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    Open Concept Gaming

    Some Basic Concepts

    The main idea of the OCG System is to create a fun flexible system usable with any

    genre. The only required rule is to have fun. Ignore rules that subtract from yourenjoyment and feel free to modify concepts or create "house rules" to maximizeplayability in your groups.

    TRAITS/Deviations

    Physique (PH)o Strength

    o Fitness

    o Stature

    o Resilience

    Coordination (CO)o Dexterity

    o Agility

    o Balance

    o Reflexes

    Intellect (IN)o Reason

    o Recall

    o Perception

    o Wits

    Gnosis (GN)o Willpower

    o Spirit

    o Concentration

    o Presence

    TRAITS The raw abilities of the character. The four TRAITS are high-levelabstractions that describing inherent physical, mental and spiritual abilities. Eachencompasses FOUR* components describing more narrow abilities that can beindependently modified within a certain range (which is why they are known asDeviations).

    TRAITS

    Level Bonus Cost Notes/Description

    Cosmic +10 1000

    Theoretical maximum for all non-divine entities

    Superb +9 890Amazing +8 640Incredible +7 490Extraordinary

    +6 360 Heroic human maximum

    Excellent +5 250Great +4 160Terrific +3 90 Normal human maximumSuperior +2 40Good +1 10Fair 0 Free 98% of normal people have all traits at this levelMiddling -1 -20Weak -2 -40

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    Poor -3 -60 Normal Human minimumTerrible -4 -80Pathetic -5 -100 Theoretical minimum for all sentient beings

    Deviations

    DEVIATIONS represent a standard amount of variation within each level of a TRAIT.Deviations range from GREAT to WEAKand provide a DIE Modifier for all TASKS based onthat aspect of a TRAIT.Each level ofDEVIATION costs 6 points per level. DEVIATIONS provide a ONE (1) die modifierper level.

    AttributesUnlike TRAITS and DEVIATIONS, Attributes have an indirect effect on OCG mechanics(represented as DICE). Attributes are both guidelines for playing your Hero andconditional roll modifiers (as defined by the Narrator/Practices). Like TRAITS, Attributes

    are rated on a level scale from PATHETIC to COSMIC with FAIR representing the vast majorityof the population and therefore FREE.Attributes cost 2 times level bonus.

    Looks Imagination Social Standing Longevity

    Charm Intuition Wealth Courage

    Smooze Empathy Luck Piety

    Gifts & FlawsGIFTS FLAWS

    Ambidextrous 5 Physical Disabilities -3/levelCombat Sense 5/10/20/30 Distractible -3

    Credit 3/6/9/12 Wanted -3/-5/-10/-15

    Followers 5/10/15/20 Adversary -6/-12/-24/-48

    Lightning Reactions 5 Edgy -3

    Mystic Aptitude 8 +2/level Paranoid -6

    Observant 5 Touchy -3

    Partner 10/20 Opponents -3/-6/-9/-12

    Patron 5/15 Unstable -3

    Powers of the Mind 10 +2/level Temper -3

    Quick Draw 5/item Infamy -3/level

    Rank 1/level Secret -3/-6/-12Renown 3/level Bad Habits -3/level

    Second Wind 5/10 Phobias -3

    The Sight 10 Clueless -5

    Zeroed 5 Code of Ethics -3/-6/-9/-12

    Full Coordination 10 Dependant(s) -5/-8

    Fortune Smiles 6/18 Addiction -1/-3/-6/-9/-12/-15

    Gunslinger 10 Dependency -6/-12/-18/-24

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    Sharpshooter 10 Allergies -1/-3/-5/-10

    Weapons Master 10/15 Murphy Frowns -5/-15/-18

    Excellent Memory 5 Clumsy -6

    Absent Minded -3

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    Ambidextrous character can use eitherhand equally effectively (no off handpenalties)Combat Sense each level provides a

    character with +1 Die for initiative andto perceive when a (combat) threat isimminent (unconscious should oftenbe rolled by Narrator).Credit character almost always hasaccess to funds/resources. Each level is1d6; TD is determined by narrator(should be 1 to 3).Followers 1d6 20pt (average) charactersper level. Double cost/level for 30pt(average) characters.

    Lightning Reflexes CO(ref) rolls earnsuccesses on result of 4+Mystic Aptitude ability to cast magicObservant IN(per) rolls earn successeson result of 4+Partner Character has a loyal partner(30pt or 50pt). Partners are morecapable of independent action thanfollowers.Patron 1st level provides occasionalassistance. 2nd level can provide greaterassistance, more often, but may requiresomething in return.Powers of the Mind Psionic powers.Quick Draw a weapon (or other item)may be readied as a free action.Rankcharacter has position/authority ina hierarchical organization (military,business, government, religious, etc).Maximum of 10 levels.Renown fame, or other positive reactionfrom most people.Second Wind Fatigue rolls earnsuccesses on result of 4+Zeroed there are no records of thecharacters existence.Full Coordination characters canperform separate tasks with each handwithout penalty

    Fortune Smiles One additional card tothe Hand of Fate/lvl. 1/lvl. to CrossSuit penalties.Gunslinger HANDGUNS Character

    earns successes on 4+ when shootinghandguns.Sharpshooter RIFLES/LONGARMS(ORBOWS/CROSSBOWS) Character earns successes on 4+ whenshooting rifles/longarms.Weapons Master MELEE Character

    earns successes on 4+using melee weapons(One type for 1st level,all at second level).

    Excellent Memory IN(rec) rolls earnsuccesses on results of 4+

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    Physical Disabilities character isphysically limited in some way. Level 1would be correctable near sightedness,level 10 (max) would be a blind, deaf,mute quadriplegic.

    Distractible character has a hard timeconcentrating on one task. IN(per) rollsearn successes on result of 6.Wanted legal authorities are searchingfor you. 1st level represents one hunter;4th, an entire government ororganization.Opponents generic bad guys out to doin the character in any given adventure.1st level would be 1-2 20pt character,while 4th level would be several

    characters equal or better than the hero.Adversary a specific person out toruin/destroy the character. 1st level isequivalent to the character, 4th levelmight have the resources of an entirenation behind them.Edgy nervous but not paranoid, thecharacter usually interprets anysuspicious action as a personal threat.Paranoid they are out to get you. Eventhe most innocent event was orchestratedby them to get you.Touchy people who contradict oroppose you are trying to undermine yourauthority.Unstable your personality oscillateswidely from depressed to manic.Temper you fly off the handle easilyand tend to lash out at who ever isaround when you are frustrated.Infamy you have a reputation forquestionable or bad behavior. Peopletend to react negatively to you.Secret you have an embarrassing secretthat could (especially at 3rd level) destroyyou.Bad Habits you have distinctive habitsthat mark negatively mark you out.Higher levels are more disturbing to thegeneral population.

    Phobia you suffer from an unreasoningfear. If confronted by the fear thecharacter must make a GN(wil) or aGN(spi) roll each turn to.Clueless you lack common sense and

    tact.Code of Ethics you follow a restrictiveset of rules that limit your freedom of behavior. 1st level has few restrictionswhile 4th restricts every aspect of yourlife rigidly.Dependant(s) you are personallyresponsible for the well being of one ormore people you care for. At 2nd levelyou value them as much or more thanyour own life.

    Addiction you (physically or mentally)need to consume a substance everydayor suffer withdrawal. Low levelsinclude substances like caffeine. Legalsubstances, like alcohol or tobacco,would be middle level while illegalsubstances (cocaine, pcb) would be nearthe top.Dependency character needs to ingest(inject, drink, eat) a certain amount of aspecific substance every day or riskdeath (1 Wound/day without substance).Allergies character has a reaction to oneor more substances. Low levels wouldinclude Hay Fever or other nuisanceallergies while high levels may be lifethreatening (sever food allergies andother substances including someparanormal).Murphy Frowns One less card for theHand of Fate/lvl. Cross Suit penaltiesincreased by 1.Clumsy CO rolls earns successes on 6sonly.Absent Minded IN(rec) rolls earnsuccesses on a result of 6 only.

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    SKILLS

    Three levels of skills METASKILLS CONCENTRATIONS DISCRETE SKILLS:

    MetaSkills Closely related skills. Provide expertise across an entire family of skills atlower levels. Can only be learned to COMPETENT level.

    Guns Drive Survival Performance Humanities Design

    Melee Pilot Fieldcraft Questioning Science Repair

    Hand to Hand Ride Husbandry Interaction Maths Build

    Ranged Navigate Athletics Stealth Rhetoric

    GunneryPlay

    Instruments

    Sleight of

    HandComputers

    Military Arts Weird

    Art

    Concentrations Each MetaSkill has several which represent specific skills orspecializations. Concentrations maybe raised to any level. It takes less effort to developConcentrations, but they are also less flexible than MetaSkills.

    Discrete Skills A narrow specialization in a specific area of Concentration. Not allConcentrations have (obvious) Discrete Skills. They are only marginally less expensivethan Concentrations and provide significantly less flexibility. Buying a Discrete Skill isthe only way to develop a skill beyond GRAND MASTER.

    Skill LevelsSkill Level Skill Dice MetaSkill $ Concentration $ Discrete $

    Neophyte 1 1 -- --Untrained 2 2 1 --Novice 3 3 2 1Competent 4 5 3 2Skilled 5 -- 5 3Professional 6 -- 7 5Experienced 8 -- 10 7Expert 10 -- 14 10Master 14 -- 18 14

    Grand Master 16 -- 24 1824 + 18/Die

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    Hand of Fate

    Suites Action Class Face Value Bonus DiceSpades Combat 2 to 6 1

    Clubs Physical 7 to 9 2

    Hearts Interactions 10 to J 3

    Diamonds Mental K to Q 4

    A 5

    The HANDOF FATE represents a Heros ability to put forth extra effort or harness the windsfate to accomplish what should be beyond their normal abilities, or even the impossible.Each Hero and major villain draws a four card HAND from a separate deck of regularplaying cards with the jokers removed. One card may be played for each action toincrease the Heros chance/margin of success. When a card is played it is discarded andout of play until the Narrator declares a reshuffle (renewing Luck). At the end of eachturn Heroes draw ONE card to bring their Hand up to a maximum of Four (4).

    Cross Suite Cards from each suite provides a maximum bonus for a specific ActionClass (see table above). Heroes can choose to Cross Suite and play cards outside theirAction Class for a diminished bonus. Cross suiting within the same Color (i.e. a clubfor a combat action) reduces the bonus dice by ONE (1) while crossing colors (i.e. aspade for a mental action) reduces the bonus dice by TWO (2).

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    Basic Mechanics

    Core Concepts

    Dice Pool - Successes vs. Target

    Progressive success: Level of Success based on difference between Rolled Successesand Task Target - providing a more nuanced task resolution.

    Traits = Automatic Successes

    Deviations = Bonus Dice

    Skills = Dice

    Hand of Fate = Bonus Dice

    Successes = 5 or 6

    Rolls T D succeed

    Difference between Roll and TD equals margin of success/failure.

    The exact results of any roll are modified by the Margin of Success (quality of the

    success, time taken, etc).

    Task Resolution

    Tasks are resolved either as Trait checks orSkill checks. Use Trait checks when thetask requires the character to rely (pretty much solely) on their innate abilities (Memory,Reflexes, etc).

    Trait Check Trait (Successes) + Deviation (Dice) + 4d vs. Task Difficulty Level(TDL).

    Use Skill checks when the task primarily relies on a characters learned abilities(education or training).

