Five by Five 2 .5 (print) (PDF)




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Title: Five by Five (version 2.5) - Print Friendly
Author: Jeff Moore

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Role-playing
The radio analogy is a good one when trying to
conceptualize a role-playing game. Roleplaying is a lot like the old time radio adventure
serials that people listened to in the days
before television. In a radio drama, all the
action was spoken or described and the
visualization of the action took place in the
imaginations of the actors and the audience.
Five by Five (fīv-bī-fīv)
adj.

In a role-playing game, the players are both
actors and audience. The acting is
improvisational, a player doesn't know what
they are going to say or do before it happens.

1. In radio communication on a scale of 1 to 5
measuring signal strength and clarity, "Five by
Five" indicates the best possible strength and
clarity of signal.

3. An original game system and RPG Toolkit by
Jeff Moore.

One special player called the Game Manager
(or GM) helps to control the flow of the
improvisations by providing impetus and
situations for the other players. By reacting to
the situations presented by the GM, the players
and the GM work together to forge an
adventure story.

Table of Contents

Character Creation

Role-playing................................................................................1
Character Creation....................................................................1
Task Resolution..........................................................................2
Six is Trump!................................................................................2
The 5x5 Roll................................................................................2
Special Values (0 and –5)..........................................................3
Descriptor Values......................................................................3
Rank Shifts..................................................................................3
Rolling Doubles..........................................................................3
Experience and Advancement................................................4
XP Awards...................................................................................4
Combat........................................................................................4
Turn Order..................................................................................4
Stealing Initiative.......................................................................4
Making an Attack.......................................................................4
Dodging an Attack.....................................................................5
Taking Damage..........................................................................5
Trump Damage..........................................................................5
Healing........................................................................................5
Harming (failed heal checks)...................................................5
Weapons and Armor.................................................................5
Exclusive Actions.......................................................................6
Running the Game.....................................................................7
Optional Rule: Advanced Descriptors....................................7
Rank Shift Table (Complete)....................................................7
Magic Spells and Super Powers..............................................7
Optional Rule: Aspects.............................................................8

Each player (who is not the GM) will need to
create a character to represent their role in the
adventure story. This character is an adventure
hero appropriate to the setting and the type of
adventure story that your gaming group
wishes to experience.

2. Condition or state of being the best it can
be; perfect. (slang)

Making a character is as easy as 1, 2, 3.
1) Discuss the setting and the story back-drop
with the GM as well as the kind of characters
that might live in such a world.
2) Decide what sort of character you want to
portray in this setting and define five things
about the character. These five things are
called “Descriptors”.
Descriptors are things like skills and talents
that detail what the character is good at doing
and help to define the character's role in the
upcoming adventure.

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Ordinary things … average skills that your
character does just as well as the next guy,
have no place on a Five by Five character sheet.
Everything average and ordinary is given a
default value of 0 (untrained) and doesn't need
to be further defined. It's only the exceptional
and important things that we care about here.

Task Resolution
Task resolution is done by rolling dice and
comparing the result to the value of a
descriptor that is most relevant to the task.
Roll 2 six sided dice. Multiply the two dice
together. Example: a roll of [2] and [5] on two
dice will produce a result of 10.

In addition to the five descriptors that they
choose for their characters, every character is
assigned one additional descriptor: “Hit Points”
(HP).

If this result is equal to or less than the value of
the descriptor related to the task, the task is
completed successfully.

HP is the amount of damage or life loss that a
character can suffer before being in danger of
dying.

Six is Trump!

The Descriptor that you decide is most
important for your character has a value of 6.

6's (sixes) are trump! They override the value of
your roll and always indicate success! As you
roll 2 dice to attempt an action, if either one of
the dice rolled show a [6], don't bother to
multiply the dice together. The result of the
roll is trumped by the [6] and the action being
attempted is automatically successful.

The next two Descriptors have a value of 4.

Example:

The next two Descriptors have a value of 2.

