Latest Posts | One Bullet - a modern military game
=== Character Creation ===
Might, Agility and Wisdom will be functioning as normal, but with a few things moved around. As agility is the shooting skill, and the game will involve a lot of shooting, it has been slightly nerfed. Might will roll for all physical activities - Melee combat, strength, stamina, athletics, mobility and reaction. Agility will simply be your shooting skill, and nothing else. Wisdom will tackle all mental areas - Senses, knowledge, will, using technology, understanding foreign languages, stealth and dexterity. Life Functions as a factor of how many injuries you can take whilst still fighting effectively. successful shots to the arms and legs reduce your life by 1. Hits to the torso reduce your life by 3. Hits to the head reduce your life instantly to 0. When on 0 life, you are unconscious and in critical condition, by may survive if you can be safely moved to a hospital. When a party member is in this condition, protecting them and getting them to safety is all that counts. Power still works as usual. Traits are custom, but with a few limitations. As all of the party are skilled soldiers and good with firearms, these are not acceptable traits. ONE of your traits may note skill with ONE type of weapon or in one combat situation (e.g. close quarters), the others cannot relate to ranged combat at all. Some of the gear you choose will grant you additional bonus traits. Notes Section Please copy, paste and complete the following notes section for your character. Your gear can be changed between sessions, but the languages you speak can't Main Weapon: -weapon choice- with -attachment choice- Other Weapons: Pistol, Combat Knife. Armour: -Armour of choice- Grenades: -Grenade of choice- Other items: -Other items of choice- Languages: -Please fill in the languages your character speaks, By default everyone speaks English, you then have extra foreign languages equal to your wisdom score minus 1-
=== Combat System ===
This system is built around realistic bullet effects. Getting shot is very bad. When shooting an enemy, a certain difficulty is assigned to the shot. This difficulty rating starts at 0, then is increased or decreased by various effects. Shots with 1 or less difficulty require 1 star to hit. Shots with 2 or 3 difficulty require 2 stars to hit. Shots with 4 or more difficulty require 3 stars to hit. By default, a player or npc is aiming for the torso. If stated otherwise the player or an npc may aim for the head or a limb. Be aware that some body parts may be armoured or obscured, so aiming for another body part is sometimes essential. Head shots are considered small targets and are therefore add 1 to the difficulty. They kill instantly. Torso shots Cause three damage if they hit, most NPCs will have 3 life and will be defeated due to death or serious injury if hit in the torso. Be on the look out for tougher soldiers who will keep fighting with a bullet in them! Arm shots are considered small targets and are therefore increase shot difficulty by 1. These are none lethal, and useful to disarm. When shot in the arm, the target immediately drops their weapon and is left injured. Leg shots are considered small targets and are therefore increase difficulty by 1. These are none lethal, but useful to debilitate. When shot in the leg, the target immediately falls prone and becomes injured, giving you an advantage over them, a prone target is easy to restrain or capture. There are a number of factors that make it harder or easier to hit or be hit in combat. Cover: If more than half of a body-part is behind an object, difficulty increases by 1 Movement: If the target is moving, the difficulty of hitting it increases by 1. Similarly, if you are moving, the difficulty of you hitting is increased by 1. Prone: Difficulty increases by 1 if the enemy is crouched or lying down. Range: It is 1 harder to hit a target that is very far away (this is down to the GMs discretion.) Barriers: If the party decide to shoot through cover, it acts as armour, deducting stars from the shooting roll. The tougher the material, the more cover is provided (e.g. glass may reduce damage by 1 die whilst the armour of a tank decreases it by 10 dice) Injury: If you have taken any amount of damage, all shot difficulty increases by 1 (as you try and focus through pain.) If your life is below 50% this difficulty increases to +2 Height advantage: If above someone, it is 1 easier to hit them, and 1 harder to be hit yourself - vice versa for if you're below someone. Suppression You do not necessarily have to shoot straight at an enemy. Instead, you may lay down suppressing fire on a target behind cover. In these situations, only range, height advantage or injury effects your shots' chance of success. A successful shot effectively 'stuns' the target - they are left trapped behind their cover and cannot move out of it without being instantly shot by yourself. When suppressing, you target entire piece of cover, effectively pinning down large groups. Be careful, for the enemy may also attempt suppression. Aoe The AOE system is as follows: -The player selects a main target, and rolls for combat as normal. AOE attacks always target the torso. -That target, plus an extra target per star rolled is targeted for the attack. These extra targets star with the closest enemy to the main target and work outwards. -For each effected enemy, the various difficulty factors are calculated. These are checked against the initial roll, and targets that are sufficiently easy to hit are hit.
