Recent Changes - Search:

Very Different Places RPG

Iron Legion

Tripocalypse

Left Beyond

Waylights

Photon Knights

Discs! Brethren! Pie! (Under construction)

Paint It Green (Under construction)

Legalese: Creative Commons 3.0 Noncommercial Sharealike, Attribution to Robots Everywhere,LLC

Return to front page

This content is provided to you ad-free by Robots Everywhere, LLC

vdp crunch as simple and complete s i can make it

6 stats: (body, mind, spirit) * (ability, fortitude)

skills: as per current, default 0. extra move is a skill. attention is a skill. remove untrained maluses they are just confusing.

dice pool: 4d6

  • roll ATK/accomplish: (dice pool)+(ability stat)+(skill)
  • roll DEF/caution: (remainder of dice pool)+(fortitude stat)+(skill)

possible change: you CANNOT go all-in on attack unless you have a quirk or item that allows for it. (3-1, 2-2, 1-3, 0-4 are your regular options)

skill CAN be higher than stat, that was a bad idea to cap it

  • spend ability to ADD a die on DEF
  • spend ability to ADD a die on ATK
  • (why are we only using ability? ?you want to protect your fortitude anyway? make it a quirk to cast from hp as an option. )

challenges work like fights but have to beat a value. caution fail usually means lose 1 fortitude

overcome DEF = 1 damage to related fortitude OR gain 1 tension (usually player's choice: boss enemies etc may have a quirk to flip this)

overcome X* DEF = X damage to related fortitude OR X-1 damage and gain 1 tension

match DEF = gain 2 tension (only time you can gain more than 1). for easier DEF match, OK to drop one die or use lower of any rerolls.

0 fortitude is KO, not KIA. (except mooks?)

tension fuels spells, ki, special moves, etc. (make SoAL style a quirk, those who have it can pay tension into party pool) plus some generic moves (grapple, revive, etc)

advantage/disadvantage: adv1 = roll x+1 die keep x, adv2 = roll x+2 die keep x, can effectively go to +4 or -4 max because there's no "roll 3, keep 1".

xp cost: 1, 1+2=3, 1+2+3=6, etc.

xp cost for quirks: same (1xp for first quirk, 1+2 for 2nd, etc) except first 1 or 2 quirks free for pc's

mooks: cannot spend stats, any tension gained goes to their boss, go down in 1 or 2 hits.


abstract map proposal for a 2-action system

backline blue; long range blue; short range blue; melee (more than one zone, as needed); short range red; long range red; backline red

people in the same melee zone are in melee and can hit each other

melee zones are occupied as needed (a pure firefight may even leave it empty)

people in short range can shoot people in melee or in short range

people in long range can shoot everyone if their weapon has the "long range" tag

people from sidelines can shoot if they have sniper rifles or artillery etc.

movement: move zones, one per move action. moving from one melee zone to another still costs 1 move. people in melee can drag an enemy from short range into melee (assault: counts as a move). people can also drag an ally into a different zone (so dragging someone to safety costs 2 move actions per zone).

cover: if there is cover at all, taking cover costs 1 action. if there isn't, tough. in melee = no cover.

melee reach: attack other melee zones without moving

movespeed skill: roll die, under your movespeed = get an extra move action.


items enable actions and have tags. can't fix flat tire without a jack (unless you're very very clever)

for example:

  • sword: allows melee, can be used to parry (git gud with this other style)
  • knife+buckler: allows melee, can be used to parry (git gud with this other style)
  • terry pratchett's meteoric iron sword: allows melee, can be used to parry, -99 advantage to angelic or demonic magic attacks (not a good sword per se but has a special power)
  • fuck-you longsword of heaviness and badassosity: allows melee, allows parry, -1 to move, allows all-in
  • halberd: allows melee, allows parry, has reach
  • crossbow: allows short range and melee; reload after attack
  • revolver: allows short range and melee; reload after 2 attacks
  • gyrojet pistol: allows short range but not melee; reload every attack; gives movespeed 2 in space
  • shotgun: allows short range and melee; reload after 2 attacks; gives 1 disadvantage to defense
  • RPG: allows long range and short range; single use only; MUST go all in; everyone in the zone or a radius gets hit; primary target gets hit twice
  • hunting rifle: allows short range and long range; reload after 2 attacks. add a bayonet to allow melee
  • sniper rifle: allows short range and long range; reload after every 2 attacks. must make two attacks (must be same target)
  • SMG: allows short range and melee; reload after every 2 attacks. may make two attacks.

fancier/better tools can give a die reroll. extremely fancy tools can give an extra die.

try to avoid straight +x bonuses. specialization with a tool or weapon is a +1 bonus anyway


tension CANNOT be stored and must be used in the current fight! use it or lose it!

basic tension maneuvers. all of these roll 1 die if any. spending more tension than indicated gives a reroll. spending stats gives an extra die.

grapple: costs 1T; roll vs. target body ability; on success, attacker and defender are trapped and may only melee vs each other. grappling while already grappled = disengage momentum/terrify: costs 2T; roll vs. target emo resilience; on success, defender is panicked shove: costs 1T; roll vs. target body ability; on success, target in melee is pushed away one zone or x meters. environmental move: costs 2T; no roll; attack immediately, any valid target. must be described (e.g. grab a chair and break it on someone's head, shoot a rope and make a barrel fall on enemy, etc.) dash: costs 1T; no roll; splitmove immediately (one zone in abstract). yarp: costs 1T; no roll; allows 4-0 attack next attack even if no skill for it


in low magic settings spells should cost 2 to 4 tension in medium 1 to 3 in high mostly 1 some 2

magic lets you sub for equipment, so a lot of utility spells are basically temporary items that have tags


armor: has tags (motorized, spacesuit, etc). takes damage instead of wearer. if armor is completely gone, wearer can choose to discard it (broken beyond repair) to tank one last attack. this last attack will be tanked even if it caused more than 1 damage (rule of cool, mostly). it is possible to have mental or emotional armor (protection charms, a keepsake, etc)

light vehicles (motorized armor, bike, rocket pod, etc) that are too simple to have components, are effectively armor or armor+weapon with a movespeed.


basic status effects:

Trapped: Character cannot MOVE, cannot SPLITMOVE, cannot take step. Slowed: Can only take one action instead of two. Timing reduced to zero. Disoriented/Panicked: Can only atk/def 2/2

Edit - History - Print - Recent Changes - Search
Page last modified on September 19, 2021, at 03:12 PM