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MIPS Documentation/Rules

Please note that the MIPS system is in beta testing and many things, including both the contents of this page and the gameplay page, are subject to change.

Table of Contents

Part I: Basic Rules

Introduction

The MIPS system as written uses 3 types of dice. d6, d8, and d10. It is run like any TTRPG by a Game Master with one or more players. Unlike other systems, there are no combat rules for MIPS, and stat growth is consistent and constant as you play.

Stats

MIPS uses 6 stats: Knowledge, Guts, Proficiency, Kindness, Charm, and Creativity. Each one of these stats has 5 ranks with unique titles, as you rank up, actions with each stat become easier. Each stat covers a different facet of your social life and growing with each of them provides unique perks. 

Knowledge
Knowledge is all about what you know, and what you can learn from a situation. Want to know something about history? Knowledge. Want to glean some information from a book? These are both examples of actions that would take the knowledge stat.

Guts
Anything that takes physical strength is going to take some guts. Bravery, fighting, and stomaching bad food are all guts-based actions. If something isn’t mental, it’s probably guts.

Proficiency
Lockpicking, sneaking around, and [SOMETHING ELSE] all take a certain amount of skill and proficiency. With a higher proficiency, it’s easier to do the things you’re naturally good at, and get better at the things you aren’t

Kindness
Kindness is all about the people you know. How do you treat them? What do they think of you? Once someone gets to know you how are you, really?

Charm
Whereas kindness is about the people you know, charm is about the people you don’t. What are people’s first impressions of you? How do you make them feel? Are you suave and charismatic or a bumbling fool?

Creativity
Creativity is all about creation. Drawing, painting, writing music, or a story. Formulating a plan that will avoid you getting caught, might just take some creativity (maybe even alongside a proficient teammate).

Stat Checks and Growth

There are three types of stat checks in MIPS and each one is automagically calculated differently on the character sheet. For every rank you have with a stat you roll one additional d10 for each type of check. The different checks are Consistency Checks, Skill Checks, and Sum Checks.

Consistency Checks

A consistency check shows how consistently good you are at a certain stat.

The consistency check shows up in the green box on the character sheet

In a consistency check, your game master decides on two things. 
a). A target number to hit
b). The number of times you must hit it

You then roll as many d10 as you are permitted for your rank (1 at Rank 1, 2 at Rank 2, etc.). The Game Master also may choose to let you roll extra depending on the situation.

If you meet both conditions, congratulations! You have passed the check (see passing checks later on in this section).  If you failed the check, don’t worry, you still get stat growths. (see failing checks later in this section)

Skill Checks

Skill Checks allow you to take your best-case scenario in an action and enhance it further.

The skill check shows up in the red box on the character sheet

In a skill check, the Game Master decides on one thing: a target number to it. If you can hit that number, you pass! But don’t worry, it might be easier to pass than you think. In a skill check, you roll the appropriate number of d10s based on your rank with the skill you are rolling. You then take the highest number you rolled, multiply it by two AND add your rank to it! [2(Highest Roll)+RANK if you like formulas]. 

If you roll the target number or higher, congratulations! You have passed the check (see passing checks later on in this section).  If you failed the check, don’t worry, you still get stat growths. (see failing checks later in this section)

Sum Checks

Sum checks allow you to take one or more stat and enhance the rolls you hit

The sum check shows up in the blue box on the character sheet, it is also the only check where the "clear" button is necessary

In a sum check, the Game Master decides on two things
a) The Stats to roll
b) The Target number

You then roll the appropriate amount of dice for your rank for EACH STAT and add up the highest of your rolls. Sum checks could involve 2 stats, 3 stats, or even all 6 stats, but beware, the target numbers can get pretty high the more stats you are adding!

