Another Homebrew RPG Idea

Another homebrew idea, Frankenstein of ideas from D&D5e and BRP (Chaosium’s Basic Role Playing/Call of Cthulhu system), with a few bits borrowed from Marvel Multiverse RPG and GURPS, and a huge chunk from Peter Atkinson’s Envoy idea.

As with other tabletop role-playing rules, this game combines storytelling, decision-making, and imagination to create heroic adventures in a shared fictional world. One player, the Game Master (GM), describes scenes, while others respond by detailing their characters’ actions and intentions (their “how and why” each turn).

Dice and rules are used only when outcomes are uncertain and failure makes things more interesting. A failed roll might still mean a task succeeds, but the outcome for the characters will somehow become worse.

X-CARD SAFETY RULES
* Used to avoid uncomfortable themes or situations in play.
* Hold up an X-card to stop play and skip or redirect a scene.
* A player may or may not chose to explain content issues with a scene.
* Players are never required to explain reasons for playing X-cards.
* More info via John Stavropoulos: https://shorturl.at/YG3UJ

RPG PLAYING RULES
* Only roll if consequences of failure would be interesting to the story.
* For action checks, use the single best stat (ability score or skill value) that fits the task.
* Players may use either percentile dice or 20-sided dice (d20). The odds are the same.
* Advantage: Roll twice and use the better result.
* Disadvantage: Roll twice and use the worse result.
* Saving Throw: Roll to avoid harm; does not count as an action.

By percentile dice…
* Basic Check: To succeed, roll percentile dice equal to or under stat.
* Difficulty (Percentile): Easy +25% to stat, Hard -25%, Extreme -75%.
* Critical Success: Natural roll of 1 to 5.
* Critical Failure: Natural roll of 96 to 100.
* Opposed Actions: Lowest roll, at least equal to or under the stat.

By d20…
* Basic Check: To succeed, roll 1d20 + stat modifier of 10 or higher.
* Difficulty (d20): Easy roll 5 or higher; Hard, 15 or higher; Extreme, 25 or higher.
* Critical Success: Natural roll of a 20 on a d20.
* Critical Failure: Natural roll of a 1 on a d20.
* Opposed Actions (d20): Highest roll of d20 + stat modifier.

If a basic check is successful, or saving throw is failed…
* Roll for effect (1d10 + stat modifier).
* Target’s resistance value subtracts from effect (such as body armor against physical damage).
* Extended Tasks: Roll once per round, minute, hour, day, or week as appropriate.
* Extended Task Results: May require 20 or more effect points to complete over time.

LUCK
* A character may spend one Spirit Hit Point per dice roll to turn a basic roll into Advantage, or a Disadvantaged roll to a basic roll.
* Body or Mind Hit Points may be used for some actions involving physical or mental strain.
* Some items may grant Luck Points usable in place of Spirit Hit Points for affecting rolls.

MOVEMENT
* Human move per round (plus one action) = 15 meters (or 50 feet).
* Human double move (no action) = 30 meters (or 100 feet).
* Human walking speed = 5 kph (or 3.5 mph).
* Human travel speed = 40 km per day (or 25 miles per day).

COMBAT
* One combat round equals about 10 seconds. One minute equals 6 rounds.
* Each round a character may take one action and move, or do a double move.
* As an action, a character may choose to evade known or seen attacks, gaining +5 resistance.
* Initiative: Highest Dexterity acts first, then player picks next to act.
* A basic hit causes 1d10 + stat modifier in base damage (before subtracting resistance).
* “Light” attack -5 damage, “Heavy” attack +5 damage, “Superheavy” attack +10 damage.
* A critical hit (percentile 1 to 5 or natural 20 on d20) causes double base damage.
* Damage not negated by resistance reduces Body, Mind, or Spirit Hit Points.
* If single hit’s effective damage exceeds half the target’s total Hit Points, roll to avoid shock (if Body, unconscious; if Mind, insanity; if Spirit, demoralized). Player has 50% chance of recovery at end of turn each round, until then GM controls actions in the worst practical way.
* A target at 0 for any Hit Points total (Body, Mind, or Spirit) becomes incapacitated.
* An incapacitated target suffers a 1 in 10 chance of dying each of its turns in a round, and each time the target suffers a new hit causing damage.
* An incapacitated target that is stabilized by a Hard medical task (first aid, healing) no longer risks death unless suffering new damage.
* Each hour of rest, living targets recover 1d10 Hit Points; roll separately for Body, Mind, and Spirit.

