the hilo rpg is a very simple set of rules

Upload: samlaidh2

Post on 30-May-2018

219 views

Category:

Documents


0 download

TRANSCRIPT

  • 8/14/2019 The HiLo RPG is a Very Simple Set of Rules

    1/1

    HiLo RPG

    The HiLo RPG is a very simple set of rules for roleplaying in any genre.

    Table of Contents

    Basic Rules...........................1Characters.......................1Tasks................................1

    Assisting......................1Criticals.......................1Modifiers......................1

    Re-Rolls........................1Conflict........................1

    Basic Rules

    Characters

    Characters are defined by a Level and a Clich. Examplesof clichs; Jaded Smuggler, Daring Swashbuckler, VeteranSoldier, Honest CopA clich should, ideally, describe the characters skills andabilities (such as Cop) and their demeanour (Honest).

    Tasks

    When a character undertakes a task which is not anautomatic success (things like opening doors areautomatic successes) a test must be made. First of all theplayer running the character decides how good a Fit thecharacters clich is to the task being attempted, thisdetermines how they roll their dice:

    Clich is a Bad Fit: Roll 2d10 and read thelowest dice as the tens value (e.g. a 2 and an 8is read as 28).

    Clich is an Indifferent Fit: Roll 2d10, beforerolling state which is the tens dice.

    Clich is a Good Fit: Roll 2d10 and read thehighest dice as the tens value (e.g. a 2 and an 8is read as 82).

    To succeed you need to equal or beat a Difficulty number(DIFF) set by the GM or an opposed roll by anothercharacter: The table below gives DIFF numbers forqualitative difficulties and for opposing characters (basedon their fit in opposing your task).

    Easy 10+

    Routine/Opposing task is a Bad Fit for Opponent 30+

    Challenging/Opposing task is an Indifferent Fit forOpponent 50+

    Very Challenging/Opposing task is a Good Fit forOpponent

    70+

    Extremely Challenging 90+

    Assisting

    If one or more characters assist in a task everyone shouldroll then take the highest roll and add the tens value of allthe other rolls to that one high roll.

    Criticals

    A successful roll ofdoubles (both dice the same) is acritical success, meaning you succeed exceptionally well.A failure of doubles is a critical failure, meaning you failexceptionally badly.

    For dangerous tasks, such as climbing, assume that anormal failure just means you failed. You only get hurt ona critical failure.

    Modifiers

    Modifiers apply to rolls once made. They usually come

    from things like equipment or other circumstantialmodifiers. They are usually measured in increments often (e,g, +10, -10, +20, -20 and so on). A basic tool givesa +10, a good tool +20 and a superior tool +30.

    Re-Rolls

    You get a number of re-rolls per game session equal toyour Level. These can be used to re-roll a roll you justmade or make another character re-roll a roll they justmade (which was directed at you). Either way, the newroll replaces the original roll.

    Conflict

    If two or more characters try to oppose each other roll

    and the highest roll wins the conflict. Combat is besthandled as a series of rounds.At the start of the combat have everyone make rolls todetermine who acts first in each round. The person whoinitiated the combat always gets to act first and doesn'thave to roll.In Combat situations roll to hit against a fixed DIFF basedon the targets skill at fighting (in melee) or their cover (inranged combat), where Excellent Cover is DIFF 90, GoodCover is DIFF 70, Indifferent Cover is DIFF 50, Poor Coveris DIFF 30 and no Cover is DIFF 10 and.On a hit, the effect is based on the successful roll, asfollows:

    An ODD hit stuns the target, they lose their nextturn (though they can defend normally still).

    An EVEN hit disables the target immediately.

    They are out of play until the end of the combat.If their side wins they survive, otherwise theirlife or death is up to the winning side.

    An ODD Critical Hit stuns the target and theycannot defend (DIFF 10 to be hit).

    An EVEN Critical Hit is an instant kill if using apotentially deadly weapon.

    Basic armour gives +10 on defense, +20 for good armourand +30 for superior armour.A Basic weapon (pistol/knife) gives +10 attack, goodweapon (carbine/sword) +20 attack and a superiorweapon (rofle/2h melee weapon) +30 attack.