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THE ALT RPG Creating a Character Rapid Shot: Costs 2 points.

You can shoot a Equipment

By tenduril ( non-automatic ranged weapon twice per turn
A simple, generic role-playing game To create your character, you must spend your 10 instead of once, at no penalty to hit. Characters normally get 20 equipment points to
skill points, spend your 3 talent points, choose Iron Fists: Costs 2 points. Your unarmed spend on equipment. The GM might have different
Introduction equipment, then figure out your stats (Movement, damage is 1d6 instead of 1d6-2. rules for starting equipment, depending on the
Defense, and Threshold). campaign. Note that certain equipment might not be
Powerful Blow: Costs 2 points. In combat, you available in a campaign, and that cost is relative.
This is the ALT RPG, a game that uses only d6s; and can take a -1 to hit, to deal +1 damage.
1d6 for its resolution mechanic. Skills
Sharpshooter: Costs 2 points. When using the Melee Weapons
You get 10 points to put into skills. At start, you can aim action in combat, you also get +2 damage.
put up to 2 points in any one skill. For skills marked Sneak Attack: Costs 1 point. When you attack Weapon Damage Cost Special
d6 means a six-sided die. Rolling 3d6+4 means with an asterisk, you must pick a subtype, such as someone unaware in combat, you get +4 to hit Battleaxe 1d6+1 6
rolling three six sided dice, adding them up, then Knowledge (Science) or Perform (Flute). Each and damage, instead of +2. Crowbar 1d6-1 3
adding 4 to the result. 1d6x2 means rolling one six- subtype counts as a different skill. Dagger or Knife 1d6-1 2
sided die, and multiplying the result by 2. Flaws Greatsword 1d6+2 10 2 handed
Skill Description Hatchet 1d6 4
Task Resolution Archery Shooting a bow and arrow You can take up to two flaws (but you don't have to Laser Sword 1d6+4 15
Awareness Seeing and hearing take any if you don't want to). Flaws are things like Machete 1d6 5
Sometimes you have to roll to see if you succeed, Climbing Climbing personality faults, phobias, addictions, and physical Shortsword 1d6 5
called a check. This is done by rolling 1d6 and adding Cooking Preparing meals and mental disabilities. You should roleplay your Spear 1d6+2 5 2 handed, reach
your points in a relevant skill to the roll. The result Crafting* Making tools or other things flaw at all times; but if you roleplay it particularly Longsword 1d6+1 6
must be equal to or higher than a Target Number Deception Lying, feinting in combat well, especially when it is against your character's Unarmed Attack 1d6-2 --
(TN) to succeed. The default TN is 4. Driving Drive cars or other vehicles best interests, the GM may give you a luck point. You
Fighting Hand-to-hand combat can have up to three luck points at any one time. You Ranged Weapons
The GM can set the target number can be higher or Hacking Breaking into computers can spend a luck point at any time to re-roll a failed
lower depending on the difficulty of the task. Here Healing Treat injuries and illnesses check. Ranged weapons have a range; within the first range,
are some Target Numbers, depending on the Influence Persuading or intimidating. there is no penalty to hit, and a -1 to for each full
difficulty of the task. For very easy or trivial tasks Knowledge* Knowledge of different areas Threshold range past the first. For example, for range 30, a
(such as driving down the street on a clear day), Leadership Leading or inspiring allies target 30 feet away would be at no penalty, a target
success is automatic. Perform* Any kind of performance art Threshold is how much damage it takes to 31-60 feet away would be -1 to hit, a target 61-90 feet
Piloting Piloting aircraft significantly hurt you. Your base Threshold is 4. It away would be -2 to hit, and so on.
Difficulty of Task TN Profession* A job or occupation can be modified by the Tough talent, or by wearing
Easy 2 Reflexes Made to react to a situation armor. Some modern firearms are automatic; they can fire
Moderate 4 Riding Riding horses or similar creatures many bullets at once. When firing on full automatic,
Challenging 6 Roguery Lock picking and trap finding Movement roll a number of attacks equal to the weapon's Rate of
Difficult 8 Running Sprinting, chasing on foot Fire, each at a penalty equal to its Recoil. So for a
Very Difficult 10 Sailing Sailing a ship, navigating at sea Movement is how many feet you can move in one weapon with ROF 3 and Recoil 2, you would roll 3
Shooting Shooting guns and crossbows combat action. Your base Movement is 30, plus 5 for attacks, each at -2 to hit.
Exploding Die Stealth Sneaking and hiding each point you have in the Running skill.
Survival Surviving in the wild Shotguns fire buckshot. They get +1 to hit, but get
If you roll a 6 on any die, roll again, and add the Swimming Swim, or tread water Divide Movement by 10, for your average speed in -1d6 damage per range past the first.
result to your total. Repeat this if you get another 6. Throwing Throwing weapons miles per hour.
