open concept gaming
TRANSCRIPT
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Open Concept Gaming
Some Basic Concepts
The main idea of the OCG System is to create a fun flexible system usable with any
genre. The only required rule is to have fun. Ignore rules that subtract from yourenjoyment and feel free to modify concepts or create "house rules" to maximizeplayability in your groups.
TRAITS/Deviations
Physique (PH)o Strength
o Fitness
o Stature
o Resilience
Coordination (CO)o Dexterity
o Agility
o Balance
o Reflexes
Intellect (IN)o Reason
o Recall
o Perception
o Wits
Gnosis (GN)o Willpower
o Spirit
o Concentration
o Presence
TRAITS The raw abilities of the character. The four TRAITS are high-levelabstractions that describing inherent physical, mental and spiritual abilities. Eachencompasses FOUR* components describing more narrow abilities that can beindependently modified within a certain range (which is why they are known asDeviations).
TRAITS
Level Bonus Cost Notes/Description
Cosmic +10 1000
Theoretical maximum for all non-divine entities
Superb +9 890Amazing +8 640Incredible +7 490Extraordinary
+6 360 Heroic human maximum
Excellent +5 250Great +4 160Terrific +3 90 Normal human maximumSuperior +2 40Good +1 10Fair 0 Free 98% of normal people have all traits at this levelMiddling -1 -20Weak -2 -40
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Poor -3 -60 Normal Human minimumTerrible -4 -80Pathetic -5 -100 Theoretical minimum for all sentient beings
Deviations
DEVIATIONS represent a standard amount of variation within each level of a TRAIT.Deviations range from GREAT to WEAKand provide a DIE Modifier for all TASKS based onthat aspect of a TRAIT.Each level ofDEVIATION costs 6 points per level. DEVIATIONS provide a ONE (1) die modifierper level.
AttributesUnlike TRAITS and DEVIATIONS, Attributes have an indirect effect on OCG mechanics(represented as DICE). Attributes are both guidelines for playing your Hero andconditional roll modifiers (as defined by the Narrator/Practices). Like TRAITS, Attributes
are rated on a level scale from PATHETIC to COSMIC with FAIR representing the vast majorityof the population and therefore FREE.Attributes cost 2 times level bonus.
Looks Imagination Social Standing Longevity
Charm Intuition Wealth Courage
Smooze Empathy Luck Piety
Gifts & FlawsGIFTS FLAWS
Ambidextrous 5 Physical Disabilities -3/levelCombat Sense 5/10/20/30 Distractible -3
Credit 3/6/9/12 Wanted -3/-5/-10/-15
Followers 5/10/15/20 Adversary -6/-12/-24/-48
Lightning Reactions 5 Edgy -3
Mystic Aptitude 8 +2/level Paranoid -6
Observant 5 Touchy -3
Partner 10/20 Opponents -3/-6/-9/-12
Patron 5/15 Unstable -3
Powers of the Mind 10 +2/level Temper -3
Quick Draw 5/item Infamy -3/level
Rank 1/level Secret -3/-6/-12Renown 3/level Bad Habits -3/level
Second Wind 5/10 Phobias -3
The Sight 10 Clueless -5
Zeroed 5 Code of Ethics -3/-6/-9/-12
Full Coordination 10 Dependant(s) -5/-8
Fortune Smiles 6/18 Addiction -1/-3/-6/-9/-12/-15
Gunslinger 10 Dependency -6/-12/-18/-24
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Sharpshooter 10 Allergies -1/-3/-5/-10
Weapons Master 10/15 Murphy Frowns -5/-15/-18
Excellent Memory 5 Clumsy -6
Absent Minded -3
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Ambidextrous character can use eitherhand equally effectively (no off handpenalties)Combat Sense each level provides a
character with +1 Die for initiative andto perceive when a (combat) threat isimminent (unconscious should oftenbe rolled by Narrator).Credit character almost always hasaccess to funds/resources. Each level is1d6; TD is determined by narrator(should be 1 to 3).Followers 1d6 20pt (average) charactersper level. Double cost/level for 30pt(average) characters.
Lightning Reflexes CO(ref) rolls earnsuccesses on result of 4+Mystic Aptitude ability to cast magicObservant IN(per) rolls earn successeson result of 4+Partner Character has a loyal partner(30pt or 50pt). Partners are morecapable of independent action thanfollowers.Patron 1st level provides occasionalassistance. 2nd level can provide greaterassistance, more often, but may requiresomething in return.Powers of the Mind Psionic powers.Quick Draw a weapon (or other item)may be readied as a free action.Rankcharacter has position/authority ina hierarchical organization (military,business, government, religious, etc).Maximum of 10 levels.Renown fame, or other positive reactionfrom most people.Second Wind Fatigue rolls earnsuccesses on result of 4+Zeroed there are no records of thecharacters existence.Full Coordination characters canperform separate tasks with each handwithout penalty
Fortune Smiles One additional card tothe Hand of Fate/lvl. 1/lvl. to CrossSuit penalties.Gunslinger HANDGUNS Character
earns successes on 4+ when shootinghandguns.Sharpshooter RIFLES/LONGARMS(ORBOWS/CROSSBOWS) Character earns successes on 4+ whenshooting rifles/longarms.Weapons Master MELEE Character
earns successes on 4+using melee weapons(One type for 1st level,all at second level).
Excellent Memory IN(rec) rolls earnsuccesses on results of 4+
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Physical Disabilities character isphysically limited in some way. Level 1would be correctable near sightedness,level 10 (max) would be a blind, deaf,mute quadriplegic.
