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Version 4.0 By Mike Roop Release Date: 2014-10-13 Original concepts based on “Star Cadets: Basic Rules” a One-Page Role-Playing Game by Donald Hosford (
[email protected]) Filename: SCADETS.HTM with comments by Edward Golupski. http://www.darkshire.net/~jhkim/archive/freerpgs/starcadets/starcadets.htm With elements and items from Monsters and Mazes From:
[email protected] (John Garwood) Newsgroups: rec.games.frp.archives Subject: SUPPLEMENT: NEW! Monsters & Mazes Date: 30 Nov 1995 08:15:54 -0500 http://www.hoboes.com/pub/Role-Playing/Fantasy/Monsters%20and%20Mazes This document uses the RealFast font which can be downloaded for free at various font sites on the web. All other content in this document is copyright Mike Roop 2000-2014
Quickplay RPG is a rules-lite, universal roleplaying system with just a little bit of optional crunch to the rules to add some diversity, strategy, and challenge. All you need are some six-sided dice, paper, writing tools, and two or more players. NOTICE: This document assumes you know what a Role Playing Game (RPG) is and the conventions associated with it, such as a Gamemaster, Player-characters, etc. This document is light on flavor text and any real genre specifics so you can customize your game session however you like, from fantasy to modern era to sci-fi. For more information, or to share your ideas and homebrew additions to Quickplay RPG, visit us on Facebook at https://www.facebook.com/RIPGames
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Contents Quick Play Game Rules Creating a Character Skills Equipment Gameplay: Tasks Rolling the Dice Combat Character Advancement: Experience Non Player Characters
4 4 4–5 5 6 6 6 7
Optional Bonus Features Vehicle Combat 8 Vehicle List 9 Vehicle Weapons 10 Magic and Psionics 10 – 11 Gamemaster Adventure Creation 11 – 12 Character Sheet 12
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CREATING CHARACTERS: 1. Roll 2d6 for each attribute (Mind and Body) 2. Figure Life and Will. Life = Body +3. Will = Mind +3. 3. Choose a number of skills, no more than Mind score. Make one skill +3, one at +2, and the rest at +1. 4. Starting currency to buy equipment is 1d6 times 100. SKILLS: A Player and the GM can work out what a skill logically allows the character to do. Make up skills as needed, depending on the Genre being played, or choose from these brief example lists: Any Genre: Fight, Shoot, Dodge, Jump, Climb, Hide/Sneak, Language, Diplomacy, etc. Sci-Fi: Computer, Drive, Medic, Repair, Science, Ship Gunnery, etc. Modern: Computer, Drive, Medic, Repair, Science, etc Fantasy: Ride, Magic, etc. Note: Shoot covers any distance weapon like Guns or Bows. Fight covers fistfighting as well as using hand weapons. EQUIPMENT: The following equipment list is not meant to include anything and everything. It includes an array of common items. GMs and Players may work together to add new equipment and services to the list as they see fit. Weapon Blaster/Pistol Blaster/Rifle Bow&Arrow Knife Sword Spear
Cost 30 60 40 5 20 15
Damage 2d6 3d6 1d6+3 1d6 1d6+3 2d6
Shots 4 6 ------1
Range 40m 80m 30m ----20m
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Item Backpack Comm-unit Datachit Flashlight Scanner Wrist-comp Medkit Power cell Powercell charger Rations Toolkit Utility Cord
Cost 10 5 5 5 40 50 40 5
Notes Holds 10 small items / up to 10 kilos. 5km range, 20 hours/charge Holds 8 levels data 20 hours/charge Finds chemicals, minerals, etc. 4 data levels, 5 hours/charge 10 uses. Rechargeable.
30 5 18 15
recharges 1 cell/1 hour food concentrate for 1 day +2 on skill rolls. strong, 50m long.
Clothing Utility Jumpsuit Flack Vest Patrol Armor Spacesuit
Cost 25 25 55 80
Notes Def 1. Def 3. Def 5. Def 2.
Whole body Chest/back. Whole body. 10 hours use.
TRAVEL AND ACCOMMODATIONS Item/Service Cost Notes Skimmer (4 man) 1500 Speed 100 KPH,1000 km range/per charge Skimmer-truck 3500 Speed 60 KPH, 300 km range/per charge Riding Beast 500 Speed 20 - 40 KPH Pack Beast 300 Carry up to 250 kilos Beast Care Food/Water 5 per day. Ship passage 15 per day. Luxury passage 40 per day. Hotel Room 25 per day. GAMEPLAY TASKS: Tasks are any action that the GM decides has a chance at failure, from jumping a chasm to shooting an enemy. The GM and Players decide if the task at hand will call on a SKILL or an ATTRIBUTE. TASK DIFFICULTIES: Easy: +2, Average: +0, Difficult: -2.
