BRC
2011-05-25, 11:24 PM
It was a slow day at work, so I had an idea. To create an RPG based around a fusion of some of my favorite fictional elements and motifs. The result is something based on Film Noir and mobster movies with heavy doses of Fantasy and Mad-science steampunk that I call the Maltese Dragon. I imagine a setting where tommy-gun wielding zombie gangsters have gunfights with minotaur police officers while hardboiled detectives and femme-fatale sorceresses scour the streets trying to find a mad scientist's escaped experiment.
These rules were typed up over the course of a single evening, numbers were chosen more or less at random and systems were based on whatever my deranged mind thought up while hiding from tornadoes, I tried my best to explain the rules in a way that was understandable to somebody who did not invent them (i.e Me), and this is a project that has been barely started. Either way, without further ado, let's get started.
Basic Gameplay
The Basic mechanic is as follows. D20+ Training Bonus+ Aspect Bonus+ Item Bonus+ Attribute Bonus vs DC. These terms will all make sense later.
Attributes
Maltese Dragon is not meant to be realistic, as such these attributes are based more on archetypes than on relation between the skills they govern. It should be noted that, unlike most systems, Attributes here are not generated independently, they are created based on the Skills and Archetypes the player has chosen.
There are Five Attributes
Might (needs a better name): Might covers all the skills related to combat.
Intellect: This attribute covers knowledge skills, along with the skills needed to use and create the powerful and dangerous devices known as Madtech.
Will: In addition to the Mental Defense skill, Will is the attribute that governs the use of magic.
Charm: Charm covers all social skills, everything from bluffing your way past a guard to knowing the right people.
Talent: Basically every skill that does not fall into one of the above catagories gets lumped under “Talent”.
Skills
Buying Skills
There are two ways to upgrade your skills: training or items, both are purchased at the following rates, with the price doubling for every 4 ranks the training or item provides.
Simple (S): 2 Points.
Basic (B): 4 Points
Advanced (A): 6 points
Complex(C): 8 Points.
It is important to note that, for the purpose of rates doubling, training and Item bonuses are tracked separately. For example, a +8 training bonus to a Basic skill would cost 48 points, while a +4 training bonus, coupled with a +4 Item bonus would only cost 32. You may also receive skill bonuses from Aspects.
A Training bonus represents a character’s expertise with the skill. Provided a character has the appropriate tools, they will be able to use their training bonus (you need a pistol to use your pistols skill). In addition, training bonuses also work to increase their associated attribute. An attribute increases by 1 for every 5 trained ranks the character possesses in associated skills. Attributes may also be increased by Aspects.
An Item bonus represents and especially high-quality item the character possesses, such as a well-made sword, magical foci, or well-made set of tools. An Item bonus could be anything from a set of lockpicks hidden in a boot to a large workshop. At the GM’s discretion, Extremely cumbersome items may provide an additional bonus for less cost. An Item bonus only applies when the character is actually using the Item in question, in addition, they do not count for meeting Aspect prerequisites or improving attributes. Items may possess other traits in addition to the skill bonus they provide.
It is assumed that characters can acquire basic items for the skills they use, these items provide no additional bonuses to the skill. In Maltese Dragon, money exists only as an abstract.
Defensive Item bonuses may be represented by armor, while a detailed ledger of names and favors owed may represent a Connection bonus. You may use another character’s Item, but you take a -4 penalty on all actions with it unless you spend the points to use it yourself (GM’s discretion on how to apply this) . You may negate this penalty by treating the item as a basic item of whatever type it is, ignoring both the bonus and the penalty.