Distractible character has a hard timeconcentrating on one task. IN(per) rollsearn successes on result of 6.Wanted legal authorities are searchingfor you. 1st level represents one hunter;4th, an entire government ororganization.Opponents generic bad guys out to doin the character in any given adventure.1st level would be 1-2 20pt character,while 4th level would be several
characters equal or better than the hero.Adversary a specific person out toruin/destroy the character. 1st level isequivalent to the character, 4th levelmight have the resources of an entirenation behind them.Edgy nervous but not paranoid, thecharacter usually interprets anysuspicious action as a personal threat.Paranoid they are out to get you. Eventhe most innocent event was orchestratedby them to get you.Touchy people who contradict oroppose you are trying to undermine yourauthority.Unstable your personality oscillateswidely from depressed to manic.Temper you fly off the handle easilyand tend to lash out at who ever isaround when you are frustrated.Infamy you have a reputation forquestionable or bad behavior. Peopletend to react negatively to you.Secret you have an embarrassing secretthat could (especially at 3rd level) destroyyou.Bad Habits you have distinctive habitsthat mark negatively mark you out.Higher levels are more disturbing to thegeneral population.
Phobia you suffer from an unreasoningfear. If confronted by the fear thecharacter must make a GN(wil) or aGN(spi) roll each turn to.Clueless you lack common sense and
tact.Code of Ethics you follow a restrictiveset of rules that limit your freedom of behavior. 1st level has few restrictionswhile 4th restricts every aspect of yourlife rigidly.Dependant(s) you are personallyresponsible for the well being of one ormore people you care for. At 2nd levelyou value them as much or more thanyour own life.
Addiction you (physically or mentally)need to consume a substance everydayor suffer withdrawal. Low levelsinclude substances like caffeine. Legalsubstances, like alcohol or tobacco,would be middle level while illegalsubstances (cocaine, pcb) would be nearthe top.Dependency character needs to ingest(inject, drink, eat) a certain amount of aspecific substance every day or riskdeath (1 Wound/day without substance).Allergies character has a reaction to oneor more substances. Low levels wouldinclude Hay Fever or other nuisanceallergies while high levels may be lifethreatening (sever food allergies andother substances including someparanormal).Murphy Frowns One less card for theHand of Fate/lvl. Cross Suit penaltiesincreased by 1.Clumsy CO rolls earns successes on 6sonly.Absent Minded IN(rec) rolls earnsuccesses on a result of 6 only.
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SKILLS
Three levels of skills METASKILLS CONCENTRATIONS DISCRETE SKILLS:
MetaSkills Closely related skills. Provide expertise across an entire family of skills atlower levels. Can only be learned to COMPETENT level.
Guns Drive Survival Performance Humanities Design
Melee Pilot Fieldcraft Questioning Science Repair
Hand to Hand Ride Husbandry Interaction Maths Build
Ranged Navigate Athletics Stealth Rhetoric
GunneryPlay
Instruments
Sleight of
HandComputers
Military Arts Weird
Art
Concentrations Each MetaSkill has several which represent specific skills orspecializations. Concentrations maybe raised to any level. It takes less effort to developConcentrations, but they are also less flexible than MetaSkills.
Discrete Skills A narrow specialization in a specific area of Concentration. Not allConcentrations have (obvious) Discrete Skills. They are only marginally less expensivethan Concentrations and provide significantly less flexibility. Buying a Discrete Skill isthe only way to develop a skill beyond GRAND MASTER.
Skill LevelsSkill Level Skill Dice MetaSkill $ Concentration $ Discrete $
Neophyte 1 1 -- --Untrained 2 2 1 --Novice 3 3 2 1Competent 4 5 3 2Skilled 5 -- 5 3Professional 6 -- 7 5Experienced 8 -- 10 7Expert 10 -- 14 10Master 14 -- 18 14
Grand Master 16 -- 24 1824 + 18/Die
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Hand of Fate
Suites Action Class Face Value Bonus DiceSpades Combat 2 to 6 1
Clubs Physical 7 to 9 2
Hearts Interactions 10 to J 3
Diamonds Mental K to Q 4
A 5
The HANDOF FATE represents a Heros ability to put forth extra effort or harness the windsfate to accomplish what should be beyond their normal abilities, or even the impossible.Each Hero and major villain draws a four card HAND from a separate deck of regularplaying cards with the jokers removed. One card may be played for each action toincrease the Heros chance/margin of success. When a card is played it is discarded andout of play until the Narrator declares a reshuffle (renewing Luck). At the end of eachturn Heroes draw ONE card to bring their Hand up to a maximum of Four (4).
Cross Suite Cards from each suite provides a maximum bonus for a specific ActionClass (see table above). Heroes can choose to Cross Suite and play cards outside theirAction Class for a diminished bonus. Cross suiting within the same Color (i.e. a clubfor a combat action) reduces the bonus dice by ONE (1) while crossing colors (i.e. aspade for a mental action) reduces the bonus dice by TWO (2).
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Basic Mechanics
Core Concepts
Dice Pool - Successes vs. Target
Progressive success: Level of Success based on difference between Rolled Successesand Task Target - providing a more nuanced task resolution.
Traits = Automatic Successes
Deviations = Bonus Dice
Skills = Dice
Hand of Fate = Bonus Dice
Successes = 5 or 6
Rolls T D succeed
Difference between Roll and TD equals margin of success/failure.
The exact results of any roll are modified by the Margin of Success (quality of the
success, time taken, etc).
Task Resolution
Tasks are resolved either as Trait checks orSkill checks. Use Trait checks when thetask requires the character to rely (pretty much solely) on their innate abilities (Memory,Reflexes, etc).
Trait Check Trait (Successes) + Deviation (Dice) + 4d vs. Task Difficulty Level(TDL).
