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Or: Modern Warfare The RPG

This is a RPG system intended solely for simulating high adrenaline corridor shooters like Modern Warfare. Included are Perks, Killstreaks, and all that other modern warfareness.


Stats

You have three stats. These stats are Combat, Power, and Appeal. A default character may distribute 15 points between these three stats, with the caveat that no stats may be the same value. Stats may not be lower than 3 or higher than 9. Stats determine the default dice pool a character has.

Combat: How good you are at blowing things up. It's a catch all for kicking people's ass. Combat affects both attack and damage rolls-high combat means you get those all-important headshots instead of spraying guys in the foot.

Power: Your ability to achieve feats of physical or mental prowess. Want to hack a nuclear missile sub? Want to survive grievous wounds? Power is your stat. Power influences your toughness and is rolled for other such interactions.

Appeal: Your fan appeal. This can come from areas such as "being a badass", "sexual fanservice", "epic special forces beard", or other categories. Appeal reduces the chance you'll end up dead.

Perks

Killstreaks

Turn Structure

1. Initiative
2. Actions
3. Repeat

==Actions Each character has a certain number of actions, dependent on what they are.

Very Plot-Critical Characters (Big Bads): 6 Actions
Important Characters (Minor Endbosses): 5 Actions
Veteran Characters (Experienced PCs, Midbosses): 4 Actions
Beginning Characters (Starting PCs, Minibosses): 3 Actions
Novices (Minor Named NPCs): 2 Actions
Mooks: 1 Action

Actions can be used for various things, each of these taking 1 action:

Attacking
Starting to, or ending aiming
Moving a range bracket
Reloading or switching a weapon
Taking or moving out of cover

Note that multiple actions are taken sequentially in initiative order, not simultaneously. I.e. the first actions are taken, the second are then taken, the third are taken later, etc.

Aiming

A character when aiming uses the superior aimed accuracy of his weapons, but is much slower to move and cannot take move actions until he stops aiming. Certain weapons, such as pistols, may have the Lightweight trait, which allows them to move at reduced speed while aimed. Otherwise, a character may only move in and out of cover.

Cover

Characters may take cover to gain additional defense bonuses (from +1-3, their choice), at the cost of penalizing their own attacks equally and preventing movement outside of moving out of cover (without the right perk). A character in cover and aimed will take two actions to move out of cover and stop aiming before he (or she) can start moving normally again.

Gear

Guns

All characters have up to two guns. Only one of these may be a long arm or heavy weapon, unless they have the Overkill perk. Weapons attacks are one roll (Combat + Accuracy - Enemy Armor). Each net success on the roll deals [X] damage, where [X] is the damage multiplier of the weapon.

Guns have an (artificially short) maximum range, and two accuracy values: One aimed, one unaimed.

Armor

All characters have some level of protection from character shields, and have an armor rating of (Appeal). This can be further bolstered with additional armor.

Knives

Characters in close combat may make a melee attack instead. Knives are much deadlier than guns (Modern Warfare!).

Health

Each time a character takes damage equal to their Power, they are

Characters have a default health track of: OK, Bruised, Wounded, Dead.

Enemies

Enemies come in three types:

1. Named foes.

2. Elite Mooks: They might still go down in one hit, but they at least have body armor and saving throws. Elite mooks

3. Mooks: They're really bad.