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Shooter! [New: Classes]

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    Shooter! [New: Classes]

    Yeah, I made a game. It's kinda like a watered down DnD (meaning less stats, and only needing two 6 sided dice.) Oh, and it's for 2 people: one Gamemaster and one player. I'll post the rules and the first mission here soon, but me and Jase are gonna playtest it. I'm just posting this now because if I get people wanting to see it I'll be more motivated to type it up. (Right now the rules exist only in my head.)
    But, I can at least post what the character sheet looks like.

    Don't worry, I know it's small. I'm gonna make a zip file with a full sheet, rules, and the first adventure.
    Last edited by hitogoroshi; 04-03-2007, 06:53 PM.

    #2
    Re: Shooter!

    Training mission is done. It's so short I'm not gonna post it until I convert a mission I made before I changed the core mechanics.
    I revamped the system quite a bit (the character sheet still works, it's just going to need a second page. Oh, and change Sonic Knife to +3 AIM instead of Autohit.) I also made an advancement system.
    I'll post one more little thing: the three character types. You may not understand what some of the bonus's are, but you should get the gist of it.

    Gunners: AIM stat characters.
    Stat upgrade- +1 Health/level
    Consumable- Firebomb. 2 damage to one enemy within 2 sqaures.
    Starting Weapon ability- Second Barrel. Grants Double Attack. Can attack twice in one turn.
    Starting Special ability- Hail of Bullets. If the Gunner attacks twice in one turn, they get their gun bonus to defense rolls on all attacks following the second one for the turn.

    Gearheads: TECH stat characters.
    Stat upgrade- +2 shield/level.
    Consumable- Stinger. 1 damage to all enemies within 2 sqaures of any point up to 3 squares away.
    Starting weapon ability- Basic gun mod. +2 to AIM.
    Starting speical ability- Trap modification. If they sucessfully disable a trap, they can make a Tech check at the disable difficulty + 2 to re-arm it to their desires. They suffer no ill effect if they fail, but can only perform the check once.

    Ghosts: STEALTH stat characters.
    Stat upgrade- +1 speed every odd level.
    Consumable- Flasher. 1 round action, blinds everyone with line of sight for 3 rounds. (If someone besides the ghost has the knowledge to close their eyes, they are unaffected.)
    Starting Weapon Upgrade- Sonic Knife upgrade. Becomes Sonic Blade, giving it +1 AIM and changes reach from 0 to 1. (This takes away last attack.) Movement attacks can only be made if the target is directly in front of the final sqaure of movement.
    Starting Special Ability: Snipe. If they make a shot from cover, they do not instantly become unidden. It takes the target one round to find the ghost, and anyone with line of sight to the target and the ghosts posistion 3 rounds.

    In more basic terms-

    Gunners: Good against large groups, because of double attack and hail of bullets. Neutral against strong single units- they have a strong AIM and two attacks, which helps in wars of attrition, as well as a firebomb per adventure. Bad against non-combat challanges, such as traps, as their only perk is a high health against posion and other traps circumventing shield and a good AIM for dodging.

    Gearheads: Good against non combat challanges. TECH checks are often made to discover traps (and are typically easier to make then corresponding AIM checks to dodge.) They can also use the traps to help them with Trap Modification. Neutral against groups- stinger is a big help, and they have a large shield to take damage while they take out people with the AIM mod gun. Bad against strong single units- they usually have higher AIM's even when the Basic Gun Mod is taken into account, and the high shield doesn't help as much since typically at least two damage is dealt.

    Ghosts: Good against strong single units. The sonic blade is easily the strongest weapon, and if they can get cover snipe gets them the unprepared bonus for a round and then another round with no hits. Neutral against non-combat challanges- while they have neither of the avoidance stats, most are simply not triggered because no one sees the ghost. Bad against groups- unless they are lucky enough to get many chances for on the run attacks, they must stab one by one while taking a good deal of fire. Flasher off-sets this slightly if they only need to run.

    Recommended second highest stat:
    Gunners: TECH. Tech checks v. traps are usually easier than AIM, and it lets them use cool weaponry that their high AIM can take advantage of.
    Gearheads: STEALTH. When going up against strong enemies, that unprepared bonus is a huge boon, and the high shield helps when they become unhidden.
    Ghosts: AIM. If their AIM is good enough, they can use the blaster more often, helping against groups.

    While this may seem to doom you to one build per class, don't worry- the advancement system is where the diversity kicks in. You can have a generic Rank 0 till then.
    Last edited by hitogoroshi; 04-03-2007, 06:53 PM.

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      #3
      Re: Shooter!

      It sounds a little like a Resident Evil system I did a few years back. It wasn't as gloriously popular among my gaming buddies as "Quest", which was basically a d100 system I made in high school (Maybe I'll post the mechanics here sometime), but it was pretty interesting for the one adventure we did with it.

      I'm curious about the mechanics and advancement.

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        #4
        Re: Shooter!

        Yeah, I was gonna have this using a D20 but since it's two people and can be shared via the internets I thought I'd make it only need D6's.

        Advancement is actually undergoing work again: I decided to create new speical abilties for each of the three classes and it's a pain in the rump to balance.
        Mechanics- basically, roll a D6 + one of those skills. Seriously, it's pretty simple. Combat is usually opposed AIM checks, with the winner dealing damage (although there ARE a few other actions you can take.)
        Last edited by hitogoroshi; 04-03-2007, 06:55 PM.

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          #5
          Re: Shooter!

          Shooter looks fun. I wanna play. You should make a rocket launcher user though.

          They are guns too. Don't be racist.

          Well, at least they are in gun games.

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            #6
            Re: Shooter!

            Wow. It sounds like a game that I would definetly want to try!

            Comment


              #7
              Re: Shooter! [New: Classes]

              Heh....out of all the threads on this board, this is the one Evil Chipmunk decided to lose his Pavilion viginity to....

              Comment


                #8
                Re: Shooter! [New: Classes]

                Oh yeah, this.
                I,uh...didn't really do much. I have the adventure, but it's in a notebook. I guess I'll start conversion for chipmunk here. :P

                Comment


                  #9
                  Re: Shooter! [New: Classes]

                  This sounds cool, I'd be interested in trying it out.

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