My Theoretical GM Screen for my Theoretical Game

The Discourse

Questions: The Player Character (PC) knows or knows where to find out.
Actions: The PC either does it or knows what is needed (Risk/Prep/Info [R/P/I]).

Risk: The Toll and/or Roll needed.
Prep: The Tools and/or Tasks needed.
Info: The Weakness and/or Window needed.

The Roll

Testing the Odds: Rolling equal or under the rating means the rated subject prevails.
Challenge Roll: Roll d6 over or succumb to the Challenge.

Challenge Rating and Description:
C1: Easy.
C2: Normal.
C3: Even.
C4: Hard.
C5: Desperate.

The Combat

Weapons: Roll weapon dice plus any tactical bonuses and take the highest result as your attack.
Bonuses: Evaluate how the tactic utilizes R/P/I and add the best evaluation.

d4: Trivial tactic. Crude weapon.
d6: Simple tactic. Sidearm.
d8: Cunning tactic. Longarm.
d10: Ruthless tactic. Anti-material weapon.
d12: Overwhelming tactic. Detonations.

Risk: How brazen/unexpected is the plan?
Prep: How coordinated is the plan?
Info: How exploitative is the plan?

The Character

Guard: 1-12 max. Spent to reduce incoming attacks.
Armour: 0-3 max. Reduces attack that gets past Guard. 
Wounds: 0-20 max. Sum of attacks that get past Armour. Roll d20 over or succumb to Wounds.
Poise: 1-5 max. Exchange for re-rolling. Roll d6 under for Poise to prevail versus surprises.

Rolling a 20 on a Wounds Test means you regain 2d6 Guard. This replaces your max Guard if greater.

The Setting

Recovery: Loot based. Exploration based.

Exploration die:
1. Encounter.
2. Encounter hint.
3. Global timer.
4. Local timer.
5. Recovery lead.
6. Recovery chance.

Slug: 1-3. Wetware. Chemical and dynamic.
Shell: 1-3. Hardware. Cybernetic and relentless.

4 Augment Slots in total for the Augment Suite. 1 from Faction, 1 from Function, and 2 by Free Choice.

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