- skills centric system, not a class based one. Good variety of skills so you don’t get stuck in the OSR “you have the sword, you are now the warrior” bucket
- simple grid based. In my head it’d be isometric. Range would rarely be relevant, it’s more about how close you are and getting access to things
- limited inventory cap
- combat would be simple, maybe even a “roll for damage” rather than to hit. Enemy internal mechanics can handle things like DR or “gets back up later” effect
- high lethality in the form of limited health pool. Maybe some kind of status system like poison, infection, or a panicked state that makes you actually have to see to hit
- Also it shouldn’t be straight HP. Thresholds feel like a better structure, like daggerheart. Allows you to spread damage out more while still keeping it lower
Characters
Statistics
Hit Points
Skills
0~3
Talents
- Alertness
- Athletics
- Drive
- Lockpicking
- Persuade
- Pilot
- Search
- Stealth
- Swim
- Survival
Studies
- Anthropology
- Biology
- Bioengineering
- Computer Science
- Forensics
- History
- HUMINT
- Pharmacy
- Surgery
Training
- Dodge
- First Aid
- Field Crafting (Mcguyver shit)
- Firearms
- Explosives
- Heavy Weapons
- Melee Combat
Equipment
8 Slots on Player Items have a slot size, effect, damage. Key items aren’t a slot, tools are.
Weapons
| Weapon | Slots | Hands | Damage | Mag | Fire | Reload | Draw |
|---|
| Knife | 1 | 1 | 1d6 | N/a | 1 AP | N/a | 0 AP |
| Axe | 2 | 1 | 1d8 | N/a | 1 AP | N/a | 1 AP |
| Handgun | 1 | 1 | 1d8 | 8 | 2 AP | 1 AP | 1 AP |
| Compact Pistol | 1 | 1 | 1d6 | 5 | 1 AP | 1 AP | 1 AP |
| Military Handgun | 1 | 1 | 1d12 | 8 | 2 AP | 2 AP | 2 AP |
| Pump Action Shotgun | 2 | 2 | 2d8 | 2 | 2 AP | 2 AP | 2 AP |
| Semi-Automatic Shotgun | 2 | 2 | 2d6 | 6 | 2 AP | 3 AP | 2 AP |
| Bolt Action Rifle | 2 | 2 | 2d10 | 5 | 2 AP | 3 AP | 2 AP |
| Semi-Automatic Rifle | 2 | 2 | 2d10 | 8 | 2 AP | 2 AP | 2 AP |
| Revolver | 2 | 1 | 2d12 | 5 | 2 AP | 3 AP | 2 AP |
| Semi-Automatic Magnum | 2 | 1 | 2d10 | 8 | 2 AP | 2 AP | 2 AP |
Melee
Knife
| Skill | Slots | Hands | Damage | Attack | Draw | Holster |
|---|
| Melee | 1 | 1 | 1d6 | 1 AP | 0 AP | 0 AP |
- Melee
- Escape - Can be recovered if the B.O.W is defeated.
Axe
| Skill | Slots | Hands | Damage | Attack | Draw |
|---|
| Melee | 2 | 1 | 1d8 | 1 AP | 1 AP |
- Melee
- Counter
Katana
Pistols
Handgun
| Skill | Slots | Hands | Damage | Mag | Fire | Reload | Draw |
|---|
| Firearms | 1 | 1 | 1d8 | 8 | 2 AP | 1 AP | 1 AP |
- Double Tap
Upgrades
- Red Dot Sight - +1 to Damage
- Extended Magazine - +4 Magazine Size
- Hair Trigger - Burst
Compact Pistol
| Skill | Slots | Hands | Damage | Mag | Fire | Reload | Draw |
|---|
| Firearms | 1 | 1 | 1d6 | 5 | 1 AP | 1 AP | 1 AP |
- Double Tap
Upgrades
- Red Dot Sight - +1 to Damage
- Extended Magazine - +2 Magazine Size
Military Handgun
| Skill | Slots | Hands | Damage | Mag | Fire | Reload | Draw |
|---|
| Firearms | 1 | 1 | 1d12 | 8 | 2 AP | 2 AP | 2 AP |
- Double Tap
Upgrades
- Red Dot Sight - +1 to Damage
- Extended Magazine - +4 Magazine Size
- Stock - Wield with two hands for +1 Damage.
Shotguns
Pump Action
| Skill | Slots | Hands | Damage | Mag | Fire | Reload | Draw |
|---|
| Firearms | 2 | 2 | 2d8 | 2 | 2 AP | 2 AP | 2 AP |
- Two Hands
- Spread
- Close Quarters
Upgrades
- Stock - Wield with two hands for +1 Damage.
- Barrel Extension - +2 Magazine Size
- Hair Trigger - Double Tap
Semi-Automatic Shotgun
| Skill | Slots | Hands | Damage | Mag | Fire | Reload | Draw |
|---|
| Firearms | 2 | 2 | 2d6 | 6 | 2 AP | 3 AP | 2 AP |
- Two Hands
- Close Quarters
Upgrades
- Sights +1 Damage.
