ThePocket RPG 3 - Rabid Bat Games
Transcription
ThePocket RPG 3 - Rabid Bat Games
© 2015 D12 ROLL RANK Rabid Bat Games 1 2 3 4 5 6 7 8 9 10 11 12 1 1 1 1 1 1 1 1 1 1 1 1 2 2 2 2 2 2 2 2 2 2 2 2 3 3 3 3 3 3 3 3 3 3 3 3 4 4 4 4 4 4 4 4 4 4 4 4 5 5 5 5 5 5 5 5 5 5 5 5 6 6 6 6 6 6 6 6 6 6 6 6 7 7 7 7 7 7 7 7 7 7 7 7 8 8 8 8 8 8 8 8 8 8 8 8 9 9 9 9 9 9 9 9 9 9 9 9 10 10 10 10 10 10 10 10 10 10 10 10 11 11 11 11 11 11 11 11 11 11 11 11 12 12 12 12 12 12 12 12 12 12 12 12 FAIL SUCCEED SUCCEED SUCCEED SUCCEED ARMOR CLOTHES LEATHER CHAIN SCALE PLATE DEF 11+ DEF 9+ DEF 7+ DEF 6+ DEF 5+ RESIST 0 RESIST 1 RESIST 2 RESIST 2 RESIST 2 AFTER FAILING A ROLL TO DEFEND AGAINST AN ATTACK, THE CHARACTERS ARMOR MAY PROTECT HIM FROM TAKING SOME OR ALL OF THE DAMAGE. THE DEFLECT ASPECT OF ARMOR REPRESENTS THE ABILITY TO CAUSE THE ATTACK TO MISS THE BODY ENTIRELY FOR WHATEVER REASON. MAYBE THE SWORD GOT CAUGHT UP IN THE CLOTHING OR WAS DEFLECTED OFF THE CHAIN SO IT HAD NO SERIOUS EFFECT. TO DETERMINE IF THE ATTACK IS DEFLECTED ROLL THE D12. IF THE RESULT MEETS OR EXCEEDS THE DEFLECT NUMBER THEN THE ATTACK IS DEFLECTED. THE RESIST, OR ‘RESISTANCE’, IS THE ABILITY OF THE ARMOR TO SLOW THE ATTACK DOWN TO SOME DEGREE TO CAUSE IT TO DO LESS DAMAGE. SUBTRACT THE RESIST AMOUNT FROM ALL DAMAGE, STUN AND BLEED EFFECTS OF THE ATTACK THAT GET THROUGH TO THE CHARACTER © 2015 Rabid Bat Games UNARMED DAGGER SWORD MISS MISS MISS DMG DMG DMG +1 STUN 0 STUN 0 STUN 0 BLEED 0 BLEED 1 DMG +1 2H AXE BOW 1911 .45 12 GAUGE MISS MISS MISS MISS MISS DMG +1 DMG +1 3 3 DMG +1 STUN 0 STUN 0 STUN 0 STUN 0 STUN 0 BLEED 2 BLEED 0 BLEED 1 BLEED 0 BLEED 0 BLEED 0 DMG DMG +2 DMG +2 DMG +2 3 4 DMG +3 STUN 0 STUN X1 STUN 2 STUN 2 STUN 0 STUN 1 STUN 2 STUN 1 BLEED 0 BLEED X1 BLEED 2 BLEED 2 BLEED 2 BLEED 1 BLEED 2 BLEED 0 DMG +2 DMG DMG +3 DMG +3 DMG +3 5 7 DMG +3 STUN 2 STUN 2 STUN 3 STUN 3 STUN 1 STUN 2 STUN 4 STUN 2 BLEED 0 BLEED 1 BLEED 3 BLEED 2 BLEED 3 BLEED 3 BLEED 4 BLEED 0 DMG +3 DMG DMG +4 DMG +4 DMG +4 6 10 DMG +4 STUN 3 STUN 3 STUN 4 STUN 4 STUN 2 STUN 3 STUN 6 STUN 3 BLEED 0 BLEED 2 BLEED 4 BLEED 3 BLEED 3 BLEED 5 BLEED 8 BLEED 0 © 2015 BALL BAT Rabid Bat Games STATS CHARACTERS HAVE 7 STATS. PLAYERS ASSIGN THE FOLLOWING NUMBERS AMONG THEIR STATS AS THEY SEE FIT; 4,4,4,5,5,6,6 AFTER ALL STATS ARE ASSIGNED THE PLAYER MAY ADD (1) TO ONE SINGLE STAT OF HIS CHOICE. 