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commit before revamping space combat
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chrispwolf committed Sep 25, 2022
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4 changes: 2 additions & 2 deletions content/_index.md
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Expand Up @@ -7,9 +7,9 @@ title: "Home"
## Interstellar Adventure Role-Play (beta)
### By Chris P Wolf

Rules & tools for interstellar science fiction role-playing games. Inspired by the original 2d6 interstellar game of the 1970s, and attempts to capture the same spirit of improvisation and open-ended possibility.
Rules & tools for interstellar science fiction role-playing games. Inspired by the original 2d6 interstellar game of the 1970s. Aims to capture the same spirit of improvisation and open-ended possibility.

A sparse and adaptable sci-fi system, intentionally thin on setting details. Make a star map and drop in your favorite adventures for any system. You can convert any numbers on the fly.
A sparse and adaptable sci-fi system, intentionally thin on setting details. Make a star map and drop in your favorite adventures for any system. You can convert stats on the fly.

Still in development; this site will be updated with new features and revised rules over time.

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12 changes: 5 additions & 7 deletions content/chapters/Rules for Play/core.md
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Expand Up @@ -18,14 +18,14 @@ To play you will need at least two six-sided dice (d6), index cards, and pencils

Certain rules call for using a 3-sided die (d3). In these cases, roll 1d6. A roll of 1–2 is 1, 3–4 is 2, 5–6 is 3.

Other tables call for using a "d66," in this case, use 2d6, with one designated as the tens digit and the other as the ones digit. For example, read a roll of 3 and 4 as 34.
Some tables call for using a "d66," in this case, use 2d6, with one designated as the tens digit and the other as the ones digit. For example, read a roll of 3 and 4 as 34.

## Throws & Impact
When a player character takes a dangerous or uncertain action, their player rolls 2d6. On a total of 8 or higher, the character succeeds. Otherwise, they fail and suffer consequences as determined by the referee. If an action is impossible, or if the PC lacks necessary tools or knowledge, they fail automatically.

If one of a player character's skills or Characteristics is relevant to the task, they add its rank to the throw.
If one of a player character's skills or characteristics is relevant to the task, they add its rank to the throw.

Sometimes successful throws can have additional effects, measured in Impact. A throw has an Impact equal to the total result minus 7. Impact is used chiefly for damage in combat, but can also be used to represent complex, time-consuming tasks. For example, if a character is attempting to hack into a database during a tense combat situation, the referee might require them to accrue a total of 3 cumulative Impact, rolling once each skirmish round.
Sometimes successful throws can have additional effects, measured in Impact. A throw has an Impact equal to the total result minus 7. Impact is used chiefly for damage in combat, but can also be used to represent complex, time-consuming tasks. For example, if a character attempts to hack into a database during a tense combat situation, the referee might require them to accrue a total of 3 cumulative Impact, rolling once each skirmish round.

## Physical Characteristics & Skills
PCs have two physical Characteristics. Strength is power and endurance. Agility is quickness and coordination.
Expand All @@ -50,10 +50,8 @@ If a PC's maximum Luck ever reaches zero, they burn out and retire whenever next
PCs regain Luck when they can spend time in safety, either at port or on board the ship. If a PC doesn't use any Luck for 2 weeks, they regain 1 Luck, up to their current maximum.

## Conditions
Bad things happen to PCs. They might get drunk, or poisoned, or get a broken leg, or a chest wound. These are Conditions. Write Conditions on a PC's character card with a Severity rating, like "Hand Laceration 3". Subtract the severity of a PC's worst Condition to any throw where it would be an impediment. For example, if a PC has the Condition "Leg Wound 2", they subtract 2 from any throws to run, jump, climb, etc.

PC's may have multiple Conditions, but they are not cumulative. Only apply the worst one to a throw.
Bad things happen to PCs. They might get drunk, or poisoned, or get a broken leg, or a chest wound. These are Conditions. Write Conditions on a PC's character card with a Severity rating, like "Nauseous 3". Subtract the severity of a PC's worst Condition to any throw where it is an impediment. For example, if a PC has the Condition "Leg Wound 2", they subtract 2 from any throws to run, jump, climb, etc.


## NPCs
Non-player characters can be described by a single Skill stat, ranked 1 or higher, which they use for all throws that fall under their areas of expertise. The referee may wish to flesh out more important NPCs with a specific list of skills.
Non-player characters can be described by a single Skill stat, ranked 1 or higher, which they use for all throws that fall under their areas of expertise. The referee may flesh out more important NPCs with a specific list of skills.
21 changes: 13 additions & 8 deletions content/chapters/Rules for Play/skirmishes.md
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Expand Up @@ -8,24 +8,29 @@ bookToC: true
When a fight is simple, resolve it with a single throw. If the outcome is a foregone conclusion, just say what happens. For more complex skirmishes, use these rules.

