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Loner
12th September 2011, 18:30
Hey,

I finally finished my first RPG.
It's kind of based on another 40k RPG. However, before I start this game, I was curious what the others think of it, what could be improved or what I did wrong.
Therefore, I'm posting it here first and then see if I should use it as a game.

Allright you lot, listen up. I'm Alwin Schulze, I'll be in charge of this mission. What's going on is this: A remote outpost hasn't been answering it's calls for a while, so a small group of volunteers is send out to investigate and report back to the camp again. We leave in four days.
I'll draw maps, to show their current location and where they are.

All the dice rolling will be done by me and I'll post the results here when I've done that.

The game is based around the 2D6 system.

When a test is required, roll I roll a 2D6, if the number is lower or equal to the number of the charistic, the test is a succes. If above, it's a fail.
When I roll a double one or a one and a two the test is a great success and offers a bonus, when I roll a double 6 or a 6 and a five, the test is a mistake.
If you roll a great success, you gain an additional XP.
If you roll a mistake, you lose one of your XP points. (You cannot get below zero!)

(Say when firing at a target, I roll a 1 and a 2, the shot hits it's target and is critical. I also gain an extra XP point.
Say when firing at another target, I roll a double 6, the shots hits a teammate, for example.)

Leveling up:
After a fight, you gain 1 XP or 2 XP (If you get a success).
For every 15 points, you can upgrade one of your charistics, however a skill cannot get above a 10. The points are then deducted from the amount you have.
Note: S or T cannot get above a 8.

You start with 20 lifepoints.
If you lose life points, you lose D6 of them or 2D6, if attacked by a PW or Str 9+ weapon.

You can gain lifepoints back from the medic or from the medical equipment.

At the same time, you can try to scavenge around or proceed to a next room.


It's possible to exchange weapon and equipment further in the game.
WS/BS/T/S/NV/Int/WP/LD
WS:
Weapon skill, how likely a character is to hit in close combat.
BS:
Ballistic skill, how likely a character is to hit his target. It’s required when firing at a target.
T:
Toughness, this determinates how tough a character is.
S:
How strong your character is. This is required in close combat as well as trying to push your enemies away from you.
NV:
Nerve: A nerve test required in certain situation, such as when you get ambushed.
Int:
The intelligence that a character has. Certain things, like picking a lock or trying to figure out how get the power back on, require this test.
WP:
Will power, the ability that determinates if a character keeps on fighting in close combat, but also how long he can keep trying something.
LD:
Leadership, the ability the character has to follow orders and it’s orders being followed. This test is required for that.

In this game you compare the stats and then use the difference. Say you are firing on an enemy and you hit him. Then you compare the S of the weapon to the T of the enemy. If I have a lasgun, (S7) and I fire on an unknown enemy of T6, I need to roll 8 or lower to pass. If I fire a laspistol at range (S5) against a strong enemy of T8, I need to roll a 4 or lower to pass.

Classes: There are 4 classes to choose from, which are medic, combat engineer, grenadier and shock trooper. There is no limit on the classes, however there can only be 2 grenadiers.
You first pick a class and after that you pick your equipment. Some classes open up some abilities, while others give some restrictions.

Equipment: You are given 6 points at the beginning, for those points you can buy your equipment. Skills are assigned at the beginning and cannot be bought.

Example classes:
Combat engineer:
WS: 6
BS: 6
T: 5
S: 5
NV: 6
Int: 8
WP: 8
LD: 7
Skills: Demolation
Starting equipment:
Lasammo,
1 frag grenade,
1 krak grenade,


Equipment:
Weapon:
Lasgun, 1p
Laspistol, 1p
Close combat:
Flask, 0p
Wrench/crowbar, 1p
Knife, 1p
Armor:
Flak armor, 1p
Explosives:
2 frag grenades, 1p
2 krak grenades, 1p
Medical:
Syringe, 1p
First-aid pack, 2p

Grenadier:
WS: 7
BS: 8
T: 6
S: 6
NV: 6
Int: 7
WP: 7
LD: 6



Skills: Batavira’s finest.
Starting equipment:
Lasammo,
1 frag grenade

Equipment:
Weapon:
Lasgun, 1p
Laspistol, 1p
Hellgun, 2p
Hellpistol, 2p
Meltagun, 3p
Close combat:
Flask, 0p
Knife, 1p
Armor:
Flak armor, 1p
Carapace armor, 2p
Explosives:
2 frag grenades, 1p
2 krak grenades, 1p
Medical:
Syringe, 1p
First-aid pack, 2p


Shock trooper:
WS: 7
BS: 7
T: 5
S: 6
NV: 7
Int: 7
WP: 7
LD: 7

Starting equipment:
Lasammo,
2 frag grenades,
1 Syringe

Equipment:
Weapon:
Lasgun, 1p
Laspistol, 1p
Meltagun, 3p
Shotgun, 1p
Slugs, shotgun ammo, 1p
Scatters, shotgun ammo, 1p
Explosives, shotgun ammo, 2p

Close combat:
Flask, 0p
Knife, 1p
Armor:
Flak armor, 1p
Explosives:
2 frag grenades, 1p
2 krak grenades, 1p
Medical:
Syringe, 1p
First-aid pack, 2p


Medic:
WS: 6
BS: 7
T: 5
S: 5
NV: 6
Int: 8
WP: 6
LD: 7
Skills: Medical experience.


