OPS and TACTICS Core Rulebook 1St Edition 2
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1 OPS AND TACTICS Core Rulebook 1st Edition 2 Dedications: To Mom and Dad: Thanks for giving me encouragement in whatever I wanted to do. To Awesome Josh and Ashley, Jay, Sam-The Dragon Lover: Thanks for all the months of fun and lessons about the world of Tabletop Games. To /tg/: Couldn't have done it without the criticisms, advice, suggestions and help. To /k/: Thanks for all the firearm knowledge. Couldn't have created the firearms list without you all. To Archibald, Tiago, Jessica, and Dare : Thanks for helping build, playtest, and giving me ideas that could have only come from playing each rule through. To Alex, for giving me the title, bouncing ideas off of you, and giving me a ton of great ideas. Couldn't have done it without you. And finally to all those that read and enjoy this, and may your games be fun, adventurous, and enjoyable. Written and designed by Alex A. Mazyck, Sweet Soul Bro !!H5XdMKmBv5G 3 Table of Contents )8ui"ment....................................................................17 The Basics......................................................................4 2eneral )8ui"ment..........................................70 Core Mechanics.................................................4 Melee Weapons................................................82 Character Classes...........................................................7 .ange$ Weapons.............................................88 The Strong........................................................8 #mmunition...................................................111 The Fast.............................................................9 #rmor............................................................181 The Tough........................................................10 +ifestyle an$ Services...................................184 The Smart........................................................12Com&at.......................................................................19 The Wise..........................................................13 *n7ury an$ (eath...........................................197 The Charismatic..............................................14 Saving Thro,s...............................................200 Multiclass Characters......................................1 #ctions in Com&at.........................................200 Starting !ccu"ations...................................................17 #ttac/ #ctions..................................203 #cademic.........................................................17 Mo%e #ctions....................................204 #$%enturer.......................................................17 S"eak #ctions...................................204 #thlete.............................................................18 Full9.oun$ #ctions...........................204 Blue Collar.......................................................18 Com&at Mo$i-iers..........................................208 Celebrity..........................................................18 S"ecial *nitiati%e #ctions..............................210 Creati%e...........................................................18 S"ecial #ttacks..............................................211 Criminal...........................................................19 Facing............................................................220 (ilettante........................................................19 :ehicle Mo%ement an$ Com&at....................222 (octor..............................................................192ame Mastering.........................................................231 )mergency Services........................................19 Character !ccu"ation 4otes.........................232 )ntre"reneur...................................................20 Setting 5rices an$ Salary..............................24 *n%estigati%e....................................................20 )ncounter 2oals an$ )ncounter +e%els........24 +a, )n-orcement............................................20 )nvironments................................................24 Military............................................................21 Con$itions Summary.....................................2 3 .eligious..........................................................21 )nemies; 45C<s an$ Monsters.......................2 3 .ural................................................................21 Creature T'"es..................................2 3 Stu$ent............................................................21 S"ecial #&ilities................................212 Technician.......................................................22 Creatures..........................................21 White Collar....................................................22 !r$inaries.........................................32 S/ills............................................................................22 0eroic 2M characters.......................311 #cro&atics.......................................................24 #lternate .ules..........................................................312 #nimal 0an$ling..............................................2 0omebre, .ules........................................................38 #thletics..........................................................21 Character Sheet.........................................................388 Craft................................................................28 (emolitions.....................................................31 (isable (evice.................................................31 (ri%e................................................................37 Forgery............................................................38 2am&le............................................................38 3no,ledge.......................................................39 +inguistics.......................................................40 4avigate..........................................................41 5erception.......................................................42 5erform...........................................................42 5ilot.................................................................43 5resence..........................................................44 .i$e.................................................................41 Stealth.............................................................47 Technology 6se...............................................48 Treat In7ury..................................................... 0 Feats....................................... 1 4 THE BASICS DICE NOTATION These rules use the following die notations: d2 = two sided die or coin d3 = three sided die d4 = four sided die d6 = six sided die d8 = eight sided die d10 = ten sided die d12 = twelve sided die d20 = twenty sided die d% = percentile dice (a number between 1 and 100 is generated by rolling two different ten-sided dice. One (designated before rolling) is the tens digit. The other is the ones digit. Two 0s represent 100.) Die rolls are expressed in the format: [#] die type [+/- modifiers] Example: 3d6+2 means: "Roll 3 six sided dice. Add the result of the three dice together. Add 2." ROUNDING FRACTIONS In general, if you wind up with a fraction, round down, even if the fraction is one-half or larger. Exception: Certain rolls, such as damage and hit points, have a minimum of 1. MULTIPLYING Sometimes a special rule makes you multiply a number or a die roll. As long as you’re applying a single multiplier, multiply the number normally. When two or more multipliers apply, however, combine them into a single multiple, with each extra multiple adding 1 less than its value to the first multiple. Thus, a double (x2) and a double (x2) applied to the same number results in a triple (x3, because 2 + 1 = 3). BASIC TASK RESOLUTION SYSTEM These rules assume a standardized system for determining the success or failure of any given task. That system is: d20 + Modifiers vs. Target Number The Modifiers and Target Number are determined by the type of task. If the result of the d20 roll + the Modifiers equals or exceeds the Target Number, the test is successful. Any other result is a failure. A "natural 20" on the die roll is not an automatic success, unless the rules state otherwise. A "natural 1" on the die roll is not an automatic failure, unless the rules state otherwise. Ability Scores The ability scores are the six scores that are the core of your character. They affect all else about your character. Strength Strength measures your character’s muscle and physical power. Strength also limits the amount of equipment your character can carry. You apply your character’s Strength modifier to: • Melee attack rolls. • Damage rolls when using a melee weapon or a thrown weapon. (Exceptions: Off-hand attacks receive only one- half the character’s Strength bonus, while two-handed attacks receive one and a half times the Strength bonus.) • Athletics checks. This skill has Strength as it's key ability. 5 • Strength checks (for breaking down doors and the like). Dexterity Dexterity measures hand-eye coordination, agility, reflexes, and balance. You apply your character’s Dexterity modifier to: • Ranged attack rolls, including those for attacks made with firearms and thrown weapons • Defense Score • Reflex saving throws • Acrobatics, Drive, Pilot and Ride checks. These are the skills that have Dexterity as their key ability Constitution Constitution represents your character’s health and stamina.