Use Skill checks when the task primarily relies on a characters learned abilities(education or training).
Skill Check Trait (Successes) + Deviation (Dice) + Skill Level (Dice) vs. TDL
Task Difficulty Successes Sample Task Modifiers
Easy 1 Distraction Successes
Average 2 Combat +2Complex 3 Major +1Difficult 4 Sever +3
Very Difficult 5 Visibility
Hard 6 Rotten +4Amazing 7 Poor +3Heroic 8 Bad +2Impossible 9 Middling +1Beyond Belief 10 Good +0
Rushing
Save Time +1/10% SavedTake Care -1/50% Added
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Misc.
Wounded +1/Wound
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Basic Combat
Initiative
Initiative Roll IN(wit) every FOURsuccesses provide an additional ACTION until the next
Initiative Roll is called for by the Narrator. As a general guideline initiative is rolled at
the beginning of combat and when the Narrator deems it dramatically appropriate.
Combat Actions
Each combat turn represents an abstract but brief amount of time (from around 4 secondsto about 10 seconds basically the amount of time it takes to complete all the ACTIONS ofall the characters). Average characters can perform about 2 ACTIONS per turn.Exceptional characters and Heroes often have more actions.
For each ACTIONS a character can make a melee attack (and defend), fire a weapon up toits full rate of fire, make a full move, a quick non-combat action, or start or continue along (or complex) action/activity.
Base Actions = 2 + (CO + IN)/2 (Just basic Trait Successes, no deviations, round down)
Base Movement = 6 + CO(agi) yards (Reroll at the narrators request)
Basic Actions:
Make a base MOVE
Move and Attack (1/2 Base Move; Attack & Defend -2 Dice)
Draw/Ready an item
Make one Melee attackand defense
Make a Ranged attack up to the RoF of the weapon
Set Overwatch (maximum 90, attack as Suppression fire or up to RoF (noaccuracy bonus) for non-fully automatic firing weapons)
Power Attack (melee) (+2 Attack Dice; -2 Defense Successes)
Extra Defense (melee) (+2 Defense Dice; -2 Attack Successes)
Charge! (1.5 * Base Move; -2 Attack Dice; -2 Defense Successes)
Dodge (good against Ranged and Melee -- +2 Defense Successes; No Attack)
Dodge and Move (+2 Defense Dice & Base Move)
Aim (+1 Attack Die (up to +4)
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Prepared Attack (+4 Attack Dice; Normal Defense; Up to 1 yard move)
Assume Proper Stance (Ranged Attacks +1 Success; +4 Dmg Dice; No Move)
Basic Combat Modifiers;
Bypass Armor: COVERAGE (full successes for Dmg) Miss by 1 hits armor
Vitals: -2 Successes; +4 Damage Dice
Reach: -1/Difference for Shorter vs. Longer
Infighting: -1/Difference for Longer vs. Shorter
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Melee Combat
Opposed rolls margin of success add to damage roll (for attacks) or chance ofdisarming/defensive options.
Attack Roll (AR) = CO(dex) + Skill (Dice) + Weapon Quick (Dice)
Defense Roll (DR) = CO(agi) + Skill (Dice) + Weapon Defense (Dice)
AR-DR 0 = Hit
Damage = Margin of Success (MoS) + Weapon Damage (Dice) + PH(str) (Tareget PH + Armor Soak)
A weapon may be used to make one attackand defend against one attack each Action. Acharacter may also dodge in place of their DR but may not then attack during that Action.A dodge roll is applied against all attacks (ranged and melee) made during that Action.
Dodge Roll CO(ref) + 2 + 4d
Damage Results
-1 or Less = Superficial/Scratch
0 to 2 = Hurt/Injured
3+ or Greater = Wound(s)Four (4) Injuries = One (1) Wound; Superficial/Scratch do not increase injury levels.
SUPERFICIAL -- Cosmetic damage, bruising and a little bleeding. Character mayexperience some stiffness or minor scarring. Make a GN(wil) v. total injury level to
avoid -1 die modifier to all rolls until the end of the following turn.
HURT/INJURED -- Lacerations and sever bruising may include some significantbleeding. GN(wil) v. Total Damage Level (TDL) to avoid STUN (-1 Success untilovercome make a GN(wil) roll at the END of each turn). Automatically take a Diemodifier of 1/Injury. Four (4) Hurt/Injured convert to one (1) WOUND.
WOUND Broken bones, severed arteries and sever bleeding, you are near death.GN(wil) v. TDL to avoid immediate SHOCK (unconscious/insensible/disabled. Make aPH(res) v. TDL at the end of every turn to avoid DEATH until stabilized). Automaticallyimposes 1 Success/Wound on all actions
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Missile Combat
Missile attacks are made against a fixed TDL based on range + other modifiers (visibility,movement, cover).
Attack Roll (AR) = CO(dex) + Skill (Dice) + Weapon Accuracy (Dice) vs. TDL
AR-TDL 0 = Hit
Damage = MoS + Weapon Damage (Dice) Armor SoakDamage Results are the same as with Melee Combat
Range Class : Missile Weapon ranges are described as a class. Classes determine thebase range (range at which the TD to hit is one (1)).
