- Joined
- Jun 6, 2020
I made this tabletop system for a campaign I was going to do a year or so back and never got around to (and most likely won't ever get to) so I thought I'd post it here for other people to use if they want something different besides the typical D&D, GURPS, etc.
ALL ROLLS ARE SUBJECT TO GM INTERPRETATION
Result <= 25% Failure
Result > 25% and <50% Minor Success
Result > =50% and <75% Minor Success
Result > =75% Success
(ex. If you have a Strength skill of 4 and you roll a 1 it is 25% or less so it's a failure)
Skills
- Skill points are provided to players by the GM at their own discretion
- All skills start at 5
- Skills cannot go below 1
- Skills can only be upgraded with a skill point
- When a skill point is received the player can either upgrade a skill or exchange a point from
one skill to another
Talents
- A situational ability to allow a player to apply a bonus to their roll.
- Talents may not apply a constant passive bonus to rolls.
- Talents can are purchased with skill points.
- Talents are up to the player to decide and the GM to approve.
- Talents provide a 25% bonus if a specific condition set by the player is met.
- A player may have as many talents as they like, however talents cannot overlap.
Weight
- Weight is increased by the Strength skill by 20 LBS each level.
- The more weight you have the less you can move.
- Almost every object has weight to it and will influence the amount of Action Points (AP).
- Weight penalties are as described below
Weight <25%
Weight >= 25% and < 50%
Weight >= 50% and < 75%
Weight >= 75%
No penalty
25% penalty
50% penalty
75% penalty
Action Points (AP)
- APs are how many actions the player can perform in combat
- APs also determine how many zones a player can move through
- Every action will require 1 AP*
Damage Threshold (DT)
- This is a measure of health as it applies to organic matter.
- DT can be healed over time (as directed by the GM) or by player intervention (FAKs, etc.).
- DT is measured as thus at average stats
Head: 10
Torso: 50
Arms: 25
Legs: 25
- Each additional level of Endurance nets +2 DT to each limb
Armor (AR)
-This is a measure of health as it applies to inorganic matter (vehicles, vests, bionics, etc.)
-AR will not heal over time, but can be repaired by players with sufficient skill and tools.
-AR is determined by the item.
Psychic Threshold (PT)
- This is a measure of health as it applies to the mind.
- PT is directly affected by the Willpower skill.
- At average stats PT is 10.
- The more Will you have, the more PT you have (+2 per level same as DT)
- PT can be healed over time or by player intervention.
Bionics
- Bionics follow the same rules as Talents.
- Bionics are purchased with GEC (money).
- You may have multiple bionics on the same body part.*
*You cannot have multiple organs, but you can augment a single organ multiple times.
Melee
- Melee is affected by Strength.
- Small Melee Weapons (pocket knives, blackjacks, etc.) do damage equal to 1⁄2 Strength.
- Medium Melee Weapons (Hunting knives, Batons, etc.) do damage equal to 3⁄4 Strength.
- Large Melee Weapons (Machetes, Maces, Swords, etc.) do damage equal to 1.0x Strength.
- When using melee weapons, you must roll above 25% of your total Strength.
- In combat, melee weapons can only be used if both combatants are in the same zone.
- Non-Lethal options are available.
Guns
- Guns are affected by Accuracy.
- Full Metal Jacket (FMJ): is average against all mediums (1.0x vs AR/DT).
- Hollow Point (HP): is better against flesh, but not so much armor (0.5x vs AR, 1.5x vs DT).
- Anti-Personnel (AP): is better against armor, but not so much flesh (1.5x vs AR, 0.5x vs DT).
- Sm. Guns (derringers, snubbed revolvers, sub-compact pistols) do 1⁄2 * Accuracy damage.
- Md. Guns (big bore pistols/revolvers, short shotguns/rifles) do 3⁄4 * Accuracy damage.
- Lg. Guns (Intermediate/Battle rifles, Shotguns) do 1.0 * Accuracy damage.
- In combat, ranged weapons can be used across multiple zones.
- Non-Lethal options are available.
Explosives
- Explosives are not governed by any skills.
- Explosive damage is calculated by distance from the center (measured in zones.).
