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THE ALT RPG Opposed Checks

By tenduril (
A simple, generic role-playing game Sometimes, two characters are trying to outdo each other.
One is trying to hear the other, or grab something before the
Introduction other, or try to craft the best object. In such a case, each
character makes their check, and whoever gets higher, wins.
This is the ALT RPG, a game that uses only d6s; and 1d6 Checks such as Stealth vs. Awareness, Running vs.
for its resolution mechanic. It is an RPG for meant for any Running, or Deception vs. Awareness, are examples of
genre of play; if you want to run a game, but can't find a opposed checks.
system for it, the ALT RPG should work just fine.

Dice Creating a Character

d6 means a six-sided die. Rolling 3d6+4 means rolling To create your character, you must spend your 10 skill
three six sided dice, adding them up, then adding 4 to the points, spend your 3 talent points, choose equipment, then
result. 1d6x2 means rolling one six-sided die, and figure out your stats (Movement, Defense, and Hit Points).
multiplying the result by 2.
Task Resolution
You get 6 points to put into skills. At start, you can put up to
During a roleplaying game, you occasionally have to roll to 2 points in any one skill.
see if you succeed at doing something, called a check.
The GM decides what type of check it is, and what skill is Skill Description
used. Then you roll 1d6 and add your points in the relevant Acrobatics Jumping and somersaulting
skill to the roll. If you don't have any points in the skill, you Awareness Seeing and hearing
add nothing. Climbing Climbing
Cooking Preparing meals beyond basic ones
The result must be equal to or higher than a Target Number Crafting Making tools or other things
(TN) to succeed. The default TN is 4, for a moderate task. Deception Lying convincingly
Driving Driving land vehicles
The GM can set the target number can be higher or lower Electronics Working with electronics
depending on the difficulty of the task. Here are some Engineering Designing and crafting
Target Numbers, depending on the difficulty of the task. For Entertain Ability to entertain an audience
very easy or trivial tasks (such as driving down the street on Fighting Hand-to-hand combat
a clear day), success is automatic. Hacking Breaking into computers
Healing Treating injuries
Difficulty of Task TN Influence Persuading or intimidating people
Easy 2 Leadership Leading or inspiring allies
Moderate 4 Mechanics Repairing or working with machinery
Challenging 6 Piloting Piloting, knowledge about aircraft
Difficult 8 Reflexes Made to react to a situation
Very Difficult 10 Riding Riding horses or similar creatures
Almost Impossible 12+ Running Sprinting, chasing on foot
Sailing Sailing a ship, navigating at sea
If there is no risk or consequence to the character failing, Science Knowledge of science
and they could succeed just by trying over and over again, Shooting Using ranged weapons, like guns and bows
don't bother rolling. They automatically succeed at the Skullduggery Lock picking and trap finding
check. Only roll when it is important to know if character Stealth Sneaking and hiding
failed, such as because they might be hurt failing to climb a Survival Hunting, fishing, starting fires, etc.
tree, or get caught failing to lie to the city guards. Swimming Swim, or tread water
Tracking Following or identifying tracks
Automatic Success Willpower Self-control, mental resistance

If you roll a 6 on the die for a check, roll again. If you get a
5 or a 6 on the die for the second roll, and the task you're
attempting is something that you could realistically succeed
at by sheer luck (up to the GM), you succeed on the check,
no matter the result.
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Talents Defense (DF)

