Keaggan
Game Master
When we care about someone, we want to share their enthusiasm. Say encouraging things like "you're the best singer I've ever heard" or "no, you look good in that dress." But to get valuable feedback to improve and grow, we need honest, an unbiased critique.
Hello everyone! My name is Keaggan, and I'm starting this Design Diary to catalog the progress of my first "for public use" RPG, Welcome to the Stick. It's for public use only in that I plan on putting it out as a free RPG on RPG Now. You see, I've been GMing since I first was introduced to RPGs back in 7th grade. For the past 25 years, like most here, I've played numerous games from a wide variety of settings. And all along the way like many here, I've tweaked rules in every system. After breaking several game systems since it seems I'm never satisfied, maybe I should stop taking other games and shaping them to my own will and just create one that fills all of my needs and style.
That's about as long-winded I want to get before dropping the first part of the game here for discussion. The format I want to use is first the set up of basic rules and introduction to character creation. Since characters are the primary way we interact with the game world and the mechanics, I feel it is a great place to start. After that, regularly, I'll post other sections of the system in greater detail. I'll update the OP with links to the updated section if you want to jump to a new topic.
What I'm looking for from you is feedback and critique of any and all parts of the game.
Thank you for your time
-Keaggan
Designer Diary Format:
Setting & Basic Rules
Character Creation
______________________________________
"Is that a settlement or another mirage? If it's people, what will they be like this time? At this point, it won't matter. Water is running low...only a few bullets left...no food...taking a chance either way." - Jamenson Haller
SETTINGS
Welcomes to the Sticks is a gritty post-apocalypse setting where you play flawed people. Not superheroes and maybe not even heroes. Just people. People in a world of desperation, struggling to survive one more day. Marauders, raiders, murders, thieves, liars, betrayers – these are the common names of the denizens that prey on the weak or unfortunate. Against such dire odds, the players would soon be overwhelmed and crushed. But they each get an advantage. Something that would elevate their position to impact the world for the better...or worse. They have access to preternatural abilities that allow them to stand center stage in the wasteland. But like all things in the Sticks, it has a cost. Nothing is for free in a world of scarcity.
BASIC RULES
Welcome to the Sticks uses the Threshold System to emulate the harsh setting with brutal consequences. This is handled with several skills and attributes modified by the relevant circumstances in any situation. The system is designed to approximate many of the ordinary things we experience daily. Though the setting is different than the one we live in now, it is grounded in familiar logic. Any problem can't be solved by the application of a fist to the right guy's face. Likewise, shooting a "red barrel" won't make it explode. Nor are you protected by plot armor.
Moreover, treating the world as an action hero can get you maimed or even killed. No matter how skilled you are, no matter how great your martial prowess is, a single bullet can kill you instantly. Healing from a broken bone takes weeks to heal. Traumatic experiences can leave your character psychologically scarred.
Taking all of that and emulating it through the use of game mechanics, the Threshold System has a straightforward formula. The basics of every roll are:
Every Skill can be combed with multiple Attributes depending on the situation. There is flexibility within the system to fit all circumstances. Shooting your gun uses Dexterity. But if you want to know how far away a gunshot is standing in a forest or what kind of weapon was used, you would use Perception. However, each Skill will have a primary Attribute that will be called on most of the time.
The following sections will deal with all of the various circumstances that shape and adjust this basic mechanic. Some create additional layers of detail or go into more depth of how the rules will impact the game and how the fiction logically dictates the outcomes.
Character Generation
Your character in Welcome to the Sticks isn't an avatar you pilot through a fantasy world to gather loot. You are a real person; with fears and desires, weaknesses are talents. To magnify these traits you are given fantastic abilities that you may not be a custom to or even want. The setting compounds these internal struggles with a harsh and brutal world that you inhabit. So, while you generate your character with hard numbers the goal should always be to develop a deep and interesting character for yourself to play and other PCs to interact with. With that in mind let's look into each step of the character generation process.