Range ClassesRange Class Base Range
Point Blank 1 yardClose 5 yards
Short 10 yards
Medium 15 yards
Long 20 yards
Extended 50 yards
Extreme 100 yards
Basic Range TDLs
To Hit Damage EffectsRange Task Difficulty Range Damage Modifier
To Base 1 Under Base +2 Damage Levels
Base to 2x Base 2 to Under Base +1 Damage Level
2x Base to 4x Base 3 Over 4x Base -1 Damage Level
4x Base to 5x Base 4 Over 6x Base -2 Damage Levels
5x Base to 6x Base 5 Over 8x Base -3 Damage Levels
6x Base to 8x Base 6 Over 9x Base -4 Damage Levels
8x Base to 10x Base 7 Over 10x Base -5 Damage Levels
Automatic Weapons
RoF for automatic weapons is usually represented 1/x/xx. The first single shot setting,the second burst fire setting, the third fully automatic setting. In single shot and burstsettings the weapon can be fired up to four (4) times an action with a cumulative recoilpenalty (+1 for Burst Fire) applied to each shot after the first. In full auto setting up tothe full RoF can be fired but the recoil penalty is applied up front.
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Single Shot attacks always get the weapons accuracy bonus. Burst attacks only get anaccuracy bonus if there is no recoil penalty being assessed (recoil penalties are fullyassessed until the firer spends an entire action not firing) but do receive +1d/Burst RoFfor each attack roll.
Fully automatic fire -- apply double the recoil penalty up front. Roll to attack and
figure damage effects normally, with MoS/2 additional bullets hitting the target for basicweapon damage each added to the damage roll. Any targets within Range/10 yards(maximum 3 yards) may also be hit (MoS/yards+1 from target vs TDL+2) with damageapplied normally.
Arae/Supression Fire As normal fully automatic fire (burst fire too ??) buttargeting an area rather than a specific target. Roll a normal (full accuracy, recoilpenalties applied after first attack) attack roll to hit the area. The chance to hit a target inor entering/crossing this area (the beaten zone) is the MoS/long axis of the area (inyards, minimum 5) Targets CO(ref). Damage is figured normally. A Difficult Moral(GN(spi) + Courage/2) or a Complex Leadership roll is required to cross the beatenzone.
Grenades
Grenades and other explosive devices have a basic damage rating attack dice andthree blast radii (Inner, Outer, and Extreme) with a TDL (Inner TDL 0 Outer TDL 2 --Extreme TDL 4). When using grenades base throw range is Close with a normal to hitroll to put it on target. If the attack misses the device deviates MoS + 1d yards(maximum of distance thrown), use a d6 to decide direction.
Targets are not attacked using the ARs MoS. Instead the attack dice are rolledand compared to the radiis TDL (Targets that make an Average CO(ref) roll my alsododge). Damage is the devices MoS + Base Damage (PH + Armor Soak).
Basic GrenadeBase Damage: SuperiorAttack Dice: 6Blast Radii: Inner 2 yards Outer 5 yards Extreme 10 yards.
Missile Attacks in Melee (Optional)
Missile weapons are unwieldy in close/melee combat without special training. To reflectthis either the Discrete skill Melee (Handguns) or CQB Guns (xxx) need to be known touse them to make normal melee attacks. Without either of these skills missle weapons
used in close/melee combat do not receive accuracy bonuses and are further penalizedbased on their Range Class:
Base Range TDL Modifier
Point Blank + 0
Close +1
Short +2
Medium +3
Long +4
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Extended +5
Extreme +6
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Advanced Combat
Hit Locations: Roll d6
1 Head and Neck(+1 Damage Dice)
2-3 Chest/Upper Torso 4 Arm (Randomize which or Logical) (-1 Damage Die)
5 Lower Torso and Upper Legs (To mid thigh)
6 Lower Leg (-1 Damage Die)
Custom Armor: Bulk equals the chance in 6 of hitting a location.
Crippling Attacks: Aimed at Limbs. (Melee and Missile Combat)
Costs 4 Successes
Target makes immediate GN(wil) vs Margin of Success to avoid immediateCrippling
Target makes PH(res) vs Margin of Success to avoid permanent Crippling.Advance Medical Aid will improve chances of avoiding permanent effects.
One Wnd added to Targets TDL
Hurt results stun the effected limb and do not cause crippling injuries
Coshing: (Knockout Attacks) (Melee Combat only)
Declared before Strike is resolved.
Must use Blunt (fist, club, flat of sword, etc)
Aimed Shot at Head/Neck with additional 2 Successes
Result of HURT: PH(res) to avoid Stun
Result of WOUND: PH(res) to avoid Unconsciousness for a minimum of Marginof Success turns (GN(wil) v TDL to recover)
Critical failure of PH(res) results in DEATH of target
Grappling: (Melee Combat Only)
Concentration of Hand to Hand Skill or Discrete of Melee for Armed Grapple
Opposed roll Grapple skill v Grapple skill (default is CO(agi))
Margin of Success represents relative advantage of victor
Victor is in Control and Cause PAIN, INJURY, IMMOBILIZE or THROW
PAIN: MoS + Grapple (PH(str)) v GN(wil); HURT results in STUN; WOUNDresults in UNCONSCOUNESS
INJURY: MoS + Grapple (PH(str)) v PH(res); Use regular Combat Results
IMMOBILIZE: MoS + Grapple (CO(agi)) v Grapple (CO(agi)) to hold acharacter. Breaks if held character makes more successes.
THROW: MoS + Grapple (PH(str)) v Grapple (CO(agi) OR PH(sta)). Successallows Victor to choose direction/placement of throw (within one pace). Damagebased on Throws MoS, use regular Combat Rules.
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Open concept:Mass combat
An abstract but hopefully scalable system for managing skirmishes and larger combatactions into the Open Concept system.
The Turn Sequence
1. Initiative Phase2. Movement Phase3. Fire combat Phase4. Melee combat Phase5. Moral Phase6. Bookkeeping Phase
Initiative Phase: Command skill; roll dice equal to skill 5+ are successes. If there noCommander present use average Moral of units with successes on 6. The side with themost successes wins the initiative and chooses which unit is activated first.
Movement Phase: Units make one movement action. Units are moved when activated.Players may activate any unit that has not acted yet that phase.
Fire combat Phase: Units may attack any target within their front 180 with a valid lineof sight. Attacks are made with Firepower dice; the target for successes is based onrange. Fire combat during this phase is simultaneous.
MeleePhase: Units in direct contact make Melee rolls; 5+ are successes. Combat issimultaneous but after Fire Combat is resolved.
Moral Phase: Units that are suffering Moral losses or combat effects from the previousturn make Moral Rolls to recover; 5+ are successes.
Bookkeeping Phase: Update any changes to the Unit not already accounted for.
Movement Action
Move (Take Basic Move)
Snapshot/Walking Fire (1/2 move; Fire Combat during movement +2 to successtarget)
Charge! (1.5 Move; Melee only)
Prepare Attack (No Move; -1 to Success Target against selected Unit)
Down!/Get Up (Drop prone/Grab cover; No Move; +1 to Success Target to be hit)
Crawl (1/2 Move; +1 to Success Target to be hit)
Set up/Take down Crew served weapon (No Move)
Wait
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Movement Costs
Rough Ground Move
Broken Ground Move
Obstacle 1/Level (Low; Short; High)
Fire Combat Actions
Fire
Throw Grenade
Set Overwatch or Area Supression Fire (automatic only)
Aim (-1 to Success Target/Turn of Aim; maximum 3)
Overwatch: Units on Overwatch may attack any one active Unit in their front 180during the Movement Phase normally. Overwatch is lost if the Unit moves; Units onOverwatch may fire during subsequent Fire Combat Phases.
Grenades: Unit rolls to attack normally. Each Success provides 4d Damage (Successes5+) to all targets within 1 Move Unit of target. Base Range 4 Move Units.
Fire Combat Modifiers
Range Multiple Success
TargetTo Base Range 4+
Base to 2x Base Range 5+
2x Base to 3x Base Range 6
3x Base to 4x Base Range 7 (6+ Confirm (5+))
Anytime a FP Roll comes up all 1s the Unit is out of Ammunition and Must spend aMove Action reloading before firing again.
Cover Soft (Obscuring; Treat Range as one Multiple further for every two full Move
Units; Includes Brush, Scrub, Light Woods and Poor Visibility)
Hard Cover
o Partial (About Knee to Waist High; a Low obstacle; +1 to Success Target)
o Full (About Chest to Neck High; a Short obstacle; +2 to Success Target)
o Complete (Fully covered; a High obstacle; Indirect Fire only)
Other Fast Moving Target (+1 to Success Target/4 Full Move Units)
Small Target (+1 to Success Target)
Large Target (-1 to Success Target)
Huge Target (-2 to Success Target)
Giant Target (-3 to Success Target)
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Melee Combat
Melee Weapons are classed as having Close (c); Short (s); orLong (l) Reach. WhenUnits using different reach weapons engage in Melee the Unit with the shorter reachis at a disadvantage and has a +1 to Target Success/level of reach difference.
Moral
A Units Moral score represents an abstraction of their training, courage, esprit decorps and willingness to follow orders. It is the Units ability to persevere in combatand do things that are not especially in accord with their self-preservation. MoralRolls are required before a Unit can perform the following actions. Moral Rolls havea Success target of 5+.
Charge! into Melee Combat (1 Success +1/level of any obstacle)
Receive a Charge!
Enter a beaten zone (Area under Overwatch; 1+1/5 FP Successes);Attackers must have already fired on Overwatch.
Rally (2 Successes if in Retreat; 3 Successes is Scattered)
Moral Results
Margin of Success (MoS) Effects
MoS 2+ +1 on subsequent Moral Rolls (Until Failed)
MoS 0 to 1 No Effects; Unit acts normally
MoS 1 Startled Unit immediately Drops for Cover; may crawl.
MoS 2 Pinned Units immediately drops for Cover; -1 FP; maycrawl away from enemy.
MoS 3 to -4Retreat Unit makes an immediate full move away fromenemy; -2 FP; -1 Moral
MoS 5 or WorseScattered Unit scatters in panic; Requires a Command Roll(3 Successes) to Reform; -2 Moral after reforming Movexd6 Move Units to rear of where scattered from.
The effects of lost moral last at least one full turn. Units may attempt to Rally during theMoral Phase of the following turn. Commanders within command range of ademoralized Unit may substitute a Command roll to Rally.
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Fire Combat
Command: Only Command Units have this Trait. It representstheir ability to command and coordinate multiple Units.
Commanders may only command a number of Units equalto their Command Trait; the Units must be within thecommanders Command Distance, the Command Trait inMove Units. The Command Trait also allows a commanderto coordinate the attacks of a number of Units equal to theCommand Trait. Coordinating Units must attack the sametarget by combining all theirFP dice and using theirhighest damage attribute.
Move: The number of Move Units the Unit may move as a regular Move action.
Armor: The amount subtracted from any Damage Results applied to the Unit.
Moral: The number of dice the Unit has to make a Moral Test.
Firepower (FP): The Firepower Trait has three attributes; Firepower (FP) Dice,Damage, Type Code. For example:
Would have 6 Firepower (FP) dice, 3 Damage, Regular Fire. The FP Dice are used to
decide how well a Unit hits its Target, Damage (in this case 3) is added to the FP successand compared to the Damage Results Table. The Type Code tells us something specificabout the Units main weapons operation:
Code Definition Effect
a Fully-Automatic Fire
On Overwatch attacks all Active Units in arcwith Full FP. Can be used for SuppressionFire (requires a Moral Roll to enter or movethrough attacks as Overwatch 2 FP).
c Crew Served WeaponUnit must spend a Move Action Setting up theweapon before firing it; also a Move actiontaking it down before moving again.
e Explosive Rounds Does Damage as grenades.
r Regular Semi-Automatic Fire Regular fire, no special rules.
s Slow Reload Requires a Move Action to reload.
