Un-named Disaster RPG
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People are gonna die. I'm a man of my wuhhhhrrdd.
Contents |
The d10 Mechanic
All actions in the game are decided using a d10. Checks are usually 1d10 + the relevant ability (if there is a relevant ability).
Abilities
Each character has four abilities, rated from 1 to 10 (10 being the greatest). Beginning characters have 20 points to spread among these abilities.
Strength
In addition to the obvious, Strength measures your character’s ability to hit and wound others in physical combat. It also factors into your hit points.
Agility
Agility measures how hard it is to hit your character, as well as his general reflexes and his ability to aim ranged weapons.
Health
Health measures your character’s physical fitness and resistance to many detrimental effects, such as toxic substances and fatigue. It also factors very strongly into your character’s hit points.
Intellect
Your character’s Intellect determines the number of talents he possesses.
Luck
Luck represents your character’s ability to evade dangers and overcome challenges that would defeat less fortunate characters.
Your Luck score grants your character a number of Luck Points. Each time you use a Luck Point, you can add a bonus to any die roll. The size of this bonus also depends on your Luck score.
Hit Points
All characters begin with a number of hit points equal to 1 + their Health + half their Strength, rounded down. Any time your character is injured, he loses hit points. At 0, he’s dead.
Defense
You have a Defense rating that opponents must match with an attack roll to hit you. This is equal to 4 + Agility. An attack roll of 1 is always a miss, and a 10 is always a hit.
Talents
Each character receives a number of talents equal to their Intellect. The talents are:
- Academics (Intellect: Knowledge of subjects not common to most people)
- Acrobatics (Agility: Holding your balance, moving quickly through tight spaces, slipping out of the grip of opponents)
- Alertness (Intellect: Finding things that are hidden, seeing traps before they’re sprung)
- Computers (Intellect: Using, fixing, and modifying computers of all kinds)
- Demolitions (Intellect: Placing and disarming explosives of all kinds)
- Driving (Agility: Driving cars at high speeds without crashing)
- Fitness (Strength: running long distances, climbing, swimming, etc.)
- Mechanics (Intellect: Fixing, modifying, and sabotaging complex equipment, such as cars and guns)
- Medicine (Intellect: Identifying ailments and healing injuries)
- Piloting (Intellect: Operating complex vehicles, such as large boats, helicopters, and planes)
- Presence (Intellect: Lying to and intimidating others, making good impressions)
- Stealth (Agility: Sneaking around and hiding)
- Survival (Intellect: Living off the land with little or no normal resources, navigating without a map)
- Weaponry (Intellect: Knowledge of how to use unusual or non-civilian weaponry)
- Wits (Intellect: Detecting lies, using intuition)
Some talents might be used in some capacity by characters that don’t actually have them, but they take a significant penalty to any checks they make.
Luck Points
You receive a number of Luck Points equal to half your Luck Score (rounded down; minimum of 1). Whenever you use a Luck Point to increase a roll, you add your Luck score to that roll.
You only regain lost Luck Points at the GM’s discretion.
Weapons
Attack Mod: A bonus or penalty your character receives to attack rolls with the weapon.
Damage: How much hit point damage the weapon does to enemies.
Ammo Points: Each time your character attacks with a ranged weapon, he spends an ammo point. When the weapon runs out of ammo points, he has to reload it, which requires an action. In many cases an ammo point is essentially one bullet; In other cases, it's a short burst of bullets.
Effective Range: The optimal range at which the weapon is most effective. At longer ranges, your character may suffer a penalty to attack rolls or damage.
Melee Weapons
Bare Hands
- Attack Mod: +0
- Damage: 0 + 1/3 Strength (rounded down)
Kitchen Knife/Baton
- Attack Mod: +0
- Damage: 1 + 1/3 Strength (rounded down)
Baseball Bat
- Attack Mod: +1
- Damage: 1 + 1/3 Strength (rounded down)
Crowbar
- Attack Mod: -1
- Damage: 2 + 1/3 Strength (rounded down)
Combat Knife
- Attack Mod: +0
- Damage: 2 + 1/3 Strength (rounded down)
Chainsaw
- Attack Mod: -2
- Damage: 3 + 1/3 Strength (rounded down)
Ranged Weapons
Thrown Knife
- Attack Mod: +0
- Damage: 1 + 1/3 Str (rounded down)
- Ammo Points: 1
- Effective Range: 20
Revolver
- Attack Mod: +0
- Damage: 2
- Ammo Points: 6
- Effective Range: 90
Semi-Automatic Pistol
- Attack Mod: +0
- Damage: 2
- Ammo Points: 15
- Effective Range: 90
Machine Pistol
- Attack Mod: -1
- Damage: 3
- Ammo Points: 4
- Effective Range: 80
Shotgun
- Attack Mod: +1
- Damage: 4
- Ammo Points: 7
- Effective Range: 90
Sawed-off Shotgun
- Attack Mod: +2
- Damage: 3
- Ammo Points: 7
- Effective Range: 60
- Special: Can strike multiple targets with one blast.
Combat Shotgun
- Attack Mod: +2
- Damage: 5
- Ammo Points: 4
- Effective Range: 120
Sub-Machine Gun
- Attack Mod: +1
- Damage: 3
- Ammo Points: 10
- Effective Range: 90
Hunting Rifle
- Attack Mod: +3
- Damage: 3
- Ammo Points: 7
- Effective Range: 150
Assault Rifle
- Attack Mod: +2
- Damage: 4
- Ammo Points: 10
- Effective Range: 180
Sniper Rifle
- Attack Mod: +4
- Damage: 4
- Ammo Points: 6
- Effective Range: Almost any
Flamethrower
- Attack Mod: +5
- Damage: 4
- Ammo Points: 5
- Effective Range: 30
- Special: Can strike multiple targets with one blast.
Grenade
- Attack Mod: +0
- Damage: 6
- Ammo Points: 1
- Effective Range: 20
- Special: Can strike multiple targets in one blast.
Character Sheet
Character Name
Occupation:
Strength:
Agility:
Health:
Intellect:
Luck:
HP:
Defense:
Talents:
Luck Points:
Weapons:
