So, I've been trying to make a simpler PnP game that can work with
the Chatzy system, and after several hours of sitting in my room and playing with the hole in the crotch of my pants while thinking about how I could do this, I came up with LoRPlaG. It's going to be a post apocalyptic setting, and hopefully, it will be pretty simple. All are welcome to play, provided you can make it to the games and you're take it somewhat seriously.
Backstory:For reason's unknown, the world completely decided to recreate itself. No one really knows why, but many groups suspect many different things. Some believe the world is striking back for the years of abuse it suffered, some people think that the world drastically changing is something that just happens. Others feel that the change was a failed apocalypse. But, no matter what actually happened, the world is different. In some places, the climate has been completely reversed, in others, the changes make absolutely no sense. In many areas of the world, the speed of evolution has increased greatly, affecting the local flora and fauna. I'm not going to force a particular map on this game, so other people will be able to change it as they see fit. The world isn't a complete wasteland, and there are still very large cities that are quite technologically advanced. If there are any questions, I'll explain them. I've got the world set up in my mind, it's just kind of difficult for me to explain without direction.
Combat:This is by far what gave me the most trouble, but I think I've settled upon a fairly simple system that may or may not have been inspired by Fallout. Basically, every character has five action points per turn that are expended as they do things.
Actions-Attacking costs 3 points (4 if you're using a weapon you're not skilled with), using items and movement cost 1, and other actions will cost different amounts depending on the difficulty (decided by the GM).
Saving Points-Characters can end their turn early and save their points, but only to a maximum of 8 points total.
Turn Order-Turn order will be decided at the beginning of combat by rolling for initiative (Rolling a d12).
Combat Schools- Players can either choose to be skilled in Guns or Melee weapons. Players using weapons they aren't skilled with need more action points, as well as take a large penalty to their attack rolls.
Health-All characters have 100 hit points, which can be restored using healing items.
Crippling-When a character falls below 20 hit points, they fall down, and like old ladies, they can't get back up. They can only perform one action per turn, and can only attack with a one handed weapon.
Death-As it is a post apocalyptic future, death is no longer the end. Advances in technology give us cloning tanks that can respawn our friends as well as single use handheld items that can bring them back from beyond the grave! But, as it is ridiculously difficult, shit's expensive.
Attacking-After you choose to attack, you roll a d20, and depending upon what it says, you either get a hit, a critical hit, a miss, or a critical miss. Critical hits score you more damage, while critical misses generally do crappy things that are usually decided by the GM.
Dual Wielding- Players can use one one handed weapon in each hand, suffering a -1 on their main hand and a -2 on their off hand, but can attack twice with one attack action.
Combat abilities:Players can choose one combat ability if they meet the requirements.
Field Medicine(Requires: Field Medic modifier)- Players can use two action points to make a Field medicine roll, which requires a roll of 13 or higher to succeed, allowing the player to heal themselves or a teammate for 1d15 (One dice roll of 15). On a roll of 18-19, the player adds an additional 10 to whatever number they roll. If they roll a perfect 20, they get a critical heal, multiplying the original roll by two, then adding the extra ten to the total. (If that's too confusing, let me know. You guys are smart, though, so it shouldn't be a problem.)
Eagle Eye(Requires: Specialist [Rifles], Incompetent [Pistols])- Players can spend an additional action point when attacking to get a bonus of +4 to their combat roll. Attacks with this skill
can still crit, but get no extra bonus if they go over 20. If a player used an action point to move already in this turn, this ability cannot be used. Players are free to move after making their shot, though.
Gunslinger(Requires: Specialist [Pistols], Incompetent [Rifles])- Players can spend an additional action point before attacking to plant firmly plant their feet and concentrate, and time seems to slow down for them, allowing them to make an additional attack with their main hand weapon if they are dual wielding. If they are using only one pistol, instead they make an additional attack with their gun, as well as getting a +4 bonus to their first attack, as well as a quadruple damage critical if they crit on their second attack. The player cannot use their remaining action point to move. Players using two pistols may put away one of their pistols, but if they do, they cannot take it back out for the rest of the fight.
