RPG Rules Systems/OPIGS

RPG Rules Systems

Contents

One Page GamIng System - OPIGS

Copyright David Mar 1987

Character Generation

Roll d20+d8 for each of the five attributes - Beef, Brains, Hammer, Coruba and Luck. Refer to table below for penalties and bonuses due to low and high scores.

Beef BrainsHammerCorubaLuck
ScoreDamage bonusLanguages UsableUse Roll BonusTo Hit BonusBonus Hit Points / DieChance to be lucky
2-41-4-4-410%
3,4-32-3-3-320%
5-7-23-2-2-230%
8-12-14-1-1-140%
13-170500050%
18-22+16+1+1+160%
23-25+27+2+2+270%
26,27+38+3+3+380%
28+49+4+4+490%
.
Hit Pointsd6Hit Dice
Roll a d6 and refer to the table to determine starting hit points. Extra hit points are gained in the same way for each experience level gained. If reduced to 0 hit points a character is dead, unless a Luck roll is successfully made. Damage can be healed by resting; a full night's sleep restoring up to Coruba hit points. Be sure to add the Coruba hit point per hit die bonus to each die rolled for hit points.11d20
22d12
33d10
44d8
55d6
66d4
Equipment

Character starting money is $100. Weapons are available as follows:

WeaponCostExampleDamage Bonus
Wimpy$50Knife+1
Normal$150Sword+2
Beefy$500Gun+3
Mega$1500Attack Chopper+4

Miscellaneous equipment is available at $10 each. This includes all non-weapons. If wielded as a weapon, miscellaneous equipment gives no damage bonus.

Experience
1 experience point (XP) is gained for each thing killed, puzzle solved or $1000 gained. Only the person inflicting the killing blow on a thing gets the XP. Each square number of XP gained (ie 1, 4, 9, 16, 25, ...) is an experience level and gives extra hit points.

Combat

The enemy will have a number of hit points either chosen by its creator or rolled randomly as above for characters, and will be unarmed or equipped with some type of weapon. Anyone can attack first, depending on the circumstances, and attacks then go in a cyclic order until combat is over. To attack, roll a d12 To Hit and add the Hammer To Hit Bonus. Refer to this number to see the attack result. The damage listed as dice is rolled for unarmed combat, modified by Beef Damage Bonus - and also weapon damage bonus if a weapon is used.

Combat Table
Adjusted d12ResultDamage
12+Instant KillKill
11Critical Hit2d10
10Excellent Hit2d8
9Good Hit2d6
8Hit2d4
7Scratch1d4
6Near MissOpponent -1 next To Hit roll
5MissNil
4Bad MissOpponent +1 next To Hit roll
3Self Hit2d4 to self
2Critical JamWeapon useless
1-Critical BackfireKill self
Equipment Use

To use a piece of equipment or do anything tricky, like climb a wall or pick a lock, a d12 Use Roll is made, modified by Brains Use Bonus and referred to on the Use Table. This applies to spells and psionics.

Use Table
Adjusted d12ResultDamage
12+Critical SuccessPatent idea, get $1000
11Amazing SuccessDouble effect
10Excellent Success+2 next Use roll
9Good Success +1 next Use roll
8Success 
7Borderline SuccessMay roll again for better result
6Borderline FailureMay roll again for better result
5Failure 
4Bad Failure-1 next Use roll
3Severe Failure 2d4 damage to self
2Massive FailureEquipment destroyed
1-Critical Failure Kill self

Game Play

No gamesmaster is required. Each player creates a character after agreeing on a game setting (eg fantasy, space, espionage, etc). Choose equipment and languages, ensuring at least one common language between the characters. Take turns, starting with whoever wants to go first, of five to ten minutes of adventure creating. Throw in anything you want: encounters, fights, puzzles, tricks, traps, treasures, explorations, etc. If something you don't like happens - especially your own death - roll on your Luck chance to see if you are lucky enough for something else to happen instead. Only one such Luck roll per thing happening is allowed, though everyone can roll one after the other