Nihtgenga's RP gaming system

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Contents

Statistics

The stats used are Strength, Agility, Intelligence, Charisma, Endurance, Mana (though not always) and Luck. Characters have 25 points to spend overall in all stats except Luck. Each stat must have at least 1 point.

Strength

This is used for many physical actions such as lifting heavy objects or, most importantly, melee combat. It is also used for some forms of ranged combat, namely with thrown weapons, bows and similar weapons.

Agility

This is used for actions that require speed, balance, etc, such as dodging attacks.

Intelligence

This is used when working out problems and puzzles, learning and remembering information, etc. It can also be used for some magical actions and to resist some mental attacks.

Charisma

This is used when interacting with other people.

Endurance

This is mainly used to calculate how much damage a character recieves when hit. It also has a few other uses, such as carrying heavy objects.

Magic

Magic is, obviously, only appliccable in magic-using games. No minimum level is required. Players in magic-using games have 30 points to spend overall instead of 25 to reflect the extra stat.


Luck

Luck has two primary uses- in actions that require random chance or in life or death situations- you can roll Luck to try and escape a Chunky Salsa situation. Roll 1d6 to calculate.

Skills

Skill trees are used. EG:



Ranged weapons
------Rifles
-------------Sniper Rifles
-------------Bolt-action rifles
-------------Self loading rifles
-------------Semi-auto rifles
-------------------Assault rifles (NOTE- Assault rifles go under automatics when used on full auto, or under rifles when using single or burst fire.)
-------Automatics
-------------Sub-machine guns
-------------Machine guns
-------------Assault rifles
-------Pistols
-------------Revolvers
-------------Magnums
-------------Semi-automatic pistols
-------Shotguns
-------------Pump action
-------------Automatic
-------Low-tech
-------------Bows
-------------Crossbows
-------------Slings
-------Thrown



Each branch needs 2x the cost of the trunk to learn, EG Ranged weapons (1) -> Rifles (2) Sniper rifles (4)

Individual skills can be put up by any number of points once learned. EG Ranged weapons (3) -> Rifles (5) Sniper rifles (4) Each character starts with 50 Skill Points available to use in non-magical settings or 60 in magical settings.

When making rolls, use (relevant skill and all trunks + 1) D6. In the example, firing a sniper rifle would use 13D6, firing an assault rifle would use 9D6 and firing a shotgun would use 4D6. If the character has no skill for the relevant action, they may roll 1D6.

NOTE- Characters with 0 Mana may not have any magical skills, nor may they attempt magical actions with 1D6.

Example skill tree

Skill level

Ranged weapons (1)
-------Rifles (2)
-------------Sniper rifles (3)
-------Pistols (1)
-------------Revolvers (2)
-------Automatics (1)
-------------Sub-machine guns (3)
-------Thrown (1)
Armed melee (1)
-------Blades (2)
-------------Knives (3)
Tracking (2)
-------Tracking infantry (2)
-------Tracking vehicles (1)
Medical (1)
-------First aid (2)

SP Cost


Ranged weapons (1)
-------Rifles (3)
-------------Sniper rifles (6)
-------Pistols (2)
-------------Revolvers (5)
-------Automatics (2)
-------------Sub-machine guns (6)
-------Thrown (2)
Armed melee (1)
-------Blades (3)
-------------Knives (6)
Tracking (2)
-------Tracking infantry (3)
-------Tracking vehicles (2)
Medical (1)
-------First aid (3)

Qualities

Qualities are details about the character which are not covered by stats or skills. For example, your character could be a local hero, loved by all. On the other hand, he could be an unpredictable sociopath. She could have had her nervous system augmented to improve her reflexes and lessen her pain, or he could be a haemophiliac. The possibilities are endless.

Characters have 20 Quality Points free. They can spend up to 40 QP on positive qualities, but the other 20 QP must be paid for with negative ones. Qualities are purchased at 2, 4 or 8 QP each.


Some qualities effect the number of dice used in relevant rolls effecting your character (See table below), while others may not effect dice rolls, but are relevant in some other way to your character- for example, they could have a disease which causes them to lose 1, 2 or 4 D6 of HP each round unless given medical treatment.