Larry is rolling to impress his date with his
cooking. He rolls against his “Amateur Chef”
descriptor which has a value of 4. Rolling he
gets a [2] and [6] which when multiplied
together equals 12.

3) Arrange your six Descriptors (including HP)
from the most important to the least
important for your character.

Your final Descriptor has a value of –5.
For your HP, add 10 to the value listed above.
(Setting HP as your least important descriptor
will give you only 5 HP and produce a very
fragile character.)

12 is higher than Larry's descriptor value of 4
which would normally indicate a failed action
check, however, because one of the two dice
rolled shows a [6] the result of the roll is
trumped. This means that the result of the roll
is ignored and the action automatically
succeeds.

Completing Character Creation
Following the steps above you can create any
character for any adventure game setting in
minutes.

The 5x5 Roll

All that remains is to give your new character a
name, and outfit them with some starting
equipment and you are ready for adventure!

Hereafter task rolls are referred to as 5x5 (Fiveby-five) rolls because the highest value that
you can roll (discounting “trumps”) is 5x5.

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Special Values

–5 (poor) – roll a 6 on one die
1 in 6 chance 15% (16.67 actual)

Five by Five Descriptors reference a few special
values. These values are significant because it is
not possible to produce their value or less with
a 5x5 task roll. The values are 0 (untrained) and
–5 (poor).

0 (untrained) – roll a 6 on either of two dice
11 in 36 chance 30% (30.56 actual)
2 (novice)– roll a 2 or less (or trump) on 5x5
14 in 36 chance 40% (38.89 actual)

0 (untrained)
4 (competent)– a 4 or less (or trump) on 5x5
19 in 36 chance 50% (52.78 actual)

Anything that a character wants to do that
does not relate back to a descriptor on the
character's record sheet is considered
“untrained” and average. Every undefined task
is tested against a value of 0 (untrained).

6 (skilled)– a 6 or less (or trump) on 5x5
23 in 36 chance 60% (63.89 actual)
9 (expert) – a 9 or less (or trump) on 5x5
26 in 36 chance 70% (72.22 actual)

It is not possible to roll 0 or less on a 5x5 task
roll. However, because of the trump rule,
success is still possible. To succeed at an
untrained task the player makes a 5x5 task roll
and must roll a [6] (trump) on at least one of
the dice.

12 (master) – a 12 or less (or trump) on 5x5
30 in 36 chance 80% (83.33 actual)
16 (legendary) – a 16 or less (or trump) on 5x5
33 in 36 chance 90% (91.67 actual)

–5 (poor)

Rank Shifts

One of the character's descriptors has a value
of –5 (poor). A character's poor descriptor is
half as likely as an untrained task to succeed.

The GM should feel free to give a character a
temporary boost in a descriptor's value before
they attempt a task that's particularly easy, or
to penalize a character with a temporary
reduction of a descriptor's value for a task
that's especially difficult.

When considering the “–5” value in relation to
the 5x5 dice roll, read it as, “roll one less 5”.
That is, “roll one less die”.

Improvements or reductions of this nature are
called “Rank Shifts.” The amount of each shift
needs to match the Descriptor value ranges of:
–5, 0, 2, 4, 6, 9, 12, and 16.

To test an action with a –5 (poor) descriptor,
roll on only 1d6.
For the task to succeed, this die must come up
trump [6].

Rolling Doubles

Descriptor Values

Anyone who rolls doubles during a 5x5 check receives a
“Doubles Token”. (Use a coin or similar small object).

Descriptor values are –5, 0, 2, 4, 6, 9, 12 and 16.
Starting characters will not have any value
higher than 6. But, values can be improved
though the course of play. Below is a closer
look at the chance of successfully performing a
task using a descriptor of a given value.

Before attempting any roll for which the trump rule can
be applied (5x5, damage or healing) the doubles token
can be exchanged to give that roll a double chance at
trump!
This roll now receives the trump benefit on both [5] and
[6]!
Each player (including the GM) can possess no more than
one Doubles token at a time.