- Modifications to explosives can be performed to change their properties and increase
effectiveness against the intended target(s) (such as adding shrapnel or shaping it).
Psionics
- Psionics is affected by the Will stat.
- Psionics are only usable with a Catalyst.
- Internal Catalysts (similar to small guns/melee) do 1⁄2 of a Will roll.
- External Catalysts (similar to large guns/melee) do 1.0x of a Will roll.
- Psionic algorithms are either purchased or researched.
Role Playing
- Role playing may require rolls to be performed at GM discretion.
- Role playing itself does not have turns.
Zones
- A zone is a measure of distance.
- A zone can be any size of shape
Result <= 25% Failure
Result > 25% and <50% Minor Success
Result > =50% and <75% Minor Success
Result > =75% Success
(ex. If you have a Strength skill of 4 and you roll a 1 it is 25% or less so it's a failure)
Skills
- Strength - Affects physical weapon damage and burden
- Endurance - Affects Damage Threshold (DT)
- Agility - Affects Action Points (AP)
- Accuracy - Affects damage with ranged weapons
- Medical - Ability to heal DT
- Mechanical - Ability to interact with hardware and heal Armor (AR)
- Hacking - Ability to interact with software and electronics
- Will - Affects mind and Psychic Threshold (PT)
- Drive - Ability to control vehicles
- Detect - Ability to notice and investigate things
- Charisma - Ability to communicate with others
- Skill points are provided to players by the GM at their own discretion
- All skills start at 5
- Skills cannot go below 1
- Skills can only be upgraded with a skill point
- When a skill point is received the player can either upgrade a skill or exchange a point from
one skill to another
Talents
- A situational ability to allow a player to apply a bonus to their roll.
- Talents may not apply a constant passive bonus to rolls.
- Talents can are purchased with skill points.
- Talents are up to the player to decide and the GM to approve.
- Talents provide a 25% bonus if a specific condition set by the player is met.
- A player may have as many talents as they like, however talents cannot overlap.
Weight
- Weight is increased by the Strength skill by 20 LBS each level.
- The more weight you have the less you can move.
- Almost every object has weight to it and will influence the amount of Action Points (AP).
- Weight penalties are as described below
Weight <25%
Weight >= 25% and < 50%
Weight >= 50% and < 75%
Weight >= 75%
No penalty
25% penalty
50% penalty
75% penalty
Action Points (AP)
- APs are how many actions the player can perform in combat
- APs also determine how many zones a player can move through
- Every action will require 1 AP*
Damage Threshold (DT)
- This is a measure of health as it applies to organic matter.
- DT can be healed over time (as directed by the GM) or by player intervention (FAKs, etc.).
- DT is measured as thus at average stats
Head: 10
Torso: 50
Arms: 25
Legs: 25
- Each additional level of Endurance nets +2 DT to each limb
Armor (AR)
-This is a measure of health as it applies to inorganic matter (vehicles, vests, bionics, etc.)
-AR will not heal over time, but can be repaired by players with sufficient skill and tools.
-AR is determined by the item.
Psychic Threshold (PT)
- This is a measure of health as it applies to the mind.
- PT is directly affected by the Willpower skill.
- At average stats PT is 10.
- The more Will you have, the more PT you have (+2 per level same as DT)
- PT can be healed over time or by player intervention.
Bionics
- Bionics follow the same rules as Talents.
- Bionics are purchased with GEC (money).
- You may have multiple bionics on the same body part.*
*You cannot have multiple organs, but you can augment a single organ multiple times.
Melee
- Melee is affected by Strength.
- Small Melee Weapons (pocket knives, blackjacks, etc.) do damage equal to 1⁄2 Strength.
- Medium Melee Weapons (Hunting knives, Batons, etc.) do damage equal to 3⁄4 Strength.
- Large Melee Weapons (Machetes, Maces, Swords, etc.) do damage equal to 1.0x Strength.
- When using melee weapons, you must roll above 25% of your total Strength.
- In combat, melee weapons can only be used if both combatants are in the same zone.
- Non-Lethal options are available.
Guns
- Guns are affected by Accuracy.