Tracking Follow or identify tracks Ranged weapons are assumed to be 2-handed, unless
Opposed Checks Use Rope Tying knots, tying someone up Defense otherwise stated.
Willpower Self-control, mental resistance
Sometimes, two characters are trying to outdo each Defense is the TN to hit you with an attack in hand- Weapon Damage Cost Range Special
other. One is trying to hear the other, or grab to-hand combat. Your base Defense is 4, plus your Thrown rock 1d6-2 20 1-handed
something before the other, or try to craft the best Talents Fighting skill (if any). If you use a shield, you get +1 Sling 1d6-1 30
object. In such a case, each character makes their to your Defense. Bow 1d6 2 60
check, and whoever gets higher, wins. Checks such You get 3 points to put into talents. Some talents have Longbow 1d6+1 10 100
as Stealth vs. Awareness, Running vs. Running, or a cost , and you either have them or you don't. Wounds Crossbow 1d6+1 8 50 1 round reload
Deception vs. Awareness, are examples of opposed Others, you can put different amounts of points into. Musket 1d6+3 10 50 1 round reload
checks. Wounds represent how much you can be hurt before Assault Rifle 2d6 12 60 ROF 3, Recoil 2
Strong: For each point you put into Strong, you being incapacitated. Characters start with 3 Wounds. Sniper Rifle 3d6 15 100
The Rule of Three get +1 to melee weapon damage. Max 3 points. Pistol 1d6+2 8 30 1-handed
Tough: For each point you put into Tough, you Height and Weight Shotgun 3d6 10 20
If there is no risk involved in failing a check, a get +1 to your Threshold. Max 3 points. SMG 1d6+2 10 30 ROF 3, Recoil 2
character can choose to forgo rolling the check, and If you want to give your character a random height Machine Gun 2d6 18 50 ROF 4, Recoil 2
Smart: For each point you put into Smart, you and weight, roll 3d6+54 (female) or 3d6+60 (male) Laser Rifle 3d6 15 100 ROF 3, Recoil 1
simply treat the roll as though the die had come up 3. get 2 additional skill points. Max 3 points.
If this would be high enough to succeed, then it for height in inches. For random weight, multiply the Laser Pistol 2d6 12 50
succeeds. Also use this rule for passive checks.
Dual Wielding: Costs 2 points. You can fight result of that 3d6 roll by a roll of 1d6+1, and add that Laser MG 3d6 17 100 ROF 4, Recoil 1
with two weapons at no penalty (-2 normally). to 90 pounds (female) or 110 pounds (male).
Armor and Shields If your damage result is double your opponent's Aiming Advancement
Threshold (or more), they lose two Wounds instead.
Armor adds to your Threshold, making it harder to If your damage is triple or more their Threshold, they You can spend an action to aim with a ranged Characters earn 1-4 XP each per game session, with 3
hurt or kill you. But, armor can also slow you down. lose three Wounds, and so on. weapon. If you do, you get +1 on your next ranged XP being a good average. XP can be spent between
attack roll (if you make multiple attacks, such as with sessions to improve your character.
Armor Threshold Cost Special For example, for a character with Threshold 7, an automatic weapon, the bonus only applies to the
Leather +1 5 damage of less than 7 would do nothing, damage of 7 first one). If you spend a full round aiming, you get Improving a skill costs XP equal to 5 times the new
Chain-mail +2 15 or more would cause him to lose 1 Wound, damage +2 to hit instead. level in the skill. Learning a new skill (at level 1)
Breastplate +2 10 -5 Movement of 14 or more would cause him to lose 2 Wounds, costs 5 XP.
Full Plate +3 15 -10 Movement damage of 21 or more would cause him to lose 3 Attacking Unaware Opponents
Kevlar Vest +2 8 +4 vs. bullets Wounds, and so on. For example: Raising your Shooting from 2 to 3
SWAT Armor +3 12 +5 vs. bullets If you get the drop on someone and attack them would cost 3 x 5 = 15 XP.
Flak Suit +4 14 +6 vs, bullets Most non-player characters (NPCs) are not as tough when they are not aware of you, you get +2 to hit,
Powered Armor +6 15 as the heroes; they only get 1 Wound. This includes and +2 damage if you hit. You cannot skip over levels in a skill (such as
average people, and mooks such as soldiers and going from Shooting 1 to Shooting 3 for 15 XP). You
Combat goblins. Hunger and Thirst would have to go from Shooting 1 to Shooting 2 for
10 XP, then later from Shooting 2 to Shooting 3 for
At the start of combat, each side rolls a die. The side If you want a more heroic game, you might allow In survival situations, it might be important to keep 15 XP.
with the higher roll acts first. One side might characters to have more Wounds; see the track of food and water.
automatically go first if it has surprised or ambushed Advancement section for more on this. Talent points cost 10 XP each.
the other. Among characters, go in clockwise order Normally you need 3 meals a day, with adequate
around the table for turn order. Characters can delay Keep in mind that even if you do not beat your water. Each meal you miss, gives a hunger token. If you want a more heroic game, you can allow
turns or ready actions. opponent's Threshold, you might have still hurt him; Each meal you eat removes a hunger token (if you characters to gain more Wounds. Each additional
just not enough to have a significant effect. have any). They have effects as described below. Wound costs 10 XP.
