ThePocket RPG 3 - Rabid Bat Games

© 2015
D12 ROLL
RANK
Rabid Bat Games
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12
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FAIL
SUCCEED
SUCCEED
SUCCEED
SUCCEED
ARMOR
CLOTHES
LEATHER
CHAIN
SCALE
PLATE
DEF 11+
DEF 9+
DEF 7+
DEF 6+
DEF 5+
RESIST 0
RESIST 1
RESIST 2
RESIST 2
RESIST 2
AFTER FAILING A ROLL TO DEFEND AGAINST AN ATTACK, THE CHARACTERS ARMOR MAY
PROTECT HIM FROM TAKING SOME OR ALL OF THE DAMAGE.
THE DEFLECT ASPECT OF ARMOR REPRESENTS THE ABILITY TO CAUSE THE ATTACK TO MISS THE
BODY ENTIRELY FOR WHATEVER REASON. MAYBE THE SWORD GOT CAUGHT UP IN THE CLOTHING
OR WAS DEFLECTED OFF THE CHAIN SO IT HAD NO SERIOUS EFFECT. TO DETERMINE IF THE
ATTACK IS DEFLECTED ROLL THE D12. IF THE RESULT MEETS OR EXCEEDS THE DEFLECT NUMBER
THEN THE ATTACK IS DEFLECTED.
THE RESIST, OR ‘RESISTANCE’, IS THE ABILITY OF THE ARMOR TO SLOW THE ATTACK DOWN TO
SOME DEGREE TO CAUSE IT TO DO LESS DAMAGE. SUBTRACT THE RESIST AMOUNT FROM ALL
DAMAGE, STUN AND BLEED EFFECTS OF THE ATTACK THAT GET THROUGH TO THE CHARACTER
© 2015
Rabid Bat Games
UNARMED
DAGGER
SWORD
MISS
MISS
MISS
DMG
DMG
DMG +1
STUN 0
STUN 0
STUN 0
BLEED 0
BLEED 1
DMG +1
2H AXE
BOW
1911 .45
12 GAUGE
MISS
MISS
MISS
MISS
MISS
DMG +1
DMG +1
3
3
DMG +1
STUN 0
STUN 0
STUN 0
STUN 0
STUN 0
BLEED 2
BLEED 0
BLEED 1
BLEED 0
BLEED 0
BLEED 0
DMG
DMG +2
DMG +2
DMG +2
3
4
DMG +3
STUN 0
STUN X1
STUN 2
STUN 2
STUN 0
STUN 1
STUN 2
STUN 1
BLEED 0
BLEED X1
BLEED 2
BLEED 2
BLEED 2
BLEED 1
BLEED 2
BLEED 0
DMG +2
DMG
DMG +3
DMG +3
DMG +3
5
7
DMG +3
STUN 2
STUN 2
STUN 3
STUN 3
STUN 1
STUN 2
STUN 4
STUN 2
BLEED 0
BLEED 1
BLEED 3
BLEED 2
BLEED 3
BLEED 3
BLEED 4
BLEED 0
DMG +3
DMG
DMG +4
DMG +4
DMG +4
6
10
DMG +4
STUN 3
STUN 3
STUN 4
STUN 4
STUN 2
STUN 3
STUN 6
STUN 3
BLEED 0
BLEED 2
BLEED 4
BLEED 3
BLEED 3
BLEED 5
BLEED 8
BLEED 0
© 2015
BALL BAT
Rabid Bat Games
STATS
CHARACTERS HAVE 7 STATS. PLAYERS ASSIGN THE FOLLOWING
NUMBERS AMONG THEIR STATS AS THEY SEE FIT;
4,4,4,5,5,6,6
AFTER ALL STATS ARE ASSIGNED THE PLAYER MAY ADD (1) TO ONE
SINGLE STAT OF HIS CHOICE. 7 IS THE MAXIMUM STAT FOR NORMAL HUMAN BEINGS.
STATS INCLUDE;
● STRENGTH: HOW MUCH YOU CAN CARRY.
● AGILITY: HOW WELL YOU DODGE AND BLOCK. HOW GOOD
YOU ARE AT RANGED COMBAT.
● ENDURANCE: HOW FAR YOU CAN RUN OR HOLD YOUR
BREATH. HOW MUCH OF A BEATING YOU CAN TAKE.
● MELEE: HOW WELL YOU FIGHT UP CLOSE.
● INTUITION: PERCEPTION OF THE UNKNOWN.
● WILLPOWER: RESISTING PAIN AND COERCION.
● IQ: RETAINING KNOWLEDGE, COMPREHENDING NEW CONCEPTS.
