Kothar_Harroc
2012-08-14, 11:00 AM
Hi guys Kothar here and I have created a new simple system. It is easy to learn and pick up and focuses more on roleplaying than on different dice and too many rules and so forth. I’m sure others may have created a similar system, but I thought I would give this out to anyone who likes it. I tested it with a group playing a Zombie Apocalypse setting with characters based around ourselves.
It is a D6 system based around rolling a single D6. It’s a high damage low health system with no weapon rules or anything like that. It’s very basic and relies on GM or group opinion. Anyway let’s get to the stuff that you want.
Attributes: Strength (STR), Endurance (END), Agility (AGI), Intelligence (INT), Perception (PER), and Accuracy (ACC). You start out with Two 3’s, Three 2’s, and One 1.
STR: Physical Strength, pretty self explanatory. Adds Score to DMG with melee weapons.
END: Stamina, Ability to withstand gore, and amount of abuse you can take.
AGI: Speed, Dodging ability, Stealth, and Driving or things based around reaction time.
INT: Smarts.
PER: Sight and Hearing things.
Accuracy: Ability to hit things.
Health Points (HP): 10 + END
To Hit: ACC + Weapon Skills vs AGI
Skills: Anything you can think of, you get 4 to start out with and developing later skills is dependent on the GM. You get Two +2 skills and Two +1 skills.
Weapons: GM’s opinion, but as an example a character in my game picked up an M9 as a gun it got +3 DMG. Weapons usually didn’t get a To Hit bonus or anything, but if it fits then give it one.
Essentially its very simple and easy to pick up for beginning roleplayers for them to get used to sitting in a circle with their buddies and playing characters. Not only that I think its pretty easy to just use it as a 1 time adventure or anything. I’ll probably make some campaign settings for this system just so it has something for people to test it will. If you have any suggestions then post it down.
Oh yeah I’ll probably add in a Humanity and Sanity variant of this system (adding a new stat or two).
Example Character:
Name: Bobby, Age: 21, HP: 12
Str: 2, End: 2, Agi: 2, Int: 3, Per: 1, Acc: 3
Skills: Rifles +2, Driving +2, Cooking +1, Computers +1
Weapons: Beretta M9 +3 DMG and a Crowbar +1 DMG
Items: Tool Kit and Laptop
Optional Rules/Guidelines:
*NOT PLAY TESTED BUT PEOPLE WANTED THIS
DC's
Gritty:
Easy DC: 5
Hard DC: 7
Very Hard DC: 9
You may die hard DC: 11
Deadly: * DO NOT PLAY DEADLY ITS A JOKE
Easy DC: 7
Hard DC: 10
Very Hard DC: 14
You may die Hard DC: 19
*These aren't hard set skills, just some examples to help.
Skills:
Combat: Rifles, Pistols, Assault Rifles, Blunt Weapons, Sharp Weapons, Fencing, High Lander Combat, Sub Machine Guns, Heavy Machine Guns, Dodge, and Unarmed
Non-Combat: Computers, Driving, Persuasion, Construction, First Aid, Gymnastics, Lock Picking, Pick Pockets, Cooking, and Navigation
*There are too many weapons in the world so I'm going to make 5 in each category. And btw I'm not putting it in a chart.
Weapons:
Blunt Weapons: Golf Club +1 DMG, CrowBar +1 DMG, Tire Iron +1 DMG, Hammer +1 DMG, and Maul + 2 DMG
Sharp n' Pointy Weapons: Knife +1 DMG, Rapier +2 DMG, Long Sword +2 DMG, Bastard Sword +3 DMG, and Light Saber +5 DMG
Guns: 9 MM +3 DMG, .22 Semi Automatic Rifle +3 DMG, .44 Revolver +4 DMG, AK-47 +5 DMG, SAW +6 DMG
Skills
For ease of writing, I am going to call a +1 skill Trained, and a +2 skill Expert. Similarly, for attributes, 2 is Fit, and 3 is Peak. These skills could be split up and expanded on, for your needs. In addition, the defining attributes could be changed. For instance, Drive is normally for piloting any vehicle, from a car to a luxury airliner. However, when you get into certain vehicles, your agility matters less. Certain vehicles, particularly large ones where you don't necessarily have to worry about fiery death from hitting obstacles(tanks, large boats) use Intelligence. Similar rulings may need to be made for other skills, on a case-by-case basis.
{table=head]Skill|Attribute
Hand to Hand|Acc
Marksmanship|Acc
Drive|Agi or Int
Ride|Agi
Exertion|Str
Athletics|End(maybe Str)
Shrug-off|End
Stealth|Agi
Dodge|Agi
Computers|Int
Search|Per[/table]
Skill Descriptions:
Hand to Hand: This is the weapon skill for any melee attack you may do.