    Skill Check Trait (Successes) + Deviation (Dice) + Skill Level (Dice) vs. TDL

    Task Difficulty Successes Sample Task Modifiers

    Easy 1 Distraction Successes

    Average 2 Combat +2Complex 3 Major +1Difficult 4 Sever +3

    Very Difficult 5 Visibility

    Hard 6 Rotten +4Amazing 7 Poor +3Heroic 8 Bad +2Impossible 9 Middling +1Beyond Belief 10 Good +0

    Rushing

    Save Time +1/10% SavedTake Care -1/50% Added

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    Misc.

    Wounded +1/Wound

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    Basic Combat

    Initiative

    Initiative Roll IN(wit) every FOURsuccesses provide an additional ACTION until the next

    Initiative Roll is called for by the Narrator. As a general guideline initiative is rolled at

    the beginning of combat and when the Narrator deems it dramatically appropriate.

    Combat Actions

    Each combat turn represents an abstract but brief amount of time (from around 4 secondsto about 10 seconds basically the amount of time it takes to complete all the ACTIONS ofall the characters). Average characters can perform about 2 ACTIONS per turn.Exceptional characters and Heroes often have more actions.

    For each ACTIONS a character can make a melee attack (and defend), fire a weapon up toits full rate of fire, make a full move, a quick non-combat action, or start or continue along (or complex) action/activity.

    Base Actions = 2 + (CO + IN)/2 (Just basic Trait Successes, no deviations, round down)

    Base Movement = 6 + CO(agi) yards (Reroll at the narrators request)

    Basic Actions:

    Make a base MOVE

    Move and Attack (1/2 Base Move; Attack & Defend -2 Dice)

    Draw/Ready an item

    Make one Melee attackand defense

    Make a Ranged attack up to the RoF of the weapon

    Set Overwatch (maximum 90, attack as Suppression fire or up to RoF (noaccuracy bonus) for non-fully automatic firing weapons)

    Power Attack (melee) (+2 Attack Dice; -2 Defense Successes)

    Extra Defense (melee) (+2 Defense Dice; -2 Attack Successes)

    Charge! (1.5 * Base Move; -2 Attack Dice; -2 Defense Successes)

    Dodge (good against Ranged and Melee -- +2 Defense Successes; No Attack)

    Dodge and Move (+2 Defense Dice & Base Move)

    Aim (+1 Attack Die (up to +4)

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    Prepared Attack (+4 Attack Dice; Normal Defense; Up to 1 yard move)

    Assume Proper Stance (Ranged Attacks +1 Success; +4 Dmg Dice; No Move)

    Basic Combat Modifiers;

    Bypass Armor: COVERAGE (full successes for Dmg) Miss by 1 hits armor

    Vitals: -2 Successes; +4 Damage Dice

    Reach: -1/Difference for Shorter vs. Longer

    Infighting: -1/Difference for Longer vs. Shorter

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    Melee Combat

    Opposed rolls margin of success add to damage roll (for attacks) or chance ofdisarming/defensive options.

    Attack Roll (AR) = CO(dex) + Skill (Dice) + Weapon Quick (Dice)

    Defense Roll (DR) = CO(agi) + Skill (Dice) + Weapon Defense (Dice)

    AR-DR 0 = Hit

    Damage = Margin of Success (MoS) + Weapon Damage (Dice) + PH(str) (Tareget PH + Armor Soak)

    A weapon may be used to make one attackand defend against one attack each Action. Acharacter may also dodge in place of their DR but may not then attack during that Action.A dodge roll is applied against all attacks (ranged and melee) made during that Action.

    Dodge Roll CO(ref) + 2 + 4d

    Damage Results

    -1 or Less = Superficial/Scratch

    0 to 2 = Hurt/Injured

    3+ or Greater = Wound(s)Four (4) Injuries = One (1) Wound; Superficial/Scratch do not increase injury levels.

    SUPERFICIAL -- Cosmetic damage, bruising and a little bleeding. Character mayexperience some stiffness or minor scarring. Make a GN(wil) v. total injury level to

    avoid -1 die modifier to all rolls until the end of the following turn.

    HURT/INJURED -- Lacerations and sever bruising may include some significantbleeding. GN(wil) v. Total Damage Level (TDL) to avoid STUN (-1 Success untilovercome make a GN(wil) roll at the END of each turn). Automatically take a Diemodifier of 1/Injury. Four (4) Hurt/Injured convert to one (1) WOUND.

    WOUND Broken bones, severed arteries and sever bleeding, you are near death.GN(wil) v. TDL to avoid immediate SHOCK (unconscious/insensible/disabled. Make aPH(res) v. TDL at the end of every turn to avoid DEATH until stabilized). Automaticallyimposes 1 Success/Wound on all actions

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    Missile Combat

    Missile attacks are made against a fixed TDL based on range + other modifiers (visibility,movement, cover).

    Attack Roll (AR) = CO(dex) + Skill (Dice) + Weapon Accuracy (Dice) vs. TDL

    AR-TDL 0 = Hit

    Damage = MoS + Weapon Damage (Dice) Armor SoakDamage Results are the same as with Melee Combat

    Range Class : Missile Weapon ranges are described as a class. Classes determine thebase range (range at which the TD to hit is one (1)).

    Range ClassesRange Class Base Range

    Point Blank 1 yardClose 5 yards

    Short 10 yards

    Medium 15 yards

    Long 20 yards

    Extended 50 yards

    Extreme 100 yards

    Basic Range TDLs

    To Hit Damage EffectsRange Task Difficulty Range Damage Modifier

    To Base 1 Under Base +2 Damage Levels

    Base to 2x Base 2 to Under Base +1 Damage Level

    2x Base to 4x Base 3 Over 4x Base -1 Damage Level

    4x Base to 5x Base 4 Over 6x Base -2 Damage Levels

    5x Base to 6x Base 5 Over 8x Base -3 Damage Levels

    6x Base to 8x Base 6 Over 9x Base -4 Damage Levels

    8x Base to 10x Base 7 Over 10x Base -5 Damage Levels

    Automatic Weapons

    RoF for automatic weapons is usually represented 1/x/xx. The first single shot setting,the second burst fire setting, the third fully automatic setting. In single shot and burstsettings the weapon can be fired up to four (4) times an action with a cumulative recoilpenalty (+1 for Burst Fire) applied to each shot after the first. In full auto setting up tothe full RoF can be fired but the recoil penalty is applied up front.

