It's All Just Saves From Here On Out Rulebook v3
It's All Just Saves From Here On Out Rulebook v3
It's All Just Saves From Here On Out Rulebook v3
' S V E S
I T S A
S T R E
JU M HE
F R O T
O U
ONNor
bert
G. M ata
usch
Û EXAMPLE NPCs
Busted-up ratbike rider gang, 10hp, all
stats 10, sawed-off shotguns 1d8, roll
damage with advantage, leather vests
(armor 1).
*LEVEL*
You start at 1.
*STATS*
Each player: Roll six times 3d6 and
write down the numbers. Invent six
stats, assign each one a number. If the
referee thinks you're trying to fuck
with him, you might lose that stat. AND
the number.
*SKILLS*
You get 10 skills, each linked to one
of your stats. If you save against a
skill, save against the stat+Level.
*GEAR*
Pick 2d6 items from an rpg book. This
is regular, off-the-shelf gear. Then,
lose 1d6 of them. If gear can be
destroyed, assign hit points to it. Or
assign stats, just like characters have.
*POWERS*
Pick 1d4. These can be cyberware,
mutations, spells, PSI, connections,
special backgrounds, whatever your
group thinks is Cool.
*SAVES*
Roll ad20 on or under the most
appropriate stat. If you don't have
any, save vs. 4.
*DAMAGE*
Small weapons: 1d6; medium weapons: d8;
large weapons: d10; some weapons might
have smaller or bigger dice than that.
*HIT POINTS*
If you want to play with hit points
instead, roll 8d6+2 to determine your
maximum amount of hit points (30 on
average). Lose half of them, and you're
unconscious. Lose more than that, and
you're seriously wounded. You die if
you don't have any hp left.
*ARMOR*
Light: reduce damage by 1. Medium:
reduce damage by 2. Heavy: reduce
damage by 3 or even more.
*COMBAT*
Save vs. your most appropriate stat or
skill, opponent does the same. The
highest, but still successful roll hits
and rolls damage.
*SPEED-OPTIMIZED COMBAT*
Roll 1d20+modifier; mod=(STAT or SKILL-
12)/2; opponent does the same. Higher
sum hits and rolls damage.
*Unimportant NPCs*
Assign stats and numbers as you need
them. Give them between 5 and 20 hit
points. Make a KO save vs. 10 each time
they are hit and have less than half
of their hp left. Or simply drop them
after one hit.
*Important NPCS*
Treat them like player characters.
*ADD-ONS*
Instead of rolling damage and
subtracting it from stats or hp, simply
make a save vs. the most appropriate
stat. The referee may slap modifiers on
the roll. A successful roll means you
took the damage quite well. A failed
roll means it got you good. The exact
number of hits a character can take
varies from setting to setting, but 4
is a good number.
Û EXAMPLE CHARACTER
(for Shadowrun)
Fatback McCormic, Overweight Elven Gang
Member Level 1
(and hell yeah, I rolled great!)
POWERS
· Cyberware: Dermal Plating (counts as
Armor 3)
Û EXAMPLE CHARACTER
(for Hong Kong Action roleplaying)
Gon Smithy Ho, Mystical Triad Thug
POWERS
· Spell: Righteous Demon Fist (1d12
damage, area)