
Here’s something I put together today – just a very quick and dirty gaming system for tabletop beer and pretzels roleplaying. These notes are hardly comprehensive, and not edited at all. this is Version 1.
The game is 2d6 based, BTW.
Decide on character concept: (whatever you want)
Character stats: Body, Mind.
Roll 1d6 and add to nine. Divide between the two stats as you see fit.
Add Body to 3 for Hit Points.
Purchase Skills:
There are two skill categories.
Primary skills are those skills that define your character concept.
Secondary skills are incidental skills, things that your character picked up along the way.
You only list skills that you’re especially good at and think might come up in play. It is suggested that you pick THREE for each category.
For Primary skills, take your highest stat (Body or Mind). Use this as a base number for all skills. You have four points to add to these skills. Each skill must have a minimum of Base+1 point.
Where’s my skill list? Just make it up. As long as you and your GM agree, it’s okay. You’ve probably played enough games to know what kind of skills are typical. Don’t try to cover everything. Just write up those things that make your character unique, or that he or she is especially good at.
Example - Alan is buying skills for his character Bob. Bob’s character concept is “Trapper/Hunter.” Bob’s two scores are Body: 7, Mind: 6. His highest score is Body: 7, so this will serve as the base for any skills that he feels is Primary to his character concept. He has 4 points to distribute to these skills.
He comes up with the following:
Rifle, Tracking, Outdoor survival. All of these start out with a base of 7. Alan, the player, divides 4 points between these any way he sees fit. Here’s what he comes up with:
Rifle: 9
Tracking: 8
Outdoor Survival: 8
The same process if followed for Secondary Skills, except the lower stat is used.
If neither stat is higher don’t sweat it.
Bob’s Mind score is 6
Alan comes up with three Secondary Skills, each starting at 6, and divides a total of six points between them.
Speak French: 7
Sing: 7
Wood carving: 9
Skill or attribute checks: roll 2d6
Checks against attributes or skills succeed if less than or equal to the skill or attribute’s total. The number of points between the number rolled and the target number can equal the relative degree of success at the GM’s discretion.
Situational difficulties can modify the target number by 1 (hard), 2 (very hard), or 3 (extremely hard).
Alan’s character Bob is entering a woodcarving contest. He plans to whittle a model of the mayor’s daughter. The GM decides this will be a “very hard” task.
In a routine task, Alan would have to roll a “9″ (Bob’s woodcarving skill) or under to succeed. Now Bob will have to roll a “7″ (9-2 for “very hard”) to succeed. Alan rolls a 3. The GM determines that not only did Bob succeed, he carved an astounding likeness of the Mayor’s daughter and wins the contest.
Rolls of 12 always fail. Rolls of 2 always succeed.
Contested checks:
Sometimes a character will have to compete against another character. Roll normally.
1) If both characters fail, then no one wins.
2) if one character succeed, then that one wins.
3) if both characters succeed then the character with the highest degree of success wins.
4) if it’s a tie, then roll again.
What about skills that aren’t listed on my character sheet?
1) GM and Player make a decision as to whether the skill in question would be something the character – according to concept – would be likely to know.
2) The GM then decides whether if there is enough of a reasonable chance of failure to warrant a dice roll. If there is little to no chance that the attempt would fail, then the character succeeds.
3) If the answer to the first two questions are yes, then the skill in question defaults to either Body or Mind, based on the GM’s judgement. A roll equal to or less than the character’s attribute succeeds.
Combat.
Initiative: roll 1d6. Highest goes first.
Combat is handled as a standard skill check, defaulting to either the skill (if a character has a weapon skill “rifle,” “dagger,” pistol”) or mind for ranged weapons or body for melee weapons.
Rolls under the target number succeed.
Damage equals the weapon’s damage factor (1, 2 or 3 according to weapon description) plus the degree of success.
Alan’s character Bob attempts to shoot a bear. He rolls a seven, under his rifle rating of 9. He does 2+3 (the rifle’s damage rating) for a total of five points of damage.
Firearms do full damage at close range, -1 at medium range, -2 at long range, -3 at far range.
Multiple attacks: sure. Just divide your target number by the total number of attacks. then roll under the number for each target to succeed.
Armor:
Armor absorbs 1, 2, or 3 points of damage based on type.
Most military bullet-proof vests will absorb (2) points of damage.
Wound status:
Full to half hitpoints: wounded, no practical effect.
Half hitpoints or less: wounded, all actions at -2.
Zero hitpoints: Dying. Death in 1d6-1 rounds (zero to five rounds) without stabilization.
Stabilization must be performed by another character. Roll vs. applicable skill (medic, doctor, etc.) or default to mind. Bonuses may be given based on superior conditions (sterile hospital environment) or equipment (full operating suite).
Healing: Characters heal 1d6 hit points each day of solid rest. Characters under the care of a healer or other expert receive an additional 2 points up to their maximum total.
Experience:
GM hands out experience points every two or three game sessions.
All characters receive 1 point, plus 1-6 discretionary points on the judgment of the GM. Alternatively, all players can 1d6, and the number of discretionary points given to each player equals the highest number rolled in the group,
These may be used to add points to skills on a 1:1 basis for primary skills and a 2:1 basis for secondary skills. New skills may also be bought. New skills start at a base of Appropriate Attribute (body or mind)+1 at a cost of 2 experience points, plus one for each additional point spent as above.
Sample Character:
Name: Max
Concept: post-apocalyptic warrior
Body: 9
Mind: 8
Hit Points: 12
Primary Skills: Driving (11), Guns(10) , Tinkering (10)
Mind: Barter (9) Medic (9) Survival (10)
Armor: Light armor (1)
Weapons: low caliber pistol (dmg 1)
Equipment: muscle car, dog. Leather jacket. Tools. Geiger counter.
Dude, you could so play this over Twitter. Just sayin’.
Someone needs to make a Twitter dice server. If there isn’t one already.
Very nice. I like it a lot. And yes it could be. In fact there has been some on Twitter already. There is already a diceroller on twitter. If you want to check out more on the rpg look for Chattydm or do a twitter search for trpg1. But for sure we need more. And this is a great set up for it. Now I just need a DM, and some beer!
Interesting.
Cool, love it!
One problem: for body and mind rolls, you say roll 1d6 and add 9. Then the skill or attribute checks are 2d6. Therefore, if I roll a 5, add 9, my body would be 14, which is more than 2d6 can come up with. Or do you divide 9 between body and mind? But then I could still add the whole 9 to one attribute and have a 14 body and a 5 mind if I wanted. Explanation?