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Definition of Rules (Each new game version is adapted to game play)

Abilities: A type of description that refers to additional abilities equipment can offer a character, such as environment-proof or sound dampening equipment.
Affiliation: All characters belong to one group or another. This may or may not determine who their opponents or allies are.
Approach: A type of bonus that refers to a character approaching an opponent in prior to attack.
Armor: Most characters are protected from combat's weapons by armor. While armor is important to protect a character's hit points too much armor can be restricting. So, the more armor a character has the least ability at movement and mobility bonuses they have. Once all armor is depleted any further damage goes directly to a character's hit points, unless otherwise indicated. When a character's hit points reach 0 the character is defeated. The proper med-packs can help to restore some of both armor and hit points.
Backpack: A piece of equipment worn on the back used to carry supplies, weapons, ammunition, or tools. In most cases backpacks have extra armor.
Battle category: A type of categorization indicating what class your character belongs in. Some classes carry a higher rank and are given greater access to others but in no wise are less useful in an RPG or combat setting.
Burn: A type of damage caused by fire, ice, acid, or chemicals.
Burn proof: Characters with this type of uniform/armor cannot be damaged by Burn weapons.
Burn resistant: Characters with this type of uniform/armor only receive half damage by Burn weapons.
Category: All characters, vehicles, items, weapons, and equipment have a ranking category used to help differentiate their type, size, armor, mobility, weaponry, bonuses, and other such rules as a founding basis.
For example, in most cases a Large character can carry Large items and below. A Medium character can carry Medium items and below but not a Large.
There are 5 Categories: Mini (pen or compact size), Small (something that can be held, seen, and supported in one hand), Medium (larger than a small, heavier and stronger, but still manageable), Large (something that requires 2 hands), and Huge (the largest, heaviest, and strongest of all things in its class. For weapons, it requires two hands and is often activated by some power source). Varying away from classes can result in negatives.
For example, normally if a character tried to wield a Large weapon with one hand it would equal in -4 to hit.
Concussion: A type of damage caused by a blow from a swung, thrown, dropped, or hurled blunt object.
Concussion proof: Characters with this type of uniform/armor cannot be damaged by Concussion weapons.
Concussion resistant: Characters with this type of uniform/armor only receive half damage by Concussion weapons.
Damage: All weapons cause damage to opponent's armor and hit points. Sometimes they can accidentally cause damage to allies. However, every weapon is different and therefore there are 6 varying degrees of damage: concussion, laceration, impale, shrapnel, burn, and explosion. Most characters carry med-kits used to repair and heal the type of damage they inflict. If a character is damaged by a laceration weapon he would need to have it repaired with a laceration med-kit.
Some weapons cause more than one type of damage. For example, Long Bomb's Laser Cannons cause both Burn and Explosion damage. If a character was injured by one of Long Bomb's Laser Cannons he would need both a Burn and an Explosion med-kit to help repair the damage.
Disarm: A type of bonus that refers to removing an opponent's weapon and placing it elsewhere.
Dodge: All characters can dodge. Players may choose to have their characters dodge instead of taking damage but they give up that character's next turn. If characters are dodging weapons that deal with explosion damage then characters still need to roll and receive the radius damage. Players can choose to have their characters dodge even after their opponent's have rolled for damage. Move dodging characters to 1 empty space.
Entangle: A type of bonus that refers to tying an opponent up so that they become trapped. Entangled opponents are typically able to free themselves with the necessary skill roll.
Environment proof: Characters with this type of uniform/armor cannot be effected by environment conditions, such as weather, mini-animals, some types of chemicals, sound, or light.
Explosion: A type of damage caused by an explosive device detonating with targets in range. Because explosion damage is so severe and contains all the other damage categories it deserves its own category.
However, Explosions not only affects the target area but also a radius surrounding the area with other types of random damage. After the target area has been attacked all characters within the radius must roll for additional random damage:
1= Concussion, 2=Laceration, 3=Impale, 4= Shrapnel, 5=Burn, 6=Explosion.
The bigger the Explosive weapon the bigger the radius: Mini=1 space, Small=2 spaces, Medium=3 spaces, Large=4 spaces, Huge=5 spaces.
The damage of the radius is half of the weapon's normal damage amount.
Explosion proof: Characters with this type of uniform/armor cannot be damaged by Explosion weapons.
