E
It Wandered In From the Wastes
PnP RPG system with its roots in fallout.
(latest version is post 22 of this thread)
All mechanics open for alteration, though I may argue some points.
Influences - SPECIAL, Shadowrun, CP2020.
Stats
Human range 1-10, 1 is cripplingly bad, 2-3 is noticeably low, 4-6 is average, 7 represents a “career” level in a stat, 8-9 noticeably high, 10 exceptional
Strength, Perception, Endurance, Charisma, Intelligence, Agility, Luck.
Calculated stats
Sequence (Ax2), Move ((E+A)/2), Base actions ((I+A)/2),
Skills
Skills are percentile, with a base of about 4xStat. Small guns for example may have a base of Agility + Intelligence + Perception + Perception.
Rolls
To succeed in a skill roll 2 ten sided dice (D10) use one as the 10's digit and the other as the 1's digit. (alternately use a random number generator) If the roll is less than your skill (plus or minus modifiers) you succeed. Critical Failure happens if you roll 100 or above (90 + Luck). Critical Success happens if you roll under (Luck)
Specialization
Skills can be specialized, to do this at game start subtract 10 from your skill and add 10 to the new speciality. So if you start with Speech at 32 and decide to specialize in “seduction” you change your base speech to 22 and add Seduction 42,
After character creation Skill points spent on specialities are twice as effective 1 skill point increases a speciality by 2.
Hopefully this will make it so we can use the 19 or so existing fallout skills as the base skills and have everything else as specializations from them.
Contested Skills
Contested skills, roll against modified skill and compare success margin.
You are trying to sell a box of mystery cans to a shop keeper. You have a Barter of 34 and the shop keeper has Barter 56. The Overseer(GM) rules that it is a bit of a buyers market (-10%) on your roll. The Overseer decides the shop keeper is intimidated by the group (so the shop keeper gets a -20%) you roll 67 vs a target of 24 and the shop keeper rolls a 70 vs a target of 36.
You fail by 43 and the shop keeper fails by 34. A difference of 7 in the shop keepers favour so you accept a lower price.
Alternate contests. Sneaking for example can be against an opponents Perception stat. If so multiply the stat by 10 for determining a value then treat as a regular contested skill. While on the surface this may not look fair, modifiers have to be taken into account. (sneaking in daylight with no cover in front of someone is difficult)
Combat
Who goes first? Roll 1D10 and add it to your Sequence, (luck may be temporarily spent to up this number, announce before rolling)
Roll Action points. Roll 1D10 and add it to Base actions, (again luck may be used, as above)
Announce actions, (in a general sense) lowest sequence first.
The person with highest sequence acts first, performs an action and reduces their action points by that number. “I draw my 10 mm” The person with the next highest sequence goes next “I move towards cover” until all participants with remaining action points have had a turn. A participant may choose to wait and use their action points later in the round.
Once everyone has depleted their action points the combat round ends, Luck is refreshed and begin again.
To do
Injury
Melee
Shooting (probably similar to CP2020, every gun has a list of ranges, close range is +20 to skill, long range is -20 to skill)
have other things for luck to do in combat, especially defensive.
Notes
Gun stats
Class/sub class - What skill do you use to fire the gun. "SG/P" Would be Small guns/Pistol
Accuracy - How much of a bonus does the gun provide to the to hit roll. (this is to do with inherent accuracy not bonuses provided by sights etc)
Size - How big is the gun, Tiny weapons are very easy to hide these represent derringers and the like, Small these are weapons that could conceivably fit in a pistol holster, medium this is larger smgs and carbines, large guns are full sized battle rifles like the ak-47, Huge weapons are machine guns and bazooka sized.
Frequency - How easy is it to find spare parts, a replacement and ammunition. (E)asy, (S)imple, (T)ricky, (H)ard, (I)mpossible. Then note the ammunition, 10mm for example
Shots - How many bullets does it hold
AP/Mode - How many Action points used for a type of firing, e.g. 3/SS, 5/B would be 3 AP for a single shot, 5 AP for a burst.
Range - What are the key ranges, Inside, Medium, Maximum. A pipe rifles ranges would be (2,50,100). The first number is how close does an opponent have to be to be too close to easily hit. The second number is the distance that the weapon has no range modifiers, the third number is the range when a miracle would be required for a hit.
Condition - How well maintained the gun is (E)xcellent, (G)ood, (A)verage, (P)oor, (T)errible.
$ - Value.
So the 10mm from fallout 1 would be written up like this.
Name, Class, Accuracy, Size, Frequency, Shots, AP/Mode, Range, Condition $
10mm Pistol , SG/P, 0, Small, Simple 10mm, 12, 5/SS, (1,25,50), Good, 250
Carry Weight
Three levels so lightly armoured characters have a benefit, up to strength x 10 no restrictions. up to strength x 40 base actions stat penalized.
Edit
Range - What are the key ranges, Inside, Medium, Maximum. A pipe rifles ranges would be (2,50,100). The first number is how close does an opponent have to be to be too close to easily hit. The second number is the distance that the weapon has no range modifiers, the third number is the range when a miracle would be required for a hit. The inside range can be removed as the weapons size provides the same information, i.e. at what range is it too short to use this weapon.
Weapons will also need a weight
Moderate this thread out of existence if required. Or if possible correct the lowercase p in "Pnp" in the title.