There are several areas and aspects that make up the totality that is human. You will lay the foundation then build upon it as we go through each one. They are:
Attribute Points
Every player character has three Attribute groups; Physical, Mental & Social. Each of those attribute groups has three associated attributes ranging from 2 to 12. Strength, Dexterity & Endurance belong to Physical, Intelligence, Perception & Resolve belong to Mental, finally, Presence, Charm & Composure belong to Social.
The first thing you do is assign 8, 5, & 3 each to a single group. Each Attribute in that group will have the given number as their base value. For example, you could give Physical 5, Mental 8, and Social 3. Which would give Strength, Dexterity, & Endurance a base stat of 5 while Intelligence, Perception & Resolve would have an 8 base stat and Presence, Charm & Composure 3.
From there you distribute 8 additional points to EACH group. [If There Is No Campaign Advancement: Each group gets 10 points instead of 8 to spend.] Physical gets their own 8 points to distribute to Strength, Dexterity, and Endurance. Mental gets their own 8 points to distribute to Intelligence, Charm, and Resolve. Social gets its own 8 points to distribute to Presence, Charm, and Composure. (XXX).
Attribute Groups
To calculate your Health, Strain, and Stress pools as well as the Threshold for each you must first find your Resist scores; Endurance, Resolve, Composure. Then add your modifiers from the other two attributes in the Attribute group; Strength & Dexterity for Health, Intelligence & Perception for Strain, Presence & Charm for Stress.
Example 1: You take your Endurance score 9 (mod +1) and add the modifiers from Strength 12 (mod +3) & Dexterity 6 (mod 0). Health Pool would be 13. Endurance score 9 Strength mod +3 Dexterity mod 0 = 13 Health. (9+3+0=13)
Example 2: You have a Resolve score of 10 (mod +1) Intelligence score of 9 (mod +1) & Perception of 3 (-2). Totally them all together Resolve 10 Intelligence +1 Perception 2 = 9 Strain. (10+1-2=9)
Each pool (Health, Strain & Stress) has a Threshold that determines if a wound is grievous or not. Take your total Health/Strain/Stress and divide it half, rounding up. Details on how damage and recovery effects these pools can be found on XXX.
Skill Points
Each character starts by first choosing 8 skills from the master list (XXX) and give them a Novice rank of 0. That may not seem like much of a bonus but every other skill you are not a Novice is considered Untrained with -3. Being this unskilled in something has consequences that can be just as difficult as it is in our daily lives. Though you still get your Attribute modifiers while rolling an unskilled attempt. Skill ranks are; Untrained -3, Novice 0, Journeyman +1, Expert +2, Master +4.
After this, you may now add 15 skill points to the skills you have selected with a max of 4 to any one skill. Not every skill needs to have skill points added to them. This would allow you to become highly skilled in a few skills maxing them out at 4 while still making a well-rounded person. [If No Campaign Advancement: Start with 10 skills instead of 8]
Specialties
Next, we have Specialties, this is where you personalize your skills. You start with 6 Specialties. The max number of Specialties can not exceed your bonus for that Skill. If you have an Expert rank with a +2 you may have up to 2 Specialties for that Skill. This would mean that you can't have any Specialties for Novice rank since it has a bonus of 0. [If No Campaign Advancement: Start with 8 specialties instead of 6]
You cannot have more than one of the same Specialty for the same Skill. You can choose Proficient twice but it must be in two different Skills. The only exception is from a Perk.
When you pick a Specialty you will need to define when it applies. (Example: you choose to add Proficient for your Small Arms skill group. Deciding it applies to shotguns.) Now when you use a shotgun you would roll 3d6 instead of the normal 2d6. However, this does not carry over to ALL weapons that belong to Small Arms. Shooting a handgun or SMG will still use the normal 2d6. Go to Specialties under Character Advancement (XXX) to reference how to add multiple ones to the same skill as well as examples for each Specialty.