Special Attacks: An attacker may roll with Disadvantage and, if the hit would have caused a loss of hit points, the result can instead be one of the following effects. The hindrance lasts until the target makes an appropriate saving throw, or when the combat encounter ends.
* Ablaze: Fire attack causes additional 5 damage at start of target’s turn; 50% chance of going out at end of turn, or 100% chance if spending an action to douse flames.
* Blinded: Disadvantage on melee attacks and ranged attacks are impossible to target; 50% chance to regain sight at end of each turn.
* Deafened: Disadvantage to use communication skills and impossible to hear other sounds; 50% chance to regain hearing at end of each turn.
* Immobilized: Target cannot move from spot, take physical actions, and automatically loses Dexterity saving throws; 50% chance of breaking free or regaining motion at end of each turn.
* Prone: Target is knocked to the ground, suffering Disadvantage on melee attacks, giving melee attackers Advantage against the target, and giving ranged attackers Disadvantage; half movement to get back up.
* Stunned: Target cannot move or take actions during next turn, but recovers on following turns unless again Stunned.

LEVEL
* Level -1: human children, tiny vermin (rat).
* Level 0: human adult (minor hero, capable henchman), small predator (coyote).
* Level 1: dangerous human (skilled hero or henchman), medium predator (panther).
* Level 2: formidable human (seasoned hero or henchman), large predator (tiger).
* Level 3: master/expert human (major hero or henchman), very large predator (allosaurus).
* Level 4: legendary human (greatest in city), huge predator (orca).
* Level 5: superhuman (greatest in nation), giant predator (tyrannosaur).
* Level 6: greater superhuman (greatest on continent), very giant predator (mosasaur).
* Level 7: ultimate superhuman (greatest on planet), super predator (megalodon).
* Level 8: beyond superhuman (greatest in sector), gargantuan predator (kaiju).
* Level 9: mythic superhuman (greatest in galaxy), colossal predator (big kaiju).
* Level 10: cosmic superhuman (greatest in universe), mythic “god-killer” monsters.
* Above Level 10: celestial beings, elder horrors, demigods.

ABILITIES
* Charisma: Force of personality, charm, persuasion, performing, leadership.
* Combat: Fighting, using weapons, group tactics on a battlefield.
* Constitution: Health, vigor, stamina, toughness, resistance to disease.
* Dexterity: Agility, coordination, precision, quickness, reflexes.
* Education: Understanding of technology, arts, sciences, humanities.
* Intelligence: Mental acuity, logic, memory, reasoning, wits.
* Perception: Basic senses, intuition, spotting details and clues.
* Power: Supernatural awareness and abilities.
* Size: Physical height, weight, mass.
* Status: High rank, wealth, influence, authority within society.
* Strength: Brawn, muscles, physical force, lifting, carrying, throwing.
* Wisdom: Compassion, insight, empathy, sound judgment.

Ratings
* 9% or less … Feeble (minimal)
* 10% to 24% … Terrible (inept)
* 25% to 34% … Poor (untrained)
* 35% to 59% … Fair (trained, talented)
* 60% to 74% … Good (veteran, professional)
* 75% to 89% … Excellent (master, expert, 1 in 1000)
* 90% to 99% … Great (legend, genius, 1 in a million)
* 100% to 199% … Monstrous (beyond human limits)
* 200% to 299% … Low Immortal (superhumans)
* 300% to 399% … High Immortal (greater superhumans)
* 400% or more … Cosmic Powers (demigods, elder horrors)

HIT POINTS
* Body Hit Points: Vitality, fatigue, physical trauma.
* Mind Hit Points: Sanity, stress, focus, mental trauma.
* Spirit Hit Points: Mystical and psychic potential, luck, corruption.