Might
Ranged Defense (s)
Melee Defense (s)
Unarmed (b)
Knives (s)
Medium Edgeds (Swords) (a)
Medium Blunt (Clubs) (b)
Example weapons: Hatchet, Billy Club, Baseball Bat, Tire Iron
Large Edged (a)
Example Weapons: Greatsword
Large Blunt (b)
Example Weapons: Sledgehammer
Grenades (b)
Thrown (a)
Pistols (b)
Shotguns (b)
Rifles (a)
Machineguns (a)
Charm
Convince: Convince somebody to agree with your view on a specific subject. (b)
Bluff: Lie to somebody. (b)
Barter: Make a deal with somebody. (a)
Read: Detect lies and gauge a person’s attitude. (s)
Question: Extract information from somebody. (a)
Befriend: Improve somebody’s opinion of you. (b)
Connection: The Connection skill must be taken to refer to a specific society, or community. (a)
Disguise: (a)
Command: Your ability to get others to follow and obey you through force of personality. (a)
Performance. (b)
Talent
Vehicle (b)
Stealth (b)
Perception (s)
Lockpicking (a)
First Aid (b)
Medicine (a)
Surgery (c )
Build/Repair (b).
Forgery (a)
Search (b)
Intellect
Knowledge (b)
Research (b)
SCIENCE! (c)
Electronics
Biology
Chemistry
Mechanic
Will
Mental Defense: Used to defend yourself against Mental attacks, Automatons and Undead are immune. (s)
Evocation (c ): The art of directly applying magical energy in brief bursts.
Energy Blast: Blasts a foe with dangerous energy, acts as a ranged attack DC=(Attack Bonus+Damage Bonus)x number of targets.
Energy Barrier: Creates a Barrier that prevents passage, Dc=5xlengthxheight+DC to destroy.
Enchantment (c ): The art of changing the nature of things over the long-term.
Empower Item: Enchant an Item so it grants a bonus on its use (You could enchant a set of lockpicks to give a bonus on opening locks, but not on forging a document).
Empower Person: Grant a person a boost to one attribute, DC=8xamount of boostx duration in rounds.
Divination (c ): Detecting and Communicating magically.
Scrying
Communication.
Conjuration (c ): Using magic to create or transport physical things.
Heal: Remove Wounds from the subject, DC= 3xminor wounds+4x serious wounds+8xcrippling wounds+12xdire wounds.
Conjure Object: Create a basic object, with the DC determined by the complexity. Unless you succeed by 5 or more, the object is crude and slightly misshapen, giving a -2 to anybody attempting to use it.
NOTE: Each Magical skill has two basic applications. Magical Aspects may provide additional applications of these four skills (see the Occult Investigator aspect for an example).
Aspects
What is an Aspect
An Aspect can be considered a “package” of bonuses and abilities. Aspects are what differentiates your character from a simple collection of skills and attributes, consider each aspect as something that helps describe your character.
Aspects are purchased with Character Points like anything else, though you may only purchase an aspect once, some aspects let you spend additional points to enhance their abilities.
Note: an Aspect need not be currently applicable. A character who left the police force to become a private eye could still have the “Police Officer” Aspect. However, the GM may modify the aspect to reflect the actual conditions, if the character was kicked off the force in disgrace, the GM may take away the aspect’s bonus to Connection (Police).
It should be noted that players never need to buy an aspect, no matter how well it fits their character. A character can be a police officer without taking the Police Officer aspect. In addition do not forget the roleplaying implications of Aspects, many aspects open up new options to characters that are not represented by simple mechanics.
Aspects can represent a race, a profession, an ancestry, an interest, a specialty, or even just a distinguishing trait. It should be noted that some aspects are exclusive, you cannot be both a Mafioso and a police officer (You could be a policeman working for the mafia, but not a full-time member of said mob.)
Player Created Aspects
Players are encouraged to create their own aspects, however, preferably they should not assign point costs. Instead, the player should present the aspect to the GM, who evaluates it and either rejects it or assigns a point cost to it.
Sample Aspects:
Thug: 12 Points
You are skilled in the art of brutal street fighting, what you lack in skill, you make up for in brutality.
+1 Might
+1 Clubs.
+1 Pistols
+1 Knives
Special: every time you deal damage with a melee attack you inflict one minor momentary wound in addition to your normal damage. You may spend 3 points to increase the number of minor momentary wounds dealt by 1.
