It's been a long time since I have posted here, but this is a little thing I've been working on in my spare time for the past couple of weeks. I've been exposed to too much Fallout and Xcom recently.
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You enter the dim office for your interview. You aren't sure what your new job will involve, but a rookie fresh from boot camp like you know that when you a general tells you you've been selected for an experimental program you know that mum's the word. Sitting at the desk is your new commander, his silhouette and, his white gloved hands and the reflection of the light from the door's window in his glasses the only things you can see.
A short raspy inhale prelude's the man's course voice. "Welcome, recruit. I've already reviewed your dossier, and am impressed with the results of your training. While you are untested in battle, I believe you will be instrumental in the coming campaign. I only have one have one question. Are you willing to believe in Extra-terrestrial lifeforms?"
You blink for a moment to process what he's asking. The military as a rule denies the existence of space aliens for lack of evidence. To ask this means going against policy. You can only nod, strangely confident he has proof.
"Good. Welcome to the Ex-zone program."
-------xXx-------
XXXzone is primarily a tactical combat game designed to emulate the modern era or soldiers armed with guns taking cover and shooting at enemies in cover. What you need to play the game are a set of polyhedral dice, though the most important one going to be used are the percentile dice as it's used for shooting and hurting enemies as well as will power tests against fear, pain and mind control. You will also need a way to keep track of entities in battle, like a battle mat, a bunch of blocks, some markers and a few models of the right scale to fit on the battle mat.
All entities in the game have six attributes. Strength, Perception, Endurance, Charisma, Intelligence, and Agility. Player controlled characters have an additional stat called Luck. All of these attributes affect game play in small ways and normally range from 1 to 10 (though you can play with zeros).
All entities also have several derived statistics calculated at character generation and occasionally adjusted between battles.
- Accuracy - Starts at 85 and the entity gains a 5 point bonus for every point of Perception they have,
- Action Points - Explained below,
- Encumbrance - Two stats representing how much an entity can carry. Humans can carry 25kg plus an additional 10kg for every point of Strength they have comfortably in battle. Humans can still move if they are carrying 50kg plus 20kg per point of Strength and 5kg per point of Endurance, but can't use weapons or move quickly,
- Fortitude - How resistant an entity is to poison attacks and dying from mortal trauma. This stat is a straight bonus of five times the entity's Endurance plus twice their Strength. Humans and most other entities get a 20% bonus to against Poison,
- Sneak - How hard the entity is to detect. This stat is equal to five time's the entity's Agility attribute.
- Sight - How far an entity can reliably see. Entities have a base 100% chance to see anything within fives squares plus one square per point of Perception, afterwards, the chance to see an entity that is Moving Cautiously drops by 5% per square of additional distance. The actual chance is modified by the any enemy's Sneak stat and where the spotter is facing at the time,
- Willpower - The entity's ability to grit their teeth (or beak or whatever) and shake off the effects of pain or psychic attacks, or the strength of their psychic powers if they have them. This stat is equal to five times the entity's endurance plus their intelligence and twice their charisma.
All entities have a number of action points available to them every round, which they spend to perform actions. The base number for player characters is 6, plus 1 additional AP for each odd numbered point of AGI a character has. Using a weapon has a different AP cost dependent on what kind of weapon is being used, while attempting to heal someone, hack a computer or quietly unlock a door has a variable AP cost rolled with each attempt.
- Moving Quickly - 1AP - Move a single square on the battle mat,
- Moving Cautiously - 2AP - Move a single square on the battle mat with a decreased chance of being spotted by enemies.
- Interact - 1AP - Pushing a button on a panel, opening a door or pulling the pin out of a grenade,
- Hunker Down - 2AP - Take a better position in cover, getting double the benefits of any adjacent cover, but being unable to take anymore actions for the rest of the round,
- Draw Item - 1AP - Pull an item off a belt, harness or bandoleer,
- Stow Item - 1AP - Put an item on a belt, harness or bandoleer,
- Shoot - xXx - Spend AP to use your weapon. The cost depends on the type of weapon fired and the firing mode used,
- Overwatch - xXx - Declare Overwatch when there is left over AP to save them for shooting enemies that move on their turn, however there is a 15% accuracy penalty to do so,
- Aim - 2AP -Spend a moment carefully lining up the weapon at a single target and gain a 20% accuracy bonus against that target until either a new target is shot at or the shooter decides to move quickly to a new position.