SKILLS
* Vary by setting, backgrounds, natures, and other story features.
* Some setting may grant a specific set of skills to all characters, such as Computer Use and Driving (Car) in a modern setting.

For reference on Size…
* 110% … 260 cm / 8 feet, 6 inches (about 139 kg / 308 lbs.)
* 105% … 251 cm / 8 feet, 3 inches (about 133 kg / 294 lbs.)
* 100% … 243 cm / 8 feet, 0 inches (about 126 kg / 280 lbs.)
* 95% … 235 cm / 7 feet, 8 inches (about 120 kg / 266 lbs.)
* 90% … 227 cm / 7 feet, 5 inches (about 114 kg / 252 lbs.)
* 85% … 219 cm / 7 feet, 2 inches (about 107 kg / 238 lbs.)
* 80% … 211 cm / 6 feet, 11 inches (about 101 kg / 224 lbs.)
* 75% … 203 cm / 6 feet, 8 inches (about 95 kg / 210 lbs.)
* 70% … 195 cm / 6 feet, 4 inches (about 88 kg / 196 lbs.)
* 65% … 186 cm / 6 feet, 1 inches (about 82 kg / 182 lbs.)
* 60% … 178 cm / 5 feet, 10 inches (about 76 kg / 168 lbs.)
* 55% … 170 cm / 5 feet, 7 inches (about 69 kg / 154 lbs.)
* 50% … 162 cm / 5 feet, 4 inches (about 63 kg / 140 lbs.)
* 45% … 154 cm / 5 feet, 0 inches (about 57 kg / 126 lbs.)
* 40% … 146 cm / 4 feet, 9 inches (about 50 kg / 112 lbs.)
* 35% … 138 cm / 4 feet, 6 inches (about 44 kg / 98 lbs.)
* 30% … 130 cm / 4 feet, 3 inches (about 38 kg / 84 lbs.)
* 25% … 121 cm / 4 feet, 0 inches (about 31 kg / 70 lbs.)
* 20% … 113 cm / 3 feet, 8 inches (about 25 kg / 56 lbs.)
* 15% … 105 cm / 3 feet, 5 inches (about 19 kg / 42 lbs.)
* 10% … 97 cm / 3 feet, 2 inches (about 12 kg / 28 lbs.)
* 5% … 89 cm / 2 feet, 11 inches (about 6 kg / 14 lbs.)
* 0% … 81 cm / 2 feet, 7 inches (about 0 kg / 0 lbs.)

For reference on Status…
* 9% or less … Outcasts, convicted criminals, slaves
* 10% to 24% … Underclass, excluded from most society
* 25% to 34% … Working poor, unskilled labor
* 35% to 59% … Working class, blue-collar and clerical workers
* 60% to 74% … Lower middle class, craftsmen and semi-professionals
* 75% to 89% … Upper middle class, salaried professionals, middle managers
* 90% to 99% … Capitalist class, top executives, heirs to top 1%
* 100% to 199% … Elite class, lesser nobles (knights to dukes), major leaders
* 200% to 299% … Royalty, greater nobles (kings, queens), global or multi-world leaders
* 300% or more … Global and interstellar emperors, leaders of a galaxy

WEAPON RANGES
Disadvantage between effective and maximum distance to a target.