Marksman: 9 points.
You are able to use ranged weapons with deadly precision.
Requires a combined score of at least 6 with firearms.
+2 Ranged Defense
+2 Pistols
+2 Rifles.
Special: You may spend 1 action to take careful aim with a ranged weapon, providing a +2 bonus on the attack roll. You may do this a number of times equal to your skill with the weapon. This bonus is lost after you take any action besides continuing to aim.
Mafioso: 10 points.
You are part of an organized, well-established crime family, one based upon ties of honor, loyalty, and respect.
+1 Charm.
+3 Connections (Organized Crime).
+2 Intimidation
+2 Bargaining
Made Man: 15 points.
You are under the personal protection of a powerful, well-established crime family.
Prerequisites: Mafioso, 4 trained ranks in Connections (Organized Crime)
+3 Connections (Organized Crime)
+3 Intimidation.
+3 Bargaining.
Special: Enemies who are aware of your status will be very reluctant to harm you in anything but self-defense.
Knife Fighter 5 Points.
You are capable of wielding a knife with deadly skill and precision.
Prerequisites: 4 trained ranks in Knife.
+2 Knife
+2 Thrown Weapons.
Special: You deal an additional 2 damage with Knives.
Special: When using a knife to defend yourself you may take a -4 penalty on the roll to prepare a counterattack. If your defensive roll beats the attack roll, you may act as though you had attacked, treating your opponent’s attack roll as a defense, and your defensive roll as an attack, dealing damage as normal.
Salesman, 6 points.
You are skilled at buying and trading goods.
Prerequisites: 4 Trained ranks in Bargain.
+1 Charm.
+3 Bargain.
+1 Convince.
+2 Read.
Occult Investigator. 12 Points
You are skilled at using your magic to investigate events and locate people.
Prerequisites: Will 2, 4 trained ranks in Divination.
+2 Divination.
Special: If you have a focus (Such as a photograph or lock of hair), you may use it to locate an individual. The item will glow, move, or otherwise indicate the general direction of the individual. The DC starts at 10, and a new check must be made each minute the spell is maintained, with the DC increasing by 4 each time.
Special: You may make a divination check to get a brief snapshot of an event. You must stand in the location where the event occurred, and have a basic description of the specific event (If you are investigating a murder scene, for example, you may use the spell to determine how the killer entered the room or the murder itself, but not both). The DC is equal to 8x the number of hours that have passed since the event occurred, even if you do not know exactly how long it has been. The event is then acted out before your eyes, with all individuals or objects no longer present being represented as anonymous grey silhouettes. At the DM’s discretion you may increase the DC in order to see greater detail.
Burglar 8 Points
You are skilled at getting in and out of secure locations.
Prerequisites: Stealth 3 ranks, Lockpicking 3 ranks.
Stealth +2
Lockpicking +2
Search +3.
Special: You receive a +4 bonus on checks to notice routes in or out of a building or other secure area.
Police Officer: 8 Points.
You are a member of the city police force.
Pistols +1
Clubs +1
Perception +2.
Search +1.
Connections (Police) +2.
Zombie: 10 points.
Whether by science or magic, you are a reanimated corpse, you are stronger than most, though less sociable. You feel no pain and are unaffected by minor injuries, however you are more vulnerable than most to serious damage.
+1 Melee Damage.
-1 Charm.
Zombies cannot take Momentary or Nonlethal damage. Zombies do not take Minor or Moderate wounds, however they take Crippling wounds at 8 damage, Dire wounds at 12 damage, and Fatal Wounds at 18 damage.
Automaton, 15 points
You are an Automaton, an artificial being made of gears and metal, given the spark of intelligence by Madtech. Though stronger than most, you have trouble connecting with people and are completely incapable of doing Magic. In addition, while your metal skin is difficult to penetrate, the mechanisms it protects are very fragile and prone to failure if damaged.
Might +2.
Charm -2.
Will-5, cannot use magic.
Immune to Momentary and Nonlethal damage.
