Repository TTRPG

TERMINALS V 0.1


A horror Tabletop Roleplaying Game
WORK IN PROGRESS
Name may be subject to change

Attributes and point buy

When creating a character, you'll see that you have 5 attributes. These attributes represent your broad prowess or capability at a general thing. When creating a character, you may distribute 11 points among these to your liking.

Manpower: active, applied strength
Agility: dexterity, athletic prowess, speed.
Intelligence: general knowledge
Willpower: passive, enduring strength, both physical and mental.
Charisma: Persuasion, convincing.
Perception: awareness of your surroundings.
Attributes Checks are when you have your character attempt to do something, and most roll dice to see if they succeed in that. When the GM asks you to make an attribute check, roll a number of 4-sided dice equal to the number of whatever attribute is being applied.
For example:
The GM says for Player to make a Manpower check. Player has 2 in Manpower, so he rolls 2 4-sided dice.
In normal, controlled, low stress situations, the DM will simply ask you for your number stat and then determine if you succeed or fail. Sometimes, there will be situations where you have an advantage or disadvantage, in those cases, you may be asked to roll additional penality or bonus dice. Penality and bonus dice are 4-sided dice like the rest, and are occasionally added to rolls based on the predicament. Perhaps it's storming and difficult to see outside. You may receive a penality die on a roll for that. A penality die would be rolled with your regular dice, and the total of your penality di(c)e would be subtracted from your total . Bonus dice work the same way, only backwards, adding to your total instead of subtracting.
Pushed Rolls
Sometimes, when a player fails a check, the GM may allow the player to attempt a "pushed roll", where the player will describe what they are doing differently this time, then reroll the check. But this time, the risk is higher. If a pushed roll fails, something significantly negative will occur.

Specialities

There are a number of special sub-attributes of sorts called Specialities which compliment your main attributes in rolls/checks. There are many Specialities but a player may have no more than 6. If they reach a point where they begin having the choice to have more, they must either deny it or swap out one or more in exchange for the new one(s). The standard Modifier is 3. When you roll an attribute check to attempt to do something, check to see if you have a specialty that may help with the task. For example, you may have to make an intelligence check to read a map correctly, but if you have the Navigation specialty, then you can add the specialty modifier to the roll. If there is a case where which specialty you could use in a situation is unclear, your GM may decide, or you will be allowed to choose between them.

  • Medical
  • Memory
  • Navigation
  • Occult knowledge
  • Metaphysical knowledge
  • Chemistry
  • Martial arts
  • Electricals
  • Computer science
  • Strategy
  • Stealth
  • Mental fortitude
  • Mechanics
  • Investigation
  • Reflex
  • Aim
  • Tracking

Health

When the health points of a body part are halved, you become impaired in some way. Leg or foot: speed is halved. Arm or hand, 1 penality die on manpower rolls involving your hands/hand. Head, loose 1 Sanity.
Ailments
When you are brought down to 5 Sanity, you get Irrational Fear when you reach 2 Sanity you gain psychosis and 0 Sanity, you are officially insane.
Irrational Fears: you get a random, irrational fear of something. 1 penality die added to any roll while in the presence of your fear.
Psychosis: you see and hear things that are not there. At random intervals, (or whenever you're in the presence of something you fear) make a Willpower roll. On a failure, you are dealt 1 Cranial damage.
Insanity: you are completely insane. On top of receiving Psychosis and Irrational Fears, you cannot distinguish between Ally and Enemy. And you perceive them as the same, being dealt 2 Cranial damage by your allies whenever they get close.