Defenses
All characters have two defenses; Close and Range. All types of physical attacks fall into one of these two types. To calculate your Close Defense score add your Unarmed & Melee skill ranks plus your Perception & Dexterity modifiers. For Range Defense, you add the highest two from Small Arms, Heavy Weapons & Weaponry plus your Perception & Dexterity modifiers. Once you have your totals check the chart for what your defense scores will be.
Your Defense Score is the target number others have to get to score a hit. You always get your defense as long as you are fully ready for the attacker. There are particular instances when your Defense score is reduced such as with multiple attackers, being blindsided, or from certain combat actions. Refer to Combat (p.XXX) on when these occur.
Initiative
Everyone has a static Initiative which is equal to your Dexterity score and Perception modifier plus your two highest combat skills. This is your ability to act quickly when crap hits the fan. Or when all parties want to take an action at the same time. There is no rolling for Initiative unless there is a tie. Initiative doesn't come into play if someone already has their gun drawn and pointed at you. If they decide to pull the trigger Initiative starts AFTER that action. Initiative is how fast everyone reacts to the aggressive act. For greater details on when Initiative is used and how it works refer to Combat (XXX)
Capacity
Items have a size that is an amalgam of size and weight. Both of those impact how much you can carry before you are encumbered. An object like a teddy bear as big as a human is as unwieldy as an anvil. One is extremely large requiring your whole body to hold and the other very heavy demanding your full body's attention. XXX has lists of weapons and items with further details on it. Your capacity is equal to your Strength Score.
Perks
Each character in your group gets one Perk. This is something unique to them alone. No two players may choose to have the same Perk. Each one will give you a specific advantage that is personal to you and you alone. For the complete list go to XXX.
Flaws
Nobody is perfect and we all struggle with something. Attributes give us the overall story of how good we are in physical, mental, and social situations but flaws make us stand out. They detail our unique challenges, our personal struggles while adding depth of character. Every time your Flaw is applicable you revive a -2 to your roll. There are some exceptions to this so read the details carefully. When choosing your Flaws there is a max Attribute you can have. In addition, you always ignore all POSITIVE modifiers when the Flaw is triggered. They also can not relate to a Perk. The complete list of Flaws is found on XXX.
Hello everyone! My name is Keaggan, and I'm starting this Design Diary to catalog the progress of my first "for public use" RPG, Welcome to the Stick. It's for public use only in that I plan on putting it out as a free RPG on RPG Now. You see, I've been GMing since I first was introduced to RPGs back in 7th grade. For the past 25 years, like most here, I've played numerous games from a wide variety of settings. And all along the way like many here, I've tweaked rules in every system. After breaking several game systems since it seems I'm never satisfied, maybe I should stop taking other games and shaping them to my own will and just create one that fills all of my needs and style.
That's about as long-winded I want to get before dropping the first part of the game here for discussion. The format I want to use is first the set up of basic rules and introduction to character creation. Since characters are the primary way we interact with the game world and the mechanics, I feel it is a great place to start. After that, regularly, I'll post other sections of the system in greater detail. I'll update the OP with links to the updated section if you want to jump to a new topic.
What I'm looking for from you is feedback and critique of any and all parts of the game.
Thank you for your time

-Keaggan
Designer Diary Format:
- Post new topics on a frequent schedule
- Engage in a discussion of each section
- Answer all questions as completely as possible
- Examine the blind spots pointed out
- Iterate the game mechanics as needed
- Show appreciation for the reader's time!
Setting & Basic Rules
Character Creation
______________________________________
"Is that a settlement or another mirage? If it's people, what will they be like this time? At this point, it won't matter. Water is running low...only a few bullets left...no food...taking a chance either way." - Jamenson Haller
SETTINGS
Welcomes to the Sticks is a gritty post-apocalypse setting where you play flawed people. Not superheroes and maybe not even heroes. Just people. People in a world of desperation, struggling to survive one more day. Marauders, raiders, murders, thieves, liars, betrayers – these are the common names of the denizens that prey on the weak or unfortunate. Against such dire odds, the players would soon be overwhelmed and crushed. But they each get an advantage. Something that would elevate their position to impact the world for the better...or worse. They have access to preternatural abilities that allow them to stand center stage in the wasteland. But like all things in the Sticks, it has a cost. Nothing is for free in a world of scarcity.