- Full Metal Jacket (FMJ): is average against all mediums (1.0x vs AR/DT).
- Hollow Point (HP): is better against flesh, but not so much armor (0.5x vs AR, 1.5x vs DT).
- Anti-Personnel (AP): is better against armor, but not so much flesh (1.5x vs AR, 0.5x vs DT).
- Sm. Guns (derringers, snubbed revolvers, sub-compact pistols) do 1⁄2 * Accuracy damage.
- Md. Guns (big bore pistols/revolvers, short shotguns/rifles) do 3⁄4 * Accuracy damage.
- Lg. Guns (Intermediate/Battle rifles, Shotguns) do 1.0 * Accuracy damage.
- In combat, ranged weapons can be used across multiple zones.
- Non-Lethal options are available.
Explosives
- Explosives are not governed by any skills.
- Explosive damage is calculated by distance from the center (measured in zones.).
- Modifications to explosives can be performed to change their properties and increase
effectiveness against the intended target(s) (such as adding shrapnel or shaping it).
Psionics
- Psionics is affected by the Will stat.
- Psionics are only usable with a Catalyst.
- Internal Catalysts (similar to small guns/melee) do 1⁄2 of a Will roll.
- External Catalysts (similar to large guns/melee) do 1.0x of a Will roll.
- Psionic algorithms are either purchased or researched.
Role Playing
- Role playing may require rolls to be performed at GM discretion.
- Role playing itself does not have turns.
Zones
- A zone is a measure of distance.
- A zone can be any size of shape
This sheet is old
The ITEMS sheet gives gameplay critical values to all necessary objects
=======
WEAPONS
=======
* Weapon Categories are listed below
* Almost all weapons have the ability to be select fire, all additional WEP info will be discussed in the ITEMS sheet.
-Projectile Weapons
-Handgun (HG) (FMJ/HP/AP) (9x19mm, .40S&W, .45ACP) (RBR round compatible)
-Big Bore (BB) (FMJ/HP/AP) (10mm, .357 SIG, 41AE) (RBR round compatible)
-Intermediate Rifle (IR) (FMJ/JSP/BT) (5.56x45mm, 5.45x39mm, 6.5 Grendel)
-Battle Rifle (BR) (FMJ/JSP/BT) (7.62x51mm, 6.5 Creedmoor)
-Shotgun (SG) (00B/0000B/SLUG) (12ga 2 3/4", 12ga 3") (RBR round compatible)
-Anti-Material Rifle (AM) (FMJ/SP/HEAT) (12.7x99mm)
====
AMMO
====
Ammo Modifier Formula
*FMJ/00B = 1x vs DT, 1x vs AR (Standard ammo, cheap)
*HP/JSP/0000B = 1.5x vs DT, -1.5x vs AR (Hollow Point/Jacketed Soft Point/4-0 Buck is ammo that is better at reducing DT, but not AR)
*AP/BT/SLUG/AT = -1.5x vs DT, 1.5x vs AR (Anti-Personell/Black Tip/Anti-Tank is ammo that is better at reducing AR, but not DT)
* Projectile Weapon Damage is explained below
FMJ/00B = Full Metal Jacket standard ammo that performs averagely against DT and AR
AP/BT/SLUG = Anti-Personell/Black Tip is ammo that is better at reducing AR, but not good against DT
HP/JSP/0000B = Hollow Point/Jacketed Soft Point/4-0 Buck is ammo that is better at reducing DT, but not good against AR
- +HG (9x19mm .40 S&W .45 ACP)
--------------------------------
- FMJ = -1AR, HP = -1AR, AP = -2AR
--------------------------------
- FMJ = -2DT, HP = -3DT, AP = -1DT
--------------------------------
- +BB (10mm .41 AE .357 SIG)
--------------------------------
- FMJ = -2AR, HP = -1AR, AP = -3AR
--------------------------------
- FMJ = -4DT, HP = -6DT, AP = -2DT
--------------------------------