You get 3 points to put into talents. Some talents have a Defense is the TN to hit you with an attack in melee (hand-
cost, and you either have them or you don't. Others, you can to-hand) combat. Your base Defense is 4, plus your Fighting
put different amounts of points into. This talent list is very skill (if any). If you use a shield, you get +1 to your
basic so make up your own. Defense. Note that this is only against melee attacks; ranged
attacks are against the standard TN of 4.
Strong: For each point you put into Strong, you get +1
to melee weapon damage. Max 3 points. Damage Reduction (DR)
Smart: For each point you put into Smart, you get 2
additional skill points. Max 3 points. Damage reduction reduces damage you would take. It starts
Tough: For each point you put into Tough, you get +2 at 0, but armor increases it (see below).
hit points. Max 3 points.
Attractive: Costs 1 point. You get +1 on Influence Hit Points (HP)
checks involving the opposite sex.
Dual Wielding: Costs 2 points. You can fight with two Hit Points represent how much you can be hurt before being
melee weapons at no penalty (-2 normally). incapacitated. Characters start with 6 hit points, +1 for each
Rapid Shot: Costs 2 points. You can shoot a non- point in the Tough talent.
automatic ranged weapon twice per turn, at a -1 penalty
to hit. Height and Weight
Iron Fists: Costs 2 points. Your unarmed damage is 1d6
instead of 1d6-3. If you want to give your character a random height and
Powerful Blow: Costs 1 point. In combat, you can take weight, roll 3d6+54 (female) or 3d6+60 (male) for height in
a -1 to hit, for +1 damage if you hit. inches. For random weight, multiply the result of that 3d6
Sharpshooter: Costs 2 points. When you spend a turn to roll by a roll of 1d6+1, and add that to 90 pounds (female)
aim, you get +2 to hit instead of +1. Also, aiming only or 110 pounds (male).
uses up 1 action for you, instead of a whole turn. See
Aiming, below, for more. Age
Sneak Attack: For each point you put into Sneak Attack,
you deal an additional 1 point of damage when you Characters are assumed to be relatively young adults, but if
catch an enemy unaware (see Unaware Opponents). you want to play an elderly or very young character, refer to
Scholar: Costs 1 point. You get 3 extra skill points that the rules below:
can be spent on Knowledge skills. Also, the cost in XP
for you to increase Knowledge skills is halved (see Elderly: Older than three-quarters the normal lifespan.
Advancement). Your age has made you frailer, and you get -2 HP and -5
Deadly Aim: Requires 3+ points in Shooting. For each Movement. However, your age has also gifted you with
point you put into Deadly Aim, you deal +1 damage more knowledge, and you start with 2 extra skill points.
with ranged weapons. Maximum 3 points. Child: A child character is two-thirds adult age or
younger. Your base hit points are 4 rather than 6.You get
Flaws -10 Movement, and start with only 5 skill points instead
of 10.
You can take up to two flaws (but you don't have to take any
if you don't want to). Flaws are things like personality Equipment
faults, phobias, addictions, and physical and mental
disabilities. You should roleplay your flaws at all times; but Characters normally get 20 equipment points to spend on
if you roleplay one particularly well, especially when it is equipment. The GM might have different rules for starting
against your character's best interests, the GM may give you equipment, depending on the campaign. Note that certain
a luck point. You can have up to three luck points at any one equipment might not be available in a campaign, and that
time. You can spend a luck point to re-roll a failed check. cost is relative.

Movement (MV)

Movement is how many feet you can move in one combat

action. Your base Movement is 30, plus 5 for each point you
have in the Running skill.

Divide your Movement by 10, for your sustainable speed in

miles per hour, when traveling on foot overland.
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Melee Weapons Armor and Shields

Weapon Damage Cost Special Armor adds to your Damage Reduction, making it harder to
Battleaxe 1d6+1 6 hurt or kill you. But, armor can also slow you down.
Crowbar 1d6-1 3
Dagger or Knife 1d6-1 2 Armor DR Cost Special
Greatsword 1d6+2 10 2 handed Leather 1 5
Hatchet 1d6 4 Chain-mail 2 15
Laser Sword 1d6+4 15 Breastplate 2 10 -5 Movement
Machete 1d6 5 Full Plate 3 15 -10 Movement
Shortsword 1d6 5 Kevlar Vest 2 8 DR 4 vs. bullets
Spear 1d6+2 5 2 handed, reach SWAT Armor 3 12 DR 5 vs. bullets
Longsword 1d6+1 6 Flak Suit 4 14 DR 6 vs. bullets
Unarmed Attack 1d6-3 -- Powered Armor 6 15

Ranged Weapons Combat

Each ranged weapon has a range; when fired at targets At the start of combat, each side rolls a die. The side with
within that range, they get no penalty to hit. At targets up to the higher roll acts first. One side might automatically go
double their range away, they get -1 to hit. At targets up to first if it has surprised or ambushed the other. Among
four times their range away, they get -2 to hit. Past that characters, go in clockwise order around the table for turn
range, they are usually not effective, and get -4 to hit. order. Characters can delay turns or ready actions.

Some modern firearms are automatic; they can fire many Combat Rounds
bullets at once. When firing on full automatic, roll a number
of attacks equal to the weapon's Rate of Fire, each at a Combat is divided up into rounds, each of which last ten in-
penalty equal to its Recoil. So for a weapon with ROF 3 and game seconds (so six rounds to a minute). Each round is
Recoil 2, you would roll 3 attacks, each at -2 to hit. divided up into turns, one taken by each combtant.

