Post by Jo Ann Montgomery on May 15, 2008 10:13:54 GMT -5
As it turned out, all I needed to do to convert the Star Cadets rules into a Basic RPG was to remove the Star Cadets Adventure, and mark each of the Equipment items with notations about what kind of genre you would most likely find the items in:
This game is free! Really! Give copies to your friends! (Written: Apr-17-1998)
Printing Instructions: Use no top/bottom margins, sides use 1/2 inch. (1 page)
Needed materials: 6-sided dice, paper, writing tools, and 2 or more players.
RPG Basic Rules
Originally, Star Cadets
A One-Page Role-Playing Game by Donald Hosford (Hosford.Donald@ACD.net)
Filename: SCADETS.HTM With comments by Edward Golupski.
Game Rules
CREATING CHARACTERS: Think of a name. Roll 2d6 of each attribute (STrength and BRains) Hits=Strength. Move is ½ Strength, (round up). Choose a number of skills, no more than Brains score. Make one skill level 3, the rest are level 1. Has 70 credits to buy stuff
SKILLS: Computer, Driver, Fight, Medic, Repair, Science, Shot. Add as needed.
SKILL DIFFICULTIES: Easy things: +2, Average things: +0, Hard things: -2
SKILL ROLLS: Roll 2d6, add skill level, subtract difficulty. If the total is 8 or more, skill attempt was successful. Rolls of 7 or less are failures.
COMBAT: All characters get a chance to do something each turn. Attacks are at Average difficulty. Characters may move up to ½ move, and shoot at -2 to skill roll.
DAMAGE: Subtract armor defense, apply remainder to character’s hits. Any character with zero hits has died.
NPC’s:: Basics: ST: 7, BR: 7. Has only needed skills (level 2), and stuff. Experts: Worked out like characters.
EXPERIENCE: All characters get 1 point per adventure. Give 2 points for good role playing. 5 points may be spent to increase a skill by 1 level.
Equipment:
Genre: F = Fantasy, SF = Sci-Fi, Mod = Modern World, H = Historic RPG, Ft = Future.
Item Cost Notes
Backpack 10 10 small items. F, SF, Mod, H, Ft
Cell recharger 30 recharges in 4 hours SF, Mod, Ft
Comm-unit 5 5km range, 4 hours SF, Mod, Ft
Datacube 5 Holds 8 levels data SF, Ft
Flashlight 5 20 hours. SF, Mod, H (20th Century and up), Ft
Geo-scan 40 Finds chemicals, etc. SF, Ft
Hand Computer 50 4 levels active, 1 hr. SF, Mod (Eartly 21st Century), Ft
Hotel Room 25 per day. F, SF, Mod, H, Ft
Medikit 40 8 uses SF, Mod, Ft
Power cell 5 Rechargeable SF, Ft
Rations 6 Food for 1 man F, SF, Mod, H, Ft
Toolkit 18 +2 on skill rolls. F, SF, Mod, H, Ft.
Utility Cord 15 strong, 50m long SF, Mod, H, Ft
Ship passage 15 per day F, SF, Mod, H, Ft.
Luxury passage 40 per day F, SF, Mod, H, Ft.
Flack Vest 25 Def 3. Chest/back. SF, Mod, H, Ft.
Patrol Suit 55 Def 5. Whole body. SF, Mod, H, Ft.
Spacesuit 80 Def 2. 10 hrs. use. SF, Mod, Recent H, Ft.
Skimmer (4 man) 1500 Speed 100KPH, 10 hour SF, Ft
Skimmer-truck 3000 Speed 60KPH, 5 hours. SF, Ft
Weapon Damage Shots Range
Blaster 30 2d6 4 40m SF, Mod, Ft.
Blaster rifle 60 3d6 6 80m SF, Mod, Ft
Knife 5 1d6 --- --- F, SF, Mod, H, Ft
Sword 20 1d6+3 --- --- F, SF, Mod, H, Ft
Spear 15 2d6 1 20m F, SF, Mod, H, Ft
Next: I will convert the rules into a specific RPG.
