GlassJaw said:
No offense, but the more you type, the less credible you sound.
None taken. Been working on this sucker since '95, and for every rule that's made it we've ditched ten.
Stat system is:
Stat Lines 1 – Creatures.
There are two kinds of creature stat line.
The first is the character stat line, which looks something like this:
ACT TOU AGI STR BRA PUNCH DODGE KT KI LUCK
2 5 3 4 4 1d6+2 1 9 9 1
These stats are:
ACT –Actions; how quickly they can do stuff.
TOU – Toughness; how easy they are to hurt.
AGI – Agility; how good at scrambling, ducking, jumping and such they are.
STR – Strength; how much they can pick up or lob.
BRA – Brains; how good they are at using their grey-matter.
PUNCH – How much damage they cause when they thump someone.
DODGE – How good they are at avoiding being hit.
KT – Kilothaums; how much magic there is in their aura.
KI – How much ki there is in their aura.
LUCK – How lucky they are.
The example stat line is that you’d find on a basic human.
Actions 2 means they can do two things in each 1-second combat turn.
Tougness 5 means they can be hit for 5 damage before it’ll start doing anything.
Agility 3 means they’re clumsy bipedal things that lumber around.
Strength 4 means they can cart around 40 kilos of stuff or lob 20 kilos.
Brains 4 means they’re on the thick end of average intelligence.
Punch 1d6+2 means they do 1 six-sided dice plus 2 damage when they hit something.
Dodge 1 means that they are not very good at dodging.
Kilothaums 9 means they have enough magical energy in their auras to materialise nine large rats.
Ki 9 means they might be able to use a very basic ki manoeuvre with the right training.
And Luck 1 means they can get away with one outrageous thing per gaming session.
The second is the mob stat line, which looks something like this:
ACT TOU AGI STR BRA AIM SK DRI TEC PUNCH DODGE DAMAGE KT
2 5 3 4 4 5 5 5 3 1d6+2 1 35 9
As you can see, several stats are shared between the two.
Why does a mob have so many more stats? Because mobs are a bunch of baddies who are probably going to get blown up, and it isn’t worth coming up with a list of skills for something that’ll go splat within a few minutes of popping up.
The stats are:
ACT –Actions; how quickly they can do stuff.
TOU – Toughness; how easy they are to hurt.
AGI – Agility; how good at scrambling, ducking, jumping and such they are.
STR – Strength; how much they can pick up or lob.
BRA – Brains; how good they are at using their grey-matter.
AIM – Aim; how good a shot they are with ranged weapons
SK – ****kicking; how good they are at beating things up.
DRI – Drive; how good they are at driving vehicles.
TEC – Tech; how good they are at fixing stuff.
PUNCH – How much damage they cause when they thump someone.
DODGE – How good they are at avoiding being hit.
DAMAGE – How much they can get shot up before dying.
KT – Kilothaums; how much magic there is in their aura.
The example stat line is that you’d find on your average human street scum.
Actions, toughness, agility, strength, brains, punch, dodge and kilothaums do much the same things as with the character stats; they are the exact same stats, just laid out in a slightly different place.
Aim 5 means they can successfully hit a stationary target with a ranged weapon on a d10 roll of 6 or more.
****kicking 5 mean they can successfully punch someone who isn’t doing much about it on a d10 roll of 6 or more.
Drive 5 means they might be able to get their driving license.
Tech 3 means that they might be able to change a light bulb.
And Damage 35 means that after 35 damage has got past their toughness they abruptly don’t live any more.
All the extra mob-specific stats are things characters use something else for, usually skills. For example, who cares if Greaser the bike thug is a better shot with a sub-machine gun than a rifle when he’s only got a handgun and he only exists to get blown to small blobs by the heroes?
The next kind of stat line is that found attached to a gun.
It looks like this:
WEAPON DAM TYPE CLIP RATE MAX BONUS AMMO
AK47 1D10+4 ar 32 semi/cyclic 20 160m - 7.62Sov
The stats are:
WEAPON – What it is.
DAM – Damage; how much damage it does when one of its bullets hits something.
TYPE – What weapon proficiency characters use to fire it.
CLIP – How many bullets you can have in it at one go.
RATE – How fast it can fire.
MAX – The maximum range it can be used to shoot things at, in metres.
BONUS – The To Hit bonus (if any) you get from using it.
AMMO – The kind of bullets that fit in it.
Weapon AK47 means it’s a Kalashnikov AK47.
Damage 1d10+4 means a normal bullet from it will do 1d10 plus 4 damage.
Type ar means you use the autorifle skill to fire it.
Clip 32 means its magazine holds 32 bullets.
Rate semi/cyclic 20 means that it can fire 20 bullets in a turn, either one at a time or just holding the trigger down and letting it bang away.
Max 160m means you can shoot things from 160 metres away.
Bonus - means that you don’t get a to hit bonus with this thing.
And Ammo 7.62Sov means it uses 7.62mm Soviet ammunition.
There’s another sort of weapon stat line to watch out for; the sort attached to a melee weapon. It looks like this:
WEAPON DAM TYPE NOTES
Longsword Punch+4 sword -
These stats are:
WEAPON – What it is.
DAM – Damage; how much damage it does when you hit something with it.
TYPE – What weapon proficiency characters use to hit things with it.
NOTES – Anything oddball about it.
Weapon Longsword means its (surprise surprise) a longsword.
Damage Punch +4 means you use your punch damage and add 4.
Type sword means you use the sword skill to hit things with it.
And the lack of any notes means it isn’t two-handed or something flaky like nunchuks.
The system is D10-based. The following applies to pretty much any attack you can think of;
1: Roll to hit. This is based on the appropriate skill. Higher the better. Roll 1d10. You've got To Hit penalties in anything but ideal situations. Skill of 1 = base of 10 to hit, skill of 2 = base of 9 to hit, etcetera.
2: Assuming you've hit, roll a location. These are:
1D10 LOCATION
10 Head (Any damaging hit will knock you flat. Full damage = unconscious. Each point over full = 1 brain damage, IE permanent -1 Brains, minimum brains 1. 2x damage = head blown off.)
8-9 Chest (4x damage here will make you very, very dead)
6-7 Stomach (Half damage will seriously mess your character up here)
5 Groin (Any damaging hit here will take you an action per Damage point to
recover from. 4x damage = sterilized.)
4 Left arm ( Any damage = -2 to hit with this arm. Full damage or above = no longer able to use this limb, 4x limb damage = amputation and you need cyberware. This applies to any limb.)
3 Right arm
2 Left leg
1 Right leg
Note that brain damage is an optional rule, and that regen will heal brain damage.
3: Apply damage. Armour reduces damage by it's Armour Rating. Your character's Toughness reduces damage by the Toughness stat.
That's the very basics. Most combat works like that - for example, netrunner-type action uses a different set of skills and damage locations. Non-combat situations we roleplay. There are assorted specialities for each skill for example:
Gunfighter: Handgun speciality.
You may use a gun in each hand without losing accuracy, just as if you were ambidextrous. However, unlike with Ambidextrous, you may fire them at different targets in the same action.
The character generation system also has an advantage/disadvantage system. Advantages cost you points, disadvantages give you points and may only be taken at generation. We usually limit players to 10 disadvantage points.
My rules folder is 18.9 meg in .doc format, OK?
EDIT to remove some less-than-kosher language that crept in due to copy-paste from a file on my computer.