Documente Academic
Documente Profesional
Documente Cultură
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 (Hosford.Donald@ACD.net) 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: garwood@ncw.net (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
Colin Bunting (order #6419988)
Contents
Quick Play Game Rules
Creating a Character
Skills
Equipment
Gameplay: Tasks
Rolling the Dice
Combat
Character Advancement: Experience
Non Player Characters
4
4
45
5
6
6
6
7
QUICKPLAY RPG
Colin Bunting (order #6419988)
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
QUICKPLAY RPG
Colin Bunting (order #6419988)
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
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.
QUICKPLAY RPG
Colin Bunting (order #6419988)
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.
QUICKPLAY RPG
Colin Bunting (order #6419988)
QUICKPLAY RPG
Colin Bunting (order #6419988)
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
QUICKPLAY RPG
Colin Bunting (order #6419988)
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
QUICKPLAY RPG
Colin Bunting (order #6419988)
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.
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.
QUICKPLAY RPG
Colin Bunting (order #6419988)
10
QUICKPLAY RPG
Colin Bunting (order #6419988)
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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
LIFE
MIND
WILL
SKILLS
EQUIPMENT
NOTES
QUICKPLAY RPG
Colin Bunting (order #6419988)
12