Shooting is once of the most common actions taken, and while the AP cost varies, hitting enemies and causing wounds or killing them follows the same seven steps.
- Count Distance to Target - First add up the squares between the shooter and the target, then reduce the shooter's accuracy by 2% for each square.
- Roll to Hit - Roll percentile dice (d100), add the shooters adjusted Accuracy score and subtract the target's Agility attribute. If the resulting Attack Roll is over 100 then something is hit, though not necessarily the target.
- Consider the Cover - Now take into the consideration all the intervening cover between the shooter and the target. Cover provides a penalty to the Attack Roll as determined by its type, though the target only gets half the benefit from cover they are not immediately adjacent to. Subtract from the attack roll each value of cover starting with the piece closest to the shooter until the resulting number is below 100, at which point that piece of cover is hit instead of the target.
- Consider the Target's Armour - Just like cover, armour reduces the chance to be injured by attacks. Subtract the Armour Rating from the remaining attack roll and if the result is still over 100, then the target has been injured. In either case, the Armour loses a Hit Point.
- Determine Wounds - Now subtract from the remaining attack roll the weapon's Damage Threshold adjusted by the target's Endurance attribute. If the result drops the attack roll below 100, then only a Minor Wound is dealt. But if the result is still over 100, then subtract the weapon's adjust damage threshold again and if this final result is still over 100 then a Mortal Wound is dealt and the target is likely dying, else the final result drops below 100 and the target takes a Severe Wound instead.
- Check Special Effects - Some attacks and weapons have special effects, in which case you need to follow the rules specified by that attack to determine if something unusual happens.
If you are throwing an item, like a grenade, step 1 and 3 of the shooting process is different.
- Count the number of squares between the thrower and the target then subtract from that the thrower's Strength score. Now reduce the shooter's accuracy by 5% for each remaining square.
- Step 2 is the same as before. Of course the thrower can target and area instead of an entity, so you don't have to take in consideration anything's Agility score.
- Because thrown objects follow and arc and not fly in a straight line, ignore all intermittent cover except that which the target is benefiting from. Of course the thrower can just target an area instead of a creature, so there may be no need to consider armour.
As noted in the shooting rules, there are three types of wounds an entity can take, each worse than the last.
- Minor Wound - Taken when receiving the barest of hits, each Minor Wound wracks the entity with pain and taxes their bodies. Minor wounds incur a stacking -10% penalty to all further percentile die rolls in battle until healed, except Fortitude checks to avoid death. Minor Wounds each take 1d6 days to heal.
- Severe Wound - Taken by solid hits that deal severe damage but don't hit anything immediately vital. Every time this type of wound is taken, the victim needs to succeed on a Willpower test or be stunned, loses a turn to wracking pain. Furthermore, each Sever Wound taken incurs a stacking -25% penalty to all further percentile die rolls in battle until healed, except Fortitude checks to avoid death. Severe Wounds each take 4d8 days to heal.
- Mortal Wound - A vital part of the entity has been hit and is likely dying. First, a Mortal Wound forces a Willpower Test from the victim or the entity passes out from the shock of pain. Second, this type of wound forces the victim to make a Fortitude Test of begin to bleed out and die in 1d4 rounds. Thirdly, if the injured entity hasn't passed out from pain and/or die of vital fluid loss, they take a -50% penalty on all further percentile rolls during the battle. Mortal wounds each take 4d12 days to heals.
Regardless of whether the wounds are Minor, Severe or Mortal, of if they have passed Fortitude checks to avoid dying, if an entity has accumulated enough penalties from wounds to have a total -100% or greater to their rolls, they fall unconscious and are considered disabled until they are treated by another entity with medkit or similar ability.
A couple of weapons, notably the Flash Bang Grenade and Incendiary Grenade deal no damage directly but instead affect anything hit with a status effect.
