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One Page Rpg

Started by David Johansen, July 18, 2014, 08:45:08 AM

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David Johansen

Well, a first draft anyhow.  I won't deny that a page or two of examples would improve it.

Got It In One
   These rules, while brief are intended to cover the entire scope of all genres and settings.  Of a necessity, the use of simple physics and math should be used to supplement the game mechanics.  For instance, if an orbital trajectory is required one should look to Newton and Kepler for answers rather than this brief document.

A character can improve their skills and characteristics one point per level, specialties with-in a skill can also be improved one point per level

Characteristics
   There are six characteristics, as shown below each has three sub-characteristics which can be modified to model specific details.  Human Characteristics are on a scale of one to ten, with five being average.  Most functional adult humans will not have a characteristic below three or above seven.

Coordination (Agility, Dexterity, Reflexes)
Endurance (Health, Toughness, Stamina)
Intelligence (Creativity, Knowledge, Reason)
Perception (Sight, Hearing, Smell)
Strength (Mass, Muscle, Speed)
Willpower (Sanity, Patience, Drive)

Creating Characters
   An ordinary individual is built by spending 100 points.  Characteristics cost 15 points per point.  Sub-Characteristics cost 5 points per point.  Skills cost 3 points per point Sub skills cost 1 point per point.  Experienced or Heroic individuals are built with 150 or even 200 points.

Skills
   Each skill has many specialties of which only a few are shown.  The rating in a specialty cannot exceed the rating in the general skill.

Art (Painting, Acting, Singing, Poetry)
Athletic (Climbing, Swimming, Stealth)
Driving (Cars, Trucks, Boats)
Fighting (Swords, Axes, Staves)
Magic (Each Spell)
Shooting (Bows, Pistols, Rifles)
Technical (Cars, Computers, Rockets)
Piloting (Air Plane, Helicopter, Space Ship)
Science (Biology, Physics,
Social (Lead, Debate, Deceive)

Success and Failure
   Roll three ten-sided dice and add the middle roll to the appropriate Characteristic, Skill, and Specialty.  If the total is greater than fifteen the action succeeds.  Difficult rolls take the low roll and easy ones take the high roll.  Contests are resolved by the higher result generated between the competitors.  Passive resistance difficulty is Characteristic plus Skill plus Specialty plus five.

Combat
   Battles are resolved in ten second rounds with each second being one segment.  Actions generally take multiple segments to resolve during which they can be interrupted.  A one inch hex is two meters across.  Combatants move one hex per point of speed per segment.  Line of sight is required to make ranged attacks resisted by the character's Agility plus dodge skill.  Attacks at less than a quarter of the weapon's range are easy and attacks at more than half of it are difficult.  Contact is required to make melee attacks with the attack being resisted by the target's Agility and weapon skill.  Damage is applied to the total of Strength, Endurance, and Willpower, with Mass, Toughness, and Drive being the specific instances of those Characteristics.  When the damage total is more than half that the target is wounded.  When it is greater than the total they are unconscious and twice that they are dead.  Armor provides additional hit points that must be destroyed before personal damage is taken.  If an attack does not inflict more than a hundredth of a target's armor the attack is deflected entirely.

Powers
   Quite complex powers can be created by combining effects, for instance, shape changing is a combination of Boost/Impair effects that produce a template change.  The base cost of a power is one point for one meter per second of movement, one point of damage, or one point of a skill or characteristic alteration.  Increasing the scope of a power multiplies its cost by the duration in seconds, range in meters, or area by the square of the radius.

Weapon Design
   The base damage for a ranged weapon is the fourth root of its mass in grams divided by the number of shots it can fire.  The base range is Damage x 10 but can be proportionately adjusted.

Vehicle Design
   Set the mass of the vehicle.  Divide up the volume by designating the contents of twenty hit locations.   Structural features like cargo and seating are assumed to be part of the structural mass.  Machinery has a base density of four tonnes per cubic metre.  External systems must be armored separately and must still be accounted for in the hit location allocation.  Internal access doubles the volume needed for a system.  Seats have a base volume of half a cubic meter.  Suspensions are structural features but require powered transmission systems to allow them to act as motive systems.  Wings provide lift equal to the velocity times the wing volume divided by the total volume of the vehicle.  Wings increase the surface area of the vehicle by ten times their volume.  Powered systems require power equal to their mass.  The armor rating of a vehicle is the armor mass of the vehicle divided by the cube root of its internal volume (the armor rating is the square root of the armor thickness and cancels out the squaring of the surface area).  It may be necessary to total the armor mass of external systems.  A turret is a powered system that contains a weapon of equal mass.  Acceleration is motive power divided by mass.  Power systems can made more and less efficient by multiplying their fuel consumption by the square of the efficiency factor.
Fantasy Adventure Comic, games, and more http://www.uncouthsavage.com

Scott Anderson

Nice job. I'll post my game, Whip It Out, later this evening.
With no fanfare, the stone giant turned to his son and said, "That\'s why you never build a castle in a swamp."