Marksmanship: Roll this to see if you can hit an opponent at range.
Drive/Ride: This is your catch all pilot skill, depending on if it's alive or not.
Exertion: This is a catch-all skill for feats of strength. Need to push something out of your way? This is the skill to do it.
Athletics: This is the skill for physical activity. Need to run, jump, or carwheel to get somewhere? You're rolling Athletics. Could possibly be strength, depending on purpose, I went with Endurance for the stamina factor.
Shrug-off: This is for surviving from physical stress and damage. Right now, the use is limited, roll if you get poisoned or diseased or similar, but in the future, I may release an advanced damage system that places this skill at greater importance.
Stealth: Roll this if you want to avoid being seen or heard.
Dodge: This will even up the gap in combat. This is the new DC for somebody to hit you in combat, as opposed to flat Agility. Do not roll dice for this in combat, though you may roll to avoid environmental dangers such as the ever-present falling rocks.
Computers: Ur 1337 H4xx0r Sk1llZ.
Search: Roll this to find things.
Weapons
Now, if some of my skill writing is heavier on crunch than other things so far, my weapons will go in the opposite direction. Now, Kothar, I know this might not be how you'd like it, because you're kind of a fan of gun porn. But I'd say the level of detail you'd want in this system should be a lot less, and leave the type of weapon up in the air. So, with that said, here is how I'd do weapons.
{table=head]Melee weapons|Damage bonus
Light melee(knives, clubs, broken bottles)|+1
Moderate melee(sword, hand axe)|+2
Heavy melee(generally any big, heavy two-hander)|+3
Unarmed|+0[/table]
{table=head]Ranged weapons|Damage bonus
Light ranged(hand crossbows, thrown knives)|+1
Heavy ranged(Bows, Crossbows)|+2[/table]
{table=head]Guns|Damage bonus
Light gun(pistols)|+2
Moderate guns(rifles, shot guns)|+3
Heavy guns(mobile artillery, chain guns)|+4[/table]
Ranged weapons and Ammunition
The added protection of fighting your opponent at range comes with a fair bit of resource management in the form of ammo. In order to keep it simple, I'd like to modify a rule from the most recent edition of Gamma World: If you only use a ranged weapon once in a combat, you preserve your ammo, and your not in trouble. If, however, you find reason to attack more than once at range, you might be in trouble. At the end of the combat, you will be out of ammo, and will have to scavenge or buy more. In the case of ranged weapons, not guns, you may also roll a hard search check. If you succeed, you recover your ammo, and are safe for another round.
*(If this is in the wrong thread please re-direct me.)
It is a D6 system based around rolling a single D6. It’s a high damage low health system with no weapon rules or anything like that. It’s very basic and relies on GM or group opinion. Anyway let’s get to the stuff that you want.
Attributes: Strength (STR), Endurance (END), Agility (AGI), Intelligence (INT), Perception (PER), and Accuracy (ACC). You start out with Two 3’s, Three 2’s, and One 1.
STR: Physical Strength, pretty self explanatory. Adds Score to DMG with melee weapons.
END: Stamina, Ability to withstand gore, and amount of abuse you can take.
AGI: Speed, Dodging ability, Stealth, and Driving or things based around reaction time.
INT: Smarts.
PER: Sight and Hearing things.
Accuracy: Ability to hit things.
Health Points (HP): 10 + END
To Hit: ACC + Weapon Skills vs AGI
Skills: Anything you can think of, you get 4 to start out with and developing later skills is dependent on the GM. You get Two +2 skills and Two +1 skills.
Weapons: GM’s opinion, but as an example a character in my game picked up an M9 as a gun it got +3 DMG. Weapons usually didn’t get a To Hit bonus or anything, but if it fits then give it one.
Essentially its very simple and easy to pick up for beginning roleplayers for them to get used to sitting in a circle with their buddies and playing characters. Not only that I think its pretty easy to just use it as a 1 time adventure or anything. I’ll probably make some campaign settings for this system just so it has something for people to test it will. If you have any suggestions then post it down.
Oh yeah I’ll probably add in a Humanity and Sanity variant of this system (adding a new stat or two).
Example Character:
Name: Bobby, Age: 21, HP: 12
Str: 2, End: 2, Agi: 2, Int: 3, Per: 1, Acc: 3
Skills: Rifles +2, Driving +2, Cooking +1, Computers +1
Weapons: Beretta M9 +3 DMG and a Crowbar +1 DMG
Items: Tool Kit and Laptop
Optional Rules/Guidelines:
*NOT PLAY TESTED BUT PEOPLE WANTED THIS
DC's
Gritty:
Easy DC: 5
Hard DC: 7
Very Hard DC: 9
You may die hard DC: 11
Deadly: * DO NOT PLAY DEADLY ITS A JOKE
Easy DC: 7
Hard DC: 10
Very Hard DC: 14
You may die Hard DC: 19
*These aren't hard set skills, just some examples to help.