- Stunned - Often caused by taking a Severe Wound and failing a Willpower check, the entity affected by this condition is unable to act for the duration of the effect.
- Disoriented - Caused by the Flash Bang Grenade, an entity affected by this condition has trouble moving. They take a 50% on aim checks and Willpower checks, movement costs twice as much, they cannot use the aim action, and they cannot interact with devices (like opening a door or pulling the pin on a grenade).
- Poisoned - This condition is caused by creatures as poisonous as Dart Frogs or more venomous than most snakes. A Poisoned entity automatically takes a Minor Wound at the end of its turns until the condition is removed. This condition can be removed by medkits, or may wear off on it's own. A variation of Poison is Lethal Poison which will kill the victim if they are rendered Unconcious by the Poison and then fail a Fortitude check.
- Toxified - A worse version of the Poison condition, victims take a Severe Wound at the end of its turn until the condition is removed. Medkits work on Toxified, as does time, though the later is unlikely. And just like poison, there is a Lethal Toxic variation.
- Unconscious - Often caused by the entity taking a Mortal Wound and failing a Willpower check or taking too many wounds, unconscious entities are unable to act. They may be able to be revived by medkits, but must pass another Willpower check to wake up.
- Dying - The entity has failed a Fortitude check from taking a Mortal Wound and will soon die. Alternatively, they could have been rendered Unconscious by Lethal Poisoned or Lethal Toxified condition.
- Dead - The entity is dead. It has expired. It is an ex-entity and has passed on.
-------xXx-------
And now here some pre-generated Characters as examples. I'm not entirely certain how I want to have characters level up, but I do want it more free-form than the class based system from Xcom. I'm also having trouble figuring out enough special abilities to fill out a chart like fallout 4 has so I'm leaning more and more with going for a classic fallout system with arbitrary perks/abilities. You may recognize these characters as they exist in an alternate universe.
[spoiler](http://www.ulmf.org/bbs/picture.php?albumid=263&pictureid=16942)
Johnny Miller, Codename "Hot Stuff"Str 5, Per 5, End 5, Cha 1, Int 1, Agi 7, Lck*10
Acc 110, AP 10, Enc "null", Fort 35, Sneak 45, Sight 10, Will 28
Armour: DR 35%, 2hp (Type3 Shootout Body Armour)
7mm Assault Rifle, 4 Magazines Regular Ammo
Str 5, DT 35%, Rec 10%, Mag 45, Reload 3AP, Range 30
Shoot 5AP ( 1 round )
Brust 6AP ( 3 rounds) Roll Twice to hit
Spray 7AP (15 rounds) Roll Twice to hit, cone
Battle Shotgun, 3 Clips of Regular Shot, 1 Clip of Incendiary Shot
Str 4, DT 30%, Rec 15%, Clip 6, Reload 3AP, Range 3-5-8 Cone
Shoot 4AP ( 1 round )
Flare Gun, 1 shot
Str 1, DT 60%, Rec 03%, Clip 1, Reload 5AP, Range 25 (Flare can travel 100 but not accurately)
Shoot 3AP ( 1 round )
Successful Minor Wound or better sets the target on fire.
"Axey McFireaxe" Str 5, DT 30%, Rec nul, Clip n, Reload nul, Range 00 (Melee Weapon)
Swing 3AP
"Popcorn" Grenade x2 (Incendiary Grenade with popcorn kernels held to the device with plastic wrap.)
Str 1, DT 20%, Range 1-2-3
Doesn't deal damage, but anything hit catches fire.
Frag Grenade Str 1, DT 20%, Range 1-2-3
Three chances to hit
Special Abilities:Grenadier: Explosives you use have their DT reduced by 5%. (already calculated above)
Run and Gun: Half the AP Spent moving is recycled and can be spent on using a weapon.
Sneak Attack: Sneak is increased by 10, and attacks that hit while stealthed have their weapon's DT reduced by 5%.