If you roll the target number or higher, congratulations! You have passed the check (see passing checks later on in this section).  If you failed the check, don’t worry, you still get stat growths. (see failing checks later in this section)

Passing Checks

When you pass a check in MIPS, two things happen you pass the check, and you get stat growth! Roll 1d8 and whatever you roll, press the stat increase button correlated to that stat on your character sheet that many times! (You might even rank up)

Failing Checks

When you fail a check in MIPS, two things happen you fail the check, but you still get stat growth! Roll 1d6 and whatever you roll, press the stat increase button correlated to that stat on your character sheet that many times! (You might even rank up)

Part II: Character Creation

Create from Scratch

NAME BOX
The name for your character

GROWTH SELECTORS
The way each of your stats should grow. (See Part IV: Growth Patterns for more information)

GENERATE BUTTON
Submit your options and generate your character.

LOAD BUTTON
Load a character you have already made, or maybe a template

Load a Character

PASTE BOX
Paste your saved character data here

GO BUTTON
Generates your previous character sheet, right where you saved it

BACK BUTTON
Goes back to the main “Create a Character” screen

Part III: The Character Sheet

The Statblock

STAT
The stat in the statblock

CURRENT RANK
The title of the rank you currently hold with this stat

ROLL BUTTON
Shows both what you roll and what you add to your roll. You can also click or press on it to do any sort of stat check

STAT INCREASE BUTTON
Press this to increase your stat by one. Used after a stat check, or whenever the Game Master allows

The Output Boxes

RED SKILL BOX
Displays output for Skill Checks

GREEN CONSISTENCY BOX
Displays output for consistency checks

CLEAR BUTTON
Despite the name, visible. Clears all three output boxes

BLUE SUM BOX
Displays sum output of all rolls since last cleared, used for sum checks.

The Bottom Section

D6
Rolls a D6 (used for failed checks)

D8
Rolls a d8 (used for successful checks)

SAVE BUTTON
Copies a code to your device clipboard that contains all of your character data, don’t lose it!

Part IV: Growth Patterns

In the MIPS  system, there are eight (8) different stat growth patterns, each slightly different than another with a few outliers. Compiled here are graphs alongside a short explanation of that specific growth method and an example of when to use it versus another. On each graph, the rank moments are also marked.

Slow and Steady

The most basic of all of the growth methods. ‘Slow and Steady’ provides 4 increases at equal distances from each other. Ideal for basic growth of a stat while not being super biased either way.

 

Parabolic

Parabolic growth provides a quick rank 2 and medium rank 3 while having a substantial gap between ranks 3 and 4. Ideal for a stat that your character is good at the basics of, but not great at the more complex things yet.

Plateau

The one graph that isn’t accurate and is downright bad just to stick with the name, plateau growth is used for medium growth throughout with a slow gaining of ranks, but fewer points required overall to achieve the max rank.

Dropoff

A low barrier of entry and quite a high barrier of continuation, Dropoff provides a very quick rank 2 with 3, 4, and 5 taking longer and longer to achieve each.

Reverse Parabolic

Reverse Parabolic provides a low barrier of entry, but quite a wait before hitting Rank 2. No worries, however as Rank 3 will follow quickly. Getting to Rank 5 however, may be a grueling task.

Zig Zag

A rapid back and forth between Ranks gives Zig-Zag an interesting pattern of growth. Ideal for a stat that will take your character time to work on some things while excelling at others.

Peaked in high school

The lowest barrier of entry of any growth method, and also the highest point cost for Rank 5, ‘Peaked in High School’ gives an early-game advantage while a late-game struggle

Shooting for the stars

Providing a higher barrier of entry than the gap between the other 3 Ranks combined, shooting for the stars gives you a struggle early game that will be in stark contrast to the skills you will have late game.

Part V: Optional Rules

Single-use Growth Patterns

With this rule active, you may only use each growth pattern once. It allows for more diversity in characters and stats within those characters. This is recommended, but it is still optional. 

Faster Growth

Replaces the d6 and d8 used for stat growth with a d12 and a d20. Though the game is not necessarily balanced for this, it may be ideal for shorter campaigns and sessions as it makes stat growth much higher. [Not yet available on the character sheet]

Headstart

Start one or more stats at Rank 2 or higher! Stifles growth in the endgame but may be more useful for a New Game+ style campaign [Not yet available on the character sheet]

Part VI: Changelog