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d100 MKI 1

The document outlines rules for character creation and gameplay in a roleplaying system. Players assign scores to skills and can gain bonuses to skills from successes and failures. The rules cover combat, damage, healing, and an initiative system.

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george
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0% found this document useful (0 votes)
12 views2 pages

d100 MKI 1

The document outlines rules for character creation and gameplay in a roleplaying system. Players assign scores to skills and can gain bonuses to skills from successes and failures. The rules cover combat, damage, healing, and an initiative system.

Uploaded by

george
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
Download as pdf or txt
Download as pdf or txt
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a TIMES

These rules are


released under a
Creative Commons
CC-BY-SA 4.0
license
ade by obayashi version .2

Roughly define your character by assigning Your list of skills is one of the many things that help you
the ten following scores to your choice of define your setting. They're divided in two groups: basic
skills: skills that come with a 15% score for everyone and
advanced skills that can't be used unless your character
60 - 50 -50 - 40 - 40 - 40 - 30 - 30 - 30 - 30 has learned them. As this is not a dictionary, skills don't
come with definitions but should be self-explanatory.
If assigned to a basic skill, add the 15% base to that score.

Basic (15%) Basic (15%) Basic (15%)


Only the players roll dice! Athletics Athletics Athletics
Art (specify) Art (specify) Art (specify)
1. The GM and the player pick the skill Brawn Brawn Brawn
appropriate for the situation. Gambling Gambling Gambling
Intimidate Drive Drive
2. The player rolls a d100 Lock picking First aid First aid
Observation Intimidate Intimidate
Persuade Lock picking Lock picking
3. If the result is inferior or equal to the skill Pickpocket Jury-rig Jury-rig
score the character succeeds. Repair Observation Observation
Ride Pickpocket Pickpocket
Stealth Persuade Persuade
Stitch-up Ride Ride
Is the action difficult? Get a -20 on the skill score. Swim Stealth Stealth
Trade Trade Trade
If the roll is a success and you get doubles, Willpower Willpower Willpower
that's a critical success.
If the roll is a failure and you get doubles, Advanced (00%) Advanced (00%) Advanced (00%)
that's a critical failure. Counterfeiting Counterfeiting Astrogation
Forbidden lore Cryptography Counterfeiting
A critical success earns you a Focus point. Herbalist Hacking Cryptography
A critical failure makes you lose a Focus point. Magic Hypnosis Engineering
Impersonate Impersonate ESP
Scholar Medicine Hacking
Ship handling Piloting Impersonate
Option 1 "We want to roll" Surgery Science (specify) Medicine
If both characters succeed, the character Survival Piloting
with the highest skill wins. In case of a tie, Combat (15%) Science (specify)
it's a stalemate. Combat (15%) Melee
Melee Shoot Combat (15%)
Option 2 "I don't have time for this shit" Shoot Dodge Melee
The character with the highest skill wins. If Dodge Parry Shoot
their skills are equal it's a stalemate. Parry Dodge
Adv.combat(00%) Parry
Adv. combat (00%) Artillery
Siege weapons Explosives Adv.combat (00%)
You get 2 Focus points at the beginning of Heavy weapons Artillery
each session. You earn a Focus point when Explosives
you get a critical success on a skill roll. Heavy weapons
Unused points are lost at the end of a
session. Using a Focus point allows you to
either: Re-roll any of your dice rolls, Reduce
damage received by a d10 or Get an extra action
during your turn
When you fail a skill roll, tick the box next to it. At the
end of the session get +1 in all skills whose box you’ve
ticked. On a critical failure don't tick the box, immediately
Get [20+first digit of Brawn or Willpower ]HP. get a +1 in the skill. The maximum score of a skill is 85%.
If you reach 0 HP you're dead.
Natural healing: 1HP per night of full rest. Many events can allow you to progress more quickly:
revelation, training, demonic possession... The rule
Healed with a Basic skill? Regain[First digit above is just a baseline.
of Brawn] HP. Critical failure? Loose 1d10 HP
INSPIRATIONS: Openquest, Troubleshooters, Haunted West, Delta
Healed with an Advanced skill? Regain[1d10 + Green, Unknown Armies, d00Lite, Mythras Imperative and of course
first digit of Brawn] HP. Critical failure?Loose1HP their grandfather, Steve Perrin’s Runequest rules and probably many more.
Damage Melee weapons Ranged weapons
Lowest die Knife Small pistol
+1 Dagger Pistol
Option 1 "I don't care"
Start with a different player each +2 Kukri Big pistol
combat, then go clockwise. +3 Masterwork, rare metal Blaster
Highest die Sword SMG
Option 2 "This is chaos" +1 Long sword Shotgun
Initiative order goes from 1 to 10. Use ten +2 Katana Assault rifle
cards numbered 1 to 10, shuffle them. +3 Masterwork, rare metal Plasma rifle
Distribute one to everyone. Make your Both dice Battle-axe Machine gun
own cards if you can. This is your game. +1 Claymore Sniper rifle
+2 Lightsaber Auto cannon
Option 3 "I want order". +3 Masterwork, rare metal Vulcan gun
Players roll 1d10 and add the first digit of
the skill they want to use during that PR=Protection PR is subtracted
round. The GM rolls 1d10 for their from damage
enemies, tough ones get a +5. Go from TYPE EXAMPLES fantasy/modern/sci-fi PR
highest to lowest. Light Leather, Light bulletproof vest Bulletproof clothes 2
Medium Chainmail, tactical vest, combat armor 4
Heavy Plate armor, Demolition, assaut suit 6