+6 to both Ranged and Melee Defense.
Automatons take a Minor Wound at 2 damage, a moderate wound a 6, a crippling wound at 10, and a dire wound at 15.
Combat
Combat is handled with opposed rolls, the attacker rolling against the defender’s associated defense skill. In melee combat, a defender wielding a melee weapon may use their skill with that weapon in place of their melee defense skill.
Combat works in two phases; first, the attacker and defender each roll a D20 and add their appropriate skill. If the attacker wins, they deal damage equal to the difference plus their weapon’s damage, plus any other modifiers.
Damage is applied in the form of Wounds, wounds come in three forms: Momentary, Nonlethal, And Lethal. Momentary wounds last until the character’s next round, nonlethal wounds can be healed if the character can remain undisturbed for a few minutes of recovery. Lethal wounds will remain until healed in one form or another.
The amount of damage needed to incur a wound varies depending on the race, unless stated otherwise, use the following numbers.
Minor Wound: 4 damage, a Minor Wound provides a -1 penalty to defense rolls.
Moderate Wound: 8 Damage, a Moderate wound provides a -3 penalty to defense rolls and a -1 penalty to all other rolls.
Crippling Wound: 12 damage, a crippling wound provides a -6 penalty to defense rolls, a -3 penalty to all other rolls, and may incur additional penalties (see table).
Dire Wound: 20 damage, a Dire Wound means that the character is still alive, but can only move at one square a round and takes a -15 penalty on all rolls.
Fatal Wound: 25 Damage. The character is dead (or Unconscious, for Nonlethal damage). A Fatal Wound may also be delievered via Coup-de-Grace.
Actions in Combat
The standard individual receives 2 Combat Actions per round. An action may be used to do the following.
Move 30 feet.
Reload a weapon.
Make an attack.
Use a quick skill.
Gain a +4 bonus on defense rolls.
Perform a similar simple action (Such as opening a door).
To-Do
System for Madtech
System for Magic (especially penalties for failing a spell).
Stats for specific equipment.
MORE ASPECTS.
The actual setting.
__________________________________________________ _________________
So, Thoughts? Questions? Comments? Feedback? Contributions? Pineapples? (Keep the pineapples, I don't really like pineapples?
These rules were typed up over the course of a single evening, numbers were chosen more or less at random and systems were based on whatever my deranged mind thought up while hiding from tornadoes, I tried my best to explain the rules in a way that was understandable to somebody who did not invent them (i.e Me), and this is a project that has been barely started. Either way, without further ado, let's get started.
Basic Gameplay
The Basic mechanic is as follows. D20+ Training Bonus+ Aspect Bonus+ Item Bonus+ Attribute Bonus vs DC. These terms will all make sense later.
Attributes
Maltese Dragon is not meant to be realistic, as such these attributes are based more on archetypes than on relation between the skills they govern. It should be noted that, unlike most systems, Attributes here are not generated independently, they are created based on the Skills and Archetypes the player has chosen.
There are Five Attributes
Might (needs a better name): Might covers all the skills related to combat.
Intellect: This attribute covers knowledge skills, along with the skills needed to use and create the powerful and dangerous devices known as Madtech.
Will: In addition to the Mental Defense skill, Will is the attribute that governs the use of magic.
Charm: Charm covers all social skills, everything from bluffing your way past a guard to knowing the right people.
Talent: Basically every skill that does not fall into one of the above catagories gets lumped under “Talent”.
Skills
Buying Skills
There are two ways to upgrade your skills: training or items, both are purchased at the following rates, with the price doubling for every 4 ranks the training or item provides.
Simple (S): 2 Points.
Basic (B): 4 Points
Advanced (A): 6 points
Complex(C): 8 Points.
It is important to note that, for the purpose of rates doubling, training and Item bonuses are tracked separately. For example, a +8 training bonus to a Basic skill would cost 48 points, while a +4 training bonus, coupled with a +4 Item bonus would only cost 32. You may also receive skill bonuses from Aspects.