- +IR (5.56x45mm 5.45x39mm 6.5 Grendel)
--------------------------------
- FMJ = -3AR, JSP = -2AR, BT = -5AR
--------------------------------
- FMJ = -6DT, JSP = -9DT, BT = -4DT
--------------------------------
- +BR/SG (12ga 3", 7.62x51mm, 6.5 Creedmoor)
-------------------------------------------------
- FMJ/00B = -4AR, JSP/0000B = -3AR, BT/SLUG = -6AR
-------------------------------------------------
- FMJ/00B = -8DT, JSP/0000B = -12DT, BT/SLUG = -5DT
-------------------------------------------------
- +AM (12.7x108mm, 50 BMG, 20mm)
------------------------------------
- FMJ= -6AR, JSP = -4AR, HEAT = -9AR
------------------------------------
- FMJ= -10DT, JSP = -15DT, HEAT = -7DT
------------------------------------
-Melee Weapons (MEL) - Has to be at melee range
-(BLNT) Blunt - BLNT ignores AR and does DT
- Large (LG) (>12") x1.5 mod
- Small (SM) (<12") x1 mod
-(BLAD) Bladed - BLAD is better vs DT
- Large (LG)(>6") x1.5 mod
- Small (SM)(<6") x1 mod
-Explosive (EX) - Has Area of Effect
-(STUN) - STUN stuns for one turn (unless already stunned)
-(FRAG)mentation - FRAG
-(CHEM)ical - CHEM causes -DT over time.
-Non-Lethal (NL) - Cannot inflict CONSEQUENCES
-(CHEM) - Causes -DT over time
-(SHK)Shock - Stuns one turn (unless already stunned)
-(RBR)Beanbag/Rubber ball - Causes DT damage, cannot do AR damage (Available for HG, BB, and SG only. equivical to HP/0000B w/o AR damage)
=====
ARMOR
=====
Soft Body Armor (SBA)
5LBS
8AR
HG = 100%
BB = 75%
IR = 0%
SG/BR = 0%
AM = 0%
Ceramic Armor (CER)
10LBS
15AR
HG = 100%
BB = 100%
IR = 100%
SG/BR = 50%
AM = 0%
Hard Body Armor (HBA)
20LBS
30AR
HG = 100%
BB = 100%
IR = 100%
SG/BR = 50%
AM = 0%
===
MED
===
First Aid Kit (FAK) - Uses MED Skill, has 10 uses currently(MED x2= MAX DT that can be healed) 2LBS
Medi-Fiber - Requires no skill, has 10 uses currently (can heal 25% DT MAX)
===
MEC
===
Tool Kit - Uses MEC skill, has 10 uses currently(MEC x2= MAX AR that can be repaired) 4LBS
Nanopaste - Requires no skill, has 10 uses currently (Can heal 25% AR MAX)
Gun Cleaning Kit - Requires no skill, has 10 uses currently (Negates -5DUR after 500 rounds)
===
ELE
===
Wiring Kit - Uses ELE skill, has 10 uses currently(ELE x2= MAX AR that can be repaired) 2LBS
Nanopaste - Requires no skill, has 10 uses currently (Can heal 25% AR MAX)
=====
OTHER
=====
Psyonic Catalysts
Internal Psyonic Catalyst (PSY IN) - Does not need to be charged, Provides no PSY bonus, Does not require a PSY adapter, must be repaired with MED and ELE, 0LBS
PSY x1, 0 Charge Time (CT)
External Psyonic Catalyst (PSY EX) - Requires 1 Turn to charge, powerful, requires Psyonic Interface (PSY INTF.) , repaired with ELE, 3LBS
PSY x2, 1 Charge Time (CT)
Catalysts can learn new abilities by downloading PSY Formulas, however they are unusable unless the person has a high enough PSY ability.
Catalyst Formulas
PHYSICS
I - Lift - Can lift and move objects
II - Push/Pull - Can quickly throw or pull an object
III - Bend/Break - Can twist and shatter materials
IV - Levitation - Can move in the air
V - Barrier - Can create a barrier repelling objects
ELECTRONIC PHENOMENON
I - Charge - Can add Charge counters to the PSY Catalyst negating the need to charge every turn.