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    Single Shot attacks always get the weapons accuracy bonus. Burst attacks only get anaccuracy bonus if there is no recoil penalty being assessed (recoil penalties are fullyassessed until the firer spends an entire action not firing) but do receive +1d/Burst RoFfor each attack roll.

    Fully automatic fire -- apply double the recoil penalty up front. Roll to attack and

    figure damage effects normally, with MoS/2 additional bullets hitting the target for basicweapon damage each added to the damage roll. Any targets within Range/10 yards(maximum 3 yards) may also be hit (MoS/yards+1 from target vs TDL+2) with damageapplied normally.

    Arae/Supression Fire As normal fully automatic fire (burst fire too ??) buttargeting an area rather than a specific target. Roll a normal (full accuracy, recoilpenalties applied after first attack) attack roll to hit the area. The chance to hit a target inor entering/crossing this area (the beaten zone) is the MoS/long axis of the area (inyards, minimum 5) Targets CO(ref). Damage is figured normally. A Difficult Moral(GN(spi) + Courage/2) or a Complex Leadership roll is required to cross the beatenzone.

    Grenades

    Grenades and other explosive devices have a basic damage rating attack dice andthree blast radii (Inner, Outer, and Extreme) with a TDL (Inner TDL 0 Outer TDL 2 --Extreme TDL 4). When using grenades base throw range is Close with a normal to hitroll to put it on target. If the attack misses the device deviates MoS + 1d yards(maximum of distance thrown), use a d6 to decide direction.

    Targets are not attacked using the ARs MoS. Instead the attack dice are rolledand compared to the radiis TDL (Targets that make an Average CO(ref) roll my alsododge). Damage is the devices MoS + Base Damage (PH + Armor Soak).

    Basic GrenadeBase Damage: SuperiorAttack Dice: 6Blast Radii: Inner 2 yards Outer 5 yards Extreme 10 yards.

    Missile Attacks in Melee (Optional)

    Missile weapons are unwieldy in close/melee combat without special training. To reflectthis either the Discrete skill Melee (Handguns) or CQB Guns (xxx) need to be known touse them to make normal melee attacks. Without either of these skills missle weapons

    used in close/melee combat do not receive accuracy bonuses and are further penalizedbased on their Range Class:

    Base Range TDL Modifier

    Point Blank + 0

    Close +1

    Short +2

    Medium +3

    Long +4

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    Extended +5

    Extreme +6

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    Advanced Combat

    Hit Locations: Roll d6

    1 Head and Neck(+1 Damage Dice)

    2-3 Chest/Upper Torso 4 Arm (Randomize which or Logical) (-1 Damage Die)

    5 Lower Torso and Upper Legs (To mid thigh)

    6 Lower Leg (-1 Damage Die)

    Custom Armor: Bulk equals the chance in 6 of hitting a location.

    Crippling Attacks: Aimed at Limbs. (Melee and Missile Combat)

    Costs 4 Successes

    Target makes immediate GN(wil) vs Margin of Success to avoid immediateCrippling

    Target makes PH(res) vs Margin of Success to avoid permanent Crippling.Advance Medical Aid will improve chances of avoiding permanent effects.

    One Wnd added to Targets TDL

    Hurt results stun the effected limb and do not cause crippling injuries

    Coshing: (Knockout Attacks) (Melee Combat only)

    Declared before Strike is resolved.

    Must use Blunt (fist, club, flat of sword, etc)

    Aimed Shot at Head/Neck with additional 2 Successes

    Result of HURT: PH(res) to avoid Stun

    Result of WOUND: PH(res) to avoid Unconsciousness for a minimum of Marginof Success turns (GN(wil) v TDL to recover)

    Critical failure of PH(res) results in DEATH of target

    Grappling: (Melee Combat Only)

    Concentration of Hand to Hand Skill or Discrete of Melee for Armed Grapple

    Opposed roll Grapple skill v Grapple skill (default is CO(agi))

    Margin of Success represents relative advantage of victor

    Victor is in Control and Cause PAIN, INJURY, IMMOBILIZE or THROW

    PAIN: MoS + Grapple (PH(str)) v GN(wil); HURT results in STUN; WOUNDresults in UNCONSCOUNESS

    INJURY: MoS + Grapple (PH(str)) v PH(res); Use regular Combat Results

    IMMOBILIZE: MoS + Grapple (CO(agi)) v Grapple (CO(agi)) to hold acharacter. Breaks if held character makes more successes.

    THROW: MoS + Grapple (PH(str)) v Grapple (CO(agi) OR PH(sta)). Successallows Victor to choose direction/placement of throw (within one pace). Damagebased on Throws MoS, use regular Combat Rules.

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    Open concept:Mass combat

    An abstract but hopefully scalable system for managing skirmishes and larger combatactions into the Open Concept system.

    The Turn Sequence

    1. Initiative Phase2. Movement Phase3. Fire combat Phase4. Melee combat Phase5. Moral Phase6. Bookkeeping Phase

    Initiative Phase: Command skill; roll dice equal to skill 5+ are successes. If there noCommander present use average Moral of units with successes on 6. The side with themost successes wins the initiative and chooses which unit is activated first.

    Movement Phase: Units make one movement action. Units are moved when activated.Players may activate any unit that has not acted yet that phase.