A Training bonus represents a character’s expertise with the skill. Provided a character has the appropriate tools, they will be able to use their training bonus (you need a pistol to use your pistols skill). In addition, training bonuses also work to increase their associated attribute. An attribute increases by 1 for every 5 trained ranks the character possesses in associated skills. Attributes may also be increased by Aspects.
An Item bonus represents and especially high-quality item the character possesses, such as a well-made sword, magical foci, or well-made set of tools. An Item bonus could be anything from a set of lockpicks hidden in a boot to a large workshop. At the GM’s discretion, Extremely cumbersome items may provide an additional bonus for less cost. An Item bonus only applies when the character is actually using the Item in question, in addition, they do not count for meeting Aspect prerequisites or improving attributes. Items may possess other traits in addition to the skill bonus they provide.
It is assumed that characters can acquire basic items for the skills they use, these items provide no additional bonuses to the skill. In Maltese Dragon, money exists only as an abstract.
Defensive Item bonuses may be represented by armor, while a detailed ledger of names and favors owed may represent a Connection bonus. You may use another character’s Item, but you take a -4 penalty on all actions with it unless you spend the points to use it yourself (GM’s discretion on how to apply this) . You may negate this penalty by treating the item as a basic item of whatever type it is, ignoring both the bonus and the penalty.
Might
Ranged Defense (s)
Melee Defense (s)
Unarmed (b)
Knives (s)
Medium Edgeds (Swords) (a)
Medium Blunt (Clubs) (b)
Example weapons: Hatchet, Billy Club, Baseball Bat, Tire Iron
Large Edged (a)
Example Weapons: Greatsword
Large Blunt (b)
Example Weapons: Sledgehammer
Grenades (b)
Thrown (a)
Pistols (b)
Shotguns (b)
Rifles (a)
Machineguns (a)
Charm
Convince: Convince somebody to agree with your view on a specific subject. (b)
Bluff: Lie to somebody. (b)
Barter: Make a deal with somebody. (a)
Read: Detect lies and gauge a person’s attitude. (s)
Question: Extract information from somebody. (a)
Befriend: Improve somebody’s opinion of you. (b)
Connection: The Connection skill must be taken to refer to a specific society, or community. (a)
Disguise: (a)
Command: Your ability to get others to follow and obey you through force of personality. (a)
Performance. (b)
Talent
Vehicle (b)
Stealth (b)
Perception (s)
Lockpicking (a)
First Aid (b)
Medicine (a)
Surgery (c )
Build/Repair (b).
Forgery (a)
Search (b)
Intellect
Knowledge (b)
Research (b)
SCIENCE! (c)
Electronics
Biology
Chemistry
Mechanic
Will
Mental Defense: Used to defend yourself against Mental attacks, Automatons and Undead are immune. (s)
Evocation (c ): The art of directly applying magical energy in brief bursts.
Energy Blast: Blasts a foe with dangerous energy, acts as a ranged attack DC=(Attack Bonus+Damage Bonus)x number of targets.
Energy Barrier: Creates a Barrier that prevents passage, Dc=5xlengthxheight+DC to destroy.
Enchantment (c ): The art of changing the nature of things over the long-term.
Empower Item: Enchant an Item so it grants a bonus on its use (You could enchant a set of lockpicks to give a bonus on opening locks, but not on forging a document).
Empower Person: Grant a person a boost to one attribute, DC=8xamount of boostx duration in rounds.
Divination (c ): Detecting and Communicating magically.
Scrying
Communication.
Conjuration (c ): Using magic to create or transport physical things.
Heal: Remove Wounds from the subject, DC= 3xminor wounds+4x serious wounds+8xcrippling wounds+12xdire wounds.
Conjure Object: Create a basic object, with the DC determined by the complexity. Unless you succeed by 5 or more, the object is crude and slightly misshapen, giving a -2 to anybody attempting to use it.
NOTE: Each Magical skill has two basic applications. Magical Aspects may provide additional applications of these four skills (see the Occult Investigator aspect for an example).
