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QUICKPLAY RPG

Colin Bunting (order #6419988)

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 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

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

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

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

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.

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)

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.

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.

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.

QUICKPLAY RPG
Colin Bunting (order #6419988)

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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.

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

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

QUICKPLAY RPG
Colin Bunting (order #6419988)

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