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Experience and Advancement

Combat

As players portray the same characters from
game session to game session, the GM awards
the players with Experience Points (XP). Players
use XP like money to purchase improvements
for their characters.

Participants in a combat are divided into sides.
All GM controlled characters comprise one
side, while the individual characters controlled
by the players comprise the other side.
Turn Order

To improve a Descriptor from its current value
to the value of the next higher rank costs a
number of XP equal to the value of the new
rank.

Normally the players take their turns after all
characters on the GM's side have taken action.
Standard Turn Order is:

For example: to add a new Descriptor with a
value of 2 costs 2 XP; to improve a Descriptor
with a value of 2 to a value of 4 costs an
additional 4 XP; etc.

GM controlled characters go first.
Player Characters go second.
However, particularly skilled or lucky characters
can sometimes slip in front of the GM and take
their turn first. This is called “stealing
initiative”.

Master and legendary Descriptor ranks (12 and
16) should be rare. A character cannot have
more than 2 Descriptors with a value of 12 and
may have only 1 Descriptor with a value of 16.

Players cannot improve their poor (–5)
Descriptor, but they can remove a poor
Descriptor from their character sheet by
trading it for a different poor Descriptor.

Stealing Initiative
At the beginning of combat before the GM's
side takes a turn, each player rolls to “steal
initiative”. This is a5x5 task roll and its success
or failure is determined like any other test.

Role play should be involved in overcoming
one weakness and in gaining a new one. Such
an exchange needs to be approved by the GM
and costs 5 XP.

A player who successfully steals initiative acts
before the GM takes a turn.

When improving HP remember that HP =
Descriptor value + 10, so reduce HP by 10
before determining the cost to improve it.

The combat sequence becomes:
Player Characters that steal initiative go first.
GM controlled characters go second.
Remaining Player Characters go third.

XP Awards
Each game session that a player attends and
plays their character is worth 1 XP for their
character.

Making an Attack
Attacking requires a roll “to Hit” the target.
This is a 5x5 task roll. If successful, the target is
hit, but may have the opportunity to Dodge.

Optionally the GM may award players an
additional XP for a particularly difficult game
session or for reaching the end of a long story
arch that spanned several game sessions.

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Dodging an Attack

Harming

Once per round a character can make a skill
test to try to Dodge a successful attack against
them. As this can only be tried once each round
of combat, a character who is out-numbered
will be at a great disadvantage. If the Dodge
test is successful the attack is negated,
otherwise, the target of the attack suffers
damage.

Failed Healing Checks
If a Healing check fails, the target is “harmed”
instead, and looses 1d2 HP. (roll 1d6 : 1-3 = 1,
and 4-6 = 2.)
Harming is also subject to trump. If you roll a
[6] you must roll again. However, only increase
your result by +2 for each trump rolled rather
than the normal +5.

Taking Damage
When hit by a successful attack, the target
suffers base damage of 1d6.

At 0 HP a character is unconscious but stable.
At -1 to -9 HP the character is dying. A dying
character looses 1 HP every (10 + current HP) in
minutes until they die or receive healing.

Weapons have a Damage Bonus (DB) that can
increase base damage and adds to the 1d6 die
roll, while armor has an Armor Value (AV) which
will reduce the total damage dealt.

Example: A character with -1 HP will be at -2 HP
in 9 minutes. At -9 HP the character has only 1
minute left to live.

Damage = 1d6 + DB of Attacking Weapon –
AV of Defending Armor.

At -10 HP a character is dead.

Damage and Trump

Weapons

If the damage die comes up trump [6], roll the
die again and increase the damage bonus by
+5. Consecutive trump rolls are cumulative. So,
if the second roll is also trump, roll again, this
time adding +10 to the final roll result, etc.

