Moebius Adventures
Moebius Adventures was born in the mid-90s from the minds of Sean Bindel and Brian Fitzpatrick, who were looking for something a little more flexible than the roleplaying game systems they'd been playing. The initial publishing efforts were not that successful, as POD capabilities were not quite where they needed to be and that initial effort was less than successful.This time out, Brian is working on his own as Sean had an auto accident in 2000 that cut short his life with us. Brian is working hard to finish the projects that he and Sean started together to create a lasting memorial to his friend.
The hope is to see the game take off, even if only in limited fashion, so that others can enjoy it the way that Brian & Sean did while developing it.
About Moebius Adventures Games
What makes the Moebius Adventures system different is in the flexibility it provides players and GMs for creating rich characters and the mix of chance and quality determination during skill rolls and combat. Other systems rely entirely on chance in combat to determine strike, damage, and defense values—while the Moebius system uses elements of chance to determine the quality of successes and failures. For instance, the difference between combatants’ attack and defense rolls provides the amount of damage done as opposed to simply rolling yet another die.
For character creation and growth, we allow the player to choose skills as a child and then in various professions or backgrounds to further develop their abilities and areas of expertise. Players are in control of how they grow their characters in game as well, with the ability to spend experience points on new or old skills, developing compound actions to streamline combat, increase characteristics, and so on.
The goal of the Core Rules book is to provide a framework of rules for future books to expand on, adding rules and tools for magic and technology that can be used interchangeably in ongoing campaigns.
We hope that you enjoy playing with the Moebius Adventures RPG as much as we’ve had developing it over the last decade. It’s fast and flexible and allows players more time to roleplay and less time “roll” playing.