Combat Rounds They are not cumulative: you don't get -5 Movement,
Incapacitation, Death, and Healing then -10. Basic NPCs
Combat is divided up into rounds, each of which last
six in-game seconds (so ten rounds to a minute). Once you have 0 Wounds left, you are incapacitated, Hunger Tokens Effect Average Person (Modern Day)
Each round is divided up into turns. and dying, either from bleeding out, or other 1-4 Nothing (yet) Skills: Any, with 5 skill points to spend
traumatic injury. You die after 1d6 minutes without 4-10 -5 Movement Talents: None
Each turn your character can take two actions. medical attention. There is a 50% chance you go 11-15 -10 Movement, -1 melee damage Movement 30, Defense 4, Threshold 4, Wounds 1
Actions include moving (up to your Movement in unconscious. 16-20 -10 Movement, -2 melee damage
feet) and attacking. Your character can only take the 21+ Unconscious, dead after 2d6 hours Soldier (Modern Day)
attack action once per round, but might make more A Healing check can be attempted on a dying without serious medical help. Skills: Shooting 2, Fighting 2, Awareness 2
than one attack roll (if fighting with two weapons, or character, assuming proper first aid supplies are Talents: Strong 1, Tough 1
using an automatic weapon). available (if not, the check gets -2). Each check takes Movement 30, Defense 6, Threshold 7 (9), Wounds 1
1 minute. If failed, the check can be tried again, but Falling
Melee Attacks not if the character dies, obviously. Equipment: Assault Rifle (2d6 damage, range 50,
Falling deals 1d6 damage per 10 feet fallen. ROF 3, Recoil -2), Pistol (1d6+2 damage, range 30),
Melee attacks are Fighting checks, made against your Wounds heal naturally at a rate of 1 per day. Combat Knife (damage 1d6-1), Kevlar Vest (+2
opponent's Defense. Vehicles Threshold, +4 Threshold vs. bullets)
Called Shots
Ranged Attacks Vehicles have stats just like characters and creatures Magic
You can aim an attack at a specific part of the body. do. However, some of their stats are different; they
Ranged attacks are Shooting, Throwing, or Archery This results in a penalty to hit, depending on the body don't have skills or talents. However, they do have If you want magic in your game, you can create the
checks (depending on the weapon used), made part you are aiming at. The attack deals damage as Thresholds, and Wounds, as well as a top speed (in Spellcasting talent, that allows characters to cast
against TN 4. If your target has cover, the attack gets normal as it hits, as well as some additional effect. miles per hour). spells. For each point you put into the Spellcasting
-2 to hit. Head (-4 to hit): If you hit, the attack deals +4 talent, you can cast more powerful spells.
damage. Vehicle Threshold Wounds Top Speed
Automatic Misses Arm (-2 to hit): If you hit, the target drops Sedan 10 2 120 If your character puts Talent point into Spellcasting,
whatever they are holding. Pickup Truck 15 2 100 then he or she gets 10 mana points, plus 1 for each
Even the lowliest enemy might dodge a blow from a Sailing Ship 20 6 5 point they have in Spellcasting.
great swordsman. If you roll a 1 on the die for an Leg (-2 to hit): If you hit, the target gets -5 Tank 40 4 50
attack roll, you must roll again. If the second roll is a Movement, lasting 1 hour. Fighter Jet 20 3 1000 Mana points are spent to cast spells, and spent mana
1, the attack automatically misses. points are regained at a rate of 1 per hour, back to the
Two-Weapon Fighting Non-Player-Characters original normal maximum. Spells each have a cost in
Damage mana points, and each requires a minimum level in
If you have the Dual-Wielding talent, you can fight Most non-player characters (NPCs) get only 5 skill Spellcasting to cast. Your character knows a number
After you hit with an attack, roll for damage. If your with two weapons at no penalty. Otherwise, you points, and 0 to 2 talent points. They only have 1 of spells equal to his points in Spellcasting, plus 1
damage result is equal to or greater than your attack with each weapon, but at a -2 penalty to hit Wound instead of 3. More important NPCs are made spell for each point he has in the Smart talent.
opponent's Threshold, they lose a Wound. with each. just like players' characters.