GURPS ClandestineTactical Fantasy ActionA fully illustrated, competitive, episodic RPG.
I'm using GURPS to run this because GURPS is crazily adaptive. It's that simple. The rules you use to play as an ancient dragon, a cyborg ninja or a psychic muffin are all the same and that means that I can pull some really unusual stuff into the game.
(You can find the less abridged ruleset for free
here but I'll try to keep it simple)
Rules
GURPS uses a 3d6 roll-under system. Whenever you see a number of dice without a clarified size (i.e. 3d) it is referring to a d6. To perform an action you simply roll. You succeed if the result is under your skill number (+ modifiers). I'll take care of all this. Critical successes happen on a roll of skill-10 (At least 3, at most 6) and critical failures happen on a roll of skill+10 (But always on a 17+).
Contests
This is a situation where two characters have to compare attributes, skills, or
other traits to settle a competition.
A Quick Contest lasts a single turn (two characters reaching for the same sword, etc.) and the winner is whoever succeeds. If they both succeed, then the winner is whoever has the greatest degrees of success (the amount they cleared the Skill Number by). In a tie, both lose.
A Regular Contest can take place over multiple turns and goes on until one player fails their roll (or stops).
Turns
Turns take place over a single second (unless a player has somehow messed with time).
Distance
Each hex has a diameter of one yard.
Reactions
When a player character meets an NPC who doesn't have a previous relationship with them (ally, subordinate, nemesis) they roll for reaction. The table can be found in the link above but the important part is that the roll can be modified by your appearance, your voice, social stigmas, their intolerance towards certain types of people, and apparent social standing and rank among other things.
Basic Attributes
Attributes normally have a maximum of 20 before racial modifiers. This is raised or ignored by certain classes.
Strength (ST) - This affects how much damage you do, how much you can carry, lift, and throw, your range with thrown weapons and muscle-powered ranged weapons (e.g. A longbow, but not a crossbow), etc. Also affect HP and Basic Lift.
Dexterity (DX) - This controls most your athletic, fighting, and vehicle-operation skills, and at craft skills that call for a delicate touch. Also influences Basic Speed and Basic Move.
Intelligence (IQ) - This broadly measures brainpower, including creativity, intuition, memory, perception, reason, sanity, and willpower. It rules your basic ability with all “mental” skills – sciences, social interaction, magic, etc. It also affects your Will and Perception.
Health (HT) - This measures energy and vitality. It represents stamina, resistance (to poison, disease, radiation, etc.), and basic 'grit.' It also affects Fatigue Points, Basic Speed and Basic Move.
Secondary Characteristics
Hitpoints (HP) - These represent your body's ability to resist injury. You don't die at zero but you're definitely dead at -5xHP.
Will - This measures your ability to withstand psychological stress (brainwashing, fear, hypnotism, interrogation, seduction, torture, etc.) and your resistance to supernatural attacks (magic, psionics, etc.).
Perception (Per) - This represents your general alertness. The GM makes a "Sense roll" against your Per to determine whether you notice something.
Fatigue Points (FP) - This represents your body’s "energy supply."
Basic Speed - This is a measure of your reflexes and general physical quickness. It helps determine your running speed, your chance of dodging an attack, and the order in which you act in combat
Basic Move - Affected on Basic Speed. This is your ground speed in yards (hexes) per second. This is how fast you can run (although you can go a little faster if you 'sprint' in a straight line.
Name: The name of the weapon.
Attacks: There can be multiple attacks in a weapon profile. You have to choose one of them when you attack.
Damage: The first element is what the damage is based on, thrust (thr) or swing (sw), in your profile these are listed as Damage:thr/sw. The next element is the damage modifier. The third element is the type of damage it inflicts after it penetrates armor.
Reach (R): The amount of hexes you can reach over. If there is an asterisk next to the reach numbers you need to use a ready maneuver to change the reach of your weapon, otherwise you can attack at any of the distances listed. A range of C is close-combat, effectively 0. This means you need to move into the same hex as your opponent to hit them. Punches and bites are R:C. Kicks are R:C,1.
Accuracy (Acc): The bonus you get for Aiming this ranged weapon.
Range: The distance you can throw/fire a ranged weapon. At any distance after the first value, damage is halved.
Cost: The cost of the weapon in gold ($).
Weight: The weight of the weapon in pounds (lbs.).