(http://www.ulmf.org/bbs/picture.php?albumid=263&pictureid=16943)
Trevor McDougal, Codename "Slugger"Str 4, Per 5, End 3, Cha 4, Int 2, Agi*10, Lck 6
Acc 110, AP 14, Enc "null", Fort 23, Sneak 55, Sight 10, Will 25
Armour: DR 35%, 2hp (Type3 Shootout Body Armour)
Automatic Shotgun, 3 Magazine Regular Shot
STR 6, DT 25%, Rec 10%, Mag 12, Reload 5AP, Range 3-5-8
-15% Accuracy due to low Str
Shoot 4AP ( 1 Round )
Burst 7AP ( 3 Rounds) Roll Twice to hit (six total. why am I letting you do this?)
9mm Semi-Automatic Pistol x2, 6 Magazines
Str 3, DT 35%, Rec 12%, Mag 12, Reload 2AP, Range 10
Shoot 3AP ( 1 Round )
Burst 5AP ( 3 Rounds) Roll Twice to hit
Spray 7AP (6&6 Rounds) "Akimbo" Roll Twice to hit, cone
Alluminum Baseball Bat Str 4, DT 35%, Rec nul, Clip n, Reload nul, Range 00 (Melee Weapon)
Swing 3AP
Frag Grenade x2
Str 1, DT 25%, Range 1-2-3
Three chances to hit
Special Abilities:Action Boy: You gain 2 more AP.
Run and Gun: Half the AP Spent moving is recycled and can be spent on using a weapon.
Moving Target: Enemy accuracy is reduced by 10% and you gain 10% more Damage Resistance while you are moving.
Akimbo: Any AP spent attacking with a weapon in one hand is recycled and can be spent on using a weapon in the other hand. You can use Spray action with two pistols using up twice the bullets of a burst fire mode in each gun.
(http://www.ulmf.org/bbs/picture.php?albumid=263&pictureid=16945)
Bruce Mitchel, Codename "Warthog"Str*5, Per 6, End 7, Cha 3, Int 1, Agi 5, Lck 7
Acc 115, AP 9, Enc "null", Fort 47, Sneak 25, Sight 11, Will 42
Armour: DR 35%, 2hp (Type3 Shootout Body Armour)
7mm Assault Rifle, 6 Magazines Regular Ammo
Str 5, DT 35%, Rec 10%, Mag 45, Reload 3AP, Range 30
Shoot 5AP ( 1 round )
Brust 6AP ( 3 rounds) Roll Twice to hit
Spray 7AP (15 rounds) Roll Twice to hit, cone
Battle Shotgun, 3 Clips of Regular Shot
Str 4, DT 30%, Rec 15%, Clip 6, Reload 3AP, Range 3-5-8 Cone
Shoot 4AP ( 1 round )
Missile Launcher, 1 extra Missile
Str 4, DT 80%, Rec 50%, 1 shot, Reload 4AP, Range 30
Shoot 6AP
Missile Explosion: DT 10%, Range 3-5-6
Combat Knife Str 2, DT 45%, Rec nul, Clip n, Reload nul, Range 00 (Melee Weapon)
Swing 2AP
Frag Grenade x3
Str 1, DT 20%, Range 1-2-3
Three chances to hit
Special Abilities:Grenadier: Explosives you use have their DT reduced by 5%. (already calculated above)
Mark Enemy: For 4AP you may point at an entity you can see and grant your allies a 10% accuracy bonus to hit them, and a 20% bonus to see them until you lose focus on them, like shooting at another enemy, or they gain total concealment against you.
Run and Gun: Half the AP Spent moving is recycled and can be spent on using a weapon.