## Rounds
When a skirmish breaks out, order the game into rounds. Each character may perform one action in a round. actions are performed in the following order:
When a skirmish breaks out, divide game time into rounds. Each character may perform one action in a round. Resolve actions in the following order:

1. Talking
2. Melee attacks
3. Movement
4. Miscellaneous
5. Ranged attacks, in order shown on the ranged attack chart

Characters performing the same action do it simultaneously. Characters do not have to decide their action at the beginning of the round. The referee should call out each action type in order, and announce which NPC's will act. The players may then announce if they are performing the current action.
Characters performing the same action do it simultaneously. Characters do not have to decide their action at the beginning of the round. Call out each action type in order, and announce which NPC's will act. The players may then announce if they are performing the current action.

## Attacks & Wounds
To attack an enemy in a skirmish, make a throw + relevant weapon skill. Use the hit location chart along with the lower die of an attack throw to determine hit location.

Attacks can be Advantaged or Disadvantaged. If Advantaged, an attacker throws 3d6 and uses the two highest dice for the throw. If Disadvantaged, they throw 3d6 and use the two lowest.

The target of an attack gains a Wound condition with a severity equal to the impact of the throw. Combined with the hit location, the target will get a condition like "Leg wound 1" or "Head wound 3." If the total severity of Wounds to a character's head or torso is 4 or more, the character is killed. If the total severity of wounds to legs or arms is 4 or more, a limb will need an autoprosthetic or vat-grown replacement. Determine left or right randomly.
The target of an attack gains a Wound condition with a severity equal to the impact of the throw. Combined with the hit location, the target will get a condition like "Leg wound 1" or "Head wound 3."

PC's can avoid a Wound by reducing their current luck by the impact of the attack. They may not reduce a Wound by paying a portion of the impact, nor may they reduce their current Luck to less than 0.
If the total combined severity of a character's wounds is 4 or more they go out of action and cannot act until the skirmish is over. If a single body location takes wounds totaling 4 or more severity, apply the following effects depending on location:
* Head: instant death.
* Torso: mortal wound. Death in 1d6 hours without stabilizing medical attention.
* Legs or arms: A limb is destroyed. Randomly determine left or right.

PCs may avoid a Wound by reducing their current Luck by the full impact of the attack. They may not reduce their current Luck to less than 0.

Armor ignores damage from one attack of the wearer's choosing, then must be replaced.

Expand All @@ -35,10 +40,10 @@ The Logistics & Ports chapter contains [rules for medical care](/chapters/Rules-

## Skirmish Actions
### Talking
If you choose to talk as your action, you can say a few words before anything else happens. Maybe if you are diplomatic you can stop this foolishness before it starts.
Say a few words before anything else happens. Maybe if you are diplomatic you can stop this foolishness before it starts.

### Melee Attacks
Melee attacks are all resolved simultaneously.
Resolve all melee attacks simultaneously.

Melee weapons are short (knife), medium (club, sword), or long (spear).

Expand All @@ -50,10 +55,10 @@ At their discretion, the referee can declare the opposite, flipping advantages.
You can run about 30' over open ground.

### Miscellaneous
Sometimes you have to turn a crank or operate a computer or drive a gravcar or inject healing nanites while people are fighting.
Turn a crank, operate a computer, drive a gravcar or inject healing nanites.

### Ranged Attacks
Ranged attacks are made in order from top to bottom on the Ranged Attack Chart below. Depending on the range of the attack, a weapon might be Advantaged (+), Disadvantaged (-), thrown normally (N) or unable to attack (X).
Make ranged attacks in order from top to bottom on the Ranged Attack Chart. Depending on the range of the attack, a weapon might be Advantaged (+), Disadvantaged (-), normal (N) or unable to attack (X).

The weapons detailed in the chart represent broad categories of firearms. Add additional rows to the chart as needed in your campaign.

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4 changes: 2 additions & 2 deletions content/chapters/foreword.md
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Expand Up @@ -8,8 +8,8 @@ Night Tripper is a starting point. A set of light and modular tools, rules and p

Night Tripper is not original. If you are familiar with the earliest 2d6 interstellar role-playing games, you'll recognize a lineage. Night Tripper aspires to that spirit of improvisation, open-endedness and malleability.

The players create and pursue their own goals in a world sketched out by the referee. The group fills in the details of the world over time. Ideally, most of the time the referee is following the players' lead and responding to them, not the other way around.
The players create and pursue their own goals in a world sketched out by the referee. The group fills in the details of the world over time. Ideally the referee follows the players' lead and responds to them, not the other way around.

The referee adjudicates fictional outcomes and applies rules as necessary. If something comes up and the rest of the table thinks the referee is full of it, the referee is wrong.
The referee adjudicates fictional outcomes and applies rules as necessary. If a disagreement comes up and the rest of the table thinks the referee is full of it, the referee is wrong.

Roleplaying is best done with people you know, like, and trust. Talk with your group about safety and off-limits content. Research and use TTRPG safety tools.

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