    Fire combat Phase: Units may attack any target within their front 180 with a valid lineof sight. Attacks are made with Firepower dice; the target for successes is based onrange. Fire combat during this phase is simultaneous.

    MeleePhase: Units in direct contact make Melee rolls; 5+ are successes. Combat issimultaneous but after Fire Combat is resolved.

    Moral Phase: Units that are suffering Moral losses or combat effects from the previousturn make Moral Rolls to recover; 5+ are successes.

    Bookkeeping Phase: Update any changes to the Unit not already accounted for.

    Movement Action

    Move (Take Basic Move)

    Snapshot/Walking Fire (1/2 move; Fire Combat during movement +2 to successtarget)

    Charge! (1.5 Move; Melee only)

    Prepare Attack (No Move; -1 to Success Target against selected Unit)

    Down!/Get Up (Drop prone/Grab cover; No Move; +1 to Success Target to be hit)

    Crawl (1/2 Move; +1 to Success Target to be hit)

    Set up/Take down Crew served weapon (No Move)

    Wait

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    Movement Costs

    Rough Ground Move

    Broken Ground Move

    Obstacle 1/Level (Low; Short; High)

    Fire Combat Actions

    Fire

    Throw Grenade

    Set Overwatch or Area Supression Fire (automatic only)

    Aim (-1 to Success Target/Turn of Aim; maximum 3)

    Overwatch: Units on Overwatch may attack any one active Unit in their front 180during the Movement Phase normally. Overwatch is lost if the Unit moves; Units onOverwatch may fire during subsequent Fire Combat Phases.

    Grenades: Unit rolls to attack normally. Each Success provides 4d Damage (Successes5+) to all targets within 1 Move Unit of target. Base Range 4 Move Units.

    Fire Combat Modifiers

    Range Multiple Success

    TargetTo Base Range 4+

    Base to 2x Base Range 5+

    2x Base to 3x Base Range 6

    3x Base to 4x Base Range 7 (6+ Confirm (5+))

    Anytime a FP Roll comes up all 1s the Unit is out of Ammunition and Must spend aMove Action reloading before firing again.

    Cover Soft (Obscuring; Treat Range as one Multiple further for every two full Move

    Units; Includes Brush, Scrub, Light Woods and Poor Visibility)

    Hard Cover

    o Partial (About Knee to Waist High; a Low obstacle; +1 to Success Target)

    o Full (About Chest to Neck High; a Short obstacle; +2 to Success Target)

    o Complete (Fully covered; a High obstacle; Indirect Fire only)

    Other Fast Moving Target (+1 to Success Target/4 Full Move Units)

    Small Target (+1 to Success Target)

    Large Target (-1 to Success Target)

    Huge Target (-2 to Success Target)

    Giant Target (-3 to Success Target)

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    Melee Combat

    Melee Weapons are classed as having Close (c); Short (s); orLong (l) Reach. WhenUnits using different reach weapons engage in Melee the Unit with the shorter reachis at a disadvantage and has a +1 to Target Success/level of reach difference.

    Moral

    A Units Moral score represents an abstraction of their training, courage, esprit decorps and willingness to follow orders. It is the Units ability to persevere in combatand do things that are not especially in accord with their self-preservation. MoralRolls are required before a Unit can perform the following actions. Moral Rolls havea Success target of 5+.

    Charge! into Melee Combat (1 Success +1/level of any obstacle)

    Receive a Charge!

    Enter a beaten zone (Area under Overwatch; 1+1/5 FP Successes);Attackers must have already fired on Overwatch.

    Rally (2 Successes if in Retreat; 3 Successes is Scattered)

    Moral Results

    Margin of Success (MoS) Effects

    MoS 2+ +1 on subsequent Moral Rolls (Until Failed)

    MoS 0 to 1 No Effects; Unit acts normally

    MoS 1 Startled Unit immediately Drops for Cover; may crawl.

    MoS 2 Pinned Units immediately drops for Cover; -1 FP; maycrawl away from enemy.

    MoS 3 to -4Retreat Unit makes an immediate full move away fromenemy; -2 FP; -1 Moral

    MoS 5 or WorseScattered Unit scatters in panic; Requires a Command Roll(3 Successes) to Reform; -2 Moral after reforming Movexd6 Move Units to rear of where scattered from.

    The effects of lost moral last at least one full turn. Units may attempt to Rally during theMoral Phase of the following turn. Commanders within command range of ademoralized Unit may substitute a Command roll to Rally.

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    Fire Combat

    Command: Only Command Units have this Trait. It representstheir ability to command and coordinate multiple Units.

    Commanders may only command a number of Units equalto their Command Trait; the Units must be within thecommanders Command Distance, the Command Trait inMove Units. The Command Trait also allows a commanderto coordinate the attacks of a number of Units equal to theCommand Trait. Coordinating Units must attack the sametarget by combining all theirFP dice and using theirhighest damage attribute.

    Move: The number of Move Units the Unit may move as a regular Move action.

    Armor: The amount subtracted from any Damage Results applied to the Unit.

    Moral: The number of dice the Unit has to make a Moral Test.

    Firepower (FP): The Firepower Trait has three attributes; Firepower (FP) Dice,Damage, Type Code. For example:

    Would have 6 Firepower (FP) dice, 3 Damage, Regular Fire. The FP Dice are used to

    decide how well a Unit hits its Target, Damage (in this case 3) is added to the FP successand compared to the Damage Results Table. The Type Code tells us something specificabout the Units main weapons operation:

    Code Definition Effect

    a Fully-Automatic Fire

    On Overwatch attacks all Active Units in arcwith Full FP. Can be used for SuppressionFire (requires a Moral Roll to enter or movethrough attacks as Overwatch 2 FP).

    c Crew Served WeaponUnit must spend a Move Action Setting up theweapon before firing it; also a Move actiontaking it down before moving again.

    e Explosive Rounds Does Damage as grenades.

    r Regular Semi-Automatic Fire Regular fire, no special rules.

    s Slow Reload Requires a Move Action to reload.

