Full Metal Anorack, the Role Playing Game.
From: "Phillip Pournelle" <emisle@e...>
Date: Thu, 16 Sep 1999 12:16:17 -0400
Subject: Full Metal Anorack, the Role Playing Game.
Hello,
With the evaluation of FMA in the works these days there has been a
discussion of using FMA for an RPG. Additionally, you may want a system
to generate non-standard characters for FMA or StarGrunt. Having
observed a number of peoples systems (especially Donald Chipman's
Outworlders), I now propose my own.
In FMA or StarGrunt, the characters use a Quality Die to roll with
when conducting a skill that is inside their usual military skills set.
For a character, these may not be constant. A specialist may have only
rudimentary skills with a fire-arm, but what him hack the security
system.
If you are using LUCK and HEALTH characteristics, the character
should be considered a Hero/Player Character, etc. He's not supposed to
die too easily.
Characteristics
Primary Characteristics are those basic abilities the character
starts off with before entering service. It is difficult to change
these characteristics The Average is D6. Deviations for normal Humans
will be one die shift above or below. The cost multiple for Primary
Characteristics is 3.
Secondary Characteristics are determined by Primary Characteristics
and are those that will affect combat capabilities. The Cost multiple
is 2.
Skills are Tertiary Characteristics and will be the normal area
rolled for when a character is trying to achieve a goal. To activate a
skill, the player will expend one character point to bring the skill up
to the level of the controlling characteristic. If the character has no
skill in the desired area, he uses the controlling characteristic at one
die shift down. For Example, Dexterity is the primary skill for small
arms weapons. An average with DEX D6 character with no weapons training
will fire that weapon at D4. IF the player expended the 1 Character
Point (CP) then the skill level climbs to D6. The Cost Multiple for
Skills is 1.
Skills and characteristics may be set/raised by expending CPs for
them. To see what the base cost is, check the QD base skill level cost
and then multiply that by the Cost Multiple. To raise a characteristic,
find the difference between the current and desired QD base cost and
multiply it by the Cost Multiple.
Quality Die D2 D4 D6 D8 D10 D12
Level Cost 1 3 6 9 12 18
Primary Characteristics:
Strength (STR) Lift things, Break things, HTH damage, etc.
Dexterity (DEX) Hand-Eye Coordination, Agility, Accuracy, etc.
Endurance (END) Damage Body can take, distance to run, etc.
Perception (PER) Awareness of surroundings, personnel and situation
Mechanical (Mech) Mechanical Inclination
Technical (Tech) Technical Inclination
Luck Dumb Luck. May be used once per game. Add to
particular skill/characteristic to achieve something special or survive.
Additional primary characterisics such as Telepathy, Telekenesis,
etc. can be added if desired.
Secondary Characteristics:
WillPower (WIL) Desire to keep going. Used for reaction rolls
=(END + PER)/2
Movement (MOV) Base Speed for movement. (END + STR + DEX)/3
Health (HLT) Used as secondary die for damage. Use Armor
normally.
If Impact < HLT & > Armor, Character stunned.
If Impact >= HLT & > Armor, Character incapacitated.
If Impact > 2* HLT & > Armor, Character dead.
Skills:
Strength:
Brawling & HTH combat damage
Grenade throw range
Dexterity:
Brawling & HTH to hit
Melee Weapons to hit
Small arms accuracy
Endurance:
Perception:
Command of Ship
Leadership of small unit
Hide/Sneak
Search
Mechanical Inclination:
Engineering
Gunnery
Helmsmanship (Used for Ship driving, etc.)
Mechanical Repair (used for Damage Control.)
Pilot (Used for Small craft, fighters, etc.)
Explosives
Heavy Weapons (standard crew served such as m-60 & .50 cal)
Technical Inclination:
Fire Control Weapons systems (Vulcan radar cannon)
Fire Control Directors
Computer systems
Security Systems
Medical
Astro-Navigation (used for Hyper Jump)
Sensors
Special Weapons