(http://www.ulmf.org/bbs/picture.php?albumid=263&pictureid=16938)
Cane McClain, Codename "Claymore"Str 6, Per*5, End 7, Cha 2, Int 2, Agi 5, Lck 7
Acc 115, AP 9, Enc "null", Fort 47, Sneak 25, Sight 11, Will 41
Armour: DR 35%, 2hp (Type3 Shootout Body Armour)
7mm Assault Rifle, 6 Magazines Regular Ammo
Str 5, DT 35%, Rec 10%, Mag 45, Reload 3AP, Range 30
Shoot 5AP ( 1 round )
Brust 6AP ( 3 rounds) Roll Twice to hit
Spray 7AP (15 rounds) Roll Twice to hit, cone
Missile Launcher, 4 extra Missile
Str 4, DT 80%, Rec 50%, 1 shot, Reload 4AP, Range 30
Shoot 6AP
Missile Explosion: DT 10%, Range 3-5-6
Highlander Claymore Str 6, DT 20%, Rec nul, Clip n, Reload nul, Range 00 (Melee Weapon)
Swing 4AP
Frag Grenade x4 Str 1, DT 20%, Range 1-2-3
Three chances to hit
C4 Explosive x4 and Detonator Str 5, DT 2%, Range 10
Special Abilities:
Grenadier: Explosives you use have their DT reduced by 5%. (already calculated above)
Moving Target: Enemy accuracy is reduced by 10% and you gain 10% more Damage Resistance while you are moving.
Run and Gun: Half the AP Spent moving is recycled and can be spent on using a weapon.
(http://www.ulmf.org/bbs/picture.php?albumid=263&pictureid=16939)
Dane McKinnon, Codename "Cauldron"Str 5, Per 5, End 5, Cha 5, Int*4, Agi 5, Lck 5
Acc 110, AP 9, Enc "null", Fort 35, Sneak 25, Sight 10, Will 40
Hack 50
Armour: DR 35%, 2hp (Type3 Shootout Body Armour)
Battle Shotgun, 3 Clips of Regular Shot
Str 4, DT 30%, Rec 15%, Clip 6, Reload 3AP, Range 3-5-8 Cone
Shoot 4AP ( 1 round )
9mm Semi-Automatic Pistol, 20 Magazines
Str 3, DT 35%, Rec 12%, Mag 12, Reload 2AP, Range 10
Shoot 3AP ( 1 Round )
Burst 5AP ( 3 Rounds) Roll Twice to hit
Combat Knife Str 2, DT 42%, Rec nul, Clip n, Reload nul, Range 00 (Melee Weapon)
Swing 2AP
Smoke Bomb x3 Str 1, DT 90%, Range 5
Doesn't deal damage but grants concealment through the area of affect. Smokes lasts for 3d3 turns.
Frag Grenade x3 Str 1, DT 25%, Range 1-2-3
Three chances to hit
Incendiary Grenade x2 Str 1, DT 25%, Range 1-2-3
Doesn't deal damage, but anything hit catches fire.
Flashbang Grenade x2 Str 1, DT 25%, Range 5-8-10
Doesn't deal damage, but anything hit must pass a Fort check or is disoriented for one round.
C4 Explosive x2 and Detonator Str 5, DT 7%, Range 10
Special Abilities:Engineering: You understanding of machines allows you to count a mechanical unit's armour as 5% lower than it actually is. You can also jury rig repairs to damaged vehicles, or bypass the need for a key to start a vehicle.
Hacking: You can bring a specialized portable computer into battle to gain illegitimate access to computer data storage. Hacking takes 3d6 AP per attempt.
Moving Target: Enemy accuracy is reduced by 10% and you gain 10% more Damage Resistance while you are moving.
(http://www.ulmf.org/bbs/picture.php?albumid=263&pictureid=16940)
Vadin Smirnov, Codename "Doorstop"Str 10, Per 4, End*10, Cha 1, Int 1, Agi 5, Lck 3
Acc 105, AP 9, Enc "null", Fort 75, Sneak 25, Sight 9, Will 53
Armour: DR 45%, 3hp (Type4 Front-line Body Armour)
"Family Guy" - Fully Automatic Machine Gun, 4 Drums
STR 8, DT 50%, Rec 10%, Drum 200, Reload 9, Range 40
can't single shot, can't burst fire
Spray 6AP (20 Rounds) Roll Thrice to hit, Big Cone!
