It's All Just Saves From Here On Out Rulebook v3

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A L L

' 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).

Chieftain of Se Orkkkz, Unbelievably


Strong 17, Can Take A Lot of Abuse 16,
Strategic Cruelty 14, all other stats
10. Rusty katana d8 (make a save or
you now have gangrene), armor made of
the shoulderblades of fallen enemies.

Off-the shelf Hong Kong triad mooks,


20hp, all stats 10, pistols 1d6, Kung Fu
1d6, roll damage with advantage

Mean Machine, chipped out of his mind


hacker, 10hp, Brain on Overdrive 16
(Hacking 17), Reflexes 16, all other
stats 10, Can call in a few really big
favors

Generic pushover, all stats 8, hp 1, 1d2


damage
IT'S ALL JUST
SAVES FROM HERE
ON OUT
Universal roleplaying rules
written with love by
Norbert G. Matausch

My roleplaying game socialization


happened in 1984, with a game that
used stats between 8 and 20, and roll-
on-or-under saves. This mechanic is
probably the single most important
imprint on my gaming DNA.

Add hit points, and you already have a


system that works.

*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.

*NO HIT POINTS*


Damage comes off a random stat. One
stat at 0: scratched. Two stats at 0:
unconscious. Three stats at 0: serious
wound. Four stats at 0: dead.

*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!)

STATS and (Skills)


· Brute Force 15 (Brawling,
Steamrolling opponents)
· Agility 14 (Bando Bull Kung Fu,
Freeclimbing, Shooting Pistols)
· Eye for Opportunities 12 (Help
friends in combat)
· Stubborness 12 (Immovable)
· Leadership 8 (Intimidate bigger
opponents)
· Smarts 12 (Tamper with electronics,
speaks English, Russian and Chinese)

GEAR (picked from SR1e)


· Knife d6
· Expandable Baton d6
· Browning Max-Power d8
· Yamaha Rapier

POWERS
· Cyberware: Dermal Plating (counts as
Armor 3)
Û EXAMPLE CHARACTER
(for Hong Kong Action roleplaying)
Gon Smithy Ho, Mystical Triad Thug

STATS and (Skills)


· Raw Power 15 (Iron Shirt Kung Fu,
Endure Pain)
· Quick Thinking 13 (Find exits,
Connect obvious dots)
· Charming 10 (Gather insider
information, freeloader)
· Daoist Philosophy 9 (spellslinging)
· Patience 8 (Meditation to heal
faster, forward observer)
· Straight-faced lying 8 (Acting)

GEAR (picked from HKAT!, 1st edition)


· Submachine Gun 1d6, area

POWERS
· Spell: Righteous Demon Fist (1d12
damage, area)

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