Strength: If you try to use a weapon that requires more ST than you have, you will be at -1 to weapon skill per point of ST you lack. If this value has an asterisk next to it, the weapon becomes unready after you attack with it, unless you have at least 1.5 times the listed ST.
Notes:
Hook - You can attempt to hook your opponents head, limbs, weapon or shield. On subsequent turns you can attempt to pull them off-balance or disarm them (depending on what you hooked).
Unbalanced - If you attack you cannot parry with this weapon until your next turn.
Fencing weapon - When you parrying with this weapon you can step back from the blow (retreat) for a +1 bonus.
Unless noted, you can move 1 hex (or 1/10 of your move, whichever is better) in addition to your maneuver.
Do Nothing - Guess.
Move - You can move up to your Basic Move value, +/- any modifiers you might have for terrain.
Change Posture - This maneuver lets you switch between any two .postures'. For more information, see the link.
Aim - Aim a ranged weapon. This gives you the Acc bonus. You can aim for up to two more seconds for a bonus +1 a second.
Attack - Attack someone/something in Reach or Range.
All-Out Attack - Sacrifice your defense that turn to move up to half your Move and gain a bonus to your attack. Ranged weapons get a +1 bonus to hit. Melee weapons get one of:
- Determined: +4 to hit
- Double: Make two attacks instead of only one.
- Strong: +2 damage, or +1 damage per die (whichever is better).
Move and Attack - You can move your full Move and attack your target. This is at skill-4 or 9, whichever is worse.
All-Out Defense - Sacrifice your attack that turn and gain one of:
- Increased Defense: +2 bonus to Parry, Block or Dodge.
- Double Defense: You can use two different defenses against one attack in case one fails (block and dodge, parry and block, etc.)
Concentrate: You concentrate on doing one mental task. Often this is to use your senses (see something, smell something, etc.) but is also used in some special abilities.
Ready: Take a Ready maneuver to pick up or draw any item and prepare it for use. In some cases, you may also need a Ready maneuver to regain control of an unwieldy weapon after a swing, or to adjust the reach of a long weapon.
You can use a Ready maneuver to perform physical actions other than fighting: opening or closing a door, picking a lock, digging, lifting, etc.
Deployment
Certain advantages and skills can allow special deployment zones. You also specify whether you want to deploy in stealth (invisible on the map (does not require the Stealth skill) and/or with your weapon drawn. You can also specify that you wish to use spells or items in preparation. For timed effects, these are treated as being activated in Turn 0. Offensive actions (projectile spells, ranged attacks, setting fire to buildings you've deployed next to etc.) cannot be attempted before a match.
Stealth
Activating stealth means that you disappear from the map, becoming invisible to other players. Whenever you move into the field of vision of an enemy they will roll a Sight check. If they spot you they are sent a PM asking whether they want to reveal you by shouting to their allies (which would reveal them if they were stealthed). Neutrals can still spot and react to you but you will not appear on the map.
Subtlety
If you want to do something without other players knowing (e.g. actions while in steath). you can PM me your action. The results will be PM'd back to you and added to the turns when the match is over.
Loot
After the match the winners each get a randomly determined piece of loot. This can be anything from a new pair of pants to an enchanted sword.
Identifying Enchantments
Any enchanted weapons found during a match have their enchantments revealed to the owner at the end of the match.
Magical Reset Button
When a match ends the player characters get resurrected and/or healed of all injuries (unless you want to keep them for some reason i.e. lycanthropy). Broken armor and weapons also get repaired and if you won or survived you get to keep anything you picked up.
Simple. Just pick one of the characters in 'Available Characters', post in the thread and I'll PM you the character sheet.
Warning: This will lock you in to that character until the end of the first match, then you can switch if you want.
When the match starts, you'll be randomly sorted into two teams.
TBC after the first match.
Team Redd
Funk - Eric, Knight of the Blazing Orb (Human Paladin of the Sun God)
kj1225 - Human Thief
Weirdsound - The Baron (Baron Glade von Hoofington of the Eternal Forest) (Faun Swashbuckler)
GreatWyrmGold - Petro (Gargoyle Barbarian)
Team Bleu
Avis-Mergulus - Brother (Dren) Stormchaser (Earth-Infused Cleric of the Storm God)
scapheap - Wildman Martial Artist
Remuthra - Leprechaun Scout
Yoink - Astyth (Sea Elf Wizard)
After the first match I'll introduce a territory control aspect to the game and write up the shop so that new gear and consumables can be purchased.