Battle Shotgun, 6 Clips of Regular Shot
Str 4, DT 30%, Rec 15%, Clip 6, Reload 3AP, Range 3-5-8 Cone
Shoot 4AP ( 1 round )
Iron Fist - Unarmed Strike Str 4, DT 34%, Rec nul, Clip n, Reload nul, Range 00 (Melee Weapon)
Swing 2AP
Medkits x2, 7mm Magazines x10, 9mm Magazines x4
Special Abilities:Run and Gun: Half the AP Spent moving is recycled and can be spent on using a weapon.
Toughness: The first 14 (3+End) Minor Wounds you take are ignored. They incur no penalties, and heal over in a day.
Toughness 2: The first 6 (1+End/2) Severe Wounds you take and pass pain checks for incur no penalties. They still need to heal normally.
Iron Fist: You may use unarmed attacks with the same effectiveness as a weapon. The Iron Fist is a melee weapon you are always able to use, has a DT of 40%, a Strength requirement of 4, and an AP cost of 2.
(http://www.ulmf.org/bbs/picture.php?albumid=263&pictureid=16941)
Helmut Hartmann, Codename "Heart Man"Str 4, Per 4, End 4, Cha 4, Int*10, Agi 4, Lck 4
Acc 105, AP8, Enc "null", Fort 28, Sneak 20, Sight 9, Will 39
Armour: DR 35%, 2hp (Type3 Shootout Body Armour)
9mm Machine Pistol, 6 Magazines
Str 4, DT 35%, Rec 12%, Mag 24, Reload 2AP, Range 10
Shoot AP3 ( 1 Round )
Burst AP4 ( 3 Rounds) Roll Twice to hit
Spray AP7 (10 Rounds) Roll Twice to hit, Cone
Combat Knife Str 2, DT 42%, Rec nul, Clip n, Reload nul, Range 00 (Melee Weapon)
Swing AP2
Flashbang Grenade x2 Str 1, DT 25%, Range 5-8-10
Doesn't deal damage, but anything hit must make pass a Fort check or is disoriented for one round.
Smoke Bomb x2 Str 1, DT 90%, Range 5
Doesn't deal damage but grants concealment through the area of affect. Smokes lasts for 3d3 turns.
Med-kit x10 Spend 4d6 AP to remove the penalties of a single Minor, Severe or Mortal Wound from someone, or stabalized someone who has taken a Mortal Wound and is dying.
Special Abilities:Medic: You can use Med-kits more efficiently. You can use Med-kits for 3d6 AP instead of 4d6, and each has three uses for you instead of one.
Moving Target: Enemy accuracy is reduced by 10% and you gain 10% more Damage Resistance while you are moving.
Run and Gun: Half the AP Spent moving is recycled and can be spent on using a weapon.
Toughness: The first 7 (3+End) Minor Wounds you take are ignored. They incur no penalties, and heal over in a day.
(http://www.ulmf.org/bbs/picture.php?albumid=263&pictureid=16944)
Sam Jones, Codename "Deadeye"Str 4, Per*10, End 2, Cha 2, Int 1, Agi 5, Lck 10
Acc 140, AP 11, Enc "null", Fort 16, Sneak 20, Sight 16, Will 15
Armour: DR 15%, 1hp (Type1 Last Chance Body Armour)
7mm Anti-Infantry Rifle, 4 Clips plus 10 lose rounds, Scoped
Str 4, DT 25%, Rec 100%, Clip 7, Reload 5 AP, Range 75
Shoot AP5 ( 1 Round )
No Burst, No Spray,
Aiming uses the scope which makes targets appear 10 squares closer, but will incur a severe penalty if the aim action is used against a target that is too close.
5mm Machine Pistol, 6 Magazines
Str 3, DT 50%, Rec 6%, Mag 40, Reload 2AP, Range 15
No single shot
Burst AP4 ( 3 Rounds) Roll Twice to hit
Spray AP7 (10 Rounds) Roll Twice to hit, Cone
Combat Knife Str 2, DT 42%, Rec nul, Clip n, Reload nul, Range 00 (Melee Weapon)
Swing AP2
Smoke Bomb x2 Str 1, DT 90%, Range 5
Doesn't deal damage but grants concealment through the area of affect. Smokes lasts for 3d3 turns.
Special Abilites:Action Boy: You gain 2 more AP.