BASIC RULES
Welcome to the Sticks uses the Threshold System to emulate the harsh setting with brutal consequences. This is handled with several skills and attributes modified by the relevant circumstances in any situation. The system is designed to approximate many of the ordinary things we experience daily. Though the setting is different than the one we live in now, it is grounded in familiar logic. Any problem can't be solved by the application of a fist to the right guy's face. Likewise, shooting a "red barrel" won't make it explode. Nor are you protected by plot armor.
Moreover, treating the world as an action hero can get you maimed or even killed. No matter how skilled you are, no matter how great your martial prowess is, a single bullet can kill you instantly. Healing from a broken bone takes weeks to heal. Traumatic experiences can leave your character psychologically scarred.
Taking all of that and emulating it through the use of game mechanics, the Threshold System has a straightforward formula. The basics of every roll are:
- 2d6 + Skill + Attribute.
Every Skill can be combed with multiple Attributes depending on the situation. There is flexibility within the system to fit all circumstances. Shooting your gun uses Dexterity. But if you want to know how far away a gunshot is standing in a forest or what kind of weapon was used, you would use Perception. However, each Skill will have a primary Attribute that will be called on most of the time.
The following sections will deal with all of the various circumstances that shape and adjust this basic mechanic. Some create additional layers of detail or go into more depth of how the rules will impact the game and how the fiction logically dictates the outcomes.
Character Generation
Your character in Welcome to the Sticks isn't an avatar you pilot through a fantasy world to gather loot. You are a real person; with fears and desires, weaknesses are talents. To magnify these traits you are given fantastic abilities that you may not be a custom to or even want. The setting compounds these internal struggles with a harsh and brutal world that you inhabit. So, while you generate your character with hard numbers the goal should always be to develop a deep and interesting character for yourself to play and other PCs to interact with. With that in mind let's look into each step of the character generation process.
There are several areas and aspects that make up the totality that is human. You will lay the foundation then build upon it as we go through each one. They are:
- Attributes – Which represent the core of a person. These can be honed but typically don't change much throughout a campaign. There are 9 Attributes; Strength, Dexterity, Endurance, Intelligence, Perception, Resolve, Presence, Charm, & Composure.
- Pools & Thresholds – You have 3 pools that represent the 3 major facets of a person; Health, Strain, and Stress. While pools are the overall total physical, mental-emotional harm we can take, Thresholds are the line that dictates the severity of harm.
- Skills – These are the things that show what areas of study you are exceptional in and which ones you struggle with. Think of them as skill groups that are organized into several similar types of tasks.
- Specialties – Skills can be customized with Specialties making every character more distinct and closer to what you had envisioned. They allow you to excel in more specific areas within Skills.
- Perk – This is the defining bonus that is exclusive to you. No two players may have the same Perk.
- Flaws – These typify the weakness that ground you. Adding depth to your character by representing the trials you face daily.
- Defenses – You have two types of defense; close and range. They are the target numbers others but roll to hit you with an attack
- Initiative – How quickly you adapt and react during intense situations; determining when you can take an action during combat.
- Capacity – This represents how much you can carry while still remaining unencumbered. It is an amalgam of size and/or weight.
Attribute Points
Every player character has three Attribute groups; Physical, Mental & Social. Each of those attribute groups has three associated attributes ranging from 2 to 12. Strength, Dexterity & Endurance belong to Physical, Intelligence, Perception & Resolve belong to Mental, finally, Presence, Charm & Composure belong to Social.
