Run & Gun

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Revision as of 03:18, 28 September 2008 by 1d4chan>Stranger59 (A homebrew system designed to simulate the fast pace action of run and gun videogames.)
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Run & Gun is a game of fast paced combat, meant to simulate the wonderful and violent world of videogames. Free of the digital realm and set loose on the table top, players and GMs are able to have a unique play experience while maintaining the fast paced feel.

The first setting Run & Gun is the Metal Slug Setting. The core mechanic was inspired by Squash Monster's Metal Slug System.

Character Creation and Basics

Characters have the following traits:

  • Gunner die (Gd): This die is added to the attack die when using a gun of any sort. For simplicity sake, any nonmelee weapon. This includes thrown weapons. The Gd is also used when providing cover fire.
  • Beater die (Bd): This die is added to the attack die when using any melee weapon.
  • Dodge: This number is subtracted from the attack roll of any enemy trying to attack you, for ranged or melee. Also used when taking a hit for an ally.
  • Drive: This number is subtracted from the attack roll of any enemy trying to attack you while you are controlling a moving vehicle, ranged or melee. Also used when taking a hit for an ally.
  • Hit Points (HP): Represents your ability to take damage, handle fatigue and even luck. Decreases as you are successfully attacked, and you are dying upon reaching 0.
  • Battle Points (BP): You are a step above the average person, the gods of the battlefield favor you. Using a BP can allow you to reroll attack or payload on an attack, or let you roll on a Fate table.
  • Friend Points (FP): You value your comrades in arms, and aid them with your actions, words and attitude. You can add FP to any roll you make to take a hit or provide cover fire for an ally (but only allies, not protected targets). You may spend a FP to give an ally a +1 to any roll. You may also use it to inspire a friend on in the face of death, represented by healing 1d10x10 of your ally’s hit points. You may only aid an ally with an FP once per turn, but you may aid as many allies each turn as you have FP.
  • Talents: These add various bonuses and represent training and experience. Talents are gained after a completed mission, and your number of talents represents your rank.
  • Rank: Represented by having a certain number of talents. Higher ranks allow new or advanced talents to be taken.

Characters start with the following stats:

Gd: d4
Bd: d4
Dodge: 0
Drive: 0
HP: 20
BP: 1 (rookie), 2 (soldier), 4 (veteran), 7 (super soldier)
FP: 1 (rookie), 2 (soldier), 4 (veteran), 7 (super soldier)
Talents: 10 (rookie), 15 (soldier), 20 (veteran), 30 (super soldier)
Rank: Equal to talents chosen.

Most settings will assign a few starting talents and equipment.

Talents

While most talents are general, some settings will add specific talents or restrict or remove others. Check your setting or GM before choosing your talents.

  • Accurate strike: Ignore 2 points of armor on your target, per rank.
  • Ammo fiend: One rank gains you +25% ammo to any gun or ammo you find. A second rank gives you +50%
  • Beater Die upgrade: Each time taken moves Bd up on type: d6, d8, d10, d12 and d20
  • Bodyguard: Remove 1 payload die per rank from the payload die total you divert from your target when you take the hit.
  • Close fighter: You keep your full Dodge score when avoiding a melee attack.
  • Combo Killer: Each target you kill this round gives you a bonus +1 payload die next round, max +5 with first rank, max +10 for second rank.
  • Dodge upgrade: Add +1 to your dodge score. Max +5
  • Drive uprgrade: Add +1 to your drive score. Max +5
  • Fearless Charger: You no longer half your dodge score when closing in at rank 1. At rank 2, you can close in 2 increments.
  • Great Dodger: Add a dodge die to you Dodge score. Each rank moves the die type up: d4, d6, d8, d10, and d12.
  • Great Driver: Add a dodge die to you drive score. Each rank moves the die type up: d4, d6, d8, d10, and d12. Only usable in vehicles that have the Super Mobile or Ultra Mobile traits.
  • Gunner Die upgrade: Each time taken moves Gd up on type: d6, d8, d10, d12 and d20
  • Hardy: Natural toughness and unyielding nature that acts as armor. Each rank gives you +5 armor.
  • Immortal: You have survived too many battles, and the story of your valor has made you a legend. If you meet a violent end, no matter how graphic and assured, you may return at some point allowed by your GM (at least by next session). You don’t have to return immediately, or at all, but it’s an option. Your character can not die permanently unless you want them to.
  • More Hitpoints: Each rank gives +20 HP to your total.
  • Spray Master: Each rank allows you to hit one more target with your attack when using a weapon that has the Rapid (R) quality.
  • Tactical Mover: Enemies don’t get free attacks at you when you are retreating. At rank 2, you can share this ability with one ally or protected target, if you are both retreating.
  • True friend: Adds +1 to your FP total, max +5. This is in addition to the FP you gain at the named ranks.
  • Vicious Striker: In melee or close range, you ignore 1 point of armor per rank.
  • Weapon Lover (specific weapon type): Add a +1 to attack roll with any weapon in the type you chose.