Disabling Shot: Take a shot and if you manage to wound your target they lose the ability to use their equipted weapon, though you cannot deal a wound worse than a Minor Wound. Your victim may spend as much AP as it would takes to reload the weapon to make it usable again.
Moving Target: Enemy accuracy is reduced by 10% and you gain 10% more Damage Resistance while you are moving.
(http://www.ulmf.org/bbs/picture.php?albumid=263&pictureid=16946)
Marcel Valjean, Codename "Spider"Str 1, Per 5, End 1, Cha 4, Int 4, Agi*10, Lck 9
Acc 110, AP 12, Enc "null", Fort 7, Sneak 55, Sight 10, Will 17
Armour: DR 15%, 1hp (Type1 Last Chance Body Armour)
12mm Revolver Pistol, 4 Clips
Str 5, DT 20%, Rec 20%, Clip 6, Reload 5, Range 15
25% Accuracy Penalty due to low Str
No burst, no spray
Shoot AP3 ( 1 Round )
Combat Knife Str 2, DT 42%, Rec nul, Clip n, Reload nul, Range 00 (Melee Weapon)
10% Accuracy Penalty due to low Str
Swing AP2
Flashbang Grenade x2 Str 1, DT 25%, Range 5-8-10
Doesn't deal damage, but anything hit must make pass a Fort check or is disoriented for one round.
Smoke Bomb x2 Str 1, DT 90%, Range 5
Doesn't deal damage but grants concealment through the area of affect. Smokes lasts for 3d3 turns.
Special Abilities:Executioner: Gain a 10% bonuse to accuracy when attacking enemies that have already taken a Severe or Mortal Wound.
Grim Reaper's Sprint: If an attack kills an enemy, all the AP spent is recycled to be spent on movement.
Sneak Attack: Sneak is increased by 10, and attacks that hit while stealthed have their DT reduced by 5%.
(http://www.ulmf.org/bbs/picture.php?albumid=263&pictureid=16948)
John Christoph, Codename VIPStr 3, Per 4, End 1, Cha 4, Int 4, Agi 2, Lck 2
Acc 105, AP 7, Enc "null", Fort 12, Sneak 10, Sight 9, Will 17
Armour: DR 15%, 1hp (Type1 Last Chance Body Armour)
12mm Revolver Pistol, 1 Clip
Str 5, DT 20%, Rec 20%, Clip 6, Reload 5, Range 15
15% Accuracy Penalty due to low Str
No burst, no spray
Shoot AP3 ( 1 Round )[/spoiler]
-------xXx-------
I feel like I've seen this before... Maybe not this exactly, but i've definitely seen something akin to this.
I've just begun my first playthrough in Fallout 3 with a metric ton load of mods attached to it recently as it happens. I won't be able to provide structural feed back till i beat the game.
There's just something character building about a game that requires a Masters Degree in Computer Engineering just to make run on your system.
So if you were ever to run a game in this system I would be down for it.
This is interesting. I do like this kind of game quite a bit, and I like some of what you've done here. It reminds me quite a bit of Space Hulk, although your underlying system is much more complicated. That is both an advantage and disadvantage, because it allows greater depth and realism but it can also get quite sloooooooow.
Is this system intended, like XCOM, Space Hulk, etc. to put one player in control of a squad of around 5 or 6 guys? If so, I think it might be a little too much to handle... or at least it'd be too much for me to handle. The big thing I kept thinking when reading these rules and all the little nuances and complexities was "I wish this was a computer game." Since the game is primarily a tactical combat game, I'd personally try to simplify everything down to the stuff that has the most ramifications for tactical combat-- while I do find it clever the number of different ways that you've incorporated a fairly standard list of RPG stats, it might be worthwhile to boil these down somewhat and maybe either change to a d20 or pre-multiply everything by 5, and also, for the sake of game balance, assume some universal constants. For example, I'm concerned that Agility might be too good of a stat, because having more AP is quite often the best thing you can have in a game like this, and this also being the "don't get hit" stat seems like a nice bonus on top of that.