(latest version is post 22 of this thread)
All mechanics open for alteration, though I may argue some points.
Influences - SPECIAL, Shadowrun, CP2020.
Stats
Human range 1-10, 1 is cripplingly bad, 2-3 is noticeably low, 4-6 is average, 7 represents a “career” level in a stat, 8-9 noticeably high, 10 exceptional
Strength, Perception, Endurance, Charisma, Intelligence, Agility, Luck.
Calculated stats
Sequence (Ax2), Move ((E+A)/2), Base actions ((I+A)/2),
Skills
Skills are percentile, with a base of about 4xStat. Small guns for example may have a base of Agility + Intelligence + Perception + Perception.
Rolls
To succeed in a skill roll 2 ten sided dice (D10) use one as the 10's digit and the other as the 1's digit. (alternately use a random number generator) If the roll is less than your skill (plus or minus modifiers) you succeed. Critical Failure happens if you roll 100 or above (90 + Luck). Critical Success happens if you roll under (Luck)
Specialization
Skills can be specialized, to do this at game start subtract 10 from your skill and add 10 to the new speciality. So if you start with Speech at 32 and decide to specialize in “seduction” you change your base speech to 22 and add Seduction 42,
After character creation Skill points spent on specialities are twice as effective 1 skill point increases a speciality by 2.
Hopefully this will make it so we can use the 19 or so existing fallout skills as the base skills and have everything else as specializations from them.
Contested Skills
Contested skills, roll against modified skill and compare success margin.
You are trying to sell a box of mystery cans to a shop keeper. You have a Barter of 34 and the shop keeper has Barter 56. The Overseer(GM) rules that it is a bit of a buyers market (-10%) on your roll. The Overseer decides the shop keeper is intimidated by the group (so the shop keeper gets a -20%) you roll 67 vs a target of 24 and the shop keeper rolls a 70 vs a target of 36.
You fail by 43 and the shop keeper fails by 34. A difference of 7 in the shop keepers favour so you accept a lower price.
Alternate contests. Sneaking for example can be against an opponents Perception stat. If so multiply the stat by 10 for determining a value then treat as a regular contested skill. While on the surface this may not look fair, modifiers have to be taken into account. (sneaking in daylight with no cover in front of someone is difficult)
Combat
Who goes first? Roll 1D10 and add it to your Sequence, (luck may be temporarily spent to up this number, announce before rolling)
Roll Action points. Roll 1D10 and add it to Base actions, (again luck may be used, as above)
Announce actions, (in a general sense) lowest sequence first.
The person with highest sequence acts first, performs an action and reduces their action points by that number. “I draw my 10 mm” The person with the next highest sequence goes next “I move towards cover” until all participants with remaining action points have had a turn. A participant may choose to wait and use their action points later in the round.
Once everyone has depleted their action points the combat round ends, Luck is refreshed and begin again.
To do
Injury
Melee
Shooting (probably similar to CP2020, every gun has a list of ranges, close range is +20 to skill, long range is -20 to skill)
have other things for luck to do in combat, especially defensive.
Notes
- It costs 5 Action points to travel your move stat (in meters)
Gun stats
Class/sub class - What skill do you use to fire the gun. "SG/P" Would be Small guns/Pistol
Accuracy - How much of a bonus does the gun provide to the to hit roll. (this is to do with inherent accuracy not bonuses provided by sights etc)
Size - How big is the gun, Tiny weapons are very easy to hide these represent derringers and the like, Small these are weapons that could conceivably fit in a pistol holster, medium this is larger smgs and carbines, large guns are full sized battle rifles like the ak-47, Huge weapons are machine guns and bazooka sized.
Frequency - How easy is it to find spare parts, a replacement and ammunition. (E)asy, (S)imple, (T)ricky, (H)ard, (I)mpossible. Then note the ammunition, 10mm for example
Shots - How many bullets does it hold
AP/Mode - How many Action points used for a type of firing, e.g. 3/SS, 5/B would be 3 AP for a single shot, 5 AP for a burst.
Range - What are the key ranges, Inside, Medium, Maximum. A pipe rifles ranges would be (2,50,100). The first number is how close does an opponent have to be to be too close to easily hit. The second number is the distance that the weapon has no range modifiers, the third number is the range when a miracle would be required for a hit.
Condition - How well maintained the gun is (E)xcellent, (G)ood, (A)verage, (P)oor, (T)errible.
$ - Value.
So the 10mm from fallout 1 would be written up like this.
Name, Class, Accuracy, Size, Frequency, Shots, AP/Mode, Range, Condition $
10mm Pistol , SG/P, 0, Small, Simple 10mm, 12, 5/SS, (1,25,50), Good, 250
Carry Weight
Three levels so lightly armoured characters have a benefit, up to strength x 10 no restrictions. up to strength x 40 base actions stat penalized.
Edit
Range - What are the key ranges, Inside, Medium, Maximum. A pipe rifles ranges would be (2,50,100). The first number is how close does an opponent have to be to be too close to easily hit. The second number is the distance that the weapon has no range modifiers, the third number is the range when a miracle would be required for a hit. The inside range can be removed as the weapons size provides the same information, i.e. at what range is it too short to use this weapon.
Weapons will also need a weight
Moderate this thread out of existence if required. Or if possible correct the lowercase p in "Pnp" in the title.
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