SKILLS
CHARACTER SKILLS ARE NOT INDIVIDUAL TALENTS, BUT GENERALIZED AREAS OF KNOWLEDGE INSTEAD. CHOOSE 2 OCCUPATIONS AND
UP TO 4 HOBBIES. ALL OF YOUR KNOWN SKILLS WILL COME FROM
THESE AREAS OF KNOWLEDGE. WHEN YOUR CHARACTER CROSSES
SOMETHING IN THE GAME THAT YOUR OCCUPATIONS OR HOBBIES
RELATE TO THEN YOU WILL USE THE APPLICABLE STAT PLUS ANY
BONUS MODIFIERS AND ROLL AGAINST THAT TOTAL NUMBER ON THE
RABID BAT RESOLUTION CHART.
MELEE: DMG = STRENGTH /2
LIFT CAPACITY: STRENGTH X60 LBS . CAN BE CARRIED VERY SHORT
DISTANCES.
CARRY CAPACITY: STRENGTH X 10 LBS.
RUNNING: CHARACTERS RUN AT ENDURANCE X5 IN FEET PER SECOND.
© 2015
Rabid Bat Games
STRENGTH
DMG:
STR/2
ROUND DOWN
AGILITY
RUN: END X5
FEET/SECOND
ENDURANCE
ARMOR TYPE
MELEE
LIFT/LBS
STRX10
INTUITION
CARRY/LBS
STRX60
WILLPOWER
IQ
OCCUPATIONS(2) AND HOBBIES(4) (+3 RANKS)
EQUIPMENT, ARMOR, WEAPONS, ETC
DAMAGED
STUNNED
BLEEDING
© 2015
Rabid Bat Games
=SKILL CHECKS=
SKILLS AND OTHER ACTIONS ARE RESOLVED ON THE RABID BAT
RESOLUTION CHART. USE THE APPLICABLE STAT RANK, APPLY
MODIFIERS IF ANY, THEN ROLL A D12 TO FIND THE COLOR RESULT.
DIFFICULTY
● ROUTINE: +4 RANK SHIFTS
● VERY EASY: +2 RANK SHIFT
● EASY: +1 RANK SHIFT
● MEDIUM: -1 RANK SHIFT
● HARD: -2 RANK SHIFTS
● VERY HARD: -3 RANK SHIFTS
● EXTREMELY HARD: -4 RANK SHIFTS
● SHEER LUCK: ROLL ON RANK 1
RANK SHIFTS RESULTING IN LESS THAN RANK 1 ARE TREATED
AS RANK 1.
RANK SHIFTS THAT RESULT IN A RANK HIGHER THAN 12 ARE
TREATED AS A RANK 12.
●
●
●
●
YELLOW RESULTS ARE NORMAL SUCCESS.
ORANGE IS EXCEPTIONAL SUCCESS.
RED IS OUTSTANDING SUCCESS.
DARK RED IS PHENOMENAL SUCCESS.
TO MATCH SOMEONE IN A CONTEST OF SKILLS YOU MUST MATCH
THEIR COLOR RESULT. TO WIN THE CONTEST YOU MUST EXCEED
THEIR COLOR RESULT.
A CHARACTER HAS SKILLS BASED ENTIRELY ON HIS
OCCUPATIONS(2) AND HOBBIES(4). OCCUPATION AND HOBBY
SKILLS GET +3 RANK SHIFT.
A CHARACTER GETS THIS BONUS ANY TIME HE TRIES TO DO
SOMETHING RELATED TO HIS OCCUPATIONS OR HOBBIES.
BONUSES ARE NOT CUMULATIVE. THE HIGHEST APPLICABLE BONUS IS USED. FOR EXAMPLE, THE ROUTINE +4 BONUS CANNOT BE
COMBINED WITH THE OCCUPATION/HOBBY BONUS. THE PLAYER
WOULD USE THE HIGHEST SINGLE BONUS.
© 2015
Rabid Bat Games
CONTESTS OF STATS/SKILLS:
SOMETIMES CHARACTERS WILL COMPETE IN SOME SKILL
OR ABILITY (STAT). TO RESOLVE THESE SIMPLY MAKE D12
ROLLS ON THE RABID BAT RESOLUTION CHART USING THE
APPLICABLE STAT/SKILL AND APPLICABLE BONUSES. THE
WINNER WILL BE THE ONE WITH THE HIGHER COLOR
RESULT, NOT NECESSARILY THE HIGHEST NUMBER ROLL.
