====== Unnamed System ====== This is just some basic ideas for a game system that I am slowly moving from random pieces of scrap paper to the web, and hopefully further developing the ideas. ===== Basics ===== * Skills and Attributes are combined into one list (use Spirit of the Century's skill list as a starting point). * Affinities allow cheaper purchase of skills (elven bowmanship, hobbit's stealth, cimmerian's climbing). * Scale determines how many dice are rolled. Humans and similar species (elves, dwarves, orcs) are at scale 2 for all tasks and therefore roll 2d6. Larger creatures such as trolls and ogres are scale 3 for strength based actions and therefore roll 3d6. ^Check Type^Check Length^ |Static ((Skill check against a static object or situation, where there isn't an opposing force directly working against you. For example: climbing a wall, running a race. Note: there can be an opposing force competing against you, but unless there is direct skill versus skill contact, it is a static check, like the previously mentioned foot race.))|Simple ((Something less consequential or a situation requiring speed of resolution. A single roll to determine success or failure in a situation, or a winner and loser.))| |Dynamic ((Skill check against and object or situation that is directly opposing you. For example: arm wrestling, hacking a computer actively being protected by another hacker.))|Complex ((A more complex or consequential skill check, or a situation requiring more back and forth for greater drama and tension.))| ===== Skills ===== ^ Level ^ Cost (No Affinity) ^ Cost (Affinity 1) ^ Cost (Affinity 2) ^ Cost (Affinity 3) ^ | 1 | 1 | 0 | -1 | -2 | | 2 | 2 | 1 | 0 | -1 | | 3 | 3 | 2 | 1 | 0 | | 4 | 4 | 3 | 2 | 1 | | 5 | 5 | 4 | 3 | 2 | | 6 | 6 | 5 | 4 | 3 | | 7 | 7 | 6 | 5 | 4 | | 8 | 8 | 7 | 6 | 5 | | 9 | 9 | 8 | 7 | 6 | | 10 | 10 | 9 | 8 | 7 | ===== Combat ===== Weapons are rated with Damage (expressed by an Xd6 roll) and Armour Piercing (AP). AP needs to account for regular shots (FMJ), shots that are bad against armour (shotgun shot, hollow point), and shots that are good against armour (armour piercing bullets). Armour is rated with an Armour Rating (AR). Called Shot can be used to deal greater damage (multiply damage, add dice, or flat bonus?) or to cause an effect (knock a weapon out of hand, cripple a limb). ^ Cover Type^ Amount ^ Modifier ^ Example ^ | No Cover | 0/3 | 0 | Standing | | Minor Cover | 1/3 | -1 | Kneeling | | Major Cover | 2/3 | -2 | Prone | | Full Cover | 3/3 | -3 | Fully behind an obstacle | ===== Equipment ===== ==== Weapons ==== === Medieval Melee=== ^ Weapon ^ Damage ^ Armour Piercing ^ Rate of Fire ^ Examples ^ | Unarmed | -- | -- | -- | Punch, Kick | | Hand Weapon | +2 | -- | -- | Knife, Hatchet | | Hand Weapon, Armour Piercing | +1 | 2 | -- | Club, Dart | | Small Weapon | +3 | -- | -- | Short Sword, Fighting Axe | | Small Weapon, Armour Piercing | +2 | 2 | -- | Mace, Spear | | Large Weapon | +4 | -- | -- | Long Sword, Battle Axe | | Large Weapon, Armour Piercing | +3 | 2 | -- | Warhammer, Lance | | Two-Handed Weapon | +5 | -- | -- | Two-Handed Sword, Two-Handed Axe | | Two-Handed Weapon, Armour Piercing | +4 | 2 | -- | Maul, Pike | === Medieval Ranged=== ^ Weapon ^ Damage ^ Armour Piercing ^ Rate of Fire ^ | Sling | 2d6 | -- | -- | | Short Bow | 3d6 | -- | -- | | Long Bow | 4d6 | -- | -- | | Light Crossbow | 3d6 | -- | -- | | Medium Crossbow | 4d6 | -- | -- | | Heavy Crossbow | 5d6 | -- | -- | === Modern Firearms === Account for Accuracy at long range