Use the appropriate skill, inflict damage


if your attack is successful.
If you get a critical success, you can
either gain a Focus point or inflict IN THE MOUTH OF MADNESS
maximum damage to your target,
ignoring armor. When facing horrifying events make a Willpower roll. If you
fail you loose all your Focus points. On a critical failure add a
cardiac arrest on top of that and loose d10 HP.
SPELLS & MAGIC
The GM doesn’t roll to attack: the players roll Roll the relevant skill to cast a spell (Sorcery, Dark arts…)
to defend. Failure? Loose 1 HP. Critical failure? Loose 1d10 HP.
Success? The spell is cast. Critical success? the spell's effect is
Use the appropriate skill (dodge or parry, maximized or you get a Focus point. To make spells, simply
usually you can’t parry ranged attack), find cool-sounding names and make-up the effects as you
take damage if your defense fails. On a play. When you need numbers, look at the weapons table or
critical failure, you take maximum the spell casting skill score (either the first digit or the whole
damage or you lose a Focus point. score for Final Fantasy-like effects).
If you get a critical success on your
defense roll, either gain a Focus point or PSIONICS
get a chance to attack your enemy
immediately. Roll the relevant skill to use a power (ESP, Psionics…).
Failure? Loose 1 HP. Critical failure? Loose 1d10 HP.
Success? The power works. Critical success? the power's
effect is doubled or you get a Focus point. If you need some
numbers for damage (pyrokinesis) or the number of kg you
can move (telekinesis) simply use the first digit or your
psionic skill (or the whole score if you want to go into Dark
MINION HP 10 DMG 1d10 Armor none City territory).
THREAT HP 20 DMG 1d10 Armor 2
DANGEROUS HP 30 DMG 2d10 Armor 4 VEHICLE COMBAT
REAPER HP 50+ DMG 2d10 Armor 6
Vehicle combat works as regular combat. Gunners use Heavy
Acid blood: take d10 damage when hurting Weapons to attack, if they have defensive weapons, they can
the enemy in close combat. use this skill to defend when appropriate. Pilots and drivers
Back-up: d10 allies appear in d10 minutes. roll the corresponding skill to attack and defend.
Fast: -20 to attack skills. Three successful attacks are needed to destroy a vehicle, a
Grab: break free with a Brawn roll. critical success counts as two successes. You may rule that a
Hypnotic gaze: defend with Willpower. big weapon or a fragile vehicle allow for one-hit kills.
Immunity: no damage from specific sources.
Numerous: -20 to defense skills. Note that these rules can also be used to resolve chases.
Poison: lose 1d10 HP if Brawn roll failed.
Pounce: no damage but end on your ass. GOING CYBERPUNK
Regeneration: heals 1d10 HP at the end of
each round. From a mechanical standpoint, implants replace a limb, a
Relentless: when down to 0HP roll a d10, tool, a weapon or an armor. Just avoid them acting as bonus
a result of 8 to 10 means the enemy to skills when possible. You also have to think about what
comes back with that many HP. they could represent in the setting: usually status (noble, clan
Resistance: damage from specific sources member, veteran…) or a traumatic event (treason, accident, war…).
divided by two. BODY SWAPPING
Slow: always acts last.
Vulnerability: takes double damage from
specific sources (silver, ultra-violet, cold À la Altered Carbon: only the Brawn and Athletics score change
iron, electricity…). so that’s pretty easy. The rest is mainly cosmetic or special
abilities (nightvision, radiation resistance, etc…).

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