This game is free! Really! Give copies to your friends! (Written: Apr-17-1998)
Printing Instructions: Use no top/bottom margins, sides use 1/2 inch. (1 page)
Needed materials: 6-sided dice, paper, writing tools, and 2 or more players.
RPG Basic Rules
Originally, Star Cadets
A One-Page Role-Playing Game by Donald Hosford (Hosford.Donald@ACD.net)
Filename: SCADETS.HTM With comments by Edward Golupski.
Game Rules
CREATING CHARACTERS: Think of a name. Roll 2d6 of each attribute (STrength and BRains) Hits=Strength. Move is ½ Strength, (round up). Choose a number of skills, no more than Brains score. Make one skill level 3, the rest are level 1. Has 70 credits to buy stuff
SKILLS: Computer, Driver, Fight, Medic, Repair, Science, Shot. Add as needed.
SKILL DIFFICULTIES: Easy things: +2, Average things: +0, Hard things: -2
SKILL ROLLS: Roll 2d6, add skill level, subtract difficulty. If the total is 8 or more, skill attempt was successful. Rolls of 7 or less are failures.
COMBAT: All characters get a chance to do something each turn. Attacks are at Average difficulty. Characters may move up to ½ move, and shoot at -2 to skill roll.
DAMAGE: Subtract armor defense, apply remainder to character’s hits. Any character with zero hits has died.
NPC’s:: Basics: ST: 7, BR: 7. Has only needed skills (level 2), and stuff. Experts: Worked out like characters.
EXPERIENCE: All characters get 1 point per adventure. Give 2 points for good role playing. 5 points may be spent to increase a skill by 1 level.
Equipment:
Genre: F = Fantasy, SF = Sci-Fi, Mod = Modern World, H = Historic RPG, Ft = Future.
Item Cost Notes
Backpack 10 10 small items. F, SF, Mod, H, Ft
Cell recharger 30 recharges in 4 hours SF, Mod, Ft
Comm-unit 5 5km range, 4 hours SF, Mod, Ft
Datacube 5 Holds 8 levels data SF, Ft
Flashlight 5 20 hours. SF, Mod, H (20th Century and up), Ft
Geo-scan 40 Finds chemicals, etc. SF, Ft
Hand Computer 50 4 levels active, 1 hr. SF, Mod (Eartly 21st Century), Ft
Hotel Room 25 per day. F, SF, Mod, H, Ft
Medikit 40 8 uses SF, Mod, Ft
Power cell 5 Rechargeable SF, Ft
Rations 6 Food for 1 man F, SF, Mod, H, Ft
Toolkit 18 +2 on skill rolls. F, SF, Mod, H, Ft.
Utility Cord 15 strong, 50m long SF, Mod, H, Ft
Ship passage 15 per day F, SF, Mod, H, Ft.
Luxury passage 40 per day F, SF, Mod, H, Ft.
Flack Vest 25 Def 3. Chest/back. SF, Mod, H, Ft.
Patrol Suit 55 Def 5. Whole body. SF, Mod, H, Ft.
Spacesuit 80 Def 2. 10 hrs. use. SF, Mod, Recent H, Ft.
Skimmer (4 man) 1500 Speed 100KPH, 10 hour SF, Ft
Skimmer-truck 3000 Speed 60KPH, 5 hours. SF, Ft
Weapon Damage Shots Range
Blaster 30 2d6 4 40m SF, Mod, Ft.
Blaster rifle 60 3d6 6 80m SF, Mod, Ft
Knife 5 1d6 --- --- F, SF, Mod, H, Ft
Sword 20 1d6+3 --- --- F, SF, Mod, H, Ft
Spear 15 2d6 1 20m F, SF, Mod, H, Ft
Next: I will convert the rules into a specific RPG.