FOR EXAMPLE A RED RESULT BEATS AN ORANGE RESULT
DURING A CONTEST OF SKILLS/STATS SUCH AS TRYING
TO BREAK FREE FROM A CHOKE HOLD BY YOUR OPPONENT
EVEN IF THE RED RESULT WAS A LOWER NUMBER ON THE
DIE ROLL. IF BOTH GET THE SAME COLOR RESULT, WHITE
INCLUDED, THEN THEY ARE STALEMATED OR STRUGGLING
AGAINST EACH OTHER. ANOTHER ROLL MAY BE REQUIRED
TO SOLVE THE CONTEST. HERE ARE SOME EXAMPLES OF
THESE CONTESTS;
FOOT RACE/CHASE: CHARACTERS ROLL A CONTEST OF
ENDURANCE. THE HIGHER COLOR RESULT WINS.
WRESTLING: CHARACTERS ROLL A CONTEST OF STRENGTH
AND ANY APPLICABLE WRESTING BONUSES. THE HIGHER
COLOR RESULT WINS.
GAME OF CHESS: CHARACTERS ROLL A CONTEST OF THE
HIGHER OF IQ OR INTUITION PLUS A BONUS IF THE
CHARACTER(S) ARE SKILLED IN CHESS. THE HIGHER COLOR
RESULT WINS.
© 2015
Rabid Bat Games
=COMBAT=
COMBAT IS A CONTEST OF SKILLS WHERE THE ATTACKER ROLLS ON THE
APPLICABLE RANK COLUMN AND THEN THE DEFENDER DOES THE SAME. IF
THE ATTACK IS A HIGHER COLOR RESULT THAN THE DEFENSE ROLL IS THEN
THE ATTACK IS SUCCESSFUL AND USE THE COLOR RESULT TO DETERMINE
DAMAGE INFLICTED.
ROLL AGAINST MELEE OR AGILITY RANK ON CHART● ATTACK - ROLL VERSUS MELEE (HAND TO HAND/HAND WEAPON) OR
AGILITY (RANGED) ON THE D12 CHART.
● DEFEND - ROLL VERSUS AGILITY (DODGE, PARRY, BLOCK) ON THE
RABID BAT RESOLUTION CHART. THE DEFENSE ROLL MUST MATCH
OR EXCEED THE COLOR RESULT OF THE ATTACK ROLL BEING DEFENDED AGAINST. A CHARACTER CAN DEFEND AGAINST TWO ATTACKS PER TURN MAXIMUM.
OCCUPATION AND HOBBY BONUSES (+3 RANKS) DO APPLY TO EITHER OR
BOTH COMBATANTS IF THEY ARE TRAINED.
RESULTS OF COMBAT
WHEN A CHARACTER HAS FILLED THE MAXIMUM HE/SHE CAN TAKE IN ANY
OF THESE AREAS, THIS IS THE EFFECT;
● DAMAGED - CHARACTER IS BATTERED AND BRUISED AND IN TERRIBLE PAIN AND READY TO COLLAPSE. ACTIONS ARE AT -6 RANKS UNTIL HE HAS HEALED.
● BLEEDING - CHARACTER HAS GREAT LOSS OF BLOOD AND IS GOING
INTO SHOCK. CHARACTER IS OUT OF COMMISSION UNTIL THE
BLEEDING IS STOPPED.
● STUNNED - CHARACTER IS DAZED AND CONFUSED. RECOVER AT
ENDURANCE/2 PER TURN. CHARACTER SHAKES OFF STUN WHEN ALL
MARKED STUN BOXES ARE CLEARED.
EACH OF THESE IS EQUAL TO ENDURANCE X2. WHEN A CHARACTER HAS
TAKEN DAMAGE, STUN OR BLEEDING EQUAL TO HIS ENDURANCE X2 HE SUFFERS THE FOREMENTIONED EFFECTS.
EXAMPLE OF COMBAT RESULTS;
CHARACTER IS
STUNNED
© 2015
Rabid Bat Games
ODDS & ENDS
FALLING: 4 DAMAGE / 4 STUN PER 10 FEET FALLEN IF LANDING ON VERY SOLID GROUND TO A MAXIMUM OF 40 DAMAGE
INFLICTED. WITH A SUCCESSFUL AGILITY ROLL, SUBTRACT
YOUR AGILITY SCORE FROM THE TOTAL DAMAGE INFLICTED
FROM YOUR FALL.
CATCHING: CATCHING SOMETHING REQUIRES AN AGILITY
OR STRENGTH ROLL, WITH DIFFICULTY MODIFIERS, DEPENDING ON WHETHER THE OBJECT BEING CAUGHT IS
SMALL AND LIGHT (AGILITY) OR BIG AND HEAVY
(STRENGTH).
