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)