Vendetta(Requires: Specialist [Swords], Incompetant [Daggers])- Players can use an additional action point when attacking an enemy that has dealt them over 20 damage, allowing them to strike a second time if their first hit connects. If their second strike crits, they can make a third attack. The third attack cannot crit.
Butchery(Requires: Specialist [Daggers], Incompetant [Swords], Dual Weilding)- Players can use an additional two action points when attacking an enemy to use this ability. After the first two attacks, the player goes into a rage that allows them to continue attacking. Every attack that hits the enemy allows the player to make another attack, but with a negative modifier of 2, which increases with every individual attack. (First bonus attack is minus two, second is minus four, third is minus 6, etc etc.) The bonus attacks cannot crit.
Any ideas for more of these, feel free to tell me.
And that's basically the complicated stuff.
Weapon types:Rifles:- 2 handed
- Hit on a 12 or higher
- Crit on a 20
- Triple Damage crits
Pistols:- 1 handed
- Hit on a 10 or higher
- crit on a 18-20
- Double damage crits
Swords:- 2 handed
- Hits on a 13 or higher
- Crits on 19-20
- Triple Damage Crits
Daggers:- 1 handed
- Hit on a 11 or higher
- Crits on a 17 -20
- Double damage crits
Character Modifiers:Positive(Every character can pick a total of two positive modifiers)- Charismatic- Your character knows what people want to hear, and gets a +2 on social rolls.
- Engineer- Your character knows what he's doing when it comes to machinery, and gets a +2 on electronics rolls.
- Athletic- Your character has been working out or something, because he/she gets a +2 bonus on physical rolls.
- Brainiac- Your character is quite the scholar, and gets a +2 bonus on intelligence rolls
- Specialist [Weapon type]- Your character has a bit of practice with one of the four weapon types, and gets a +1 on combat rolls when using one. [Cannot be from the unlearned weapon school]
- IRL Tough Guy- Wow. Your character is pretty tough, and they're not just pretending on the internet. He/she gets +10 hit points.
- Clever- Your character really knows how to put two and two together. He/she gets a +2 on all improvisation rolls.
- Field Medic- Unlocks the Field Medicine skill.
Negative Modifiers(For every one of these you pick, you can select one extra positive modifier to a maximum of two additional postive modifiers.)- Dumb As A bag O' Hammers- Your character never saw the point of all that fancy schooling, and gets a -2 penalty on intelligence rolls.
- Scrawny- Your character is small and weedy, and gets a -2 penalty on physical rolls.
- Incompetent [Weapon type]- Your character has no clue when it comes to one of the four weapon types, and gets a -1 on combat rolls when using one. [Must be from learned weapon school]
- Wimpy- Wow. Your character is a total pussy. He/she gets -10 hit points.
- Awkward, Ugly, or Annoying- There's something about your character that people just don't like, whether it be a bad attitude, a face like a cow's arse or body odour that could kill a rhino. He/she gets a -2 penalty on social rolls.
- Luddite- Your character just doesn't understand machinery. He/she gets a -2 penalty on mechanical rolls.
- Unimaginative- Your character just can't see the big picture. He/she gets a -2 on all improvisation rolls.
Character Sheet:Name:
Weapon School:
Modifiers:
Age:
Physical Description:
Starting Loadout:
(Inventory and health and such will be kept track of on a separate piece of paper)
Starting Loadout Store:All characters start with $50 to go towards the loadout store.
- Weak Pistol (Damage 15): $20
- Old Rifle (Damage 17): $30
- Rusty Broadsword (Damage 18 ): $25
- Dull Dagger (Damage 12): $15
- Healing Kit (Restores 20 health): $10
- Shady Revivification Kit (Revives dead character with 21 health: $37
Alright, so, that's pretty much it, I suppose. If you have any questions or comments, feel free to post them. Also, I'm pretty easy to work with here, If you want to tweak something fairly unimportant (Use and axe instead of a sword, gloves instead of daggers, blah blah blah), feel free to PM me with whatever, and I'll do my best to help you out.
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