Apply a Weapon's Damage Bonus (DB) each
time you inflict damage with the weapon.
DB 0 – No Weapon (untrained fist)
DB 1 – Improvised Weapons (bottle, barstool,
rock)

Healing
A Wounded character can benefit from healing
skill checks. As many healing skill checks can be
made to restore a character to health as
needed, but each failed check reduces a
character's HP further.

DB 2 – Light Weapons (knife, black jack, small
hand gun, trained fist)

On a successful Healing skill check the object
of the check recovers 1d6 lost HP. This roll is
subject to the trump rule like a Damage roll so,
if you roll trump [6] on the healing die, roll
again and add +5, etc.

DB 4 – Large Weapons (bastard sword, war
hammer, large hand gun, medium rifle)

DB 3 – Medium Weapons (short-sword, mace,
medium hand gun, light rifle)

DB 5 – Massive Weapons (claymore, battle
axe, heavy rifle)

All characters regain 1 HP a day through natural
recovery.

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Armor

to improve. The player might then decide that
his “Uncanny Reflexes” ability specifically
improves his ability to Dodge.

Armor reduces the DAMAGE from attacks by its
Armor Value (AV).

“Uncanny Reflexes” can still be applied to a
great many non-exclusive tasks (tasks outside
of combat), but in combat, it is used to Dodge.

AV 0 – Scant or no clothes (boxers, lingerie)
AV -1 – Light Clothes (short sleeved shirt and
slacks, a summer dress)

Exclusive Action List

AV -2 – Medium clothes (3 piece suit, autumn
wear with light jacket)

Attack:
This is the action a player declares to have their
character “hit” an enemy in combat.

AV -3 – Heavy clothes (winter wear with heavy
coat, soft leather)

Descriptors to improve a character's attack
action could include: Brawler, Hand Gun, etc.

AV -4 – Light Armor (studded or hard leather
armor)

Dodge:
AV -5 – Medium Armor (chain or light plate)
This is the action a player declares after being
the successful target of an attack to eliminate
the attack and avoid taking the damage.

AV -6 – Heavy Armor (heavy plate)

Shields and off-hand daggers don't improve a
character's AV, but grant the character one
additional “Dodge” attempt each round. This
allows the character to Dodge up to two
attacks per round instead of the usual one.

Descriptors to improve a character's dodge
action could include: Danger Sense, Uncanny
Reflexes, etc.

Exclusive Actions

This action is used to help a character to
recover lost health.

Healing:

Some Descriptors improve the chance of
success when dealing with game system
specific tasks. These tasks generally focus on
combat and are considered: Exclusive Actions.

Descriptors to improve a character's healing
action could include: First Aid, Paramedic, etc.
Steal Initiative:

A Descriptor cannot be defined that improves
the ability of more than one Exclusive
Action. For example, “Uncanny Reflexes” could
arguably be used to improve a character's
attack, their dodge, and their steal initiative.

This action is used to steal initiative during
combat enabling characters to act before their
enemies.

That makes “Uncanny Reflexes” too powerful.

Descriptors to improve a character's steal
initiative action could include: Alertness,
Combat Tactics, etc.

The GM should require the player to narrow
the Descriptor by specifically defining which
exclusive action “Uncanny Reflexes” is meant

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Running the Game

What about something that the average
person has no chance to do successfully, such
as brain surgery?

Descriptors are the bread and butter of this
game system: decide what Descriptor is best
suited to an action. Roll the value of that
Descriptor or less to succeed.

Under these optional rules, “brain surgeon”
would be an Advanced Descriptor.

It's a simple system, but it's one that can be
easily abused. Descriptors that are too general
and might be applied to many types of tasks
are to be discouraged.

Advanced Descriptors have a mandatory –2
Rank shift applied to their use.
Rank Shift Table (complete)
-

The GM should nix descriptors like: “Jack of all
trades,” or “Omniscient.” If a player picks
something like this, the GM should try to offer
alternatives that narrow things down a bit ...
perhaps “Handy-man” instead of “Jack of all
Trades,” or “Scholar” in place of “Omniscient.”