    Range: Base Range, in Move Units, of the Units primary weapon.

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    Damage Results Table

    Fire Combat

    FP Successes + Damage Target Armor = Total Damage

    Melee Combat

    Melee Successes Target Armor = Damage

    Total

    Da

    mag

    e

    Damage

    Leve

    l

    Effects

    -1 Or Less Superficial Moral Roll (Target 1)

    0 to 2 Shaken Moral Roll (Target 2); -1 FP

    3 to 4 Hurt Moral Roll (Target 3 + 1/Level of Hurt); -2 FP; -1Move; -1 Moral.

    5 to 6 Broken Moral Roll (Target 6) 3 FP; -1/2 Move; -2 Moral

    7+ Destroyed Unit is removed from play.

    Damage Results are not cumulative. Only apply the highest result to a Unit. A Unit canonly take damage at a level if they still have boxes left in the Status Track. Once a Unithas filled all the boxes at a certain level, the next time the Unit takes damage at that levelDamage effects are those of the next open level above.

    Moral Results

    Margin of Success (MoS) Effects

    MoS 2+ +1 on subsequent Moral Rolls (Until Failed)

    MoS 0 to 1 No Effects; Unit acts normally

    MoS 1 Startled Unit immediately Drops for Cover; may crawl.

    MoS 2Pinned Units immediately drops for Cover; -1 FP; maycrawl away from enemy.

    MoS 3Retreat Unit makes an immediate full move away fromenemy; -2 FP; -1 Moral

    MoS 4 or WorseScattered Unit scatters in panic; Requires a Command Roll(3 Successes) to Reform; -2 Moral after reforming Movexd6 Move Units to rear of where scattered from.

    The effects of lost moral last at least one full turn. Units may attempt to Rally during theMoral Phase of the following turn. Commanders within command range of ademoralized Unit may substitute a Command roll to Rally.

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    Weapons tables

    Ranged Weapons

    Weapon FP Damage Range Code Example CostBolt Action Battle Rifle 4 3 12 r Mauser Gewehr

    Auto Loading Battle rife 5 3 12 r M1 Garand

    Assault Rifle 8 3 10 a MP43 Sturmgewehr

    SMG 8 1 8 a STEN Gun

    Heavy SMG 8 2 8 a Thompson

    Carbine 4 2 10 r M1 Carbine

    Automatic Rifle 6 3 14 a BAR

    LMG 8 3 12 a/ac Bren/Lewis

    MMG 10 3 16 ac .30 Browning

    HMG 10 5 20 ac M2HB

    Shotgun 4 4 4 r Combat Shotgun

    Hunting Rifle 3 3 14 r

    Musket 4 3 4 s Brown Bess

    Rifled Musket 4 3 6 s Baker Rifle

    Long Rifle 3 2 8 s Kentucky' Rifle

    Arquebus4 3 4 sc

    Early Firearmw/stand

    Bow 4 2 8 r Long Bow

    Crossbow 4 2 10 s

    Melee weapons

    Weapon Dice Reach CostOne Handed Sword 4 S

    Short Sword 4 C

    Two Handed Sword 5 L

    Spear/Rifle Bayonet 4 S

    Pike 5 L

    Pole Arm 6 L

    Knife 2 C

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    Unit Quality

    Unit Quality FP Melee Moral Move Command CostMilitia -1 -1 2 3 2 x.5

    Green -1 0 3 3 3 x.75Regular 0 0 4 4 4 x1

    Veteran +1 +1 5 4 5 x1.2

    Crack +1 +1 6 4 6 x1.5

    Elite +2 +2 7 5 7 x2

    Unit Type

    Unit Type FP Melee Moral Move CostShock Troops 0 +1 +1 0

    Sharpshooters +1 0 0 0 Regular 0 0 0 0

    Scouts 0 0 +1 +1

    Vehicle Crew -1 -1 0 0

    Support Troops -1 -1 -1 0

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    Carrying Gear

    Characters can carry items more efficiently using specialized gear such as load bearing gear and

    frame packs. Other gear, such as day packs, are more common but do not provide a significant

    advantage.

    Gear Capacity Bonus

    Load Bearing Vest 12 Attachments; 4 Bulk 60%

    Combat Webbing 12 Attachments; 3 Bulk 50%

    Day Pack 1 Cu. Ft. ; 12 Bulk 5%

    S mall Frame Pack .8 Cu. Ft. ; 14 Bulk 40%

    Large Frame Pack 3 Cu. Ft.; 30 Bulk 20%

    Small Duffle/GymBag

    1.5 Cu. Ft.; 16 Bulk 5%

    Large Duffle/SeaBag

    9 Cu. Ft.; 50 Bulk 10%

    Encumbrance

    Excessive amounts of Bulk will encumber a character and slow their reactions and ability to

    move quickly. Characters may carry 2(PH+ 1) levels ofBulkwithout penalty.

    Characters suffer a level of encumbrance (-1 PH(rea) and 1/2 unit of move) for each doubling of

    maximum unencumbered load (2x(2(PH+ 1)).