Explosion resistant: Characters with this type of uniform/armor only receive half damage by Explosion weapons. They receive no damage due to radius random damage.
Face mask: A piece of clothing worn on the head used to conceal one's identity, protect from environmental factors, and aid in environmental stealth. In most cases face masks have built in armor through their equipment, like radios.
Friends & Foes: Some weapons and even equipment cause so much damage that it creates a radius of damage. In such instances it is impossible for the damage to differentiate between opponents and allies. In these cases both have to roll for the random damage(s).
Grapple: A type of bonus that refers to grabbing an opponent during combat and maneuvering their body for the purpose of an attack, defense, or manipulation. Characters must be only 1 space away from opponents in order to use Grapple bonuses. Grappled opponents are typically able to free themselves with the necessary skill roll.
Hat: A piece of clothing worn on the head used to conceal one's identity, protect from environmental factors, and aid in environmental stealth. In most cases face masks have built in armor through their equipment, like radios.
Hand to Hand Skills: A type of attack players use on their opponent's via punching, kicking, and/or using martial arts skills. Characters must be only 1 space away from opponents in order to use hand to hand skills. Because hand to hand skills are typically faster than conventional weapons characters are able to double their attacks if they only use hand to hand skills. Hand to hand skills also deal damage directly to hit points making martial art users all the more dangerous.
Helmet: A piece of equipment worn on the head used to protect from combat and environmental factors. It may or may not aid in environmental stealth. Helmets have built in armor and can carry additional equipment, like radios, night vision, or breathing filters.
History: All characters have a past, indicating where and who they were prior to joining their selective groups. These key history points may or may not be crucial in creating your RPG storyline. Has an old enemy returned from a character's past? Did a character pick up a skill or contact that can help the story along? Or has a character already been somewhere that could aid his team mates? These are questions the GM (Game Master) needs to be aware of when creating their character's missions.
Hit Points: All characters have hit points. This indicated how much health a character has. Most character's hit points are protected from combat's weapons by armor. Once all armor is depleted any further damage goes directly to a character's hit points, unless otherwise indicated. When a character's hit points reach 0 the character is defeated. The proper med-packs can help to restore some of both armor and hit points.
Incapacitate: A type of bonus that refers to a character being put in a state of helplessness. Characters that are incapacitated remain helpless and cannot help themselves. They must be helped by a member of their team or another. Incapacitated characters are placed on their sides to show that they are helpless until they are defeated or assisted. Incapacitated characters are made whole with the proper skill roll.
Infra-red: A type of equipment that provides its user with the ability to see other character's heat signatures in the dark. It can also provide additional information, such as weak points or power supplies. This can provide characters with bonuses in the dark, smoke, or other similar situations.
Intervention: A type of bonus that refers to interrupting a current attack to rescue an ally or to try and prevent the attack.
Typically, Interventions are accomplished with the necessary skill roll.
Impale: A type of damage caused by sharp object swung, thrown, dropped, or hurled directly into the target.
Impale proof: Characters with this type of uniform/armor cannot be damaged by Impale weapons.
Impale resistant: Characters with this type of uniform/armor only receive half damage by Impale weapons.
Laceration: A type of damage caused by a sharp object swung, thrown, dropped, or hurled across the surface of the target, intending to cut.
Laceration proof: Characters with this type of uniform/armor cannot be damaged by Laceration weapons.
Laceration resistant: Characters with this type of uniform/armor only receive half damage by Laceration weapons.
LIABILITY: A type of weakness in an otherwise potentially dangerous explosive. All explosives, including grenades, have LIABILITY, unless otherwise indicated. Explosives and items must be attacked from behind in order for the LIABILITY to take place, unless otherwise indicated. If LIABILITY Explosives and items are attacked and their armor is compromised they will detonate. That means they explode where they are, doing damage to those around them, friends and foes alike. Follow their usual directions when they explode.
Natural 6: Some weapons allow increased damage if a natural 6 is rolled on the dice. If a player is rolling for damage and they roll a 6 the players may re-roll those dice for additional damage. As long as the player rolls a 6 they may continue to re-roll for additional damage. Add the full total of all the rolls for the final damage to the target.
Night vision: A type of equipment that provides its user with the ability to see in the dark. This can provide characters with bonuses in the dark, smoke, or other similar situations.