7 IS THE MAXIMUM STAT FOR NORMAL HUMAN BEINGS. STATS INCLUDE; ● STRENGTH: HOW MUCH YOU CAN CARRY. ● AGILITY: HOW WELL YOU DODGE AND BLOCK. HOW GOOD YOU ARE AT RANGED COMBAT. ● ENDURANCE: HOW FAR YOU CAN RUN OR HOLD YOUR BREATH. HOW MUCH OF A BEATING YOU CAN TAKE. ● MELEE: HOW WELL YOU FIGHT UP CLOSE. ● INTUITION: PERCEPTION OF THE UNKNOWN. ● WILLPOWER: RESISTING PAIN AND COERCION. ● IQ: RETAINING KNOWLEDGE, COMPREHENDING NEW CONCEPTS. SKILLS CHARACTER SKILLS ARE NOT INDIVIDUAL TALENTS, BUT GENERALIZED AREAS OF KNOWLEDGE INSTEAD. CHOOSE 2 OCCUPATIONS AND UP TO 4 HOBBIES. ALL OF YOUR KNOWN SKILLS WILL COME FROM THESE AREAS OF KNOWLEDGE. WHEN YOUR CHARACTER CROSSES SOMETHING IN THE GAME THAT YOUR OCCUPATIONS OR HOBBIES RELATE TO THEN YOU WILL USE THE APPLICABLE STAT PLUS ANY BONUS MODIFIERS AND ROLL AGAINST THAT TOTAL NUMBER ON THE RABID BAT RESOLUTION CHART. MELEE: DMG = STRENGTH /2 LIFT CAPACITY: STRENGTH X60 LBS . CAN BE CARRIED VERY SHORT DISTANCES. CARRY CAPACITY: STRENGTH X 10 LBS. RUNNING: CHARACTERS RUN AT ENDURANCE X5 IN FEET PER SECOND. © 2015 Rabid Bat Games STRENGTH DMG: STR/2 ROUND DOWN AGILITY RUN: END X5 FEET/SECOND ENDURANCE ARMOR TYPE MELEE LIFT/LBS STRX10 INTUITION CARRY/LBS STRX60 WILLPOWER IQ OCCUPATIONS(2) AND HOBBIES(4) (+3 RANKS) EQUIPMENT, ARMOR, WEAPONS, ETC DAMAGED STUNNED BLEEDING © 2015 Rabid Bat Games =SKILL CHECKS= SKILLS AND OTHER ACTIONS ARE RESOLVED ON THE RABID BAT RESOLUTION CHART. USE THE APPLICABLE STAT RANK, APPLY MODIFIERS IF ANY, THEN ROLL A D12 TO FIND THE COLOR RESULT. DIFFICULTY ● ROUTINE: +4 RANK SHIFTS ● VERY EASY: +2 RANK SHIFT ● EASY: +1 RANK SHIFT ● MEDIUM: -1 RANK SHIFT ● HARD: -2 RANK SHIFTS ● VERY HARD: -3 RANK SHIFTS ● EXTREMELY HARD: -4 RANK SHIFTS ● SHEER LUCK: ROLL ON RANK 1 RANK SHIFTS RESULTING IN LESS THAN RANK 1 ARE TREATED AS RANK 1. RANK SHIFTS THAT RESULT IN A RANK HIGHER THAN 12 ARE TREATED AS A RANK 12. ● ● ● ● YELLOW RESULTS ARE NORMAL SUCCESS. ORANGE IS EXCEPTIONAL SUCCESS. RED IS OUTSTANDING SUCCESS. DARK RED IS PHENOMENAL SUCCESS. TO MATCH SOMEONE IN A CONTEST OF SKILLS YOU MUST MATCH THEIR COLOR RESULT. TO WIN THE CONTEST YOU MUST EXCEED THEIR COLOR RESULT. A CHARACTER HAS SKILLS BASED ENTIRELY ON HIS OCCUPATIONS(2) AND HOBBIES(4). OCCUPATION AND HOBBY SKILLS GET +3 RANK SHIFT. A CHARACTER GETS THIS BONUS ANY TIME HE TRIES TO DO SOMETHING RELATED TO HIS OCCUPATIONS OR HOBBIES. BONUSES ARE NOT CUMULATIVE. THE HIGHEST APPLICABLE BONUS IS USED. FOR EXAMPLE, THE ROUTINE +4 BONUS CANNOT BE COMBINED WITH THE OCCUPATION/HOBBY BONUS. THE PLAYER WOULD USE THE HIGHEST SINGLE BONUS. © 2015 Rabid Bat Games CONTESTS OF STATS/SKILLS: SOMETIMES CHARACTERS WILL COMPETE IN SOME SKILL OR ABILITY (STAT). TO RESOLVE THESE SIMPLY MAKE D12 ROLLS ON THE RABID BAT RESOLUTION CHART USING THE APPLICABLE STAT/SKILL AND APPLICABLE BONUSES. THE WINNER WILL BE THE ONE WITH THE HIGHER COLOR RESULT, NOT NECESSARILY