Beruflich Dokumente
Kultur Dokumente
A R e l at i v e ly S i m p l e E n g i n e
Contents
Character Creation
Primary Stats
Secondary Stats
Skills
Character Generation
2
2
2
2
Skill Checks
3
Opposed Checks
3
Untrained Skills
3
Automatic Passes & Failures
3
Critical Successes & Failures
3
Combat
Initiative & Combat Actions
4
Attacks
4
Damage
4
Critical Successes & Failures In Combat
4
Expanded Rules
Inventory
5
Skill Check Modifiers
5
Climbing
5
Crouching & Crawling
5
Detecting & Searching
5
Dodging
5
Drowning & Asphyxiation
5
Falling
5
Fire
6
Jumping
6
Swimming
6
Unarmed Combat & Improvised Weapons
6
Fleeing From Combat
6
Experience & Training
6
Character Sheet
7-8
Character Creation
Primary Stats:
ALPHA / BETA / GAMMA
The above statistics represent three broad categories
that your game focuses on for an individuals
capabilities. These could represent anything important
to your game. The idea is to customise these Stats for
whatever genre you might play. For instance, if you are
playing a typical fantasy game, you might rename them
to Strength/Agility/Intelligence.
Each stat is ranked from 0-6. 0 being poor, 6 being peak
of human ability.
Secondary Stats:
Hit Points (HP) - [STAT*6]
How much damage you can take. You base this
number off your highest Stat.
This number can be raised further by spending Skill
Points (SP) at a rate of 1SP:3HP.
You regain [STAT*2] HP per 6 hours of rest.
Defense (DEF) - [3]
How good you are at avoiding damage. All
characters start with a DEF of 3.
This can be raised or lowered with different
equipment or effects.
Speed (SPD) - [6]
This is how fast you can move. All characters start
with a SPD of 6.
This can be raised or lowered by different equipment
or effects.
1 unit of SPD is equal to 1 meter moved.
Skills:
Skills dictate what a character is particularly good at
doing and may be called upon to overcome various
challenges.
There are three skill trees, tied to the primary stats of
ALPHA, BETA & GAMMA.
Each Skill is ranked from 0-6. 0 being untrained, 6 being
master.
Skill lists can be made up by the GM and players and
can be as general or specific as you like, however a good
rule of thumb is to have at least six worthwhile skills in
each tree so that players can make meaningful choices
during character creation and not feel cheated that a stat
they put points in to isnt properly represented in the
game. Also, skills should be grouped in such a way that
they at least somewhat thematically fit the stat they are
listed under. Below is an example of a fairly generic and
minimalist skill list:
Strength (STR)
Athletics
Endurance
Ride
Strength
Intimidate
Melee Combat**
Agility (AGI)
Acrobatics
Stealth
Thievery
Bluff
Streetwise
Ranged Combat**
Intelligence (INT)
Heal
Perception
Knowledge*
Profession*
Diplomacy
Empathy
Character Generation:
On character generation a player has 24 skill points they
can spend on their primary Stats and Skills.
No Stat or Skill can be raised above 3 at character
generation.
The higher you wish to raise a Stat or Skill, the more SP
it costs. The following table shows how many SP you
must spend to raise a Stat/Skill from the previous rank
to that one:
Rank: 1
Stat: 2SP
Skill: 1SP
2
4SP
2SP
3
6SP
3SP
4
8SP
4SP
5
10SP
5SP
6
12SP
6SP
Hard (0)
Opposed Checks:
Combat
Attacks:
Combat Checks:
[Skill]+[STAT] vs Opponents [DEF] = DL
[Skill]+[STAT]+[DL] = DC
Roll [2d6]; <=[DC] = Success / >[DC] = Failure
Example: Jim wants to hit an Orc with his sword. Jim will
roll against his Melee Combat skill of 3 and his ALPHA of 5.
He compares this to the Orcs DEF of 8 (8:8). No difference,
so he must roll 8 or less to hit the Orc. Jim rolls 2d6 and gets
7, hitting the Orc.
Damage:
If you do manage to land a hit on a target, you may then
apply damage from the weapon used to make the attack.
You subtract the damage rating value (or the result of the
die roll) from the targets HP pool.
Weapon Damage:
Low
Moderate
1d6+3 (5)
2d6 (7)
Expanded Rules
Inventory:
+1
+2
+3
Minor Unfavourable:
-1
Moderate Unfavourable: -2
Major Unfavourable:
-3
Dodging:
At some point, a fast moving object is likely to make its
way towards a player, and that player is going to want to
move out of the way post-haste. A dodge check can be
made to avoid most out-of-combat hazards. DLs should be
based on the speed of the moving object.
Example DLs:
1d6 (3)/round
1d6 (3)/round
Smoke
Dense Smoke
1/round
1d3 (2)/rnd
Falling:
Generally speaking, a character can fall 2 meters without
sustaining damage. Falls of over 50m will kill a character
outright. For every 6m fallen, a character will take 1d6
damage. This damage can be reduced somewhat by
making successful acrobatic skill checks for every 6m, but
only if the character is able to grab a hold of something to
slow their decent.
Fall Damage:
For every 6m fallen
On To Sharpened Spikes
On To A Soft Surface
In To Deep Water
+1d6
+2d6
-1d6
-2d6
In Heavy Armour
Encumbered
Overburdened
Successful Skill Check
+1d6
+1d6
+2d6
-1d6
Fire:
Fire Damage:
Small Flame
Small Fire
1 (Easy)
Large Fire
1d3 (Moderate) Intense Blaze
1d6 (Hard)
2d6 (V. Hd)
3m: Moderate
6m: Impossible
4m:Hard
7m+: -2/m
Swimming:
Swimming requires an appropriate skill check for every
30m travelled. The DC for swimming through normal
water is Moderate. Swimming through thick substances
like mud or a swamp are Hard. For failed checks, see
Drowning & Asphyxiation.
Skill
Stat Mod
DEF
(Defense)
(BETA)
_____________
SP:
Rank
Total
SPD
(Speed)
(GAMMA)
_____________
Skill
Skill
Stat Mod
Rank
Total
Stat Mod
Rank
Total
_____________________________________________________(BETA)
_____________________________________________________(ALPHA) ____________________________________________________(GAMMA)
Skills
(Hit Points)
HP
Secondary Stats
(ALPHA)
_____________
Primary Stats
Name:
Race:
Gender:
Class:
Age:
Background:
Notes:
Equipment
Slot
Weight
Money:
Item
Head
Body
Feet
L-Arm
R-Arm
Back
Total:
Item
Inventory
Amount
Total:
Weight