Range: Base Range, in Move Units, of the Units primary weapon.
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Damage Results Table
Fire Combat
FP Successes + Damage Target Armor = Total Damage
Melee Combat
Melee Successes Target Armor = Damage
Total
Da
mag
e
Damage
Leve
l
Effects
-1 Or Less Superficial Moral Roll (Target 1)
0 to 2 Shaken Moral Roll (Target 2); -1 FP
3 to 4 Hurt Moral Roll (Target 3 + 1/Level of Hurt); -2 FP; -1Move; -1 Moral.
5 to 6 Broken Moral Roll (Target 6) 3 FP; -1/2 Move; -2 Moral
7+ Destroyed Unit is removed from play.
Damage Results are not cumulative. Only apply the highest result to a Unit. A Unit canonly take damage at a level if they still have boxes left in the Status Track. Once a Unithas filled all the boxes at a certain level, the next time the Unit takes damage at that levelDamage effects are those of the next open level above.
Moral Results
Margin of Success (MoS) Effects
MoS 2+ +1 on subsequent Moral Rolls (Until Failed)
MoS 0 to 1 No Effects; Unit acts normally
MoS 1 Startled Unit immediately Drops for Cover; may crawl.
MoS 2Pinned Units immediately drops for Cover; -1 FP; maycrawl away from enemy.
MoS 3Retreat Unit makes an immediate full move away fromenemy; -2 FP; -1 Moral
MoS 4 or WorseScattered Unit scatters in panic; Requires a Command Roll(3 Successes) to Reform; -2 Moral after reforming Movexd6 Move Units to rear of where scattered from.
The effects of lost moral last at least one full turn. Units may attempt to Rally during theMoral Phase of the following turn. Commanders within command range of ademoralized Unit may substitute a Command roll to Rally.
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Weapons tables
Ranged Weapons
Weapon FP Damage Range Code Example CostBolt Action Battle Rifle 4 3 12 r Mauser Gewehr
Auto Loading Battle rife 5 3 12 r M1 Garand
Assault Rifle 8 3 10 a MP43 Sturmgewehr
SMG 8 1 8 a STEN Gun
Heavy SMG 8 2 8 a Thompson
Carbine 4 2 10 r M1 Carbine
Automatic Rifle 6 3 14 a BAR
LMG 8 3 12 a/ac Bren/Lewis
MMG 10 3 16 ac .30 Browning
HMG 10 5 20 ac M2HB
Shotgun 4 4 4 r Combat Shotgun
Hunting Rifle 3 3 14 r
Musket 4 3 4 s Brown Bess
Rifled Musket 4 3 6 s Baker Rifle
Long Rifle 3 2 8 s Kentucky' Rifle
Arquebus4 3 4 sc
Early Firearmw/stand
Bow 4 2 8 r Long Bow
Crossbow 4 2 10 s
Melee weapons
Weapon Dice Reach CostOne Handed Sword 4 S
Short Sword 4 C
Two Handed Sword 5 L
Spear/Rifle Bayonet 4 S
Pike 5 L
Pole Arm 6 L
Knife 2 C
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Unit Quality
Unit Quality FP Melee Moral Move Command CostMilitia -1 -1 2 3 2 x.5
Green -1 0 3 3 3 x.75Regular 0 0 4 4 4 x1
Veteran +1 +1 5 4 5 x1.2
Crack +1 +1 6 4 6 x1.5
Elite +2 +2 7 5 7 x2
Unit Type
Unit Type FP Melee Moral Move CostShock Troops 0 +1 +1 0
Sharpshooters +1 0 0 0 Regular 0 0 0 0
Scouts 0 0 +1 +1
Vehicle Crew -1 -1 0 0
Support Troops -1 -1 -1 0
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Carrying Gear
Characters can carry items more efficiently using specialized gear such as load bearing gear and
frame packs. Other gear, such as day packs, are more common but do not provide a significant
advantage.
Gear Capacity Bonus
Load Bearing Vest 12 Attachments; 4 Bulk 60%
Combat Webbing 12 Attachments; 3 Bulk 50%
Day Pack 1 Cu. Ft. ; 12 Bulk 5%
S mall Frame Pack .8 Cu. Ft. ; 14 Bulk 40%
Large Frame Pack 3 Cu. Ft.; 30 Bulk 20%
Small Duffle/GymBag
1.5 Cu. Ft.; 16 Bulk 5%
Large Duffle/SeaBag
9 Cu. Ft.; 50 Bulk 10%
Encumbrance
Excessive amounts of Bulk will encumber a character and slow their reactions and ability to
move quickly. Characters may carry 2(PH+ 1) levels ofBulkwithout penalty.
Characters suffer a level of encumbrance (-1 PH(rea) and 1/2 unit of move) for each doubling of
maximum unencumbered load (2x(2(PH+ 1)).