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SKILL ROLLS: Roll 2d6 add skill level and add/subtract difficulty. If the total is 8 or more, skill attempt was successful. Rolls of 7 or less are failures. ATTRIBUTE ROLLS: If a PC needs to do something not covered by a skill, choose the appropriate attribute, subtract 2 from it to get your target number. Roll 2d6. If you roll under the target number, you succeed. COMBAT: All characters get a chance to do something each turn. Attacks are at Average difficulty. If you want to move and shoot, Characters may move up to 1/2 move, and shoot at -2 to skill roll. BRAWLING: Damage from a bare-fisted attack is 1d6 plus a strength modifier: Body Attribute is: 2-5 6-7 8-9 10-11 12
Modifier is: +0 +1 +2 +3 +4
USING DODGE/COVER/SHIELDS: If a character uses “Dodge” for one action, their attack is -2. If a PC is behind cover, all attacks against them are at -2. If a character uses a shield, attacks against them are at -1. DETERMINING DAMAGE: Subtract armor defense, apply remainder to character's Life. Any character with zero Life has died. GAINING EXPERIENCE: All characters get 1 point per adventure. GMs may give 2 points for good roleplaying. GMs may also award points for other accomplishments, but no more than 10 points should ever be awarded for a single session. SPENDING EXPERIENCE: 5 points may be spent to increase a skill by 1 level or add a new skill at level 1. 10 points may be spent to increase an attribute by 1, but may never be raised above 12. If BODY or MIND is increased, LIFE and WILL increase accordingly. If BODY and MIND are already at 12, a player may spend 10 points to increase LIFE or WILL by 1 point.
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NON-PLAYER CHARACTER (NPC) FILES: SCI-FI Thug Body 7. Mind 6. Life 10. Will 9. Fight +2. Knife 1d6. Shoot +2. Blaster 2d6. Armor 3. Alien Creature Body 9. Mind 8. Life 12. Will 11. Fight +2. Claws 1d6+3. Shoot +1. Acid Spit 2d6. Colonial Space Knight Body 8. Mind 8. Life 11. Will 11. Fight +2. Punch 1d6+4. Shoot +2. Blaster Rifle 3d6. Armor 8. MODERN Thug Body 7. Mind 6. Life 10. Will 9. Fight +2. Knife 1d6. Shoot +2. Pistol 2d6 Werewolf Body 9. Mind 4. Life 12. Will 7. Fight +2. Claws 1d6+2. Bite 1d6+4. Government Agent Body 8. Mind 8. Life 11. Will 11. Fight +2. Punch 1d6+2. Shoot +3. Pistol 2d6. FANTASY Small Creature (Goblin) Body 5. Mind 5. Life 8. Will 8. Fight +2. Short Sword 1d6+2. Shoot +1. Bow 1d6+3 Medium Creature (Orc) Body 7. Mind 6. Life 10. Will 9. Fight +3. Long Sword 2d6. Shoot +1. Bow 1d6+3 Large Creature (Ogre) Body 10. Mind 6. Life 13. Will 9. Fight +3. Axe 2d6+2. Gigantic Creature (Dragon) Body 18. Mind 18. Life 21. Will 21. Fight +5. Claws 3d6. Shoot +3. Fire Breath 5d.
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The following rules are here if you would like to add some diversity to your Quickplay game session. SHIP COMBAT: The rules below cover vehicles, namely Spaceships. However, these rules can also apply to any other vehicle such as sailing ships, cars, tanks, or planes. Just rename the specifics, i.e. Blaster becomes 8-pound Cannon or Shuttle becomes Cargo Van. Ships have a Speed, Shield Rating, Hull score, and Weapons. The PC rolls their Ships Gunnery Skill to hit. Subtract Shield Rating from Weapons damage if hit, apply remainder to Hull score. If a Hull score drops to 0, the ship is crippled. If a Hull score drops to –5 or more, the ship explodes. Ship Speed is Fast, Average, or Slow. Ship speed refers to non-hyperdrive travel, such as atmospheric or during fights. Ship speed can affect combat (optional): Speed of Attacker – Defender Fast – Fast Fast – Average Fast – Slow
Attack Modifier 0 +1 +2
Average – Fast Average – Average Average – Slow
-1 0 +1
Slow – Fast Slow – Average Slow – Slow
-2 -1 0
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Ship Shields Hull Spd. Cost Weapons . Shuttle 3 10 Avg. 6000 forward Single Blaster ------------------------------------------------------------------------------------------Sm. Cargo Ship 4 15 Fast 15000 forward Twin Blaster ------------------------------------------------------------------------------------------Med. Cargo Ship 6 20 Avg. 35000 forward Twin Blaster, Single Blaster aft ------------------------------------------------------------------------------------------Lg. Cargo Ship 8 30 Slow 55000 forward Twin Blaster, 1 360* Blaster ------------------------------------------------------------------------------------------1-man Fighter 5 20 Fast 50000 forward Twin Blaster, 2 Missiles ------------------------------------------------------------------------------------------2-man Fighter 6 25 Avg. 75000 forward Quad Blaster, 1 360* Blaster, 5 missiles ------------------------------------------------------------------------------------------Attack Cruiser 8 35 Avg. 95000 Quad Blaster (fore and aft), Twin Blaster (fore and aft), 2 360* Blasters, 20 missiles ------------------------------------------------------------------------------------------Destroyer 10 60 Slow 200k 3 Quad Blasters (fore and aft), 2 Twin Blasters (fore and aft), 3 360* Blasters, 50 missiles Ship Weapons Single Blaster Twin Blaster 360* Blaster Quad Blaster Missile 1-Missile Launcher 5-Missile Launcher RC Energy Cell Cell Charger