2= +/- 1D6 4= +/- 2D6 8= +/- 3D6

Some qualities can have good and bad effects- for example, Drug Resistance makes tranquilliser darts, poison, etc, less effective, but it also means that medical drugs won't work as well on you either. Neutral qualities cost half as much as a positive quality of the same rank- L2 = 1QP, L4 = 2QP, L8 = 4QP.

Example qualities

Positive:

Scary-looking

"OK, OK, I'll help you! Just please don't hurt me!" You have a threatening appearance. Add dice to Charisma rolls against hostile or neutral characters.

Neutral:

Drug Resistance

Drugs and chemical compounds have a lessened effect. Effects of chemical attacks and medical aid lessened.

Negative:

Incompetent (Unarmed melee)

You punch like a little girl. Unarmed melee attacks are less effective.


Items

Many different items can be encountered in the various games this system uses. These can be generally split into four groups: Weapons, Armour, Support and Miscellaneous. Skills can be learned for all types of item.

Weapons

Name/Type*/Damage per hit**/Attack type*** *Notes *Root trunk in brackets, then 1st branch and exact type separated by dash **1 point = 1D6 to attack ***P (Physical) or S (Stun) Melee/Single/Burst/Automatic

Example:

Concussion gun/Ranged(Shotguns-Automatic shotguns)/3/S Single, Burst *Illegal

Armour

If the attacker doesn't specify where they are aiming, all the defender's AP are applied to the saving roll. If the attacker does specify, only armour in that area is used.

Name (Size)/Location/Type*/Strength** *Notes *Light, Medium or Heavy **1 point = 1D6 to save

Example:

Studded leather jerkin (Medium)/Torso 2/Medium/4 *+1D6 against electrical attacks

Armour locations are Head, Torso (3 layers), Left arm, Right arm, Left foot, Right foot, Shield.

Note- Shields: If the character blocks (costs 1 turn), all the shield's AP is used. If they do not, half its AP is used (Round down).


Support

The effectiveness of support items is dependent on the skill level of the user. The user recovers 1D6 by default. This increases with higher skill. Some support items cannot be used without a high enough level.

Name/Type/Minimum level *Notes

Examples:

Mana potion/MP/0 Tissue regenerator/HP/Paramedic equipment 4 Stimpack/CP/0 *Addictive- 2D6 against Endurance to resist each time used. If more than one used per 5 turns, 4D6 to resist. If character fails to resist addiction, at least one must be consumed per 5 rounds.


Magic

Magic comes in several different classes, each with its own uses. Magic users can use any class, they do not have to specialise. Some spells require mana to cast, others do not. Those that do drain the caster's mana each time they attempt it.

Magic types

Elemental

The caster controls and manipulates the elements around him, bending them to his will. The elements used are Earth, Air, Water and Fire. Light can be used instead of fire, but at a penalty to be decided by the GM on a case by case basis.

Spiritual

The caster exerts her will over the minds of others, be they in a body or not. Spirits come in many forms, from the souls of the living to the shades of the dead to beings of pure magical energy. Necromancy and Demonology are offshoots of this class.

Divine

The caster calls upon the Gods he worships to aid him.

Psionic

The caster can influence her surroundings with the power of her mind. Examples of this are levitation and telekinesis.

Ritual

The caster prepares his spells beforehand, ritually binding them to a certain trigger- this could be a tune, an incantation that needs to be read or a certain item that must be moved or broken.


Standard character bio template

S
A
I
C
E
M
L
Body type (Small, Medium or Large. Armour (Or clothing if applicable) can only be worn if it is the correct size, and some weapons can only be used by specific body types. If so, this will be noted in their description. If the RP has multiple races, each race is generally one body type- dwarves, gnomes, halflings, goblins etc would be Small, orks, hobgoblins, humans and elves would be Medium and trolls, ogres, troglydytes etc would be Large. Of course, there are some individuals in every race who are much bigger or smaller than the norm; exceptions can be made for these.)

Health (Endurance x10. If it reaches 0, the character dies. For every 10 points of HP the character loses, they receive -2 D6 to all actions.)
Consciousness (Endurance x10. If it reaches 0, the character is knocked out. For every 10 points of CP the character loses, they receive -2 D6 to all actions.)
Mana (Magic-using games only. If it reaches 0, the character is unable to perform any spells that require mana.)

Skills

Qualities

Inventory

Equipped

Unequipped

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