Nemesis: Most characters have an Nemesis who is their equal in missions and battle. They are their bane in the RPG world and some have very bitter rivalries. This does not always mean they are the best character to engage them in battle. Some characters are better at attacking other opponents and not their Nemesis.
Primary Equipment:
Primary Weapons: Most characters carry weapons and have selected one as their first choice and/or favorite. These they typically carry in their right hand. These may or may not be the weapons they would also attack with first.
All weapons are metal unless otherwise indicated. Non-metal weapons can be used specifically in situations where metal weapons cannot.
Retreat: A type of bonus that refers to a character moving away from an opponent in prior to attack.
Secondary Equipment:
Secondary Weapons: Most characters carry additional weapons to help them in their missions and may be a good second choice should something go wrong with their primary weapon or if their mission requires something else. These they typically carry in their left hand, if able. These may or may not be the weapons they would attack with second.
All weapons are metal unless otherwise indicated. Non-metal weapons can be used specifically in situations where metal weapons cannot.
Shrapnel:A type of damage caused by multiple, jagged holes torn into the target.
Shrapnel proof: Characters with this type of uniform/armor cannot be damaged by Shrapnel weapons.
Shrapnel resistant: Characters with this type of uniform/armor only receive half damage by Shrapnel weapons.
Skills: These talents and abilities are typically used in the RPG-style of game play and not necessarily in combat, unless applicable.
Uniform:
X-Ray vision: A type of equipment that provides its user with the ability to see through solid objects to targets behind them. This can provide characters with bonuses in the dark, smoke, or other similar situations.


Definition of Bonuses
A B C D E F G H I J K L M
N O P Q R S T U V W X Y Z

Bite the Bullet: Intervention
Character can jump in front of an intended target from 3 spaces away to take the damage instead, pushing characters away 1 space.
Cool under fire: +4 defense with cover
Cut & Run-Retreat
When character is selected with missile lock he may immediately move up to 6 spaces.
Dive Strafe-Approach
Must appoach targets in a straight live for 3 spaces prior to attacking with guns.
Drop something?: Entangle
Roll for skill. Pull opponent's weapon from them. Discarded 3 spaces away to player's choosing. Opponent can reclaim weapon if they move to that space.
Dual-chamber-Roll twice for each target
Eagle's Eye: +4 to hit targets.
Environmental Camouflage: +4 defense in for primary environment, +3 defense for secondary environment, +2 defense for third environment
Fire Incoming: +4 defense for Shrapnel weapons.
Grab & Drag-Entangle
Roll a skill of 9. If successful opponent is tied and trapped. Character can pull opponent along their flight path until they roll a save of 11.
KO (Knock Out): Incapacitate
Opponent is knocked out with a natural 6
Leaping Vault Kick: Skill roll of 9. Can hit opponents up to 3 spaces away. 4 dice
Make One Shot Count: +4 to hit single target on one turn
Mocking gloat: +4 to defend against non-hand to hand attacks.
Nerve Punch: Disarm Roll for skill. Hit opponent's weapon from hands. Discarded 3 spaces away to player's choosing. Opponent can reclaim weapon if they move to that space.
Ninja Deflect: Cannot be located by other hand-to-hand characters.
Ninja Sense: Can find other hand-to-hand characters.
Power Gauntlets-Able to wield 2 Large weapons without any negatives.
Shoot from the Hip: -4 for Large weapons/both hands does not apply.
Slip through their fingers: Retreat
When character is fired at he may immediately move up to 6 spaces.
Snake-like bind: Entanglement
Roll a skill of 9. If successful opponent is tied, tripped, and unable to stand until they roll a save of 11. Set tripped character on his side.
Spear: Throw 6 spaces, 4 dice. Can reclaim if character moves to that space.
Spray 'em, don't say 'em:
4 shots instead of 3
Stealth: Cannot be seen by opponents more than 3 spaces away.
Super Stealth: Cannot be seen by opponents more than 2 spaces away.
Swat 'em down-Intervention
If an opponent fires a missile at a friendly target character may make 1 immediate turn to try and shoot it down.
Wrestle Weapon: Entangle
Roll for skill. Can be used to pull opponent's weapon to Footsweep. Opponent can reclaim weapon if Footsweep becomes entangled. Large and smaller weapons only without a backpack.

Possible game play options:
Missions with a time limitation to speed up game play, where each space = 5 seconds.