I'll also mention that I'm not a huge fan of your wound mechanics. While it's definitely realistic that you don't actually know how close a character is to going down, I feel like randomized damage (and possibly critical hits) against deterministic HP do that well enough anyway. The progressive death spiral is another thing that is realistic but can just be annoying when trying to play a game, because it removes a lot of uncertainty. The shock penalty of losing a turn might be enough when taking a major wound that any lasting effects aren't needed, but I guess that's something that would come out in playtesting. My own personal playing of games like this one has always led to the conclusion that the game is more satisfying and exciting if wound penalties are either very modest or nonexistent. The system seems pretty lethal, so it might not even matter much. I do like that you've incorporated the degree of success into the damage calculation.
All that said, I'd probably still play it, or at least try to hack it. :grin:
Had a play test with my regular D&D group. They kinda like the game, though the regular DM insisted on making a non-standard character. This led to adding a new weapon to the game. A couple of rule changes are in order, and I need to quickly come up with better rules for levelling up and gaining wealth.
In the first scenario featured a Zhetan in Power Armour and some hover drones hiding in a log cabin. One of the players moved their player out of cover and got focus fired by three drones. Taking a mortal wound and dying at the end of their next turn, she decided to pull all the pins on her grenades and charge the lone xeno controlling the hover drones. The other characters tried to flank the Zhetan during the whole battle.
In the second scenario, the team needed to bust in a heavily guarded warehouse, escorting a VIP to hack the computer system and steal some Intel. Instead of shooting their way through, they managed to sneak in and gank a single guard, hack the computer and snuck away. They used the guard's grenade to make it look like he accidentally pulled the pin and killed himself like an idiot to cover up their entry.
In the third scenario, the team had into clear out some Boorus Hive monsters from building a nest in a completely different warehouse in a completely different country. The identical layout was a coincidence, not an effect of my laziness, really.
Rule changes:
Determine Wounds - need to redo the description to explain that there are four categories of wounds; minor, severe, mortal, lethal.
Under Wounds:
Minor Wound - Taken when receiving the barest of hits, each Minor Wound wracks the entity with pain and taxes their bodies. Entities that take a Minor wound must pass a Will Power Test or lose half their max AP in the following round (round leftovers up). A second Minor wound in a round forces a second Will Power Test to avoid losing the rest of their AP. Successive Minor Wounds begin incurring a stacking 10% to all successive attack rolls, will power tests and fortitude checks until healed. Minor Wounds each take 1d6 days to heal.
Severe Wound - Taken by solid hits that deal severe damage but don't hit anything immediately vital. Every time this type of wound is taken, the victim needs to succeed on a Willpower test or be stunned, losing all their AP in the following turn to wracking pain. Furthermore, each proceeding Sever Wound taken incurs a stacking -20% penalty to all Attack Rolls, Will Power Tests and Fortitude Checks until healed. Severe Wounds each take 4d8 days to heal.
Mortal Wound - A vital part of the entity has been hit and is likely dying. First, a Mortal Wound forces a Willpower Test from the victim or the entity passes out from the shock of pain. Second, this type of wound forces the victim to make a Fortitude Check to avoid bleeding out and dying in 1d4 turns. Additionally, each successive mortal wound taken during a turn incurs a stacking -50% penalty on all attack rolls, will power tests and fortitude checks until healed. Mortal wounds each take 4d12 days to heal.
Lethal Wound - The entity has been struck in a part needed for immediate function, and must pass a Fortitude Check or die instantly. Additionally, they must pass a Willpower test or be rendered unconscious from the shock. Like Mortal wounds, successive Lethal wound that is survived incurs a stacking -50% penalty on all attack rolls, will power tests and fortitude checks until healed, and each take 4d12 days to heal.
Then need to add a note: If an entity has taken enough penalties to take 100% penalty of on rolls they are disabled and out of combat unless they are treated with a med-kit or brought back home and properly healed.
Shotguns have been adjusted. They have more have a static range and don't blast pellets in a cone (except the sawed-off).
All guns need to have their STR requirement reduced to make it easier for rookies to use them.
Now have rules for Suppressors and "Silent" weapons