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    Weapon Accuracy Range Damage Cl ip Recoil RoF Reload Notes

    Capaciter Pistol Superior Medium Good 150 none 4 1

    Blaster Pistol Fair Short Terrific 50 1 4 1

    Needle Pistol Good Short Fair 30 1 2 1

    Bolt Pistol Fair Medium Good 20 2 2 1

    Flechette Pistol Superior Short Fair 20 1 4 1

    Gyroc Pistol Good Long Superior 10 1 1 1

    Flame Pistol Fair Close Terrific 8 2 1 2

    Capaciter Rifle Excellent Extreme Superior 100 none 4 1

    Blaster Rifle Superior Long Terrific 50 2 4 1

    Needler Terrific Long Good 90 1 2 1

    Bolt Gun Superior Extended Superior 50 2 2 1

    Flechette Rifle Great Long Good 40 1 4 1

    Flamer Fair Medium Terrific 16 3 1 3

    Gyroc Rifle Superior Extreme Superior 12 1 1 2

    Pulz Rifle Superior Medium Excellent 100 2 4 1

    Cone Bore Rifle Terrific Extended Terrific 20 5 2 1

    Weapon Accuracy Range Damage Cl ip Recoil RoF Reload Notes

    Pulse Laser Terrific Extended Superior 500 none 1/50/500* 1

    Assault Blaster Poor Medium Terrific 50 2 3/10 1

    Pulz Gun Good Short Great 100 2 1/3/50* 1Pulz Rifle Superior Medium Excellent 160 2 1/3/50* 1

    Fletcher Superior Long Terrific 120 3 1/60* 1

    GyroSlugger Fair Extreme Spc. 6 1 2 2

    Auto Bolter Superior Long Superior 100 2 1/3/20* 1

    Cone Bore Rifle Terrific Extended Terrific 30 5 1/3/15* 1

    Heavy Flamer Fair Medium Great 16 3 1 3

    Combat Rifle Superior Long Great 60 1 1/3/30* 1

    Explosive selfpropelled shell launcher

    Automatic 10mm Gauss Carbine

    Rifle type weapon

    Highly compact SMG type weaponAutomatic version of civilian model

    HyperVelocity advanced chemical slugthrower

    Armor Piercing

    MilSpec Fiearms

    Rifle version of generic particle/energy weapon

    Similar to Drake's Power Guns

    "Rocket Rifle" can use "smart" ammo

    Does damage for 3 rnds unless extinguished

    Fires a swarm of shards from ammo block

    "Rocket Pistol" can use "smart" ammo

    Does damage for 3 rnds unless extinguished

    See Capaciter Pistol

    Military version of civilian weapon

    Does damage for 3 rnds unless extinguished

    Advanced version of an Assault Rifle

    Sci-Fi Fiearms

    Standard Laser Pistol (Microsecond Pulse)

    Generic Particle/Energy weapon

    4mm Gauss long barrelled pistol

    10mm Gauss long barrelled pistol

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    Weapon Accuracy Range Damage Clip Recoil RoF Reload Notes

    Target Pistol Superior Short Middling 1 0 1 1

    Holdout Poor Close Good 2 1 2 1/Turn

    Lt. Pistol Fair Close Good 10 0 4

    Revolver Close 8 0 2 2/Turn

    Med. Pistol Fair Short Superior 14 2 4

    Revolver Short 6 2 2 2/Turn

    Hvy. Pistol Middling Short Terrific 8 4 3

    Revolver Short 5 4 1 2/Turn

    Carbine Superior Medium Terrific 7 1 2

    Hunting Rif le Great Extended Excellent 7 to 10 2 1

    Target Rifle Excellent Long Good 5 0 1

    Submachinegun Superior Medium Good 32 1 3\30*

    Hvy. SMG Good Medium Superior 24 3 3\20*

    Assault Rifle Superior Long Great 30 1 1\3\30*

    Battle Rifle Terrific Extended Excellent 12 2 1

    Automatic Rifle Superior Long Excellent 21 4 1\15*

    Support MG Superior# Long Great 30/50/100 3 30*

    Lt Machinegun Terrific Extended Excellent 100 --/5 24*

    Shotgun Good Short Terrific 8 2 1 2/Turn

    Grenade Launcher Good Long Spc. 1 1 1

    Modern Firearms

    Light accurate pistol used for competion shooting

    Short range, easily concealable

    ~.22 Caliber

    ~9mm

    ~10mm +

    Manual Action, autoloading adds 1 to RoF

    Manual Action, autoloading adds 1 to RoF

    Match quality light rifle (Light Caliber)

    ~9mm and less

    Greater than 9mm

    Manual Action, autoloading have RoF 4 (WWI/II Inf. Rif les)

    Early squad support weapons ("BAR")

    Assault Rifle caliber can use 30 or 50 rnd clip or 100 rnd belt.

    Bipod mounted crew served (~.30 Caliber)12G Pumpaction with a full choke; full lengthbarrel. Shot spreads ina 30degreecone.

    Uses "Gunnery (GL)" Skill, not Guns

    #Accuracy is Middling when weapon is not "braced" *Uses Autofire rules.

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    Weapon Accuracy Range Damage Clip Recoil RoF Reload Notes

    Bow Poor Medium Middling 1 1

    Long Bow Middling Long Good 1 1

    Composite Bow Middling Long Good 1 1

    Crossbow Fair Long Superior 1 in 2 2

    Prod Middling Medium Good 1 in 2 2

    Sling Poor Medium Fair 1 1

    Javelin Fair Short Good 1 *

    Dart Good Close Middling 1 *

    Knife Middling Close Poor 1 *

    Weapon Accuracy Range Damage Clip Recoil RoF Reload Notes

    Hand gonne Poor Close Good 5 1 15 Primitive cannonlock

    Arquebus Weak Medium Superior 3/4 1 10 Matchlock

    Horse Pistol Middling Short Good 2 1 12 Wheellock

    Musket Weak Medium Superior 3 1 6 17th Century plus

    Rifled Musket Fair Medium Superior 3 1 8 Military Rifle 18th-19th

    Long Rifle Good Long Good 3 1 10 "Kentucky" Rifle

    Dueling Pistol Middling Close Fair 2 1 8 Flint or Percusion Lock

    Rifled Pistol Fair Short Good 2 1 8 Flint or Percusion Lock

    Ranged Weapons

    Black Powder Weapons

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    Weapon Quick Damage Defense Reach Bulk NotesBarehand Superior Poor Superior Close