Items/inventory

Armor

Heavy armor protects more but makes your movement 5 feet less.
title damage reduction type
Ammo vest 0 light can hold 2 extra Magazines
Tactical Helmet 3 Light
Tactical Throat Protector cell-content cell-content
Tactical vest cell-content cell-content
Tactical Arm pads cell-content cell-content
Tactical leg pads cell-content cell-content
Riot Helmet cell-content cell-content
Riot Throat Protector cell-content cell-content
Riot Vest cell-content cell-content
Riot Arm pads cell-content cell-content
Riot Leg Pads cell-content cell-content
cell-content cell-content cell-content
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Miscellaneous

Item type description
Flashlight you can see clearly 20 feet in front of you. All else is darkness (when used in darkness.) Light
Medical kit you regain 7 health points of any one body part. Disposable light
Bandage you regain 4 health points of any one body part. Disposable light
Adrenaline syringe you regain or gain 2 adrenaline points for until they are spent or you take a rest. Light
Suspicious pills a container of pills. Single use. Disposable. Regain 2 Sanity. Light
Pickled Toad the stupid thing makes you laugh. Regain 1 Sanity. Light
cell-content cell-content cell-content

Firearms

Streamed Begining firing stream weapons requires an action, but continuing to fire does not, though each turn you must still reroll the attack to ensure you're hitting the opponent in the desired area. However, stopping before the mag is depleted and redirecting without stopping does require an action. Stopping fire and redirecting costs 2 actions, which cannot be accomplished in a single turn.
Sprayed means the same as streamed, except applying to
name damage damage type standard Mag/bullet storage intended range
Revolver 7 Singular 6 Rounds 5ft-25ft
Pepperbox 5 Singular 6 Rounds 5ft-25ft everytime you fire, roll a d6. If it lands on 6, every round fires at the same time.
Pistol 4 singular Pistol Magazine 5ft-25ft
Sub-machine gun 1d4 stream Pistol Magazine 5ft-25ft
Sniper 10 singular AR2 Magazine 15ft-70ft
Shotgun 2d8 Singular 7 10ft-30ft.
Assault Rifle 1d6 Stream/singular AR Magazine 10ft-40ft.
RPG 2d12 (25ft. Sphere) singular/explosive 1 projectile 30ft-65ft
Mini-gun 1d12 stream ammunition Belt 10ft-50ft
Thompson 1d6 Stream Drum Magazine 10ft-25ft.
Flamethrower spray Gasoline Tanker


Sight.

Your standard Sight is 30ft. In a 15 foot cone originating from wherever you are facing. Darkness hinders it. night vision makes it normal in darkness.

Range.
Each firearm has a minimum and Maximum range. If fired at something beyond the Max range, a penality dice will be added to your ranged attack roll, as well as a deduction of 1 point for each 5 feet outside of Max range (deducted from damage). if it is closer than minimum range, a penality die will be added only if the firearm does not count as a pistol, though damage is doubled.

Ammunition

Revolver bullets individual
Pistol Magazine 10-12 bullets
AR2 Magazine 13-14
AR Magazine 15-20
Shotgun shells individual
Drum Magazine 30-40
Ammunition Belt 50-100
Gasoline tanker

Melee weapons

name Damage Type
Spear 6-10 Heavy
Knife 2-5 Light
Fire axe 7-11 Heavy

Roles

Test Subject

Information Access Level: Eta
Specialties:
Electrical
Mechanics
Reflex
Special Ability
Experimented Upon
Numerous unethical experiments were conducted upon you for your (possible) heinous crimes. You've been outfitted with a now damaged electrical device which zaps your nerves, causing rushes of adrenaline. 3 times per rest, you can use this ability to give yourself 2 adrenaline points.
Items
Pack: you are outfitted with a pack to hold either 2 light items or 1 heavy item. The pack does not count against your items.

Scientist

Information Access Level: Delta
Specialties:
Medical
Chemistry
Computer science
Special Ability
Can use medical kits and bandages to heal others. And every time you use a medical kit, you can roll a d4 to add that total to the regaining points, but if it lands on 4 you are 2 damage to each of your hands.
Items
Med kit: heals 10 points of health on any body part. Can only be used once.