Skills:
Combat: Rifles, Pistols, Assault Rifles, Blunt Weapons, Sharp Weapons, Fencing, High Lander Combat, Sub Machine Guns, Heavy Machine Guns, Dodge, and Unarmed
Non-Combat: Computers, Driving, Persuasion, Construction, First Aid, Gymnastics, Lock Picking, Pick Pockets, Cooking, and Navigation
*There are too many weapons in the world so I'm going to make 5 in each category. And btw I'm not putting it in a chart.
Weapons:
Blunt Weapons: Golf Club +1 DMG, CrowBar +1 DMG, Tire Iron +1 DMG, Hammer +1 DMG, and Maul + 2 DMG
Sharp n' Pointy Weapons: Knife +1 DMG, Rapier +2 DMG, Long Sword +2 DMG, Bastard Sword +3 DMG, and Light Saber +5 DMG
Guns: 9 MM +3 DMG, .22 Semi Automatic Rifle +3 DMG, .44 Revolver +4 DMG, AK-47 +5 DMG, SAW +6 DMG
Skills
For ease of writing, I am going to call a +1 skill Trained, and a +2 skill Expert. Similarly, for attributes, 2 is Fit, and 3 is Peak. These skills could be split up and expanded on, for your needs. In addition, the defining attributes could be changed. For instance, Drive is normally for piloting any vehicle, from a car to a luxury airliner. However, when you get into certain vehicles, your agility matters less. Certain vehicles, particularly large ones where you don't necessarily have to worry about fiery death from hitting obstacles(tanks, large boats) use Intelligence. Similar rulings may need to be made for other skills, on a case-by-case basis.
{table=head]Skill|Attribute
Hand to Hand|Acc
Marksmanship|Acc
Drive|Agi or Int
Ride|Agi
Exertion|Str
Athletics|End(maybe Str)
Shrug-off|End
Stealth|Agi
Dodge|Agi
Computers|Int
Search|Per[/table]
Skill Descriptions:
Hand to Hand: This is the weapon skill for any melee attack you may do.
Marksmanship: Roll this to see if you can hit an opponent at range.
Drive/Ride: This is your catch all pilot skill, depending on if it's alive or not.
Exertion: This is a catch-all skill for feats of strength. Need to push something out of your way? This is the skill to do it.
Athletics: This is the skill for physical activity. Need to run, jump, or carwheel to get somewhere? You're rolling Athletics. Could possibly be strength, depending on purpose, I went with Endurance for the stamina factor.
Shrug-off: This is for surviving from physical stress and damage. Right now, the use is limited, roll if you get poisoned or diseased or similar, but in the future, I may release an advanced damage system that places this skill at greater importance.
Stealth: Roll this if you want to avoid being seen or heard.
Dodge: This will even up the gap in combat. This is the new DC for somebody to hit you in combat, as opposed to flat Agility. Do not roll dice for this in combat, though you may roll to avoid environmental dangers such as the ever-present falling rocks.
Computers: Ur 1337 H4xx0r Sk1llZ.
Search: Roll this to find things.
Weapons
Now, if some of my skill writing is heavier on crunch than other things so far, my weapons will go in the opposite direction. Now, Kothar, I know this might not be how you'd like it, because you're kind of a fan of gun porn. But I'd say the level of detail you'd want in this system should be a lot less, and leave the type of weapon up in the air. So, with that said, here is how I'd do weapons.
{table=head]Melee weapons|Damage bonus
Light melee(knives, clubs, broken bottles)|+1
Moderate melee(sword, hand axe)|+2
Heavy melee(generally any big, heavy two-hander)|+3
Unarmed|+0[/table]
{table=head]Ranged weapons|Damage bonus
Light ranged(hand crossbows, thrown knives)|+1
Heavy ranged(Bows, Crossbows)|+2[/table]
{table=head]Guns|Damage bonus
Light gun(pistols)|+2
Moderate guns(rifles, shot guns)|+3
Heavy guns(mobile artillery, chain guns)|+4[/table]
Ranged weapons and Ammunition
The added protection of fighting your opponent at range comes with a fair bit of resource management in the form of ammo. In order to keep it simple, I'd like to modify a rule from the most recent edition of Gamma World: If you only use a ranged weapon once in a combat, you preserve your ammo, and your not in trouble. If, however, you find reason to attack more than once at range, you might be in trouble. At the end of the combat, you will be out of ammo, and will have to scavenge or buy more. In the case of ranged weapons, not guns, you may also roll a hard search check. If you succeed, you recover your ammo, and are safe for another round.
*(If this is in the wrong thread please re-direct me.)