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isotope
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IsotopeDraft alpha 0.1
Playtest IntroIsotope is a super mini postapocalyptic game in the style of Gamma World or World of Dungeons. Thanksfor playtesting it! This is the whole game! The goal is to provide the absolutely minimum necessary for thegame and leave everything else blank.
Things I need to find out:
Does character creation make sense? Are all the perks and gear interesting? Are the gear and perk choices interesting? What’s the most confusing thing about the game? Do the names of the classes, perks, and game suck? Did I fail to include anything that you absolutely need.
Character CreationChoose a class and rate it +2. Rate the others +1, 0, and 1 divided as you wish.
Human: Descended from the ancients, keeping links with their arts.
Choose 2 perks athletics, orate, history, parlay, perfect specimen, warfare. Take 1 tech weapon, 1 techgear, 1 tech armor
Mutant: Unique in form; something new on the Earth.
Choose 1 mutation (any) and 2 perks barter, parlay, mutant animal, physical mutation, weird mutation.Take 1 armor or nontech weapon, 2 gear
Wolfling: Surviving and thriving without regard to the ancients and their ways.
choose 2 perks athletics, barbarian, brawl, intimidate, physical mutation, parlay, survivalist, healing. Take1 primitive weapon, 1 armor, 1 gear
Troll: A student of ancient technology and lost secrets.
Choose 2 perks computers, drive, heal, machinery, parlay, juryrig, science, weird mutation, repair,healing. Take 2 tech items (any), 2 nontech items (any)
Sample physical mutations: extra limbs, natural armor, chameleon, huge, wings, tentacles, chainsawhands, horns
Sample weird mutations: ESP, life sense, laser eyes, beguiling scent, telekinesis, dual brain
Sample mutant animals: tiger, crow, boar, venus flytrap, snake, spider
RulesWhen you do something risky, roll 2d6 plus a class:
Human for resisting mutation, using ancient tech, understanding old ways, reinforcing stereotypes, talkingto humans and AIs
Mutant for using weird mutations, dealing with mutants, resisting rads or toxins, using your mutant animalheritage
Wolfling for being hardcore, fighting, disdaining tech, honest dialog, surviving the wilds, understandingmonster, sussing out hazards
Troll for repairing things, understanding technology, deciphering, teaching, hacking, building
You have 1 hit die per level. Roll them all, take the best one and add 6. That’s your hit points. You may optto reroll when you rest, eat, and drink. Reroll them all when you level.
When you take damage, reduce hit points. At 0 you’re helpless, below risks death.
Your AC starts at 0. Reduce any damage taken by AC.
When you complete a great adventure, add one level and one hit dice. If it’s level 3, 5, or 7, add a perk.
If it’s 6, bad things happen. The GM decides what
If it’s 79, you’re successful, but with cost, complication, or danger, as the GM decides
If it’s 10+, fantastic success with no downside.
If you have just the right perk then on a 6, treat as 79 instead.
If it’s just chance, the GM will roll 1d6 instead. 1 is worst, 6 is best, and everything in between.
Equipment
Primitive WeaponsDagger: 1d6, quick (strikes first), close
Sword: 1d6
Spear: 1d6, reach
Claymore: 1d6, heavy (+2 per die but clumsy), messy
Bow: 1d6 ranged
Standard WeaponsIsword: 2d6, energy (nontech armor has half effect), reach
Slug Gun: 2d6, ammo, ranged
Grenades (x3): bestof[2d6]+2, thrown, blast,
Tech WeaponsThunder Hammer: 2d6, reach, knockback
Sonic Blaster: 2d6, blast (hit multiple targets), ammo, short ranged
Gauss Pistol: bestof[2d6] quick, energy, ammo, stun, ranged
Needler: 2d6, ammo, burst (use ammo to hit multiple)
Laser Rifle: 3d6, clumsy, heavy, reload, energy, long ranged
Smart Grenade: bestof[2d6]+2, thrown, blast, smart, +option (toxic, rad, energy, stun)
ArmorPadded: AC1
Mixed: AC2, bulky
Shield: AC+1, bulky
Tech ArmorComposite: AC2, tech
PSIguard: AC1[Psi], tech
Hazard Suit: antitoxic, antirad, tech
GearSet of tools: +1 to 1 perk, bulky
Crowbar
Bandages and Poultices: 3 uses
Survival Gear: 3 uses
Rope
Dynamite stick: 2d6 blast, clumsy
Binoculars
Gasmask: antitoxin
Light source
Tech GearAegis Unit: AC+1, tech
Argus Array: dark/ultra/IR vision +mag and compass
Siri Cell: provides 1 perk, smart
QDrone: +1 to 1 perk, smart
Adaptive Environment Suit: AC1, stealth, adaptive, smart
Adventure MapYou can find the cool adventure map here, should you want to use it in a playtest:
http://planetthirteen.com/images/silo.jpg