Arkansan

Cool. Hell this is inspiring me to finish an rpg I started working on a week or so ago and post it.

David Johansen

I need to go over it again, it never tells you that melee damage is equal to Strength (Lifting) or that a standard action is five seconds or that surprise is 1d10 phases.
Fantasy Adventure Comic, games, and more http://www.uncouthsavage.com

Doughdee222

Whip It Out. I've seen that game on many porn sites. No need to post it here. Thanks anyway.

Scott Anderson

Whip it Out- The Game of Testosterone Overload

For three or more Juvenile Adults.  Requires at least two six-sided dice.  Play Time: about two minutes per player.
 
 
THE PREMISE:

You are a Big Jerk. You have no respect for other people's property, their girlfriend, or their person-- because you don't have to. You think your car is awesome, your clothes are awesome, and your fake tan is awesome. You're a Jerk, and everybody loves you!

Naturally there are some other guys who are too jealous of your awesomeness to realize they can't hang with the Big Dawg. It's up to you to put them some knowledge and/or smack them down. Luckily you fight better than anyone, run smack better than anyone, and drink harder than anyone. Just ask anyone. All real men want to be you and all the ladies want to get with you.

Isn't that all life is all about?

1. Name your Big Jerk. The jerkier the better.
2. Record your Jerk's four stats:

Fight, Banter, Drink
and
Swagger

Fight drink & banter start at 1.
Swagger starts at 4 & replenishes after each round.

3. Get out there and Jerk it up!

HOW TO PLAY:

The order of play in a round:

"This one jerk, he won't stop bothering you!"

Pairs of players take turns facing off. One pair's resolution constitutes a Round. All rounds in total are called a Circle, jerk.


 








Situation: Roll 2 dice to determine The Situation
Table 1: The Situation
Roll   The Situation                                                   Result
2   This one guy just cut you off in the checkout line!     Banter at +1
3   This mook won't shut up at the little league game.   Drink at +1
4   This chump took "your" seat at the bar!                   Fight at +1
5   Stop light. This yahoo wants a drag race!            Fight at +1
6   Dude. That one jamoke is ragging on your fake tan!   Banter at +1
7   A-hole keeps saying your Jets suck. Probably a Pats fan.   Drink at +1
8   Wedding.                                                             Drink at +1.
9   Romeo here's getting all heated that you were talking to his girl.    Banter at +1.
10   Hockey game jerk.                                             Fight +1.
11   Strip Club.                                                            All +1
12   Your girl/wife/ex shows up.    Both Jerks lose

WHIP IT OUT:

You play Rock-Paper-Scissors to see whose is bigger. Choose your method of dominance:

Rock = fight.
Paper = drink.
Scissors = banter.

In the case of both Jerks throwing the same sign, time to Throw-Down.

THROW-DOWN:

Each Jerk rolls one die, opposed by the other Jerk's die roll. Add total of appropriate stat and the situation modifier to each Jerk's die roll. Any roll of 1 automatically loses the battle (it is possible for both players to lose). Whoever rolls lower loses an amount of Swagger equal to the difference in totals.  Keep going until someone is out of Swagger.

In either case, the winner is the Bigger Jerk and gets one million points, baby!

Continue until each pair of players has whipped it out.

DETERMINING THE WINNER:

AFTER the Circle is Jerked, whoever has the most points is the Biggest Jerk and goes up a level. This dude, he gets to increase any one of his four stats by one point permanently. Jerk.
 
 
Wicked Advanced Rules
Playing with the Advanced Rules doubles the number of points you win by being the Bigger Jerk to two million points, so obviously it's totally worth it.

1. Before any Banter or Fight Throw-Down, each Jerk may make an actual insult.  If another Jerk laughs, the insulter gets a +1 to the next roll.

2. In a Drink Throw-Down, if a Jerk actually takes a drink of alcohol or a disgusting concoction made by some other Jerk, he gets a +1 to the roll.

3. Leaving the table to go to the bathroom before all the rounds are completed subtracts One Million Points from your total, you small-bladdered wee wee pee pee girl.
With no fanfare, the stone giant turned to his son and said, "That\'s why you never build a castle in a swamp."

David Johansen

Now combine that with World War I as a bar fight...

okay anyhow, here's a cleaned up version of mine.  The weapon equation works as long as you don't build silly things like grenades.  I still need to work on that.  There's still a few lines in seven point type to fix stuff or add stuff.

However, I feel it might be better to expand upon powers and make vehicles a one page expansion with examples.  Personally I think vehicle rules should be in the core of every page but I'm not quite ready to reduce them to what I did to weapons.  Heck I'm not even sure I'm willing to do that to weapons.

So here it is all formatted and everything!

http://www3.telus.net/public/uncouths/onepage.pdf
Fantasy Adventure Comic, games, and more http://www.uncouthsavage.com

Snowman0147

I guess I put in my short game in the mix.

Behold the game that is known as Extra: The Replaceable.