The first thing you do is assign 8, 5, & 3 each to a single group. Each Attribute in that group will have the given number as their base value. For example, you could give Physical 5, Mental 8, and Social 3. Which would give Strength, Dexterity, & Endurance a base stat of 5 while Intelligence, Perception & Resolve would have an 8 base stat and Presence, Charm & Composure 3.
From there you distribute 8 additional points to EACH group. [If There Is No Campaign Advancement: Each group gets 10 points instead of 8 to spend.] Physical gets their own 8 points to distribute to Strength, Dexterity, and Endurance. Mental gets their own 8 points to distribute to Intelligence, Charm, and Resolve. Social gets its own 8 points to distribute to Presence, Charm, and Composure. (XXX).
Attribute Groups
- Physical:
- Strength – Raw physical strength. Used to calculate your Capacity & Health Pool. It is a Primary Attribute for Heavy Weapons, Melee, Unarmed, Industrial, Smithing, & Athletics.
- Dexterity – Speed and ease of movement, covering both full-body movement (i.e. gymnastics) and hand-eye coordination. Used to determine your Initiative & Health Pool. It is a Primary Attribute for Gunnery, Melee, Small Arms, Unarmed, Weaponry, Arts, Builder, Tinkering, Medicine, Athletics, & Stealth.
- Endurance – Physical hardiness, including resistance to disease and physical trauma, and how fast you can recover. Use this to resist physical effects like losing consciousness when hitting 0 Health. Most influential Attribute in calculating your Health pool. It is a Primary Attribute for Survival, Athletics & Biokinesis.
- Mental:
- Intelligence – A measure of memory and raw brainpower. Used to calculate your Strain Pool. It is a Primary Attribute for Builder, Domestics, Industrial, First Aid, Medicine, Science, Security, Persuade & Telepathy.
- Perception – General awareness; your ability to notice things, to perceive the world around you, through all your senses. Used to calculate your Initiative score and Strain Pool. It is a Primary Attribute for Heavy Weapons, Security, Survival, Boating, Driving, Piloting & ESP.
- Resolve – Mental determination and will power. Use this to resist the effects of internal strife. Most influential Attribute in calculating your Strain Pool. It is a Primary Attribute for Psychoportation.
- Social:
- Presence – The projection of a person's force of will. Gregarious. Terrifying. Used to calculate your Stress Pool. It is a Primary Attribute for Authority.
- Charm – Subtle influence with guile. Manipulative. Alluring. Used to calculate your Stress Pool. It is a Primary Attribute for Empathy, Gambling, Persuade, Wheel & Deal.
- Composure – The state or feeling of being calm and in control of one's emotional state. Use this to resist external turmoil like extreme interrogations or when if something serious happens to a close companion. Most influential Attribute in calculating your Stress Pool. It is a Primary Attribute for Telekinesis.
To calculate your Health, Strain, and Stress pools as well as the Threshold for each you must first find your Resist scores; Endurance, Resolve, Composure. Then add your modifiers from the other two attributes in the Attribute group; Strength & Dexterity for Health, Intelligence & Perception for Strain, Presence & Charm for Stress.
Example 1: You take your Endurance score 9 (mod +1) and add the modifiers from Strength 12 (mod +3) & Dexterity 6 (mod 0). Health Pool would be 13. Endurance score 9 Strength mod +3 Dexterity mod 0 = 13 Health. (9+3+0=13)
Example 2: You have a Resolve score of 10 (mod +1) Intelligence score of 9 (mod +1) & Perception of 3 (-2). Totally them all together Resolve 10 Intelligence +1 Perception 2 = 9 Strain. (10+1-2=9)
Each pool (Health, Strain & Stress) has a Threshold that determines if a wound is grievous or not. Take your total Health/Strain/Stress and divide it half, rounding up. Details on how damage and recovery effects these pools can be found on XXX.