Starting equipment:
Lasammo,
Syringe x 5
First-aid pack x 2

Equipment:
Weapon:
Lasgun, 1p
Laspistol, 1p
Close combat:
Flask, 0p
Knife, 1p
Armor:
Flak armor, 1p
Explosives:
2 frag grenades, 1p
2 krak grenades, 1p
Medical:
3 x Syringe, 1p
2 x First-aid pack, 2p

Skills:
Medical experience: Roll an extra dice when healing a character. (Syringe becomes 2D3, first-aid pack becomes 2D6)
Humanity’s finest: Reroll on your NV and WP tests.
Demolition: Carry 5 meltabombs.

Equipment:
Weapons:
Lasgun: standard weapon, str 7
Laspistol: standard sidearm, str 7 when fired in close combat, str 5 when fired at range.
A pistol allows you to fire it once in close combat and then to still attack with your close combat weapon.
Lasammo: ammo for your gun
Helllgun: Advanced version of the lasgun, str 8
Hellpistol: advanced version of the laspistol, str 8 when fired in close combat, str 6 when fired at range. A pistol allows you to fire it once in close combat and then to still attack with your close combat weapon.
Shotgun: A crude weapon, the strength varies, depending on what ammunition is used.
Slugs, shotgun ammo: A large and heavy shot that is fired at the enemy. S8 hit on the opponent.
Scatter, shotgun ammo: D3 opponents receive a S6 hit.
Explosives, shotgun ammo: A special kind of ammunition that explodes on impact. Count as str8 with reroll to wound. However, these bullets can explode in the gun, leaving it and it's user wounded.
When you fire this weapon, please tell me what ammo you are using.
Meltagun: S7 with reroll to hit. Always hits D3 enemies.
Close combat:
Flask: For drinking along the way. and can be used as a close combat weapon.
Combat knife: A basic combat knife, useful in close combat. Gives a +1 on the roll to wound the opponent.
Wrench/crowbar: useful in certain situations, can be used as a close combat weapon. Gives a +1 on the roll to wound.
Armor:
Flak armor: negates a point of the damage. (If you get 3 damage, you just get 2 damage.)
Carapace armor: negates 2 points of damage
Medical:
Syringe: gives a small health boost, D3
First aid pack: Gives a big health boost, D6
Explosives:
Note: when a succesfull roll is rolled here, you gain a D3 extra on the amount of enemies you hit.
Frag grenade: If a successful ballistic test is rolled, you hit 3+d3 enemies, if you don’t roll successful, you hit D3+1 enemy. After that, it’s used as a str 7 hit.
Krak grenades: If a successful ballistic test is rolled, you hit 2+D3 enemies, if not, you hit D3 enemies. After that it’s used as a str 9 shooting attack.
Meltabombs: Cannot be used as a weapon, but can be used to blow up doors or close of corridors.

Combat:
When on the battlefield, you can choose to take cover, receiving a small penalty (-1) on your ballistic roll, but making you harder to hit. (+1 on the to hit roll for the enemy)
You can run around/charge forward, receive a big penalty on your ballistic roll . (-3)
You can stand and shoot, receiving no penalty on your ballistic roll.

Examples:
Name: Random person.
History: (Optional!) Random person was born a long time ago and wanted to be in the Imperial Guard ever since!
Class: combat engineer.
LP: 20/20
XP: 0
WS: 6
BS: 6
T: 5
S: 5
NV: 6
Int: 8
WP: 8
LD: 7
Skills: Demolation

Equipment:
Lasammo,
1 frag grenade,
5 krak grenade, (1p)
Knife, (1p)
Crowbar, (1p)
Flak armor, (1p)
Lasgun (1p)

Quote: (Optional) “Not statisfied yet? How about another example?”

Name: Another example.
History: Another example was just made to show you how to make a character!
Class: Medic
LP: 20/20
XP: 0
WS: 6
BS: 7
T: 5
S: 5
NV: 6
Int: 8
WP: 6
LD: 7
Skills: Medical experience.

Equipment:
Lasammo,
Syringe x 8 (1p)
First-aid pack x 4 (2p)
Lasgun, (1p)
Laspistol (1p)
Flak armor, (1p)
Flask (0p)


Quote: “Well that’s it! Try to make a character yourself now and have fun!”