Archivist

Information Access Level: Gamma
Specialties:
Memory
Occult knowledge
Metaphysical knowledge
Special Ability
Cognitohazard host
Choose one sense. At the cost of 1 Sanity, you can cause anyone within 20 feet of you (including allies) that are able to perceive the chosen sense to lose 4 Sanity.
Items
Choose one of the following: a Revolver, a Pepperbox or a Pistol.
SAP-002: worn on the head. Adds I bonus die to Agility rolls.

Agent

Information Access Level: Epsilon
Specialties:
Strategy
Stealth
Martial arts

Items
Heavy item
Assault Rifle or Shotgun

Light items
Pistol

Armor
Ammo vest
(Night vision Helmet

Anomalous Entity

Information Access Level: Epsilon
Specialties:
Choose any 3 specialities.
Special Ability
Choose one of these:

  • PSI-capable: expend either one adrenaline points or Sanity points (no points are needed to be extended if the full moon is in direct sight) to be able to move light Items around, no further than 30ft and be able to read and transmit mental thoughts to or from willing entities within 30ft. This only lasts for 1 hour until another point is needed to be expent.
  • Long Tongue: your long tongue counts as a melee weapon that deals 3-7 damage, and after killing an enemy with it, you regain 1 Adrenaline point.
  • Acid Sweat: Whenever a melee attack is made against you, you may impose 2 penality dice to the roll, and if the roll still hits, the enemy's hands are each dealt 1d4 damage. Must expend an adrenaline points to do this.

Combat

Combat starts when an entity attacks an entity which will fight back.
Everyone rolls a 20-sided die. This role is called the Initiative roll and determines the order of combat. Nothing
is added to this roll except your Specialty modifier if you have the Strategy Speciality. On each players turn, they can perform 1 action only. This action may consist of one of these options:

  • Fight: attack roll
  • Move: move a distance equal to or less than your speed.
  • Dodge: Dodge is a Response, meaning it can be done as a response to being attacked. When an enemy chooses to attack you, you can choose to do this. There is no limit to how many times you can do this overall. When the enemy makes the attack roll, you roll an agility roll (it can be modified by any relevant specialities) if it rolls higher than the enemy's roll, you move 5ft out of the way and are dealt no damage. If you rolled equal, you take half damage and move 5ft out of the way. If you rolled lower, you get full damage and move 5ft out of the way.

An attack roll is either a Manpower roll or an Agility roll. Though if it is not a high-stress situation or in combat, there is no need to roll. Only to tell the GM your number stat (or they will ask you for it) and judging on that, will decide if you succeed. Agility rolls for ranged attacks and Manpower rolls for melee attacks. Certain specialities may be utilized in attack rolls or Initial attacks (Initial Attacks refer to the attacks mentioned prior that do not require a roll). Ranged attack rolls will generally decide accuracy while Melee attacks more so decide how much damage is dealt. Armor or cover will often hinder damage or accuracy. The higher the roll on a ranged attack, the more accurate the hit will be. The lower, the more likely to hit somewhere unintended or possibly miss altogether. The number goal you want to roll at or higher (in a ranged attack) is the number of Squares away from you they are, while still being within range. A square counts as 5 feet. (Example: enemy is 20 ft. Away from their firearm's min. Range, player must make an agility roll equal to 4 or higher. Rolling only the exact right amount, such as 4, means you hit, but you don't choose where. Higher than the required amount allows you to choose where you hit.)
Each attack with a stream firearm expends 5 bullets instead of Singular firearms, which only expend 1. Bursts also only expend one round.
Melee attacks
Roll a Manpower check. All melee attacks must be within 5 feet. If it is rolled lower than 3, it deal no damage. Anything above 3 up to 7 deals damage. With the higher the number, the higher the damage. Rolling 7 or higher deals maximum damage.
Armor
Armor negates damage. Each armor piece absorbs a certain amount of damage when you are hit in an area with the armor equiped there. Each armor piece has Durability. Durability is how many times it can be hit until it becomes useless. Heavy armor can get hit 5 times and light armor 3 times.

Movement/travel

Standard speed is 30 ft.



Character Sheet





example Character Sheet

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