and in close quarters, so that sniper rifles and similar large weapons are a hindrance to CQB. This can be accounted for by taking the Size as a penalty when moving and shooting. Also, there can be range categories which would be something like: Not-optimal/Point Blank/Short/Medium/Long. This allows the sniper rifle to have a Not-optimal range of 0-X, X being a much bigger number than a smaller weapon. A light pistol might have a Not-optimal of 0-0, meaning it is useful in hand-to-hand. Scopes can multiply those range numbers (putting a scope on a sniper rifle makes it even worse for CQB, but better for long range, as both Not-optimal and Long Range are both multiplied). Maybe the accuracy bonus is an accuracy negative inside a certain range, or possibly just a flat negative across the board. Moving and shooting incurs the size as a negative, standing still and shooting has no bonus or negative, taking a turn to aim gives a bonus equal to accuracy. ^ Weapon ^ Damage ^ Range (N-O/P-B/S/M/L/X)^ Size ^ Accuracy ^ Rate of Fire ((Single Shot (regular attack), Double Tap/3 Round Burst (decrease in accuracy, maybe -1, increase in damage, maybe roll double dice), Automatic (5 bullets, increase in accuracy, maybe +1, slight increase in damage, maybe +1d6) )) ^ Ammo ((Ammo is standard FMJ unless noted otherwise.)) ^ Examples ^ | Light Pistol | 1d6 | 0/1/2/3/4/5/6 | 1 | 0 | Single, Double Tap | 8 | 84 Cheetah | | Medium Pistol | 2d6 | 1/x/x/x/x/x | 2 | 0 | Single, Double Tap | 12 | Glock 17 | | Heavy Pistol | 3d6 | 1/x/x/x/x/x | 3 | 0 | Single, Double Tap | 8 | Desert Eagle | | Machine Pistol | 1d6 | 1/x/x/x/x/x | 3 | 1 | Single, 3 Round Burst, Automatic | 30 | -- | | Submachine Gun | 2d6 | 1/x/x/x/x/x | 4 | 1 | Single, 3 Round Burst, Automatic | 30 | MP5 | | Heavy Submachine Gun | 3d6 | 1/x/x/x/x/x | 5 | 1 | Single, 3 Round Burst, Automatic | 30 | UMP | | Assault Rifle, Carbine | 4d6 | 1/x/x/x/x/x | 6 | 2 | Single, 3 Round Burst, Automatic | 30 | M4 | | Assault Rifle | 4d6 | 1/x/x/x/x/x | 7 | 2 | Single, 3 Round Burst, Automatic | 30 | M16 | | Heavy Assault Rifle | 5d6 | 1/x/x/x/x/x | 7 | 2 | Single, 3 Round Burst, Automatic | 30 | AK-47 | | Light Sniper Rifle | 5d6 | 1/x/x/x/x/x | 7 | 3 | Single | 8 | PSG-1 | | Heavy Sniper Rifle | 6d6 | 1/x/x/x/x/x | 8 | 3 | Single | 8 | M82 | | Shotgun, 12-gauge pump, solid | 4d6 | 1/x/x/x/x/x | 7 | 1 | Single ((Certain military and police shotguns also come in semi-automatic, and can use 3 Round Burst and Automatic RoF.)) | 8 | -- | | Shotgun, 12-gauge pump, buck | 5d6 | 1/x/x/x/x/x | 7 | 1 | Single ((Certain military and police shotguns also come in semi-automatic, and can use 3 Round Burst and Automatic RoF.)) | 8 | -- | | Shotgun, 10-gauge double-barrel, solid | 5d6 | 1/x/x/x/x/x | 7 | 1 | Single, Double Tap | 2 | -- | | Shotgun, 10-gauge double-barrel, buck | 6d6 | 1/x/x/x/x/x | 7 | 1 | Single, Double Tap | 2 | -- | ==== Armour ==== === Medieval === ^ Type ^ Armour Rating ^ | Leather | 1 | | Chain | 2 | | Plate | 3 | === Modern === See [[http://en.wikipedia.org/wiki/Ballistic_vest|Wikipedia]] for reference. ^ Type ^ Armour Rating ^ | Type I | 1 | | Type IIA | 2 | | Type II | 3 | | Type IIIA | 4 | | Type III | 5 | | Type IV | 6 | ===== Additional Resolution Systems ===== D6 dice pool system. Every character starts with 1 die for every skill. Additional dice are bought. 4+ counts as a success on one each die, count successes. A challenging skill test is equivalent to half the skill pool. Difficulty 1 for a 2 skill pool, difficulty 2 for a 4 skill pool.