Aspects
What is an Aspect
An Aspect can be considered a “package” of bonuses and abilities. Aspects are what differentiates your character from a simple collection of skills and attributes, consider each aspect as something that helps describe your character.
Aspects are purchased with Character Points like anything else, though you may only purchase an aspect once, some aspects let you spend additional points to enhance their abilities.
Note: an Aspect need not be currently applicable. A character who left the police force to become a private eye could still have the “Police Officer” Aspect. However, the GM may modify the aspect to reflect the actual conditions, if the character was kicked off the force in disgrace, the GM may take away the aspect’s bonus to Connection (Police).
It should be noted that players never need to buy an aspect, no matter how well it fits their character. A character can be a police officer without taking the Police Officer aspect. In addition do not forget the roleplaying implications of Aspects, many aspects open up new options to characters that are not represented by simple mechanics.
Aspects can represent a race, a profession, an ancestry, an interest, a specialty, or even just a distinguishing trait. It should be noted that some aspects are exclusive, you cannot be both a Mafioso and a police officer (You could be a policeman working for the mafia, but not a full-time member of said mob.)
Player Created Aspects
Players are encouraged to create their own aspects, however, preferably they should not assign point costs. Instead, the player should present the aspect to the GM, who evaluates it and either rejects it or assigns a point cost to it.
Sample Aspects:
Thug: 12 Points
You are skilled in the art of brutal street fighting, what you lack in skill, you make up for in brutality.
+1 Might
+1 Clubs.
+1 Pistols
+1 Knives
Special: every time you deal damage with a melee attack you inflict one minor momentary wound in addition to your normal damage. You may spend 3 points to increase the number of minor momentary wounds dealt by 1.
Marksman: 9 points.
You are able to use ranged weapons with deadly precision.
Requires a combined score of at least 6 with firearms.
+2 Ranged Defense
+2 Pistols
+2 Rifles.
Special: You may spend 1 action to take careful aim with a ranged weapon, providing a +2 bonus on the attack roll. You may do this a number of times equal to your skill with the weapon. This bonus is lost after you take any action besides continuing to aim.
Mafioso: 10 points.
You are part of an organized, well-established crime family, one based upon ties of honor, loyalty, and respect.
+1 Charm.
+3 Connections (Organized Crime).
+2 Intimidation
+2 Bargaining
Made Man: 15 points.
You are under the personal protection of a powerful, well-established crime family.
Prerequisites: Mafioso, 4 trained ranks in Connections (Organized Crime)
+3 Connections (Organized Crime)
+3 Intimidation.
+3 Bargaining.
Special: Enemies who are aware of your status will be very reluctant to harm you in anything but self-defense.
Knife Fighter 5 Points.
You are capable of wielding a knife with deadly skill and precision.
Prerequisites: 4 trained ranks in Knife.
+2 Knife
+2 Thrown Weapons.
Special: You deal an additional 2 damage with Knives.
Special: When using a knife to defend yourself you may take a -4 penalty on the roll to prepare a counterattack. If your defensive roll beats the attack roll, you may act as though you had attacked, treating your opponent’s attack roll as a defense, and your defensive roll as an attack, dealing damage as normal.
Salesman, 6 points.
You are skilled at buying and trading goods.
Prerequisites: 4 Trained ranks in Bargain.
+1 Charm.
+3 Bargain.
+1 Convince.
+2 Read.
Occult Investigator. 12 Points
You are skilled at using your magic to investigate events and locate people.
Prerequisites: Will 2, 4 trained ranks in Divination.
+2 Divination.
Special: If you have a focus (Such as a photograph or lock of hair), you may use it to locate an individual. The item will glow, move, or otherwise indicate the general direction of the individual. The DC starts at 10, and a new check must be made each minute the spell is maintained, with the DC increasing by 4 each time.