Rifles
Bolt Action
| Skill | Slots | Hands | Damage | Mag | Fire | Reload | Draw |
|---|
| Firearms | 2 | 2 | 2d10 | 5 | 2 AP | 3 AP | 2 AP |
- Two Hands
- Aim
- Piercing
Upgrades
- Sights +1 Damage.
- Speed Loader - -1 Reload AP
Semi-Automatic Rifle
| Skill | Slots | Hands | Damage | Mag | Fire | Reload | Draw |
|---|
| Firearms | 2 | 2 | 2d10 | 8 | 2 AP | 2 AP | 2 AP |
- Two Hands
- Aim
Upgrades
- Sights +1 Damage.
- Extended Magazine - +2 Magazine
Machine Guns
Submachine Gun
Assault Rifle
Magnums
Revolver
| Skill | Slots | Hands | Damage | Mag | Fire | Reload | Draw |
|---|
| Firearms | 2 | 1 | 2d12 | 5 | 2 AP | 3 AP | 2 AP |
- Steady - +2 Damage with Two Hands
- Piercing
- Close Quarters
Upgrades
- Hair Trigger - Double Tap
Semi-Automatic Magnum
| Skill | Slots | Hands | Damage | Mag | Fire | Reload | Draw |
|---|
| Firearms | 2 | 1 | 2d10 | 8 | 2 AP | 2 AP | 2 AP |
- Steady - +2 Damage with Two Hands
- Piercing
Upgrades
- Hair Trigger - Double Tap
- Laser Sight - +1 Damage
- Extended Magazine +2 Magazine Size
Grenades
| Skill | Damage | Use | Tags |
|---|
| Grenade | 2d10 | 2 AP | Escape |
| Flash Grenade | 0 | 2 AP | Escape |
| Incendiary Grenade | 2d8 | 2 AP | Burning |
| Acid Grenade | 2d6 | 2 AP | Chemical Burn |
All Grenades have the Explosive tag.
Speciality
Grenade Launcher
Rocket Launcher
Flamethrower
Railgun
Armor
| Name | Minor | Major | Severe | Skill Mods | Description |
|---|
| Street Wear | 2 | 4 | 8 | +Dodge | T-shirts, jeans, suits, dresses, etc. |
| Jackets | 4 | 8 | 10 | | Leather jackets, denim, heavy fabrics. |
| Tactical Vest | | | | | Padded, but light weight protection |
| Bulletproof Vest | | | | -Dodge | Sturdier, bulkier, heavier, but protective. |
| Body Armor | | | | -Dodge | Military Grade protection |
| Bioterror Armor | | | | -Dodge | Hardened material, modern day plate. |
Herbs
- Green - Heal
- Red - Merge, Better Heal
- Blue - Cure Poison
- Yellow - Bonus AP (temp)
| Weapon | Slots | Damage | Bonus | Fire | Reload | Draw | Tags |
|---|
| Knife | 1 | 1d6 | 0 | 1 | N/a | 1 | Melee |
| Axe | 2 | 1d8 | 0 | 1 | N/a | 1 | Melee |
| Pistol | 1 | 1d8 | | 2 | 1 | 1 | |
| Heavy Pistol | 1 | 1d12 | | 2 | 2 | 2 | |
| Sawed Off Shotgun | 1 | 1d12 | 1 | 2 | 2 | 1 | Spread |
| Pump Action Shotgun | 2 | 2d8 | 1 | 2 | 3 | 2 | Spread 2H |
| Riot Shotgun | 2 | 2d6 | | 2 | 2 | 2 | 2H |
| Bolt Action Rifle | 2 | 2d10 | | 3 | 2 | 2 | 2H |
| Semi Auto Rifle | 2 | 3d6 | | 3 | 1 | 2 | |
| SMG | 1 | 1d6+2 | | 2 | 1 | 1 | Auto |
| Assault Rifle | 2 | 1d8+2 | | 2 | 1 | 2 | Auto 2H |
| Magnum | 2 | 2d12 | 3 | 2 | 3 | 2 | |
[!note]+ Weapons:
- Pistol (Light, Accurate, Heavy)
- Shotgun (High Spread, Low Spread, Double Barrel, Drum Feed)
- Rifle (Bolt Action, Magazine, Scopes)
- Magnum (Revolver, .50 cal)
- Explosives (Explosive, Incendiary, Cryo, Acid) (Launcher)
- Special (Rocket Launcher, Flamethrower, Taser, Railgun)
Parameters:
- Hands (1,2)
- Inventory Size
- Damage Dice
- AP Cost (Fire, Reload, Draw, Holster)
- Magazine Size
- Ammo Type
- Relevant Skill
- Tag Mechanics
- Melee (Adjacent targets only)
- Escape (Lose the item, prevent Melee damage. May be recovered.)