=== Gear Set-Ups ===
Going into combat, you will be taking a main weapon with an attachment, a type of grenade and 1 or 2 other items as well as wearing armour of some kind. Each weapon will have various advantages. These items are to be noted, and may be changed before going on any missions. Everyone carries a pistol and a knife, these are to be noted too, but do not come in a list. Main Weapons: Carbine Rifles are your default weapon. Decent in all situations, but not great in any of them, they have no pros or cones. Assault Rifles are great for storming and assaulting. They can be shot whilst you are moving with no penalty, however large amounts of recoil limit their effectiveness for AOE fire (1 harder to hit each target.) Sniper Rifles excel at long range, and thus have no penalty for this. Instead they have the same penalty but for close ranges. Snipers can also gain an extra attack die by taking a full turn to aim. Shotguns have a spread-fire that may allow excess stars to spill over to other targets, they also reduce the effectiveness of cover by 1 star. They have a greater ranged penalty that starts closer and makes shots 2 stars harder. Light Machineguns (LMG) Are the perfect tool for suppressive fire. If you choose to suppress with an LMG, you can target up to three pieces of cover as long as they are in the same direction. Due to their size and weight, you cannot use an LMG at all unless you are completely still. Sub Machineguns (SMG) are rapid fire, but inaccurate weapons. When using an SMG you can attack twice per turn, but both shots have an increased difficulty of 1. They have a greater ranged penalty that starts closer and makes shot difficulty 2 harder. Weapon Attachments Red-dot Sight: Taking a full turn to aim allows an extra attack die. Can be equipped to anything except a sniper rifle. Telescopic Sight: Eliminates the long-ranged penalty. Can be equipped to Carbines, Assault Rifles, and LMGS only. Torch: Passively lights up dark areas when turned on. If turned on suddenly in the dark, it can stun targets. Can be equipped to any weapon. Grenade Launcher: Twice per session, you may fire a deadly grenade instead of your bullet, hitting everything in a 3 by 3 area. Can be equipped to Assault Rifles and Carbines only. Grip: Removes the penalty of firing whilst moving. Can be equipped to Carbines, Shotgun or SMGs only. Bayonet: If a target is in melee range, you may make a quick melee attack on them before firing. This fired shot will then be 1 star harder to hit. Can be equipped to any weapon. Suppressor: The weapon makes much less noise, and is less likely to attract enemy attention - useful for stealth missions. Can be equipped to any weapon. Bipod: Mounting a bipod takes full turn, when mounted you gain an attack die, but are locked into a firing angle of a frontal cone. Can be equipped to any weapon except Shotguns and SMGs Full Metal Jacket: The weapon hits through armour. Can be equipped to any weapon. Grenades and Explosives The player has 2 of their selected grenade type to throw per session. Throwing a grenade requires a roll the same as shooting. Frag Grenades Targets a 3 by 3 area and fills it with shrapnel. targets roll reaction checks, needing 2 stars to escape. Sticky Grenades Hits something and it explodes. Be it person, vehicle or door. Smoke Fills a 5 by 5 area with smoke. Giving everyone +1 stealth and -2 perception. Flash Bang Stuns all enemies (and allies) in a 5 by 5 area Incendiary ignites a 3 by 3 area and sets enemies there on fire. If they can't extinguish it in 2 turns, they burn to death Gas Fills a 5 by 5 area with a deadly gas. This poisons, causing a knock out after a failed stamina check, and death to a knocked out man still in the gas. The gas is also highly flammable. C4 charges Planting a C4 charge takes a turn and a wisdom roll. It can then be detonated at any time, destroying anything on that tile or adjacent tiles. Mine Planting a mine takes a turn and a wisdom roll. A laser is sent up to 2 squares right and left or up and down. If this laser is tripped, the mine explodes and kills the one who tripped it. Armour Kevlar Vest: Standard armour, reducing any attack to your torso by 2 dice. Vest +Ballistics Mask: Adds a mask to your Kevlar best, providing a 1 die reduction to shots targeting your head. Your perception and speech rolls are reduced by 1 star. Also applies 'Kevlar Vest' bonus Vest +Limb armour: Adds armour to your arms and legs, giving a 2 die reduction to shots against them. Rolls for stealth, mobility and