Archaic…
* Thrown Knife or Dagger (effective up to 5m/16 feet; maximum 12m/40 feet)
* Thrown Spear or Military Javelin (effective up to 30m/100 feet; maximum 110m/360 feet)
* Bow (effective up to 50m/165 feet; maximum 275m/900 feet)
* Crossbow (effective up to 50m/165 feet; maximum 400m/1,300 feet)
* Longbow (effective up to 230m/750 feet; maximum 365m/1,200 feet)

Modern…
* Thrown Grenade (effective up to 45m/150 feet; maximum 70m/230 feet; )
* Pistol (effective up to 45m/150 feet; maximum 180m/590 feet)
* Shotgun (buckshot) (effective up to 45m/150 feet; maximum 180m/590 feet)
* Shotgun (slug) (effective up to 90m/300 feet; maximum 365m/1,200 feet)
* Submachinegun (effective up to 100m/330 feet; maximum 1,200m/4000 feet)
* Rifle (effective up to 550m/1,800 feet; maximum 900m/3,000 feet)
* Sniper Rifle (effective up to 1,100m/3,600 feet; maximum 1,370m/4,500 feet)

Sci-fi…
* Military Laser Pistol (effective up to 550m/1,800 feet; maximum 900m/3,000 feet)
* Pulse Rifle (effective up to 500m/1,650 feet; maximum 1,000m/3300 feet)
* Military Laser Rifle (effective up to 1,100m/3,600 feet; maximum 1,370m/4,500 feet)
* Gauss Rifle (effective up to 1,200m/4,000 feet; maximum 1,500m/5,000 feet)

WEAPON DAMAGE
* Hand-to-Hand Attack: 1d5 + Combat, Strength, or skill modifier
* Light Melee Weapon (knife, club): 1d5 + Combat, Dexterity, Strength, or skill modifier
* Basic Melee Weapon (axe, sword): 1d10 + Combat, Strength or skill modifier
* Heavy Melee Weapon (two-handed greatsword, polearm): 1d10 + 5 + Combat, Strength or skill modifier
* Light Ranged Weapon (thrown knife): 1d5 + Combat, Dexterity, or skill modifier
* Basic Ranged Weapon (bow, pistol, rifle): 1d10 + Combat, Dexterity, or skill modifier
* Heavy Ranged Weapon (autofire gun, sniper rifle): 1d10 + 5 + Combat, Dexterity, or skill modifier
* Superheavy Ranged Weapon (light anti-tank): 1d10 + 10 + Combat, Dexterity, or skill modifier

DAMAGE RESISTANCES

Armors…
* -5 damage … Light (leather jacket, hazardous materials suit)
* -10 damage … Medium (Kevlar suit, chainmail armor)
* -15 damage … Heavy (platemail, bomb squad suit)
* -30 damage … Superheavy (battlesuits)

Cover Protection…
* Poor (interior wall or door): -10 damage per hit
* Fair (1.5″ bulletproof glass): -15 damage per hit
* Good (1″ steel plate, large sand bag): -20 damage per hit
* Excellent (6″ concrete: -25 damage per hit
* Great (starship hull): -30 damage per hit

Other resistances…
* -Dexterity modifier … Evasion action

From Envoy…

PHYSICAL SKILLS
Balancing
Biking
Climbing
Jumping
Parkour
Running
Skating
Skiing
Surfing
Swimming
Throwing
Tumbling

COMBAT SKILLS
Artillery (specify type)
Blind Fighting
Disarm
Dodge
Fast Draw
Paired Weapons
Parry
Precision blow
Unarmed Combat (specify)
Weapons (specify type)
Wrestling
Strategy
Tactics

ideas for Weapons…

Artillery (Cannons)
Artillery (Howitzers)
Artillery (Mortars)
Artillery (Rockets)
Artillery (Missile Systems)

Unarmed Combat (Grappling/Wrestling)
Unarmed Combat (Striking)

Unarmed Combat (Boxing)
Unarmed Combat (Judo)
Unarmed Combat (Brawling)

Weapons (Firearms)
Weapons (Light Melee)
Weapons (Heavy Melee)
Weapons (Archery/Bows)
Weapons (Crossbows)
Weapons (Thrown Weapons)
Weapons (Polearms)
Weapons (Energy Weapons)
Weapons (Siege Weapons)

CRAFT SKILLS
Armorer
Blacksmithing
Bowing/Fletching
Brewing
Carpentry
Cobbling
Cooking
Dyeing
Embalming/Taxidermy
Engineering
Glass Blowing
Heraldry
Lapidary
Leatherworking
Mason
Mechanics
Mining
Paper Making
Photography
Potting
Rope Use
Scribing
Sculptor
Shipbuilding
Tailoring
Weaponsmithing
Weaving
Woodworking
Industrial Equipment

