Table of Contents

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

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 1) Ammo 2) 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 3) 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 Wikipedia for reference.

Type Armour Rating
Type I 1
Type IIA 2
Type II 3
Type IIIA 4
Type III 5
Type IV 6
1) 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)
2) Ammo is standard FMJ unless noted otherwise.
3) Certain military and police shotguns also come in semi-automatic, and can use 3 Round Burst and Automatic RoF.