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Weapon Accuracy Range Damage Cl ip Recoil RoF Reload Notes
Capaciter Pistol Superior Medium Good 150 none 4 1
Blaster Pistol Fair Short Terrific 50 1 4 1
Needle Pistol Good Short Fair 30 1 2 1
Bolt Pistol Fair Medium Good 20 2 2 1
Flechette Pistol Superior Short Fair 20 1 4 1
Gyroc Pistol Good Long Superior 10 1 1 1
Flame Pistol Fair Close Terrific 8 2 1 2
Capaciter Rifle Excellent Extreme Superior 100 none 4 1
Blaster Rifle Superior Long Terrific 50 2 4 1
Needler Terrific Long Good 90 1 2 1
Bolt Gun Superior Extended Superior 50 2 2 1
Flechette Rifle Great Long Good 40 1 4 1
Flamer Fair Medium Terrific 16 3 1 3
Gyroc Rifle Superior Extreme Superior 12 1 1 2
Pulz Rifle Superior Medium Excellent 100 2 4 1
Cone Bore Rifle Terrific Extended Terrific 20 5 2 1
Weapon Accuracy Range Damage Cl ip Recoil RoF Reload Notes
Pulse Laser Terrific Extended Superior 500 none 1/50/500* 1
Assault Blaster Poor Medium Terrific 50 2 3/10 1
Pulz Gun Good Short Great 100 2 1/3/50* 1Pulz Rifle Superior Medium Excellent 160 2 1/3/50* 1
Fletcher Superior Long Terrific 120 3 1/60* 1
GyroSlugger Fair Extreme Spc. 6 1 2 2
Auto Bolter Superior Long Superior 100 2 1/3/20* 1
Cone Bore Rifle Terrific Extended Terrific 30 5 1/3/15* 1
Heavy Flamer Fair Medium Great 16 3 1 3
Combat Rifle Superior Long Great 60 1 1/3/30* 1
Explosive selfpropelled shell launcher
Automatic 10mm Gauss Carbine
Rifle type weapon
Highly compact SMG type weaponAutomatic version of civilian model
HyperVelocity advanced chemical slugthrower
Armor Piercing
MilSpec Fiearms
Rifle version of generic particle/energy weapon
Similar to Drake's Power Guns
"Rocket Rifle" can use "smart" ammo
Does damage for 3 rnds unless extinguished
Fires a swarm of shards from ammo block
"Rocket Pistol" can use "smart" ammo
Does damage for 3 rnds unless extinguished
See Capaciter Pistol
Military version of civilian weapon
Does damage for 3 rnds unless extinguished
Advanced version of an Assault Rifle
Sci-Fi Fiearms
Standard Laser Pistol (Microsecond Pulse)
Generic Particle/Energy weapon
4mm Gauss long barrelled pistol
10mm Gauss long barrelled pistol
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Weapon Accuracy Range Damage Clip Recoil RoF Reload Notes
Target Pistol Superior Short Middling 1 0 1 1
Holdout Poor Close Good 2 1 2 1/Turn
Lt. Pistol Fair Close Good 10 0 4
Revolver Close 8 0 2 2/Turn
Med. Pistol Fair Short Superior 14 2 4
Revolver Short 6 2 2 2/Turn
Hvy. Pistol Middling Short Terrific 8 4 3
Revolver Short 5 4 1 2/Turn
Carbine Superior Medium Terrific 7 1 2
Hunting Rif le Great Extended Excellent 7 to 10 2 1
Target Rifle Excellent Long Good 5 0 1
Submachinegun Superior Medium Good 32 1 3\30*
Hvy. SMG Good Medium Superior 24 3 3\20*
Assault Rifle Superior Long Great 30 1 1\3\30*
Battle Rifle Terrific Extended Excellent 12 2 1
Automatic Rifle Superior Long Excellent 21 4 1\15*
Support MG Superior# Long Great 30/50/100 3 30*
Lt Machinegun Terrific Extended Excellent 100 --/5 24*
Shotgun Good Short Terrific 8 2 1 2/Turn
Grenade Launcher Good Long Spc. 1 1 1
Modern Firearms
Light accurate pistol used for competion shooting
Short range, easily concealable
~.22 Caliber
~9mm
~10mm +
Manual Action, autoloading adds 1 to RoF
Manual Action, autoloading adds 1 to RoF
Match quality light rifle (Light Caliber)
~9mm and less
Greater than 9mm
Manual Action, autoloading have RoF 4 (WWI/II Inf. Rif les)
Early squad support weapons ("BAR")
Assault Rifle caliber can use 30 or 50 rnd clip or 100 rnd belt.
Bipod mounted crew served (~.30 Caliber)12G Pumpaction with a full choke; full lengthbarrel. Shot spreads ina 30degreecone.
Uses "Gunnery (GL)" Skill, not Guns
#Accuracy is Middling when weapon is not "braced" *Uses Autofire rules.
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Weapon Accuracy Range Damage Clip Recoil RoF Reload Notes
Bow Poor Medium Middling 1 1
Long Bow Middling Long Good 1 1
Composite Bow Middling Long Good 1 1
Crossbow Fair Long Superior 1 in 2 2
Prod Middling Medium Good 1 in 2 2
Sling Poor Medium Fair 1 1
Javelin Fair Short Good 1 *
Dart Good Close Middling 1 *
Knife Middling Close Poor 1 *
Weapon Accuracy Range Damage Clip Recoil RoF Reload Notes
Hand gonne Poor Close Good 5 1 15 Primitive cannonlock
Arquebus Weak Medium Superior 3/4 1 10 Matchlock
Horse Pistol Middling Short Good 2 1 12 Wheellock
Musket Weak Medium Superior 3 1 6 17th Century plus
Rifled Musket Fair Medium Superior 3 1 8 Military Rifle 18th-19th
Long Rifle Good Long Good 3 1 10 "Kentucky" Rifle
Dueling Pistol Middling Close Fair 2 1 8 Flint or Percusion Lock
Rifled Pistol Fair Short Good 2 1 8 Flint or Percusion Lock
Ranged Weapons
Black Powder Weapons
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Weapon Quick Damage Defense Reach Bulk NotesBarehand Superior Poor Superior Close
Cestus Superior Middling Good Close Brass Knuckles
Knife Good Middling Weak Close
Short Sword Good Fair Fair Short
Light S word Good Fair Good Long Fencing WeaponsBroadsword Fair Good Fair Long
Long Sword Fair Good Fair Extended
Bastard Sword Middling Superior Middling Extended
2 Han ded Sword Fair Superior Middling Extended
Han d Axe Good Fair Middling Short Tomahoks, etc
Battle Axe Middling Superior Weak Long 1H Use
War Pick Poor Terrific Poor Short
War Hammer Middling Superior Middling Short
Short Spear Good Fair Middling Short Stabbing (Zulu)
Spear Fair Fair Weak Long
Long S pear (2H) Fair Fair Poor Extended Sarisa, etc
P i keMiddling Good Terrible Extreme
Club Fair Fair Fair Short
Sh ort Staff/ Baton Good Fair Good Close
Quarter S taff Fair Fair Superior Long
Mace Fair Good Middling Short
Mau l Poor Terrific Pathetic Long
Polearm Fair Superior Poor Extended Glaive, Halbared, etc
Shei ld Terrible Middling Terrific Close
Buckler Weak Fair Superior Close
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Type Soak Bulk DescriptionNone Weak 0 Normal clothes
Leather/Cloth Middling 1 Soft Leather or Quilted (Padded) Cloth
Rigid Leather Fair 2 Cuirbolli or other hardened leather (boiled)
Reinforced Leather Good 2 Ringmail
Chain Superior 3 Chain mesh. Lighter but more expensive than Lamallar Lamallar Superior 4 Scale, studded or splinted. Heavier but cheaper than chain
Plate Terrific 4 Rigid iron, steel or broze armor
Heavy Plate Great 6 Steel armor of "Proof"
Ballistic Cloth Terrific 1 Light, concealable ("Kevlar")
Heavy Ballistic Cloth Excellent 4 Bulky (SWAT type armor vests), not concealable
Flak Armor Superior 3 WWII era armor/fragmentation protection
Polymer Plate Excellent 3 High-tech plate armor (Stormtrooper Armor)
Ceramic Composite Extraordinary 4 Metal-Ceramic composite as described by Drake
Biphase Composite Amazing 2 Very high-tech plate armor
"Smart" Clothes Great 0 Super high-tech armor, wears like regular clothes
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Basic Magic
This section contains conceptual notes and should be considered a Work in Progress.
Magic is the manipulation of arcane energies inherent in all creatures and elements. A practioner
must have an aptitude for Magic (Mystic Aptitude 10+1/lvl) to successfully impose theirWill onthe World.Mages speak of 6 COLLEGES (or Elements). Knowledge in one college provides some basicinsight into the workings of Magic, but each college has its own unique set of governingprinciples. Collegial Magic is a MECHANICAL venture; the same inputs produce the same outputs always.
The 5 Colleges
Earth (Natural) SolidsAir Gasses
Fire Thermal Energy & Motion(?)Water LiquidsSpirit Mind/Soul & Spirits (Astral)Darkness The Void, Abyss
Simple Spells
Summon (Create) Shape Animate
Bind Possess Cast/Throw
Dispel Compact/Crush Expand/Explode
Move Detect/See
Base Range for all Spells is CLOSE
Manipulations
Combine Empower (Strengthen)
Range Time (Duration of effects)
Manipulations are used with simple spells to create more complex effects with one or more ofthe Colleges.
Magical SkillsGrimiore (MetaSkill)
Read Spell (Concentration)Write Spell (Concentration)
Arcane Tradition (Concentration of Weird)Hermetic (Discrete)Kabalistic (Discrete)
Symbols [Tradition] (Concentration ofWeird)
[Tradition] Symbols Drawing(Discrete)Ceremonies/Rituals (Concentration ofWeird)
Ceremonies/Rituals [Tradition](Discrete)
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Powers of the Mind
This section contains conceptual notes and should be considered a Work in Progress.
Psis, talents, sensatives whatever you call them, they have extraordinary mental abilities in oneor more paranormal disciplines.
Required : The GiftPowers of the Mind.
The level ofall Disciplines combined cannot exceed a charactersPowers of the Mindgift.Disciplines are considered MetaSkills, while individual Powers are Concentrations. Specificaspects of a Power can be developed as Discrete Abilities.
Base Range for all Disciplines (unless otherwise noted) is SHORT
Disciplines
Telepathy
Suggestion/Hypnosis
Illusion
Reception
Linking/Blending
Sending
Mnemonic
Sense Mind(s)
Mental Attack (Mind)
Psychic Attack (Spirit) Mental Healing
Psychokinetic
Telekinesis
Pyrokinesis (includes cyrokinesis)
Psychic Healing (Others only)
Electro-magnetokinesis (includesother radiations)
Matter Alteration (??)Extra Sensory Perception (ESP)
Danger Sense Precognition
Psychometry
Aura/Astral Viewing
Clairvoyance
Clairaudience
Teleportation (Base Range-Long)
Self Teleport
Exo-Teleport
Homing (independent of rangelimitations??)
Blind TeleportSelf Control
Astral Body/Projection
Boosting (TRAIT/DEVIATION)
Regeneration (Self Healing) Transform (Features/Body)
Body Control
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Errata/Rough Notes
Characters
Average people are built with 10-20 points
Heroes are built with 50 pointsCinematic Heroes are built with 75 points
Moral
GN(spi) roll. Unsure how it will be used to effect the actions of npcs Should be used toprevent npcs fighting to the last man or attacking suicidally without strong/charismaticleadership.
Fumble
If all dice score a one (1) the character has fumbled. This results in an automatic failure andsome negative consequence (TBD).