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Statless RPG

 

Statless RPG System

 

  • No stats or attributes. System uses skills and traits only.
  • Percentile Dice and d6 used. Percentile for skill checks and d6 for damage
  • Basic system is to roll d100 and get under your Check Number (skill + modifiers). How much you make it by is called success margin or SM

 

Skills

  • Skills have levels
  • Level x 5% is your unmodified success chance.
  • Modifiers include the ‘difficulty’ of a check

 

Skill Difficulty Table

Difficulty Example Modifier
Routine Driving a car at safe speed +100
Simple   +50
Moderate   +25
Difficult   +0
Very Difficult   -25
Impossible Hacking the launch codes of a nuclear missile -50

 

Movement

  • Humans have a base movement of 6. Meaning in a combat turn (3 seconds) they can move six metres as a sprint and still do something
  • Walking is 2 meters and Hustling is 4 meters in a combat turn
  • Walking and doing something else invokes a -10 penalty
  • Hustling invokes -25 and Sprinting a -50

 

 

Combat

  • All characters and creatures have a Health Trait of 100%
  • Initiative is 1d10 with lowest going first
    • Reroll ties

 

Ranged Combat

  • All ranged weapons have a accuracy rating. Accuracy rating x 5 is added to the attack skill
  • Ranged combat is modified by Range to target (range brackets), and other modifiers such as darkness, cover, movement etc instead of skill difficulty
  • Range Brackets invoke a a -10% penalty accumulative per bracket.  (ie range bracket 3 is a -30)
  • Distance is based on the Range of the weapon as a range increment.
    • Example a 9mm Beretta might have a Range Increment of 20 Thus up to 20 meters in range bracket 1, 21 to 40 is range bracket 2 and so forth
  • Range Bracket 0 is any ranged attack less than 5 meters

 

 

 

 

Melee Combat

  • Melee combat is an opposed roll with the one scoring the highest success margin landing a blow and dealing damage.
    • All Melee Combat are ‘simple’ tests (ie they have a +50% bonus)
    • If both fail there is no damage dealt
    • If one combatant fails and the other succeeds, the Failure Margin is added to the winners Success Margin when calculating damage
    • The winners success margin is lowered by the losers success margin (if any)
    • Melee weapons have size modifiers (rating x 5%)
    • Other modifiers such as terrain (rough or uneven ground), number of friends or foes in the combat can adjust one or all combatants Success Chances

 

Example: Dorian with a Karate Skill of level 8 (40%) is facing off against a thug with a knife (small blade skill level 6 or 30%). There are no other modifiers.

Dorian scores 55 on her check (a success margin of 35 (40+50-55) and the Thug gets a 78 (success margin 2) meaning Dorian wins and lands a blow. Unarmed damage is 1d6 plus the 33 she beat the thug by meaning she deals 37 points of damage (with a roll of 4).

The next combat turn Dorian rolls a 22 (making it by 68) and the Thug rolls 99 (failing by 19) Dorians Success Margin is increased to 87! (68+19 for the thug failure) and she KO’s the thug dealing 87+1d6 damage (90 points rolling a 3 on the dice)

 

 

 

 

 

 

 

 

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