THE HIGHEST NUMBER ROLL. FOR EXAMPLE A RED RESULT BEATS AN ORANGE RESULT DURING A CONTEST OF SKILLS/STATS SUCH AS TRYING TO BREAK FREE FROM A CHOKE HOLD BY YOUR OPPONENT EVEN IF THE RED RESULT WAS A LOWER NUMBER ON THE DIE ROLL. IF BOTH GET THE SAME COLOR RESULT, WHITE INCLUDED, THEN THEY ARE STALEMATED OR STRUGGLING AGAINST EACH OTHER. ANOTHER ROLL MAY BE REQUIRED TO SOLVE THE CONTEST. HERE ARE SOME EXAMPLES OF THESE CONTESTS; FOOT RACE/CHASE: CHARACTERS ROLL A CONTEST OF ENDURANCE. THE HIGHER COLOR RESULT WINS. WRESTLING: CHARACTERS ROLL A CONTEST OF STRENGTH AND ANY APPLICABLE WRESTING BONUSES. THE HIGHER COLOR RESULT WINS. GAME OF CHESS: CHARACTERS ROLL A CONTEST OF THE HIGHER OF IQ OR INTUITION PLUS A BONUS IF THE CHARACTER(S) ARE SKILLED IN CHESS. THE HIGHER COLOR RESULT WINS. © 2015 Rabid Bat Games =COMBAT= COMBAT IS A CONTEST OF SKILLS WHERE THE ATTACKER ROLLS ON THE APPLICABLE RANK COLUMN AND THEN THE DEFENDER DOES THE SAME. IF THE ATTACK IS A HIGHER COLOR RESULT THAN THE DEFENSE ROLL IS THEN THE ATTACK IS SUCCESSFUL AND USE THE COLOR RESULT TO DETERMINE DAMAGE INFLICTED. ROLL AGAINST MELEE OR AGILITY RANK ON CHART● ATTACK - ROLL VERSUS MELEE (HAND TO HAND/HAND WEAPON) OR AGILITY (RANGED) ON THE D12 CHART. ● DEFEND - ROLL VERSUS AGILITY (DODGE, PARRY, BLOCK) ON THE RABID BAT RESOLUTION CHART. THE DEFENSE ROLL MUST MATCH OR EXCEED THE COLOR RESULT OF THE ATTACK ROLL BEING DEFENDED AGAINST. A CHARACTER CAN DEFEND AGAINST TWO ATTACKS PER TURN MAXIMUM. OCCUPATION AND HOBBY BONUSES (+3 RANKS) DO APPLY TO EITHER OR BOTH COMBATANTS IF THEY ARE TRAINED. RESULTS OF COMBAT WHEN A CHARACTER HAS FILLED THE MAXIMUM HE/SHE CAN TAKE IN ANY OF THESE AREAS, THIS IS THE EFFECT; ● DAMAGED - CHARACTER IS BATTERED AND BRUISED AND IN TERRIBLE PAIN AND READY TO COLLAPSE. ACTIONS ARE AT -6 RANKS UNTIL HE HAS HEALED. ● BLEEDING - CHARACTER HAS GREAT LOSS OF BLOOD AND IS GOING INTO SHOCK. CHARACTER IS OUT OF COMMISSION UNTIL THE BLEEDING IS STOPPED. ● STUNNED - CHARACTER IS DAZED AND CONFUSED. RECOVER AT ENDURANCE/2 PER TURN. CHARACTER SHAKES OFF STUN WHEN ALL MARKED STUN BOXES ARE CLEARED. EACH OF THESE IS EQUAL TO ENDURANCE X2. WHEN A CHARACTER HAS TAKEN DAMAGE, STUN OR BLEEDING EQUAL TO HIS ENDURANCE X2 HE SUFFERS THE FOREMENTIONED EFFECTS. EXAMPLE OF COMBAT RESULTS; CHARACTER IS STUNNED © 2015 Rabid Bat Games ODDS & ENDS FALLING: 4 DAMAGE / 4 STUN PER 10 FEET FALLEN IF LANDING ON VERY SOLID GROUND TO A MAXIMUM OF 40 DAMAGE INFLICTED. WITH A SUCCESSFUL AGILITY ROLL, SUBTRACT YOUR AGILITY SCORE FROM THE TOTAL DAMAGE INFLICTED FROM YOUR FALL. CATCHING: CATCHING SOMETHING REQUIRES AN AGILITY