II - Polarize - Charge materials to attract or repel ferrous objects
III - Discharge - Remove all charge counters from PSY Catalyst and deal damage
IV - Bolt - Long range bolt of lightning, can attack multiple targets
V - Galvanize - Animate organisms
THERMODYNAMICS
I - Flash - a bright flash that stuns enemies
II - Ignite - ignite bonded molecules into an explosion
III - Friction - use air friction to drill into and melt materials
IV - Heat Wave - a barrier of heat able to melt objects that come into its range
V - Shift - dissociate molecular bonds and turn material into pure energy
NEUROPATHY
I - Transmit - Can transmit thoughts remotely
II - Recieve - Can read thoughts
III - Inhibitor - Can decrease the effectivity of PSY
IV - Animate - Can make a sentient being move
V - Swap - Can swap consciencousness with sentient beings
The ITEMS sheet gives gameplay critical values to all necessary objects
=======
WEAPONS
=======
* Weapon Categories are listed below
* Almost all weapons have the ability to be select fire, all additional WEP info will be discussed in the ITEMS sheet.
-Projectile Weapons
-Handgun (HG) (FMJ/HP/AP) (9x19mm, .40S&W, .45ACP) (RBR round compatible)
-Big Bore (BB) (FMJ/HP/AP) (10mm, .357 SIG, 41AE) (RBR round compatible)
-Intermediate Rifle (IR) (FMJ/JSP/BT) (5.56x45mm, 5.45x39mm, 6.5 Grendel)
-Battle Rifle (BR) (FMJ/JSP/BT) (7.62x51mm, 6.5 Creedmoor)
-Shotgun (SG) (00B/0000B/SLUG) (12ga 2 3/4", 12ga 3") (RBR round compatible)
-Anti-Material Rifle (AM) (FMJ/SP/HEAT) (12.7x99mm)
====
AMMO
====
Ammo Modifier Formula
*FMJ/00B = 1x vs DT, 1x vs AR (Standard ammo, cheap)
*HP/JSP/0000B = 1.5x vs DT, -1.5x vs AR (Hollow Point/Jacketed Soft Point/4-0 Buck is ammo that is better at reducing DT, but not AR)
*AP/BT/SLUG/AT = -1.5x vs DT, 1.5x vs AR (Anti-Personell/Black Tip/Anti-Tank is ammo that is better at reducing AR, but not DT)
* Projectile Weapon Damage is explained below
FMJ/00B = Full Metal Jacket standard ammo that performs averagely against DT and AR
AP/BT/SLUG = Anti-Personell/Black Tip is ammo that is better at reducing AR, but not good against DT
HP/JSP/0000B = Hollow Point/Jacketed Soft Point/4-0 Buck is ammo that is better at reducing DT, but not good against AR
- +HG (9x19mm .40 S&W .45 ACP)
--------------------------------
- FMJ = -1AR, HP = -1AR, AP = -2AR
--------------------------------
- FMJ = -2DT, HP = -3DT, AP = -1DT
--------------------------------
- +BB (10mm .41 AE .357 SIG)
--------------------------------
- FMJ = -2AR, HP = -1AR, AP = -3AR
--------------------------------
- FMJ = -4DT, HP = -6DT, AP = -2DT
--------------------------------
- +IR (5.56x45mm 5.45x39mm 6.5 Grendel)
--------------------------------
- FMJ = -3AR, JSP = -2AR, BT = -5AR
--------------------------------
- FMJ = -6DT, JSP = -9DT, BT = -4DT
--------------------------------
- +BR/SG (12ga 3", 7.62x51mm, 6.5 Creedmoor)
-------------------------------------------------
- FMJ/00B = -4AR, JSP/0000B = -3AR, BT/SLUG = -6AR
-------------------------------------------------
- FMJ/00B = -8DT, JSP/0000B = -12DT, BT/SLUG = -5DT
-------------------------------------------------
- +AM (12.7x108mm, 50 BMG, 20mm)
------------------------------------
- FMJ= -6AR, JSP = -4AR, HEAT = -9AR
------------------------------------
- FMJ= -10DT, JSP = -15DT, HEAT = -7DT
------------------------------------
-Melee Weapons (MEL) - Has to be at melee range
-(BLNT) Blunt - BLNT ignores AR and does DT
- Large (LG) (>12") x1.5 mod
- Small (SM) (<12") x1 mod
-(BLAD) Bladed - BLAD is better vs DT
- Large (LG)(>6") x1.5 mod
- Small (SM)(<6") x1 mod
-Explosive (EX) - Has Area of Effect
-(STUN) - STUN stuns for one turn (unless already stunned)
-(FRAG)mentation - FRAG
-(CHEM)ical - CHEM causes -DT over time.