LANGUAGES
American Sign Language
Arabic
Bengali
English
French
German
Hausa (West Africa)
Hindi
Indonesian
Italian
Japanese
Korean
Mandarin Chinese
Marathi (India)
Persian (Farsi)
Portuguese
Punjabi
Russian
Spanish
Swahili (East Africa)
Tamil
Telugu (India)
Thai (Thailand)
Turkish
Urdu
Vietnamese

KNOWLEDGE SKILLS
Agriculture
Alchemy
Anthropology
Archaeology
Architecture
Astronomy
Biology
Bureaucracy
Chemistry
Communications Ops
Computers
Criminology
Cryptography
Demolitions
Divination
Teaching
Electronics
First Aid
Folklore
Geography
Geology
Herbalism
History
Hypnotism
Linguistics
Literature
Law
Magical Theory
Mathematics
Surgery
Occult
Philosophy
Physics
Politics
Printing
Psychology
Religion
Research
Strategy
Tactics
Toxicology
Zoology
Pathology
Pharmacology

History (Ancient History)
History (Medieval Europe)
History (Early Modern, 1500-1800)
History (Modern, 1800-2000)
History (China)
History (Egypt)
History (Vedic/India)

specialized

History (European Renaissance)
History (European Reformation)
History (European Enlightenment)

Medical Skills…
Biology
First Aid
Pathology
Pharmacology
Surgery
Toxicology
Zoology

SOCIAL SKILLS
Appraisal
Bargain
Beg
Customs
Etiquette
Debate
Deceive
Detect Deception
Ettiquette
Fast Talk
Interrogate
Intimidate
Leadership
Negotiate
Persuade
Seduce
Streetwise

CLANDESTINE SKILLS
Ambush
Bribe
Camouflage
Detect Traps
Forgery
Disarm Traps
Disguise
Escape
Hide
Lip Read
Pick Locks
Pick Pockets
Poison Use
Security Systems
Sleight of Hand
Set Traps
Shadow
Spot Hidden
Stealth
Surveillance
Vehicles
Ventriloquism

ENTERTAINMENT SKILLS
Acrobatics
Acting
Contortion
Dance
Draw
Fashion
Gambling
Impersonate
Juggling
Music
Painting
Poetry
Ropewalk
Singing
Sleight of Hand
Sports & Games
Storytelling

SCI-FI TECHNOLOGY
Artificial Intelligences
Asteroid Mining
Astrography
Biotechnology
Cloning
Cybernetics/Bionics
Cyrogenics
Faster-Than-Light Travel
Genetic Engineering
Holography
Mech Piloting
Mnemosynthesis (crafting of manufacturing memories)
Nanotechnology
Psionics Research
Robotics
Sophontology
Spacecraft Repair
Terraforming
Vacc Suit/Spacesuit Ops
Xenoarchaeology
Xenology
Zero-Gravity/Zero-G Maneuvers

OUTDOOR SKILLS
Animal Handling
Climbing
Direction Sense
Driving
Falconry
Fire-Building
Fishing
Hunting
Mapmaking
Mountaineering
Navigation
Pilot
Riding
Sailing
Snare Building
Sound Imitation
Survival
Swimming
Tracking
Trail Blazing
Weather Sense

From Top Secret: New World Order

Asset Handling
Signal Analysis
Black Bag Ops
Climbing
Cryptography
Deception
Driving
Electronic Communications
Electronic Surveillance
Exfiltration/Infiltration
Explosives
First Aid
Forensics
Forgery
Guerrilla Tactics
Hacking
Hand To Hand Combat
Illusion / Sleight Of Hand
Interrogation
Marksmanship / Weaponry
Paramilitary
Physical Surveillance
Pilot Aircraft
Pilot Watercraft
Psyops
Parachuting
Soft Skills
Street Delivery
Survival