Special: You may make a divination check to get a brief snapshot of an event. You must stand in the location where the event occurred, and have a basic description of the specific event (If you are investigating a murder scene, for example, you may use the spell to determine how the killer entered the room or the murder itself, but not both). The DC is equal to 8x the number of hours that have passed since the event occurred, even if you do not know exactly how long it has been. The event is then acted out before your eyes, with all individuals or objects no longer present being represented as anonymous grey silhouettes. At the DM’s discretion you may increase the DC in order to see greater detail.
Burglar 8 Points
You are skilled at getting in and out of secure locations.
Prerequisites: Stealth 3 ranks, Lockpicking 3 ranks.
Stealth +2
Lockpicking +2
Search +3.
Special: You receive a +4 bonus on checks to notice routes in or out of a building or other secure area.
Police Officer: 8 Points.
You are a member of the city police force.
Pistols +1
Clubs +1
Perception +2.
Search +1.
Connections (Police) +2.
Zombie: 10 points.
Whether by science or magic, you are a reanimated corpse, you are stronger than most, though less sociable. You feel no pain and are unaffected by minor injuries, however you are more vulnerable than most to serious damage.
+1 Melee Damage.
-1 Charm.
Zombies cannot take Momentary or Nonlethal damage. Zombies do not take Minor or Moderate wounds, however they take Crippling wounds at 8 damage, Dire wounds at 12 damage, and Fatal Wounds at 18 damage.
Automaton, 15 points
You are an Automaton, an artificial being made of gears and metal, given the spark of intelligence by Madtech. Though stronger than most, you have trouble connecting with people and are completely incapable of doing Magic. In addition, while your metal skin is difficult to penetrate, the mechanisms it protects are very fragile and prone to failure if damaged.
Might +2.
Charm -2.
Will-5, cannot use magic.
Immune to Momentary and Nonlethal damage.
+6 to both Ranged and Melee Defense.
Automatons take a Minor Wound at 2 damage, a moderate wound a 6, a crippling wound at 10, and a dire wound at 15.
Combat
Combat is handled with opposed rolls, the attacker rolling against the defender’s associated defense skill. In melee combat, a defender wielding a melee weapon may use their skill with that weapon in place of their melee defense skill.
Combat works in two phases; first, the attacker and defender each roll a D20 and add their appropriate skill. If the attacker wins, they deal damage equal to the difference plus their weapon’s damage, plus any other modifiers.
Damage is applied in the form of Wounds, wounds come in three forms: Momentary, Nonlethal, And Lethal. Momentary wounds last until the character’s next round, nonlethal wounds can be healed if the character can remain undisturbed for a few minutes of recovery. Lethal wounds will remain until healed in one form or another.
The amount of damage needed to incur a wound varies depending on the race, unless stated otherwise, use the following numbers.
Minor Wound: 4 damage, a Minor Wound provides a -1 penalty to defense rolls.
Moderate Wound: 8 Damage, a Moderate wound provides a -3 penalty to defense rolls and a -1 penalty to all other rolls.
Crippling Wound: 12 damage, a crippling wound provides a -6 penalty to defense rolls, a -3 penalty to all other rolls, and may incur additional penalties (see table).
Dire Wound: 20 damage, a Dire Wound means that the character is still alive, but can only move at one square a round and takes a -15 penalty on all rolls.
Fatal Wound: 25 Damage. The character is dead (or Unconscious, for Nonlethal damage). A Fatal Wound may also be delievered via Coup-de-Grace.
Actions in Combat
The standard individual receives 2 Combat Actions per round. An action may be used to do the following.
Move 30 feet.
Reload a weapon.
Make an attack.
Use a quick skill.
Gain a +4 bonus on defense rolls.
Perform a similar simple action (Such as opening a door).
To-Do
System for Madtech
System for Magic (especially penalties for failing a spell).
Stats for specific equipment.
MORE ASPECTS.
The actual setting.
__________________________________________________ _________________
So, Thoughts? Questions? Comments? Feedback? Contributions? Pineapples? (Keep the pineapples, I don't really like pineapples?