Cost 2000 3750 5000 7500 500 5000 20k 4000 2000
Damage Shots Range Notes 1d6 15 150km 2d6 12 200km 2d6+3 10 250km (360 degree firing arc) 4d6 8 350km 2d6 per missile 500km - Ship-Weapons Energy Cell; 3 hours to charge
Note: 5-missile launchers can fire 1 missile at a time or up to all five at once
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SHIP WEAPONS: Ship weapon damage is to Ship scale 1/10. A person hit with a Ship Blaster would actually suffer 10d6, a 360* Blaster would do 20d6, and so on. Accordingly, person-scale weapons would do little if anything against Ship armor. A weapon would have to do 10d6 to equal 1d6 of Ship weapon damage. Shots per weapon are limited due to energy drain. The GM can ignore this if he so chooses and opt for weapon drain at dramatically appropriate times. Ship weapons can be fired Forward, Aft (out the back) or 360 degrees (all the way around). Single, Twin, and Quad Blasters are fixed to fire forward or aft. A 360* Blaster is able to rotate and fire in any direction.
MAGIC AND PSIONICS In order to use Magic (for Fantasy settings) or Psionics (for Sci-Fi settings), a character must have a Mind score of at least 8. Magic and Psionics in Quickplay is simplified and based on the 4 elements: Earth, Air, Fire, and Water. Each Elemental Magic is considered its own “Skill” and each subsequent “spell” is an effect of using that Skill.
Starting Magic Users/Psionics will choose 1 Element and have 2 starting spells from that element. New Elements and spells are acquired by spending Experience. Other spells can be created with GM approval. To cast a spell, the player rolls the Skill of the Elemental Magic the character has. If they succeed, the spell is cast. Each spell has a Will point cost to cast equal to the effect it produces and is subtracted from their Will Point total.
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For example, Healing another character of 3 points of damage costs the spellcaster/psionic 3 points of WILL. Casting a Lightning Strike to do 5 points of damage costs 5 WILL points. The list below is just to provide a few starting ideas. Players and GMs can work together to create a more detailed list of spells and effects. EARTH MAGIC: Heal – spend WILL points to heal another character Rock Blast – spend WILL points to damage another character AIR MAGIC: Levitate – For each WILL point spent, the character can float up to 10 feet off the ground for one round. Lightning Strike – spend WILL points to damage another character FIRE MAGIC: Heat Shield – Spend WILL Points to deflect damage Fireball – spend WILL points to damage another character WATER MAGIC: Slick – Create a blast of water to hinder enemies, all enemy attacks at -2. Water Blast – spend WILL points to damage another character
GAME MASTERS: ADVENTURE CREATION Take a tip from screenwriting: all plots can be boiled down the following sentence: “The main characters must DO SOMETHING SOMEWHERE, but have to overcome OBSTACLES while dealing with OPPOSITION.” Just make a list for each element: DO, SOMETHING, SOMEWHERE, OBSTACLES, and OPPOSITION. Then randomly choose an item from each list and put together a loose plot that you and your players can fill in as you go. You can use the following chart as a starting point, just roll a die once for each category.
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Example lists: Roll 1 2 3 4 5 6
Do Aid Attack Deliver Find Meet Investigate
Something Ally Friend/Relative Item/Weapon Creature Official Person Murderer/Criminal
Somewhere Desert Forest Building Underground Mountain Ocean
Obstacles Trap Weather Language Disaster Misdirection Failure
Opposition Enemy Government Conspiracy Police War Puzzle
For example, rolling a d6 five times I get the following results: Deliver, Creature, Ocean, Trap, and Conspiracy. Using the sentence structure we can construct the following plot: The main characters must deliver a creature to the ocean, but get caught in a trap while uncovering a conspiracy to stop them. Now all you have to do is flesh out the details and get your players to take the bait! BLANK CHARACTER SHEET Photocopy the section below for a simple way to keep track of characters.
Quickplay RPG Character Sheet NAME BODY
LIFE
MIND
WILL SKILLS
EQUIPMENT
NOTES
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