====== 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. * 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. ===== 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 ^ | Unarmed | 1d6 | -- | -- | | Knife, Hatchet | 2d6 | -- | -- | | Short Sword, Fighting Axe | 3d6 | -- | -- | | Long Sword, Battle Axe | 4d6 | -- | -- | | Two-Handed Sword, Two-Handed Axe | 5d6 | -- | -- | | Club, Dart | 2d6 | -- | -- | | Mace, Spear | 3d6 | -- | -- | | Warhammer, Lance | 4d6 | -- | -- | | Maul, Pike | 5d6 | -- | -- | === 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 === ^ Weapon ^ Damage ^ Range ^ 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 | -- | 1 | 0 | Single, Double Tap | 8 | 84 Cheetah | | Medium Pistol | 2d6 | -- | 2 | 0 | Single, Double Tap | 12 | Glock 17 | | Heavy Pistol | 3d6 | -- | 3 | 0 | Single, Double Tap | 8 | Desert Eagle | | Submachine Gun | 2d6 | -- | 4 | 1 | Single, 3 Round Burst, Automatic | 30 | MP5 | | Assault Rifle | 3d6 | -- | 5 | 2 | Single, 3 Round Burst, Automatic | 30 | M16 | | Light Sniper Rifle | 3d6 | -- | 6 | 3 | Single | 8 | PSG-1 | | Heavy Sniper Rifle | 4d6 | -- | 7 | 3 | Single | 8 | M82 | | Shotgun, 12-gauge pump | 3d6 | -- | 5 | 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 | 4d6 | -- | 5 | 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 |