200 word RPG: SNAFU

God45

#PrayersForBahakan
Joined
23 Oct 2012
Messages
18,454
SNAFU
A game about inept super soldiers on secret, dangerous missions.

Players start each mission with 4 player characters.

Player characters have a name, 1D6+6 hit points, a “gimmick,” and a standard weapon.

Whenever a character attempts something a human could plausibly do, where failure would be dramatic, their player rolls 2D6. If at least one die shows a 6, the character succeeds. In combat, players roll to either attack or avoid getting hit—only players roll dice. A successful attack or failed defense results in damage being dealt. All standard weapons deal 1D6 damage, while all standard unarmed attacks deal 1D4 damage. Regular enemies have 1D6 hit points; enemies with a “gimmick” follow the same mechanics as player characters. At 0 hit points, characters die.

A “gimmick” is a superpower, specialized training, powerful item, or super weapon. A gimmick breaks the rules in some way, such as allowing a character to perform superhuman feats, automatically succeed at a specific task, deal 1D12 damage, gain immunity to certain damage types, reduce damage from attacks by 2 points, roll an extra die for specific actions, or something similar.

Surviving player characters regain lost hit points and gear before the next mission.
 

God45

#PrayersForBahakan
Joined
23 Oct 2012
Messages
18,454
EXAMPLE PLAYER CHARACTERS
Commander FistFight
12 HP - Pistol
Powerglove, does 1D12 damage.


Brain-O
11 HP - Knife
Reads minds


Tommy Rifle
7 HP - Rifle
Automatically succeed at shooting people with a rifle


Unkillable Steve
7 HP - Shotgun
Immune to bullets
 

wilper

Gubevars en rätt produktiv människa.
Joined
19 May 2000
Messages
8,064
Location
Nordnordost
Posse

The Cotton gang robbed the bank and are riding for the border after killing the manager Mr Graw and beautiful Miss Amy Stuart.

Each player brings four riders to the posse.

Riders have a name, 1d6+6 Grit and a standard weapon.

Whenever a rider attempts something plausible where failure would be dramatic, their player rolls 2d6. If the dice show 7 or more, the action succeeds. In combat, players roll to either attack or avoid getting hit. A successful attack or failed defense results in damage being dealt. All standard weapons deal 1d6 damage, while all standard unarmed attacks deal 1d4 damage. Regular enemies have 1d6 Grit; enemies with a “gimmick” follow the same mechanics as the riders. At 0 Grit, the riders die or are forced to abandon the chase.

Each time a player loses a rider their remaining riders reveal a Gimmick, a special ability or item. A gimmick breaks the rules in some way, such as allowing a character to perform legendary feats, automatically succeed at a specific task, deal 1D12 damage, gain immunity to certain damage types, reduce damage from attacks by 2 points, roll an extra die for specific actions, or something similar.
 

God45

#PrayersForBahakan
Joined
23 Oct 2012
Messages
18,454
Posse

The Cotton gang robbed the bank and are riding for the border after killing the manager Mr Graw and beautiful Miss Amy Stuart.

Each player brings four riders to the posse.

Riders have a name, 1d6+6 Grit and a standard weapon.

Whenever a rider attempts something plausible where failure would be dramatic, their player rolls 2d6. If the dice show 7 or more, the action succeeds. In combat, players roll to either attack or avoid getting hit. A successful attack or failed defense results in damage being dealt. All standard weapons deal 1d6 damage, while all standard unarmed attacks deal 1d4 damage. Regular enemies have 1d6 Grit; enemies with a “gimmick” follow the same mechanics as the riders. At 0 Grit, the riders die or are forced to abandon the chase.

Each time a player loses a rider their remaining riders reveal a Gimmick, a special ability or item. A gimmick breaks the rules in some way, such as allowing a character to perform legendary feats, automatically succeed at a specific task, deal 1D12 damage, gain immunity to certain damage types, reduce damage from attacks by 2 points, roll an extra die for specific actions, or something similar.
En klar förbättring över min version! :love:
 

God45

#PrayersForBahakan
Joined
23 Oct 2012
Messages
18,454
Raid the Christians!

Blood for Oden! Plunder and slaves for the tribe! DEATH! DEATH!!!

Each player brings four Vikings to the raiding party.

Vikings have a name, 1d6+6 gore, and a standard weapon. Whenever a Viking attempts something plausible where failure would be dramatic, their player rolls 2d6. A roll of 7 or more means the action partially succeeds; a roll of 10 or higher means it fully succeeds.

In combat, players roll to either attack or avoid being hit. A successful attack or failed defense deals damage. Standard weapons deal 1d6 damage, while unarmed attacks deal 1d4. Civilians have 2 gore, regular enemies have 4 gore, and powerful enemies have 1d6+6 gore. When a character reaches 0 gore, they die.

If a player loses a Viking, all their remaining Vikings gain a Doom from Oden! Spending a Doom adds +2 to any roll. Each time a Viking personally kills someone, they gain +1 gore (with no upper limit).

Vikings can discover treasures that break the rules, such as enabling legendary feats, auto-succeeding on specific tasks, dealing 1d12 damage, granting immunity to certain damage types, reducing damage taken by 2 points, or rolling extra dice for specific actions.
 
Top