Shotguns often fire buckshot. They get +1 to hit when using Each turn your character can take two actions. Actions
it, but deal -1 damage per range past the first. If using slug include moving (up to your Movement in feet), attacking,
rounds, they deal the same damage, but lose the bonus to hit casting spells, or something else. Your character can only
and penalty to damage, and their range becomes 30 feet. take the attack action once per round. They still might get
more than one attack roll, from fighting with two weapons,
Ranged weapons are assumed to be 2-handed, unless using an automatic firearm, but these attacks all take place
otherwise stated. in one attack action. Talking and other minor acts don't
use up an action.
Weapon Damage Cost Range Special
Thrown rock 1d6-2 20 1-handed Melee Attacks
Sling 1d6-1 30
Bow 1d6 2 60 Melee attacks are Fighting checks, made against your
Longbow 1d6+2 10 100 opponent's Defense.
Crossbow 1d6+2 8 50 1 round reload
Musket 1d6+3 10 100 1 round reload Ranged Attacks
Hunting Rifle (.308) 2d6+2 10 100
Assault Rifle (5.56) 2d6 12 80 ROF 3, Recoil 2 Ranged attacks are Shooting, Throwing, or Archery checks
Assault Rifle (7.62) 2d6+1 10 70 ROF 3, Recoil 2 (depending on the weapon used), made against TN 4. If
Battle Rifle (.308) 2d6+2 17 90 your target has cover, the attack gets -2 to hit.
Sniper Rifle (.50) 3d6 15 100
Pistol (9mm) 1d6+2 8 30 1-handed Damage
Pistol (.45) 1d6+3 10 30 1-handed
Shotgun (12-gauge) 2d6+2 10 20 After you hit with an attack, roll for damage. Remember
SMG (9mm) 1d6+2 10 30 ROF 3, Recoil 2 the exploding die rule here! After you have figured out your
Machine Gun (5.56) 2d6 18 50 ROF 4, Recoil 2 damage, subtract your target's Damage Reduction from the
Laser Rifle 3d6 15 100 ROF 3, Recoil 1 damage. The rest of it is subtracted from his Hit Points.
Laser Pistol 2d6 12 50
Laser MG 3d6 17 100 ROF 4, Recoil 1 For example, if you hit an enemy with a great-sword (1d6+2
damage) and have 1 point in the Strong talent (giving +1
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melee damage), you would deal 1d6+3 damage. Say you Called Shots
rolled and got 6 damage, against an enemy with DR 2 and 5
HP. You would subtract his DR of 2 from your damage, You can aim an attack at a specific part of the body. This
leaving 4 damage. The 4 damage would be subtracted from results in a penalty to hit, depending on the body part you
his hit points, leaving him with only 1 hit point left. are aiming at. The attack deals damage as normal as it hits,
as well as some additional effect.
Penalties cannot reduce weapon damage to 0 or less; only Head (-2 to hit): If you hit, you deal +1d6 damage.
damage reduction can do that. For example, an unarmed Leg (-2 to hit): If you hit, the target must make a check
blow dealing 1d6-3 damage, still deals 1 damage, even if or fall over. The target can add his or her points in the
the die comes up 1, 2, or 3. Tough talent (if any) to the roll.

Automatic Hits and Misses Two-Weapon Fighting

Even the lowliest enemy might dodge a blow from a great If you have the Dual-Wielding talent, you can fight with
swordsman. If you roll a natural 1 for an attack roll, you two weapons at no penalty. Otherwise, you can still make an
must roll again. If the second roll is a 1 or a 2, the attack attack with each weapon, but each is at a -2 penalty to hit.
automatically misses, no matter the bonus.
Similarly, even the lowliest enemy might be able to strike a
great swordsman. If you roll a natural 6 for an attack roll, You can spend your turn to aim with a ranged weapon. If
roll again. On a 5, you automatically hit. On a 6, you you do, you get +1 on your next ranged attack roll (if you
automatically hit, and also get a critical hit. make multiple attacks, such as with an automatic weapon,
the bonus only applies to the first one).
Critical Hits

If you get a critical hit (as detailed above), your attack deals Attacking Unaware Opponents
double damage. Also, the damage dice can explode. This
means that for each damage die that comes up 6, roll If you get the drop on someone and attack them when
another die and add it to the total damage. they are not aware of you, you get +4 to hit, and +4 damage
if you do hit.
Hunger and Thirst
When you reach 0 Hit Points or less, you are incapacitated,
and dying, either from bleeding out, or other traumatic In survival situations, it might be important to keep track of
injury. You lose 1 hit point per minute while you are dying. food and water. Normally you need 3 meals a day, with
This loss can be prevented with a successful Healing check, adequate water. Each meal you miss, gives a hunger token.
which can be retried each minute. Each meal you eat removes a hunger token. They have
effects as described below. They are not cumulative: you
Death don't get -5 Movement, then -10.