OR STRENGTH ROLL, WITH DIFFICULTY MODIFIERS, DEPENDING ON WHETHER THE OBJECT BEING CAUGHT IS SMALL AND LIGHT (AGILITY) OR BIG AND HEAVY (STRENGTH). THROWING: THROWING REQUIRES AN AGILITY ROLL WITH APPLICABLE MODIFIERS. CLIMBING: CLIMBING REQUIRES AN ENDURANCE ROLL WITH APPLICABLE MODIFIERS. © 2015 Rabid Bat Games ZOMBIE STR AGI END MEL INT WIL IQ DMG 7 2 4 4 1 1 1 3 DAMAGED STUNNED BLEEDING EATS HUMAN BRAINS AND FLESH. ROLL ON “UNARMED” COLUMN. VICTIMS TURN INTO A ZOMBIE IN 10 TURNS IF ZOMBIE GETS AT LEAST A RED ATTACK RESULT AND VICTIM DOES NOT DEFEND SUCCESSFULLY. GOBLIN STR AGI END MEL INT WIL IQ DMG 5 5 5 5 2 2 2 2 DAMAGED STUNNED BLEEDING WILL FOLLOW ANY POWERFUL EVIL CHARACTERS WILL TO THE DEATH. THUG STR AGI END MEL INT WIL IQ DMG 5 5 6 6 4 4 4 2 DAMAGED STUNNED BLEEDING THUGS ARE ARMED WITH 1911 .45ACP PISTOLS © 2015 Rabid Bat Games STR AGI END MEL INT WIL IQ DMG STR AGI END MEL INT WIL IQ DMG STR AGI END MEL INT WIL IQ DMG DAMAGED STUNNED BLEEDING DAMAGED STUNNED BLEEDING DAMAGED STUNNED BLEEDING © 2015 Rabid Bat Games SCENARIO: NIGHT OF THE ZOMBIES THE CHARACTERS AWAKEN FROM UNCONSCIOUSNESS. THE LAST THING EACH OF THEM REMEMBERS WAS AN EAR PIERCING NOISE IN THEIR HEAD AND THEN EVERYTHING GOING BLACK WHILE THEY WERE SHOPPING IN THE LOCAL FOOD MART. ITS AN HOUR BEFORE DUSK, LOOKING AROUND THEY DON’T SEE ANYONE BUT EACH OTHER AT FIRST. ONCE THEIR HEADS CLEAR A BIT MORE THEY ALL BEGIN TO REALIZE THAT SOMETHING IS WRONG. THERE ARE NO PEOPLE MOVING AROUND…NO ONE TALKING, DRIVING WALKING…NO ONE…NO SOUNDS OF LIFE AT ALL. GM: THIS IS A SMALL TOWN AND SOME OF THE PLAYERS WILL LIVE HERE, WHILE AT LEAST ONE WILL BE FROM OUT OF TOWN, JUST PASSING THROUGH. WHEN THEY TRY TO START THEIR CARS THEY REALIZE THAT NOTHING IS WORKING…NOT EVEN A CLICK FROM THE IGNITION WHEN THEY TRY TO START THE ENGINE. AS THE SUN BEGINS TO SET THE GROUP STARTS TO HEAR A LITTLE MOVEMENT. LET THEM THINK THAT THE MOVEMENT IS JUST REGULAR PEOPLE COMING OUT FROM THEIR HOMES OR FROM BUSINESSES AT FIRST. SOON THEY REALIZE THAT THERE IS SOMETHING TERRIBLY WRONG AS THEY SEE THE FIRST CITIZENS OF TOWN STAGGERING AROUND THE STREETS GRUNTING AND MOANING INCOHERENTLY. WHEN THEY SEE THE GROUP THEY WILL IMMEDIATELY START COMING AFTER THEM AND VERY AGGRESSIVELY ATTACK ANY PLAYER CHARACTERS THEY CAN. USE THE ‘ZOMBIE’ STATS FOR ALL ZOMBIES IN THIS SCENARIO. WHETHER THE GROUP SURVIVES OR NOT IS ENTIRELY UP TO THE GM. MAYBE THERE COULD BE A GROUP OF OTHER LIVING PEOPLE WHO COME AND EVENTUALLY SAVE THE GROUP…OR MAYBE IN THE END THEY ALL DIE. - ALL THAT IS NEEDED IS PAPER OR A VINYL MAT FOR DRAWING THE TOWN AND THE GAME MATERIALS.