Skill Points
Each character starts by first choosing 8 skills from the master list (XXX) and give them a Novice rank of 0. That may not seem like much of a bonus but every other skill you are not a Novice is considered Untrained with -3. Being this unskilled in something has consequences that can be just as difficult as it is in our daily lives. Though you still get your Attribute modifiers while rolling an unskilled attempt. Skill ranks are; Untrained -3, Novice 0, Journeyman +1, Expert +2, Master +4.
After this, you may now add 15 skill points to the skills you have selected with a max of 4 to any one skill. Not every skill needs to have skill points added to them. This would allow you to become highly skilled in a few skills maxing them out at 4 while still making a well-rounded person. [If No Campaign Advancement: Start with 10 skills instead of 8]
Specialties
Next, we have Specialties, this is where you personalize your skills. You start with 6 Specialties. The max number of Specialties can not exceed your bonus for that Skill. If you have an Expert rank with a +2 you may have up to 2 Specialties for that Skill. This would mean that you can't have any Specialties for Novice rank since it has a bonus of 0. [If No Campaign Advancement: Start with 8 specialties instead of 6]
You cannot have more than one of the same Specialty for the same Skill. You can choose Proficient twice but it must be in two different Skills. The only exception is from a Perk.
When you pick a Specialty you will need to define when it applies. (Example: you choose to add Proficient for your Small Arms skill group. Deciding it applies to shotguns.) Now when you use a shotgun you would roll 3d6 instead of the normal 2d6. However, this does not carry over to ALL weapons that belong to Small Arms. Shooting a handgun or SMG will still use the normal 2d6. Go to Specialties under Character Advancement (XXX) to reference how to add multiple ones to the same skill as well as examples for each Specialty.
Defenses
All characters have two defenses; Close and Range. All types of physical attacks fall into one of these two types. To calculate your Close Defense score add your Unarmed & Melee skill ranks plus your Perception & Dexterity modifiers. For Range Defense, you add the highest two from Small Arms, Heavy Weapons & Weaponry plus your Perception & Dexterity modifiers. Once you have your totals check the chart for what your defense scores will be.
TOTAL | -4 or Less | -3 to -1 | 0 to +2 | +3 to +5 | +6 to +8 | +9 to +11 | +12 or Above |
CLOSE | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
RANGE | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Your Defense Score is the target number others have to get to score a hit. You always get your defense as long as you are fully ready for the attacker. There are particular instances when your Defense score is reduced such as with multiple attackers, being blindsided, or from certain combat actions. Refer to Combat (p.XXX) on when these occur.
Initiative
Everyone has a static Initiative which is equal to your Dexterity score and Perception modifier plus your two highest combat skills. This is your ability to act quickly when crap hits the fan. Or when all parties want to take an action at the same time. There is no rolling for Initiative unless there is a tie. Initiative doesn't come into play if someone already has their gun drawn and pointed at you. If they decide to pull the trigger Initiative starts AFTER that action. Initiative is how fast everyone reacts to the aggressive act. For greater details on when Initiative is used and how it works refer to Combat (XXX)
Capacity
Items have a size that is an amalgam of size and weight. Both of those impact how much you can carry before you are encumbered. An object like a teddy bear as big as a human is as unwieldy as an anvil. One is extremely large requiring your whole body to hold and the other very heavy demanding your full body's attention. XXX has lists of weapons and items with further details on it. Your capacity is equal to your Strength Score.
Perks
Each character in your group gets one Perk. This is something unique to them alone. No two players may choose to have the same Perk. Each one will give you a specific advantage that is personal to you and you alone. For the complete list go to XXX.
Flaws
Nobody is perfect and we all struggle with something. Attributes give us the overall story of how good we are in physical, mental, and social situations but flaws make us stand out. They detail our unique challenges, our personal struggles while adding depth of character. Every time your Flaw is applicable you revive a -2 to your roll. There are some exceptions to this so read the details carefully. When choosing your Flaws there is a max Attribute you can have. In addition, you always ignore all POSITIVE modifiers when the Flaw is triggered. They also can not relate to a Perk. The complete list of Flaws is found on XXX.