- Counter (Reaction: when a creature misses, make a Melee on it)
- Steady (Using with 2 hands gives Bonus)
- Double Tap (Two shots in a round for all AP)
- Two Hands (Need both hands to wield, must holster or drop to interact)
- Spread (Cone template, hit multiple targets)
- Close Quarters (Deals bonus damage to adjacent targets)
- Auto (Multiple attacks per round, increasing penalty per, jam risk)
- Burst (Advantage on attack rolls (roll 4d6, take higher two.))
- Aim (Ensures a minimum Damage threshold hit, takes an action)
- Penetration (Ignores X amount of DR)
- Piercing (Line template, hit multiple targets)
- Burning (Applies Burning condition)
- Explosion (Circle Template)
- Lethal (Deals damage directly, ignores thresholds) Upgrades: Additional tags, possibly changes core values (more slots, damage etc)
- Scope (Infinite Range) ⚠ Range isn’t a part of the game though
- Sights (+1 to Damage)
- Extended Magazine (Add to Magazine size)
- Stock (Enable Steady for a one handed weapon)
- Barrel (Reduce Fire AP)
- Speed Loader (Reduce Reload AP)
- Sawed-Off Barrel (Spread tag)?
Mechanics
Checks
2d6 + Skill for checks
Exploration
6 space movement. strict timekeeping and movement (everything is a dungeon)
Combat
3 AP on a turn. Movement is free. WD is weapon dependent. GM can have a rolled check determine AP to complete an action. (R) is reactionary, done on other’s turns
| Action | Cost | Skill |
|---|
| Fire | WD | +Firearms |
| Reload | WD | n/a |
| Draw | WD | n/a |
| Holster | 1 | n/a |
| Search (Pick Up) | 1 | +Search |
| Run | 2 | +Athletics |
| Other | ? | ? |
| Dodge (R) | 1 | +Dodge |
| Parry (R) | 1 | +Melee |
AP Maybe? Roll damage dice directly from a weapon PCs roll to negate damage against them +Dodge, +Melee. +Dodge you move 5 feet. +Melee you can make an attack back but you’re in reach. Attacks of opportunity. Multiple dodges/parry get increasing penalty (-1 per prior since last turn?)
Run action for additional movement +athletics. Must holster long weapons? Swapping weapons is an action, as is reloading. Easier to swap to handguns
Health & Damage
Hit Point total. Thresholds: Minor (4), Major (8), Severe (10). 1, 2, and 3 damage if damage roll is equal to it respectively. 0 if under minor. pluses shift the whole column over (effectively reducing the threshold by 1)
| xdx | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
|---|
| 1d6 | 83% | 67% | 50% | 33% | 17% | — | — | — | — | — | — |
| 1d8 | 88% | 75% | 63% | 50% | 38% | 25% | 13% | — | — | — | — |
| 1d10 | 90% | 80% | 70% | 60% | 50% | 40% | 30% | 20% | 10% | — | — |
| 1d12 | 92% | 83% | 75% | 67% | 58% | 50% | 42% | 33% | 25% | 17% | 8% |
| 2d6 | 100% | 97% | 92% | 83% | 72% | 58% | 42% | 28% | 17% | 8% | 3% |
| 2d8 | 100% | 98% | 95% | 91% | 84% | 77% | 67% | 56% | 44% | 33% | 23% |
| 3d6 | 100% | 100% | 100% | 98% | 95% | 91% | 84% | 74% | 63% | 50% | 38% |
| 2d10 | 100% | 99% | 97% | 94% | 90% | 85% | 79% | 72% | 64% | 55% | 45% |
| 2d12 | 100% | 99% | 98% | 96% | 93% | 90% | 85% | 81% | 75% | 69% | 62% |
| 3d8 | 100% | 100% | 100% | 99% | 98% | 96% | 93% | 89% | 84% | 77% | 68% |
- Player turn. Rolls damage dice. Compares to the target’s Thresholds, deals that much damage.
- Enemy turn. Player rolls +Dodge or +Melee for defense against the Attack’s DC. On a failure, suffers the damage of the attack. On a success, move or parry.
Conditions
- Stressed: Must succeed a check before getting to roll a damage die.
- Poisoned:
- Bleeding:
- Burning: At start of each turn, take one Damage.
- Chemical Burn: Eliminates DR while suffering
Enemies
- Hit points and Movement speed
- Defense thresholds for their defenses. They do not (by default) get a dodge/parry.
- One or more Attacks with DC and Damage - DC is for the player to avoid the damage with a Dodge/Melee, Damage is what they suffer on a failure. Can be dice or fixed.
Zombie
| Hit Points | Movement | Minor | Major | Severe |
|---|
| 6 | 15ft | 6 | 10 | 12 |
- Lunge 6 : 1d6+2 (Move an additional 10ft before attacking.)
- Grasp 8 : 1d8+2
- Bite 8 : 8
Cerberus
| Hit Points | Movement | Minor | Major | Severe |
|---|
| 3 | 30ft | 3 | 6 | 8 |
- Bite 6 : 1d6+3
- Lunge 8 : 6 (Move an additional 10ft before attacking.)