    Cestus Superior Middling Good Close Brass Knuckles

    Knife Good Middling Weak Close

    Short Sword Good Fair Fair Short

    Light S word Good Fair Good Long Fencing WeaponsBroadsword Fair Good Fair Long

    Long Sword Fair Good Fair Extended

    Bastard Sword Middling Superior Middling Extended

    2 Han ded Sword Fair Superior Middling Extended

    Han d Axe Good Fair Middling Short Tomahoks, etc

    Battle Axe Middling Superior Weak Long 1H Use

    War Pick Poor Terrific Poor Short

    War Hammer Middling Superior Middling Short

    Short Spear Good Fair Middling Short Stabbing (Zulu)

    Spear Fair Fair Weak Long

    Long S pear (2H) Fair Fair Poor Extended Sarisa, etc

    P i keMiddling Good Terrible Extreme

    Club Fair Fair Fair Short

    Sh ort Staff/ Baton Good Fair Good Close

    Quarter S taff Fair Fair Superior Long

    Mace Fair Good Middling Short

    Mau l Poor Terrific Pathetic Long

    Polearm Fair Superior Poor Extended Glaive, Halbared, etc

    Shei ld Terrible Middling Terrific Close

    Buckler Weak Fair Superior Close

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    Type Soak Bulk DescriptionNone Weak 0 Normal clothes

    Leather/Cloth Middling 1 Soft Leather or Quilted (Padded) Cloth

    Rigid Leather Fair 2 Cuirbolli or other hardened leather (boiled)

    Reinforced Leather Good 2 Ringmail

    Chain Superior 3 Chain mesh. Lighter but more expensive than Lamallar Lamallar Superior 4 Scale, studded or splinted. Heavier but cheaper than chain

    Plate Terrific 4 Rigid iron, steel or broze armor

    Heavy Plate Great 6 Steel armor of "Proof"

    Ballistic Cloth Terrific 1 Light, concealable ("Kevlar")

    Heavy Ballistic Cloth Excellent 4 Bulky (SWAT type armor vests), not concealable

    Flak Armor Superior 3 WWII era armor/fragmentation protection

    Polymer Plate Excellent 3 High-tech plate armor (Stormtrooper Armor)

    Ceramic Composite Extraordinary 4 Metal-Ceramic composite as described by Drake

    Biphase Composite Amazing 2 Very high-tech plate armor

    "Smart" Clothes Great 0 Super high-tech armor, wears like regular clothes

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    Basic Magic

    This section contains conceptual notes and should be considered a Work in Progress.

    Magic is the manipulation of arcane energies inherent in all creatures and elements. A practioner

    must have an aptitude for Magic (Mystic Aptitude 10+1/lvl) to successfully impose theirWill onthe World.Mages speak of 6 COLLEGES (or Elements). Knowledge in one college provides some basicinsight into the workings of Magic, but each college has its own unique set of governingprinciples. Collegial Magic is a MECHANICAL venture; the same inputs produce the same outputs always.

    The 5 Colleges

    Earth (Natural) SolidsAir Gasses

    Fire Thermal Energy & Motion(?)Water LiquidsSpirit Mind/Soul & Spirits (Astral)Darkness The Void, Abyss

    Simple Spells

    Summon (Create) Shape Animate

    Bind Possess Cast/Throw

    Dispel Compact/Crush Expand/Explode

    Move Detect/See

    Base Range for all Spells is CLOSE

    Manipulations

    Combine Empower (Strengthen)

    Range Time (Duration of effects)

    Manipulations are used with simple spells to create more complex effects with one or more ofthe Colleges.

    Magical SkillsGrimiore (MetaSkill)

    Read Spell (Concentration)Write Spell (Concentration)

    Arcane Tradition (Concentration of Weird)Hermetic (Discrete)Kabalistic (Discrete)

    Symbols [Tradition] (Concentration ofWeird)

    [Tradition] Symbols Drawing(Discrete)Ceremonies/Rituals (Concentration ofWeird)

    Ceremonies/Rituals [Tradition](Discrete)

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    Powers of the Mind

    This section contains conceptual notes and should be considered a Work in Progress.

    Psis, talents, sensatives whatever you call them, they have extraordinary mental abilities in oneor more paranormal disciplines.

    Required : The GiftPowers of the Mind.

    The level ofall Disciplines combined cannot exceed a charactersPowers of the Mindgift.Disciplines are considered MetaSkills, while individual Powers are Concentrations. Specificaspects of a Power can be developed as Discrete Abilities.

    Base Range for all Disciplines (unless otherwise noted) is SHORT

    Disciplines

    Telepathy

    Suggestion/Hypnosis

    Illusion

    Reception

    Linking/Blending

    Sending

    Mnemonic

    Sense Mind(s)

    Mental Attack (Mind)

    Psychic Attack (Spirit) Mental Healing

    Psychokinetic

    Telekinesis

    Pyrokinesis (includes cyrokinesis)

    Psychic Healing (Others only)

    Electro-magnetokinesis (includesother radiations)

    Matter Alteration (??)Extra Sensory Perception (ESP)

    Danger Sense Precognition

    Psychometry

    Aura/Astral Viewing

    Clairvoyance

    Clairaudience

    Teleportation (Base Range-Long)

    Self Teleport

    Exo-Teleport

    Homing (independent of rangelimitations??)

    Blind TeleportSelf Control

    Astral Body/Projection

    Boosting (TRAIT/DEVIATION)

    Regeneration (Self Healing) Transform (Features/Body)

    Body Control

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    Errata/Rough Notes

    Characters

    Average people are built with 10-20 points

    Heroes are built with 50 pointsCinematic Heroes are built with 75 points

    Moral

    GN(spi) roll. Unsure how it will be used to effect the actions of npcs Should be used toprevent npcs fighting to the last man or attacking suicidally without strong/charismaticleadership.

    Fumble

    If all dice score a one (1) the character has fumbled. This results in an automatic failure andsome negative consequence (TBD).


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