0%

–5

0

2

4

6

9

12

16

20

25

15% 30% 40% 50% 60% 70% 80% 90% 95% 100%

A rank 2 (novice) brain surgeon would have to
roll to successfully perform surgery as if he had
the Descriptor at rank –5 poor.

Feel free to experiment and don't be afraid to
make mistakes. If you decide after play has
commenced that a Trait is too powerful, talk it
over as a group.

A rank 0 (untrained) average man off the street
has no chance to perform brain surgery at all.

The point of this game is to facilitate
everyone's enjoyment, but not to make things
too easy. Part of being heroic and in telling
heroic stories is being able to solve problems
bigger than yourself.

Even with a rank 25 in Brain Surgery, the player
still rolls a 16 or less for success. Regardless of
Descriptor Rank, any task for which the GM
requests a 5x5 roll has a maximum chance of
success of 16 or less.

Also, if a player has chosen a trait that is simply
too specific, or never gets brought into play,
allow them to exchange it for something that
they will be able to use more often.

Magic Spells and Super Powers

Advanced Descriptors do not cap at rank 16
and can be advanced with XP up to rank 25.

If the world setting and the GM allow them,
descriptors that define special abilities, like
super powers or the ability to cast magical
spells, should be defined as Advanced
Descriptors. (Unless the world setting is such
that everyone can cast spells or has super
powers).

Optional Rule: Advanced Descriptors
So far the Descriptors discussed in the rules
should be considered “Basic Descriptors.” The
rules specify that anything not defined on your
character sheet has a value of 0 (untrained) and
should be considered average. Average
(untrained) things can be accomplished with
about the same degree of success for
everyone. Roll 2d6 and if you get a trump, you
succeed. This is used for everything from
climbing a tree or driving a car to firing a gun.

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Optional Rule: ASPECTS

At character creation, a player can choose to
reduce the rating of one or more Aspects to
improve the rating of another Aspect. Aspect
Ratings are:

Aspects are “Super Descriptors” that effect
everything a character does. These are broad
strokes like how smart, strong or agile a
character is. Aspects serve to compliment
existing descriptors as well as help to create
distinctions between untrained descriptors so
that every character won't approach every
untrained task in exactly the same way.

INFERIOR
(an AVERAGE Aspect reduced one step)
AVERAGE
(beginning value of all Aspects)

The four Aspects are:

SUPERIOR
(an AVERAGE Aspect increased one step)

AGILITY
The ability to control ones own body. A
character's manual dexterity, coordination, and
grace are all defined by this aspect.

… a player must reduce the rating of one
Aspect to INFERIOR in order to increase
another Aspect to SUPERIOR.

BRAWN
The ability to exert force on and impact
material things. A character's strength, muscle,
and girth are all defined by this aspect.

In addition to associating an action to a
Descriptor, all actions will also be associated to
one of the four Aspects.

COGNITION
Perception and the ability to process that
which is perceived. A character's alertness,
intelligence, and memory are all defined by this
aspect.

Action Resolution Becomes:
Decide which Descriptor applies to the action
at hand.
Use this to determine the character's base
chance of success.

DETERMINATION
Mental and emotional control. A character's
willpower, discipline, and confidence are all
defined by this aspect.

Now decide which of the four Aspects the
action is based on.
If this Aspect has a rating of AVERAGE,
complete the task normally.

By default each of the four Aspects have a
rating of AVERAGE.

If this Aspect has a rating of SUPERIOR, apply a
positive rank shift bonus to the Descriptor
value before resolving the action.

Like Untrained, an Aspect that is AVERAGE
defines something that is normal and has no
impact on game play.

If this Aspect has a rating of INFERIOR, apply a
negative rank shift penalty to the Descriptor
value before resolving the action.

If playing Five by Five without the Aspects
option, one could assume that all characters
possessed a rating of AVERAGE in all Aspects.

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