THROWING: THROWING REQUIRES AN AGILITY ROLL WITH
APPLICABLE MODIFIERS.
CLIMBING: CLIMBING REQUIRES AN ENDURANCE ROLL WITH
APPLICABLE MODIFIERS.
© 2015
Rabid Bat Games
ZOMBIE
STR
AGI
END
MEL
INT
WIL
IQ
DMG
7
2
4
4
1
1
1
3
DAMAGED
STUNNED
BLEEDING
EATS HUMAN BRAINS AND FLESH. ROLL ON “UNARMED” COLUMN. VICTIMS TURN INTO A ZOMBIE IN 10 TURNS IF ZOMBIE GETS AT LEAST A
RED ATTACK RESULT AND VICTIM DOES NOT DEFEND SUCCESSFULLY.
GOBLIN
STR
AGI
END
MEL
INT
WIL
IQ
DMG
5
5
5
5
2
2
2
2
DAMAGED
STUNNED
BLEEDING
WILL FOLLOW ANY POWERFUL EVIL CHARACTERS WILL TO THE DEATH.
THUG
STR
AGI
END
MEL
INT
WIL
IQ
DMG
5
5
6
6
4
4
4
2
DAMAGED
STUNNED
BLEEDING
THUGS ARE ARMED WITH 1911 .45ACP PISTOLS
© 2015
Rabid Bat Games
STR
AGI
END
MEL
INT
WIL
IQ
DMG
STR
AGI
END
MEL
INT
WIL
IQ
DMG
STR
AGI
END
MEL
INT
WIL
IQ
DMG
DAMAGED
STUNNED
BLEEDING
DAMAGED
STUNNED
BLEEDING
DAMAGED
STUNNED
BLEEDING
© 2015
Rabid Bat Games
SCENARIO: NIGHT OF THE ZOMBIES
THE CHARACTERS AWAKEN FROM UNCONSCIOUSNESS. THE LAST THING
EACH OF THEM REMEMBERS WAS AN EAR PIERCING NOISE IN THEIR
HEAD AND THEN EVERYTHING GOING BLACK WHILE THEY WERE SHOPPING IN THE LOCAL FOOD MART.
ITS AN HOUR BEFORE DUSK, LOOKING AROUND THEY DON’T SEE ANYONE BUT EACH OTHER AT FIRST. ONCE THEIR HEADS CLEAR A BIT MORE
THEY ALL BEGIN TO REALIZE THAT SOMETHING IS WRONG. THERE ARE
NO PEOPLE MOVING AROUND…NO ONE TALKING, DRIVING WALKING…NO
ONE…NO SOUNDS OF LIFE AT ALL.
GM: THIS IS A SMALL TOWN AND SOME OF THE PLAYERS WILL LIVE
HERE, WHILE AT LEAST ONE WILL BE FROM OUT OF TOWN, JUST
PASSING THROUGH. WHEN THEY TRY TO START THEIR CARS THEY
REALIZE THAT NOTHING IS WORKING…NOT EVEN A CLICK FROM THE
IGNITION WHEN THEY TRY TO START THE ENGINE.
AS THE SUN BEGINS TO SET THE GROUP STARTS TO HEAR A LITTLE
MOVEMENT. LET THEM THINK THAT THE MOVEMENT IS JUST REGULAR
PEOPLE COMING OUT FROM THEIR HOMES OR FROM BUSINESSES AT
FIRST.
SOON THEY REALIZE THAT THERE IS SOMETHING TERRIBLY WRONG AS
THEY SEE THE FIRST CITIZENS OF TOWN STAGGERING AROUND THE
STREETS GRUNTING AND MOANING INCOHERENTLY. WHEN THEY SEE
THE GROUP THEY WILL IMMEDIATELY START COMING AFTER THEM AND
VERY AGGRESSIVELY ATTACK ANY PLAYER CHARACTERS THEY CAN.
USE THE ‘ZOMBIE’ STATS FOR ALL ZOMBIES IN THIS SCENARIO.
WHETHER THE GROUP SURVIVES OR NOT IS ENTIRELY UP TO THE GM.
MAYBE THERE COULD BE A GROUP OF OTHER LIVING PEOPLE WHO COME
AND EVENTUALLY SAVE THE GROUP…OR MAYBE IN THE END THEY ALL
DIE.
- ALL THAT IS NEEDED IS PAPER OR A VINYL MAT FOR DRAWING THE
TOWN AND THE GAME MATERIALS.