CON by 112-13: Raise CHA by 1
14-15: Choose a bonus
16: Roll 2 bonuses
3
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Sea Life & Monsters
DMs are encouraged to make up their
own sea creatures, monsters, aliens,
and whatever else they want. If you like,
you can ignore most of the mechanics
and come up with your own numbers.
It’s okay if a monster has one health box
and 2 Defense Dice. Really, do feel free
to adjust stats as you see t.
Giant OctopusM.A.D: 7 (+1 automatic combat success)
R.A.D: 4 (ink spray; if successful, forces a constitution roll against blindness)
D.D: 6
Health: 6
Dexterity: 4
Exp: 675
7
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Jellyfsh
M.A.D: 2 (if attack is successful, roll constitution to determine if poisoned)
R.A.D.: N/A
D.D.: 2
Health: 1
Dexterity: 3
Exp: 100
SharkM.A.D: 5 (+2 automatic combat successes)
R.A.D.: N/A
D.D.: 4Health: 4
Dexterity: 6
Exp: 500
Giant GrouperM.A.D: 3 (+2 automatic successes)
R.A.D.: N/A
D.D.: 3Health: 3
Dexterity: 4
Exp: 350
Manta RayM.A.D: 6
R.A.D.: N/A
D.D.: 5
Health: 4
Dexterity: 5
Exp: 400
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Giant CrabM.A.D: 3 (+1 automatic combat success)
R.A.D.: N/A
D.D.: 6 (+1 automatic success)
Health: 4
Dexterity: 3Exp: 450
1
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Contributing Artists
Cover Jordan Bernier,
Title Page Charles Loving
Page 1 Joy Drury Cox
Page 3-4 Caitlin Cunningham
Page 5 Sean McCarthy
Page 7-8 Kayo Nakamura
Page 9-10 Kayo Nakamura
Page 11-12 Ellen Grossman
Page 13-14 Dame Darcy
Page 15-16 Caitlin Cunningham
Page 17 Gretzky
Page 18 Jordan Bernier
Page 19-20 Christine Nguyen
Page 21 Kayo Nakamura
Page 22 Jordan Bernier
Page 23-24 Elizabeth Stevens
Page 26 Tarn Adams
Page 27 Casey Jex Smith
Page 30 Wonder Koch
Page 31-32 Elizabeth Stevens
Page 33 Gretzky
Page 34 Robert Bjurshagen
Page 36 Kayo Nakamura
Page 37-38 Alejandra Alarcón
Page 39 Charles Loving
Page 40 Alba Castaño Menéndez
Page 41 YaYa Chou
Page 42 Leslie Winchester
Page 44 YaYa Chou
43
And a special thanks to Ezra Claveria, [FINISH THANK YOUS]
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Afterword
I hope you enjoyed Everything is Dolphins . This is the rst book in a forthcoming series,
The Hutchingsonian Presents , texts that occupy the Bermuda Triangle between gamehistory, game play, and high art.
The Hutchingsonian Institution has grown out of a project I manage, the Play GeneratedMap and Document Archive. PlaGMaDA collects and preserves gaming ephemera created
for or during actual game play. Used character sheets, game maps, notes and scribbles:any mark made on paper is fair game. The conceit of the archive is that game ephemeraare a sort of folk art, and have a value both aesthetic and academic. Such items usuallywind up in trash bins, but PlaGMaDA aims to interrupt that process and preserve theseitems for the future.
The Cranbrook Academy of Art, The Foundation for Art and Creative Technology inLiverpool, and the Nikolaj Kunsthall in Copenhagen are just a few of the institutions thathave organized exhibitions of materials from the PlaGMaDA archive.
PlaGMaDA depends on donations of ephemera from people like you, and people like yourold gaming buddies who don’t play anymore. Rather than t hrow something away, donate itto the collection. Email [email protected] to set the process in motion.
PlaGMaDA brought me into contact with Ray Weiss, the author of Everything is Dolphins .He donated a notebook containing a mishmash of stuff: dungeon maps, Gamma Worldmonsters, notes from a political science class, and a hilarious game which you nowhold in your hands.
Everything is Dolphins occupies a curious place. While it is clearly the work of someonenew to the design of role-playing games, it also displays the some of the sophisticatedsensibilites one would expect from an old hand. Rather than the excess of complexitythat clutters most freshman efforts, Everything is Dolphins offers concision and simplicity.
The author gives few examples to illustrate how to use the system and no sampleadventure, leaving much to the player’s imagination (and effort). With its bare bones,lacunae, and undeniable beauty, Everything is Dolphins is the role-playing game analogueof outsider art.
The visual artists whose images appear in this book range from gallery regulars who showin Chelsea to people who aren’t merely self-taught, but who are still teaching themselvesas we watch. There are “high” and “low” artists, but no established illustrators, and all havebeen shanghaied into drawing dolphins.
Ray Weiss wrote a serious role-playing game where you play a dolphin in a world withouthumans. Despite the unorthodox premise, I feel no irony in his game; I feel excitementand the enthusiasm of discovery. My hope is that this illustrated, “curated” versionof the game measures up to the original version in the Appendix.
It is hard to compete with penciled drawings in a notebook.
Tim Hutchings
Hutchingsonian Institution
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