Back Up

A few years ago, I found the Action! System and fell in love with it. I had hoped to develop it into something, but I got bogged down in the campaign world I was creating for it.

Mnemosyne was the name of the system. MUSE was going to be the quick rules.

The pmwiki site has been spammed hundreds of times over, but I spent some time restoring the site.

So, Mnemosyne is back up. MUSE might be up soon.

Meanwhile, I plan on updating the rest of the site as well.

Action! System Rules

When Gold Rush Games lost their web host unexpectedly, the website went down as did the ability to access the rules for the Action! System. Although the site is back up now, there is no way to download the Action! System rules.

So we decided to host them until Gold Rush Games returns. Normally, we only host files in Open Document Formats, but we did not want to alter the original RTF files.

We love the Action! System and believe that it can be developed into an enjoyable rule set for experienced players and new players alike. We believe it has many advantages over other OGL-Licensed system, especially because the rules for character creation are detailed twice in the core rules.

A very good set of expansion rules have been created by MechAssembler. The rules detail Mecha, mecha pilots, and large vehicles. Go visit and take a look. If we can gain permission, we will one day host those files here.

MagicQuest, a Fantasy rule set distributed by Com-Star Media, is also a well-designed system.

Please contact us if you know of any other Action! System products out there.

Alternate Magic System

Let's say you have a magic system similar to Lenga in your Action! System game. Three new attributes, spells are skill rolls based on one of the three attributes.

Roll nine dice and arrange them in a 3 X 3 square. You have eight chances to roll a syccess, how you determine those changes depends on the attribute related to the spell. Consider the dice positions below:

1 2 3
4 5 6
7 8 9

If the power attribute was the base of the spell, your eight chances would be determined by eight lines. Namely: 123, 456, 789, 147, 258, 369, 159, 357.

If the aptitude attribute is the base of the spell, your eight chances would be determined by corners. Namely: 412, 236, 698, 874, 426, 842, 684, 268.

If the defense attribute is key, total all four dice and divide by three. Yes, this gives defensive spells a slight advantage, but it's not as much as you would think.

For example, casting a spell that turns a pound of lead into a pound of gold has a TN of 30. It relies on the 'aptitude' attribute which for you is 6. Your skill with this spell is an 8. Rolling attribute (6) + skill (8) + 3d6 versus 30. This means you need to roll a 16 or better. Instead of the 3d6, consider the following:

You roll nine dice in this pattern

3 4 2
5 1 6
2 6 5

Because it is an aptitude based spell, your eight 'corners' yield:

12
12
13
17
15
16
17
15

You have three successes. This means you get two extra dice for effect.

Give it a shot.