-Non-Lethal (NL) - Cannot inflict CONSEQUENCES
-(CHEM) - Causes -DT over time
-(SHK)Shock - Stuns one turn (unless already stunned)
-(RBR)Beanbag/Rubber ball - Causes DT damage, cannot do AR damage (Available for HG, BB, and SG only. equivical to HP/0000B w/o AR damage)
=====
ARMOR
=====
Soft Body Armor (SBA)
5LBS
8AR
HG = 100%
BB = 75%
IR = 0%
SG/BR = 0%
AM = 0%
Ceramic Armor (CER)
10LBS
15AR
HG = 100%
BB = 100%
IR = 100%
SG/BR = 50%
AM = 0%
Hard Body Armor (HBA)
20LBS
30AR
HG = 100%
BB = 100%
IR = 100%
SG/BR = 50%
AM = 0%
===
MED
===
First Aid Kit (FAK) - Uses MED Skill, has 10 uses currently(MED x2= MAX DT that can be healed) 2LBS
Medi-Fiber - Requires no skill, has 10 uses currently (can heal 25% DT MAX)
===
MEC
===
Tool Kit - Uses MEC skill, has 10 uses currently(MEC x2= MAX AR that can be repaired) 4LBS
Nanopaste - Requires no skill, has 10 uses currently (Can heal 25% AR MAX)
Gun Cleaning Kit - Requires no skill, has 10 uses currently (Negates -5DUR after 500 rounds)
===
ELE
===
Wiring Kit - Uses ELE skill, has 10 uses currently(ELE x2= MAX AR that can be repaired) 2LBS
Nanopaste - Requires no skill, has 10 uses currently (Can heal 25% AR MAX)
=====
OTHER
=====
Psyonic Catalysts
Internal Psyonic Catalyst (PSY IN) - Does not need to be charged, Provides no PSY bonus, Does not require a PSY adapter, must be repaired with MED and ELE, 0LBS
PSY x1, 0 Charge Time (CT)
External Psyonic Catalyst (PSY EX) - Requires 1 Turn to charge, powerful, requires Psyonic Interface (PSY INTF.) , repaired with ELE, 3LBS
PSY x2, 1 Charge Time (CT)
Catalysts can learn new abilities by downloading PSY Formulas, however they are unusable unless the person has a high enough PSY ability.
Catalyst Formulas
PHYSICS
I - Lift - Can lift and move objects
II - Push/Pull - Can quickly throw or pull an object
III - Bend/Break - Can twist and shatter materials
IV - Levitation - Can move in the air
V - Barrier - Can create a barrier repelling objects
ELECTRONIC PHENOMENON
I - Charge - Can add Charge counters to the PSY Catalyst negating the need to charge every turn.
II - Polarize - Charge materials to attract or repel ferrous objects
III - Discharge - Remove all charge counters from PSY Catalyst and deal damage
IV - Bolt - Long range bolt of lightning, can attack multiple targets
V - Galvanize - Animate organisms
THERMODYNAMICS
I - Flash - a bright flash that stuns enemies
II - Ignite - ignite bonded molecules into an explosion
III - Friction - use air friction to drill into and melt materials
IV - Heat Wave - a barrier of heat able to melt objects that come into its range
V - Shift - dissociate molecular bonds and turn material into pure energy
NEUROPATHY
I - Transmit - Can transmit thoughts remotely
II - Recieve - Can read thoughts
III - Inhibitor - Can decrease the effectivity of PSY
IV - Animate - Can make a sentient being move
V - Swap - Can swap consciencousness with sentient beings
Last edited: