Defcon RPG

Stats

Character's base stats

  • Perception (Stealth and Awareness)
  • Intelligence (Complex skills and Knowledge)
  • Endurance (Health and Resistance to damage)
  • Might (Carrying capacity and Melee damage)
  • Agility (Speed and Initiative)
  • Dexterity (Attack accuracy and Maneuverability)

All character stats start at 1 and a player can spend 25 points at creation and then 5 each level after first. 1 point in a single stat increases said stat by 1 and a +1 modifier is added for every 5 points. (5,10,15,20,25,30,35,40 ect..)

Carrying capacity: A player is capable of carrying 100lbs at creation and it goes up by 15 points for every 1 point in Might

Skills: A character gets 15 skill points at creation and 5+ Intelligence modifier for every level thereafter

Health: A character gets 50 HP at creation and goes up by 10 points for every 1 point in Endurance

Speed; A character’s speed is 5 at creation and goes up by 1 for every 5 points put into Agility.

Armor: Armor is made and maintained through the collection of scraps. There are 10 slots where a piece of scrap can be placed, Upper Left Arm (ULA), Lower Left Arm (LLA), Upper Right Arm (URA), Lower Right Arm (LRA) Upper Left Leg (ULL), Lower Left Leg (LLL), Upper Right Leg (), Lower Right Leg (LRL), Torso (T), and Head (H). {Diagram below}

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D20+ Modifier VS Goal number in non combat.
D20+ Modifier VS D20+ Modifier in combat. All opposed rolls

Weapons are assigned four (4) values: Aiming, Armor piercing, Damage and Range.
  • Aiming represents what it takes to aim the weapon, the lower the number the easier to aim (A Sawed-off shotgun has an Aim of 5 while a Sniper Rifle has an Aim of 18) (Note: picking a specific location adds additional modifiers)

  • Armor Piercing represents the weapons ability to bypass an opponent’s armor. The higher the number the easier it bypasses armor. (A Revolver has an AP of 5 while a Rifle has an AP of 15)(Note: picking a specific location adds additional modifiers)

  • Damage represents how much harm you can do to the target. The higher the number the higher the damage (A Revolver has a damage of 1d4 while a Shotgun has a damage of 1d10)

  • Range represents how far the weapon can be effective the lower the number the shorter the distance (A Double barrel shotgun has a range of 2 while the Bolt Action Rifle has a range of 12) (Note: picking a specific location adds additional modifiers)

Equipment
Weapons are assigned a condition value which is a modifier to be applied during combat
  • -Poor (-5), Fair (-2), Good (0), Well (+2), Excellent (+5)
  • *Found Guns are always in Fair (-2) condition

Handguns:
Weapon Name
Aiming Value
Armor Piercing
Damage value
Range value
Flintlock
-15
3
1d4-2
5
Revolver
-12
5
1d4
8
Light scrap Gun
-12
5
1d6
6
Semi Automatic
-10
8
1d6
10

Rifles:
Weapon Name
Aiming Value
Armor Piercing
Damage value
Range value
Muzzle Loader
-15
5
1d6
10
Moderate scrap Gun
-14
8
1d6
10
Bolt Action
-12
10
1d8
12
Lever Action
-10
10
1d8
12
Assault Rifle
-10
12
1d10
15
Sniper
-18
15
1d12
18

Shotguns:
Weapon Name
Aiming Value
Armor Piercing
Damage value
Range value
Double Barrel
-8
5
1d10
2
Moderate scrap Gun
-8
8
1d8
2
Sawed-off
-5
5
1d10
2
Pump Action
-5
8
1d10
5
Assault
-5
10
1d10
5

Melee:
Weapon Name
Aiming Value
Armor Piercing
Damage value
Range value
Knife
-0
2
1d4
1
Light scrap Melee
-0
2
1d4
1
Combat knife
-0
4
1d4
1
Bat, Wooden
-0
0
1d6
1
Bat, Metal
-0
0
1d8
1
Bat, Spiked
-0
4
1d8
1
Moderate scrap Melee
-0
4
1d6
1
Crowbar
-0
6
1d6
1

The players while exploring can find scraps.

Scraps are assigned an armor and barter value.
  • Example: a Tire has an armor value of 5 and a barter value of 7.
  • Scraps found, have a flexible armor value of 1D8-5 and a flexible barter value of 1D6-4
  • Scraps acquired in barter are the value given.
  • Scraps acquired in barter are always in good (0) condition

Combat:
  • Combat is relatively simple. First is to determine the order of players and opponents. This is determined by rolling 1d20 and adding your agility modifier. Once the order has been determined, the player/monster can choose 2 of the following standard actions.
    • Attack
    • Move
    • Draw weapon
    • Load weapon
    • Use a skill (Repair, Hacking, Camouflage First Aid)
    • Defend ( +1 to AD)


Skills
1 point in any skill will add a modifier of +1 competency bonus. (I.e. 1 points in Light arms means a +1 to the use of handguns and Small melee weapons while in combat. which can be applied to 1 of the 4 vales associated with the weapon during each combat phase)

General skills.
  • Light Arms (Use of Hand guns)
  • Heavy Arms (Use of Shotguns and Rifles)
  • Explosives
  • Melee (Use of melee weapons)
  • Repair (Fix and maintain armor and equipment)
  • Hacking (Acquire information from computers and can disable security systems)
  • Lock picking (Picking locks and opening sealed containers)
  • Scavenge (Finding items and weapons in the environment and on opponents)
  • Camouflage (Conceal oneself from enemies)
  • First Aid (Heal damage)
  • Barter (trade goods)

Monsters List
List of Scraps