If you go to negative hit points equal to your normal hit Hunger Tokens Effect
points, you die. If you go to negative hit points equal to five 1-4 Nothing (yet)
times your normal hit points, your body is obliterated. 4-10 -5 Movement
11-15 -10 Movement, -1 melee damage
So for a character with 8 hp, going to -8 hp would mean 16-20 -10 Movement, -2 melee damage
they would die immediately. Going to -40 hp would mean 21+ Unconscious, dead after 2d6 hours
there was nothing left of them.
Falling deals 1d6 damage per 10 feet fallen, to a maximum
A Healing check can be attempted on a dying character, of 10d6 damage.
assuming proper first aid supplies are available (if not, the
check gets -2). Each check takes 1 minute. If failed, the Non-Player-Characters
check can be tried again, until the character dies or is
stabilized. You naturally heal 1 lost hit point per day. Player characters are a cut above the average person. Most
people are not as well-trained or talented as characters.
These extras only start with 0-2 talent points, and 4 skill
points. Everything else is the same as for player characters.
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Advancement Skill Ranks

Characters earn 1-3 XP each per game session, with 2 XP What do skill points mean?
being a good average. XP can be spent between sessions to
improve your character. 1 Proficient Competent
2 Skilled The average level of the skill
Improving a skill costs a number of XP equal to 5 x the new 3 Professional Better than average
level of the skill. For example, improving your Shooting 4 Expert Way better than average
from 2 to 3 would cost 3 x 5 = 15 XP. You can only increase 5 Master The pinnacle of his craft
a skill 1 point at a time. 6 World-Class Among the best in the world
7 Legendary The best in the world
Talent points cost 10 XP each, and can be spent normally as
during character creation. Some talents, such as Attractive, Modifying the ALT RPG
are inborn, and the GM should not allow them to be
purchased after character creation. These rules are just suggestions, as with any roleplaying
game. The ALT RPG is designed specifically to be easy to
Additional hit points can be purchased for 5 XP each in a modify. You can tack on new mechanics, equipment, talents,
realistic game, and for 2 XP each in a pulp or heroic game. or skills to this system easily. If you want a detailed fatigue,
It is also suggested that in a more realistic game, limit hunger, and thirst system, you can add one. If you want a
characters to no more than 1-1/2 times their starting HP. more detailed set of weapon skills than just Fighting, you
can create them. Some suggestions:
Heroic Hit Points: For a heroic or pulp game, you
If you want magic in your game, you can create the might want to start the characters out with 10 hit points
Spellcasting talent, that allows characters to cast spells. For each, instead of 6. Normal NPCs and commoners still
each point you put into the Spellcasting talent, you can cast start out with 6 hit points.
more powerful spells. Critical Failures: In particularly gritty games you
might want to allow automatic failures even on normal
If your character puts Talent point into Spellcasting, then he skill checks, and make dire consequences for such
or she gets 10 mana points, plus 1 for each point they have critical failures.
in Spellcasting. Different Starting Levels: Characters start out as
somewhat-well-trained novices, using the core character
Mana points are spent to cast spells, and spent mana points creation rules. However, if you want more powerful
are regained at a rate of 1 per hour, back to the original characters, you can start characters out with XP to
normal maximum. Spells each have a cost in mana points, spend, if everyone is agreement, and makes their
and each requires a minimum level in Spellcasting to cast. characters using the same amount of additional XP:
Your character knows a number of spells equal to his points Novice: 0 XP (normal)
in Spellcasting, plus 1 spell for each point he has in the Experienced: 20 XP
Smart talent. Veteran: 40 XP
Heroic: 60 XP
For area spells, assume the spell's area hits a random Legend: 100+ XP
number of targets, such as 1d6+1, or 2d6-1, for example.
Or, if you are using miniatures, you can simply use a Design Goals
template to show where the spell area is.
The ALT RPG was designed to be a quick, adaptable base
Vehicles that could be used for almost any genre of play. It is
designed around a 1d6 modifier vs target number mechanic.
Vehicles have stats just like characters and creatures do.
However, some of their stats are different; they don't have The lack of attributes is intentional, and a characters
skills or talents. However, they do have Damage Reduction prowess in a skill is represented solely by the points he has
(based on vehicle armor), and Hit Points (based on vehicle in that skill. Talents still allow for characters to be
mass), as well as a top speed (in miles per hour). particularly strong, tough, or intelligent if they wish to be.

Vehicle DR HP Top Speed The ALT RPG is fairly realistic, but can quickly become a
Sedan 10 30 120 heroic game if characters put XP into hit points.
Pickup Truck 10 40 100
Sailing Ship 20 100 5 Hope you enjoy using this system!
Tank 20 60 50
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