athletics are reduced by 1 star. Also applies 'Kevlar Vest' bonus No Armour: No armour bonus is given, but an extra die can be rolled for mobility and stealth. Carbon Fiber Armour: This armour is the best in the world, but very expensive. It gives a 2 dice armour bonus when your limbs or torso are shot at, without any penalties to mobility etc. This armour takes a hole out of your budget, forcing you to take less gear and choose only grenades, only a weapon attachment or only other items. Pyro Suit: The pyro suit does no protect from bullets, but does help in other areas. In this suit, you cannot be set on fire and are equipped with a gas mask that grants immunity to any gas grenades. Ghillie Suit: When both outdoors and still, this suit deducts two stars from enemy rolls to try and spot you. Other You may have 2 of these items, or a single item marked with an asterisk (*) Night-Vision goggles: See passively in the dark Binoculars: Roll 2 extra dice for long ranged perception. Thermal goggles: Allows you to see heat signatures, potentially spotting hidden enemies. Lock Gun: Roll 2 extra dice for any lock-picking roll First aid Kit: For a power point, you may restore 1 life per star on a wisdom roll (discounting the power star) to another player, up to a maximum of 1 less than full health. Mounted Light: Passively lights up dark areas when turned on. If turned on suddenly in the dark, it can stun targets. Taser: Melee attacks can knock out enemies instead of killing them. Bandolier: 1 extra grenade per session. Extra attachment: Add another weapon attachment to your weapon Swiss Army Knife: Do you need a screwdriver? Tin-opener? Knife? Corkscrew? Just about any small misc tool comes with this item. Concealed Pistol: You carry an extra pistol in your boot, providing you a spare. If you are checked for weapons, two stars must be rolled for the enemy to find this. Concealed Knife: You carry an extra knife in your boot, providing you a spare. If you are checked for weapons, two stars must be rolled for the enemy to find this. Handcuffs: Allows you to restrain an enemy indefinitely, attaching their limbs together, or a single limb to an object. *Rocket Launcher: twice per session, fire a rocket. A rocket makes a lot of noise, but obliterates everything in a 3 by 3 square area including vehicles. Takes a full turn to load before use, once loaded you may not switch your weapon again without spending a full turn to unload. *Riot Shield: An unconventional weapon. Acts as a portable piece of heavy cover (5 dice worth). Your arm sticks out if you decide to shoot (your pistol only) and your legs stick out if you're standing. Back is always exposed. Please log in to add a comment. |
In this game, one shot may well kill you, and even if you survive it will have serious effects.
DON'T. GET. SHOT.
This game will be lethal, and very difficult. You will need good tactics if you want to win... and survive.
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The game is set in the near future, where the new president of Russia Vicktor Orloff has been faced with an extreme credit crisis in his country, unsatisfied with the help the UN has given, he has began to out source old military tech and weapons to both North Korea leader, Kim-Yong-Wook and the religious cult The After Heavens (TAH.) This cult is gathered in isolated settlements of various sizes throughout the globe, and worship their leader, Gregory West, as a god. Rumours are abound that their overall goal is the nuclear destruction of all who do not join their religion, and their compounds are really nuclear shelters. Currently, Russia are out-sourcing weapons, ammo and tanks by the hundred - but as their credit crisis worsens, how long will it be until they crack and begin selling Nuclear materials?
To attack Russia would cause World War three. To attack The After Heavens would be an act of religious discrimination... the UN cannot legally allow these operations to take place. But, the united global and economic powers of the US, England, France, Norway, Germany and Australia have formed a secret alliance to finance operations against these groups, picking elite soldiers from around the world and reaching out to them with the promise of heroism, saving the world, and high salaries that come from anonymous Swiss bank accounts. These governments run a public persona of calling the soldiers 'Illegal Vigilantes threatening society as we know it', whilst secretly sending them letters of congratulations.
Welcome, soldier... to The Outlaws.