Shorthand Universal Notation

A simple notation system for adaptation to any rule system

The Straight Way Lost, our first book, was statted completely for 5e, but the setting guide was basically system-agnostic and an experienced GM should have no problem using it – and even the adventure – with their preferred rule system. Still, deciphering 5e stat blocks is not trivial for those of us not conversant with the system.

With Serenissima Obscura, our second product for the Magical Renaissance, as we call the overall setting, we decided to further open it up to games other than Fifth Edition. We have statted each and every NPC and creature in the book with a notation system specifically designed to make using them with other systems a breeze.

Here’s how it works:

Characteristics
First, we are using four basic characteristics expressing the four main areas of character competence: Strength (S), Dexterity (D), Intelligence (I) and Charisma (C). Some systems have more of these basic characteristics, of course, and many use different terms for the same ones, but this should be sufficient in pointing out a character’s basic capabilities. Anything more specific goes into the second part of the character profile (see below).

The notation we use is this:
A characteristic that is broadly average is denoted with a °.
Capability clearly below or above that is shown by a – or +.

How much that means in your rule system mostly depends on how much variance the system has, but also on how much characteristic spread you want. In general, a capable person will have ° throughout and maybe one +

For extraordinary capability, we use – – and + +.
These indicate an almost freakishly unusual ability, or lack thereof: the intellect of Leonardo da Vinci maybe.

So, a basic character profile might look like this: S° D° I+ C-

That person would be physically unremarkable (average S and D), very smart (I+) and maybe socially awkward or physically unattractive (C-).

There is one more level to denote monstrous or non-existent levels: m and n respectively.
A warrior demon, for example, might have Sm, or monstrous strength. A paraplegic person might have Dn: no mobility to speak of.

Keywords
In addition to the characteristics we use a number of keywords which you can translate either into skills, feats, advantages and disadvantages in a traditional (simulationist) system, or use directly as qualities, aspects, traits or keywords in a narrative ruleset – whichever term or concept your game uses.
Such keywords can denote a profession such as Segretario, a skill set such as Formidable Fighter, an extraordinary ability or power like Telepathy, or something less tangible like Not To Be Messed With.

A complete profile including descriptive text therefore might look like this for Galeazzo Lion, member of the Council of Ten:

Galeazzo Lion
Lion is currently one of the capi of the Ten. He is a bit of a veteran of the council, this being his fifth term over 30 years. Consequently, his word carries weight among his fellow councillors as well as the council’s segretari. Lion has had a successful career in his family’s trading business, has had some experience on war galleys, and recently served a spell as ambassador to Spain.
He is an impressive man in his fifties, with a mane of unruly grey hair and a raspy voice capable of rising to considerable volume when he is making a point.

S° D° I+ C+
Patrician, Has Been Around Every Block Twice, Not To Be Messed With

Together with the descriptive text as above you should be able to stat that character up quickly no matter which rule system you are using for your games. It will be exciting for us to see which games people will use to run Serenissima Obscura.

Using Shorthand as a barebones system
Though not intended as such, the Shorthand notation can serve as the basis of a super-simple system for spontaneous game sessions, possibly for introducing „civilians“ to roleplaying. Melina has already run one of the adventure modules for some non-roleplayer friends using just the Shorthand stats: Treat the + and – stats as numbers on a scale from -2 to +2 and use the keywords for bonuses. Use a die of your choice – probably best is a D6 – and add the numbers to the roll; apply any damage directly to a characteristic and off you go.

And if you like dice pools, use the numbers on a 1-5 scale (–being 1, – being 2 etc) for that: If signor Lion above is in a shouting match in a public setting, your dice pool would be 4 for Charisma plus 1 for the Not To Be Messed With keyword. If the opponent is of a lower social class, you might also add a die for the Patrician keyword, and if the other person tries to set up a clever rhetorical trap, add a die for Has Been Around Every Block Twice as Lion sees it coming from miles away and will be able to turn the tables on his adversary. The highest die wins, in case of a tie multiples win. Simples.