This Entry will describe the first part of my Basic Rpg .... that is, Table-top Rpg. ====================================================
Streed Rpg(R) An Rpg Core Game
This is the Core Game, the Core Rules. It focuses on regular humans, mainly, in a fairly "Modern" setting. If you want Sci-fi, Bionics, Fantasy, SuoerHeroes or Furries, then you will need something that i have called "Sibling scripts". Those are essentially supplements, expansions, to this Core Game.
Rules
If you know White Wolf's WoD Storytelling Games, that is great! This is both similar and very not similar. Anyway, follow this for characters:
Basic Attributes Strength, Body, Agility, Charm, Senses, Thought, Will, KI, Divide 20 Points on these, Minimum 1, Max 5.
Skills *Botanics*, *Stealth*, *Acrobatics*, *Brawl(Unarmed)*, *Melee(Armed)*, *Domination (to make other Want to obey you, NOT bullying)*, *Masquing(for trying to to look as something else)*, *Tutorial(both for teaching humans, and training(other) animals)*, *Demolitions(Skill with Dynamite & such)*, *Firearms(from Pistols to Rifles & Karbines, both automatic and not)*, *Focus(may affect mainly several special Ki-attacks & such)*, *Pilot(In this Core Game: Helicopters & Planes.)*, *Strategy(Warfare Skill & Knowledge), *Academics(Basic "School" Knowledge)*, *Exploration(How well you know the “inns & outs” of the city you live in, including sewers)*, *Chemistry*, *Medicine*, *Occult*, *Crafting*, *Drive(Car and/or MC)*, *Investigation*, *Technology*, *Gridrun(Computer Skill, to the extent of Neuromancer efficiency)*, *Media(Intervjuing and camera skills, some gossip)*, *Subterfuge(lying)*, *Nobliquette(Etiquette Rules, but not just among Nobles & the Posh...)*, *Security* Choose 7, and divide 14 Points among those, Minimum 1, Max 7(this is total mastery).
Skill Checks Roll Skill + proper Attribute or less on the Die that matches the Difficulty to Succeed, or Fail. Example: Roll D4 and compare to Senses+Chemistry to notice if some white powder is Sugar, Flour, or something else, by tasting it with the tip of your tongue.. Roll d10 instead to identify most known drugs correctly, by Smell.
Remember, Skill checks is normally not used in basic combat.
Combat Rules: Fighting Highest Agility Goes First, and so on. If Equal, roll same type of Die and highest goes first. Punch: Add Strength + Brawl. Turn it into a die Roll: 1-2=D4-1 3-4=D4 5-6=D6 7-8=D8 and so on. Roll. If the result Exceeds opponents Body(+ any Armor), you deal 1 wound. If the result is more than Double opponents Body(+ any Armor), you deal 2 wounds instead. If the result is more than triple opponents Body(+ any Armor), you deal 3 wounds. and so on. If you take Wounds equal or more than you have Health(normally 2), You are KO'd(not dead yet). (But if you take 5 Wounds in excess to getting K.O.’d, YOU ARE DEAD.) (Also, if the GM wants to increase realism (& lethality), Wounds causing KO and worse may also cause Bleeding, and continued Wounding!) Kick: Add Strength + 1 + Brawl. You can only use this if you have 4 or more in Agility + Acrobatics (or similar). Turn it into a die Roll, as above, and so on.
Knife: Add Strength + Melee +1, and so on. Sword: Add Strength + Melee +3, and so on. Club: Add Strength + Melee, turn into Die Roll, then add further +1 After the Die has become Rolled!(This is called +1 Extensive Damage!), and so on. Steel pipe: Strength + Melee+1, +1 Extensive.
Combat Rules: Shooting Pistol: Add the Pistol's "Strength" of 4 to your Firearms Skill. The Target may be within its Range of “15 (this is more a measure for 25-28 mm Miniature Games on 25mm Square floorplans, than for live Measurement). It might represent roughly 30 Meters. Turn it into a die Roll, and so on.
Karbine: Add it's "Strength" of 6 to Firearms. The Target may be within its Range of “30 (See above). It might represent a bit less than 60 Meters. Turn it into a die Roll, and so on.
Remember: Misses & Fumbles! *To score a Miss: If you Roll a Natural "2" on any Damage Roll, you have MISSED. It does not matter if you have Boosted your Die to have +20 to the result Rolled, or so, a Natural "2" is Always a Miss! *To Fumble: If you Roll a Natural "1" on any Damage Roll, OR get it as a Roll Total, you have FUMBLED. This means you have botched, made some mistake, or gotten bad luck, and you must forfeit your next Turn or Action, since.... you may have fallen to the floor, and must stand up, or you have gotten your Sword stuck in a door, or dropped it, or your pistol is Jammed, out of ammo(?!), or its magasine is dropped, and so on. The GM has Always the last word on this.
Yes, these Rules are simple. They are this, in order to fast accomplish credible results in fights, so that one can maintain a story, even while fighting, without getting bogged down by it.
Also: Ki You may opt to get exhausted. If You do, You may add, for one attack, your Ki Value as Extensive Damage, to the attack. This Attack may still Miss! Once Exhausted, you must roll Body or less on D10 until you can act properly again(You may walk, but not run, attack, or even defend!). You only get one chance each Turn.
Tiina Brown · Sat Feb 19, 2011 @ 10:57am · 0 Comments |