I did some more brainstorming and combined all my rambling notebook pages to come up with a rough document containing some of the core ideas of the game.
The best part is I TOTALLY just realized I can play an early, early, early version of Dinosaur Cowboys using this info, plus the left over information rattling around my head.
+ Combat - # of Attacks in D12s - Modify -1 Attack at Long range, +1 Attack at Short range - To-Hit based on Armor Rating of target - Give +1 AR in cover - Roll all Attacks, count each one >= target AR - Any 12s (Criticals) count as two - Add base damage of weapon to total count - Apply result as HP damage to target - Close combat handled the same way, roll Attacks of Melee type weapon, damage as normal, etc. - Get a free attack on a foe moving out of combat, but no one is locked into hand to hand - Some sort of Charge move, maybe 2xMovement? Results in +1 Attack on Charge - Dino mounts give +Armor Rating, +Movement, +Attacks (in close combat) - Dino mounts use damage tracks, foot targets use plain HP - eg damage track: [ |M| |B|A|AR| |HP| ] - X = Dinomount Dead, M = -1 Movement, B = Break Test, A = -1 Attack, AR = -1 Armor Rating, HP = -1 HP to rider - OR have -1 HP every hit on the dino, which means from an 8 damage attack the dino basically absorbs 7 damage - Dinomounts don't die, they are just removed from play for that battle and must be revived later - Combat example: Firing a Laser Revolver (A=3, D=2) at Short range (+1 Attack) at a target (AR=6) in cover. Roll 4D12 (3 base Attacks, plus 1 for range bonus), get 8, 6, 12, 3 Need a 7 (6 AR +1 for cover), so 8 and 12 hit, so 2 hits. But 12 is a critical so count it for 2, so 3 hits Add base damage of the weapon (2) to the total hits (3) for 5 damage. Reduce by 5 the target HP or apply to Dinomount damage track + Weapons - Reload when X number of 1s rolled (for example 2 1s if the Reload value is 2x1) - Have to spend the whole next firing turn reloading - Firing into close combat is no problem, hits desired target as normal - Some weapons have a blast radius (eg: 2" Explosion) - Allow +X weapons, like "Plasma Rifle +1" - Must specify what is increased, for example Laser Sniper +1A would add 1 Attack - Can increase Range, Attacks, Damage - Also allow prefixes that give Special? Like Explosive Bolt Gun would have a blast - All weapons have a level requirement on them, one of the motivations for levelling up - Weapon statline example: S/M/L = range / distance Sm/Md/Lg = size Laser/Plasma/Gunpowder/Melee = type Requirement is in levels Some weapons have minimum ranges Standardized Special attributes Name S M L Attacks Damage Reload Size Type Requirement Special Cost Laser Revolver 1-3 4-8 8-12 3 2 1x1 Sm Laser 1 N/A $10 Katana Close Combat 2 4 N/A Md Melee 2 N/A $12 Bazooka X 6-10 10-14 1 6 N/A Lg Gun 5 2" Blast $30 Plasma Gatling 1-7 8-14 14-20 6 1 3x1 Lg Plasma 4 N/A $20 + Movement - Double cost to move through any rough terrain - ie: Move 4" over 4" of flat terrain to edge of a forest 8" long, would cost another 16" to move through it - Can't move through any other models (friend or foe) + Turns - Roll for surprise (D12) to see who goes first - Whoever gets higher goes first, rotate turns from there - Turn consists of Movement and Combat + Skills - Have a generic Skill bonus for each character - To do a task, roll D12 and get >= Skill to succeed in the check - Examples: climbing, lifting something, lockpicking, swimming, etc. + Traits - Bonus perks or feats chosen from a list every few levels - All have a level requirement and tree structure to advancement - eg: Fast Move (2xMovement one turn per battle), Double Shot (more Attacks at less Damage), etc. - Only real customization done for a character + Break Test - Roll D12, add Courage, if >= Dinomount Fear score then Break Test is passed - Otherwise Dinomount can flee, do nothing ("stunned with fear"), or go beserk - Slots on damage track prompt Break Tests, maybe other situations like ally killed, urging mount to charge off a cliff, etc. + Characteristics - Player example: Name: X Gender: Male/Female Movement: (1-8") Armor Rating: 0-12 (3 is default) Hitpoints: X Courage: +X Skill: 0-12 Level: X Kills: X (every 10 = level up) - Dinomount example: Name: X Size: Small, Medium, Large Movement: +X" Armor Rating: +X Melee Attacks: +X Fear: X - Generic monstrous creatures have a similar statline, but don't use a damage track and have custom weapons - eg: Sabretooth Cats, Giant Lizards, etc. + Level Ups - Based on # of kills - Dinomounts never level - Perhaps 10 kills per level? - Gain +1 HP every level - Gain +1 Skill every 2 levels - Gain +1 Bravery OR +1 Movement every 3 levels - Also a level requirement for weapons + Money - Money is a Neodollar - Printed and controlled by the Neotechnoists, but some slips out into the poorer Wastelands - Still use '$' sign + Miscellaneous - No food / water tracking - Time is tracked by day, month, year, but just day / night for time of day (not hour by hour) - Travel is X miles = X" Movement score (so a total of 18" Movement would be 18 miles per day) - Use slightly modified USA maps - No limit to weight or inventory maximums, but limit weapons by sizes, and only 1 suit of armor - ie: maximum of equivalent of 2 Large weapons (and 2 Medium = 1 Large, 2 Small = 1 Medium)
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