A ROLE-PLAYING
GAME BY ROBERT BERSCH.
VERSION
1.8 05/10/98
1.0
Background
The Third World War was fought using conventional forces and lasted over
four years. The Fourth World War started right after the Third and was fought
using nuclear weapons and lasted about two hours. The Fifth World War (if it
could be called that) was fought with biological weapons and resulted in the
death of most of the Earth's ecology and ninety seven
percent of the World's population.
That was twenty years ago....
At this time the Earth is a barren wasteland, barely livable even for the
extremely durable survivors of the World Wars. The plants and animals that
manage to eke out an existence in this harsh environment are shining
examples of survival of the fittest.
Humanity still lives... in several forms. Muties, humans twisted by
radiation and bio-contaminates, prowl the ruins of the former civilization.
Norms, untainted humans, live in fortified rural communities. Neos,
genetically modified super soldiers, roam the landscape, sometimes
defending the Norms, sometimes preying upon them.
2.0
Character Generation
Characters in this game are assumed to be Neos (or NeoMen). Other
characters are possible, but this section will focus on Neos.
Neos are super soldiers developed before and during the Third World War.
They have superior attributes and abilities to normal humans.
2.1
Rolling Your Stats
The player should roll 6d10 for each of the following attributes:
MIND,
AWARENESS, BODY, DEXTERITY and
ACCURACY.
Neos then get to add +80 points to the four attributes divided anyway the
player chooses, but no more then +30 to any single attribute, or add +30 to any
two attributes, +15 to any one other attribute and +5
to the last
attribute.
2.2
Attribute Explanations
MIND: This is the character's
ability to think on his feet. This is also perception, technical ability, etc.
AWARENESS (AWA): This a
measure of the sense of environment and sense of self.
BODY: This is a measure of the
character's physical strength and constitution. It is his ability to carry
weight and to resist disease. A character can carry up to his BODY in kilograms
with out penalty, twice his BODY in Kg and he is limited to half moves and four
times BODY in Kg and his can only move 1" (2meters) per move.
DEXTERITY (DEX): This is a
measure of the character's reflexes and manual dexterity. It is used to avoid
damage in combat (dodging) and determines the order of combat.
ACCURACY (ACC): This is the
character's ability to hit other objects in combat. It is EXTREMELY important to
the success of the character in this game.
After all stats have been rolled, the player may swap any two (2)
attribute values. It is recommended that the player try to get the highest score
into ACC and the second highest into DEX.
2.3
LUCK
The character starts the game with 1/2d10-3 points of LUCK,
minimum of zero (0).
LUCK is used by the character to change the game, usually in his favor.
Anytime a point of LUCK is used it is gone.... The only way to
get more LUCK is to buy it by purchasing it with experience.
LUCK can be used in any of the following ways, each costing a point;
1:
Modify any single percentage die roll by plus or minus twenty five (+/-25).
2:
Modify a roll of d10s so that each is maximum (10) or minimum (1). This can be
any number of d10 in a single roll.
3:
Alter a scene in a minor fashion. I.e., the character can have a lucky break as
he 'suddenly finds' his lost weapon, or near certain doom is avoided by a lucky
break. Keep in mind that this can ONLY be a MINOR change and MUST fit into the
scene.
4:
Cancel or counter a point of LUCK spent by another player.
2.4
Figured Values
The Character's figured values are know determined. These are based upon
his attributes and use the following formula.
2.41 Hit Points
On the character sheet, you will now find the HIT POINTS value. This is
figured in the following manner:
((AWA+BODY)/10) rounded up.
2.42 Heal Rate
The character will heal at the following rate:
(BODY/15) rounded up, per day.
2.43 Movement
Each characters total movement is determined by the following formula:
((BODY+DEX)/20) rounded up, inches.
Each 1" of movement is equivalent to moving 2 meters in real life.
2.44 Attack Rolls - Ranged
Each character's chance to hit is determined by that character's ACC,
plus any skill levels. Regardless of this value, a roll of 95 or higher is an
automatic miss (or subtract 95 from the value and roll again).
2.45 Attack Rolls - HTH and Melee
First use the following formula to find the base HTH value:
((ACC+DEX)/2) rounded up.
Add
appropriate skill levels.
2.46 Damage - HTH
Compare the character's BODY to the following table:
|
BODY: |
01-15 |
16-50 |
51-80 |
81-100 |
|
Base LN in HTH |
- |
0 |
1 |
2 |
2.47 Dodge Value
Use the following formula to find Dodge value:
((AWA/10)+(DEX/5)),
round up.
2.5
Edges
These are special abilities that give the user an incredible edge in the
game (thus the name..). Players can roll 2d10 on the following table to see how
many points of Edges the character will have or just pick four (4) points of
Edges. Characters may also lower attributes to gain additional Edge points at
the rate of -10 to an attribute equaling +1 Edge point.
|
2d10 |
2-4 |
5-9 |
10-14 |
15-19 |
20 |
|
Edge Points |
2 |
3 |
4 |
5 |
6 |
2.51 Edge Name and Descriptions
ATTRACTIVE
(1pt)
The
character is perfectly formed and very beautiful/handsome. Gives a +25 bonus to
rolls when this would be important.
BALANCE
(1pt)
The
character can do amazing acrobatic feats, climb unscalable surfaces, run on
tightropes, tumble out a moving vehicle unhurt, etc. on a percent roll vs.
DEX+25.
DEADLY
(1pt)
The
character treat whatever attack he is using as 1 LN higher, this letting him
kill weaker types with his fists, etc.
DURABLE
(1pt)
The
character receives a bonus of +2d10 or +10 Hit Points.
KEEN
SENSES (1pt)
The
character can hear, see, smell, etc. far better then a human, and can see in the
dark like a cat. The character gains a bonus of +25 to detect and/or notice
things.
LEAPER
(1pt)
The
character can jump (BODY/10) meters on a running broad jump, (BODY/20) meters on
a standing jump. He is not hurt by a (BODY/2) meter drop if he lands on his feet
(i.e. he is awake and aware).
MULTIPLE
FOCUS (3pts)
The
character can perform two separate tasks at the same time, such as read a book
and operate a vehicle, fire a gun in each hand at different targets, etc.
without penalty. The character may perform two actions using the same action
point if its done at the same time.
QUICK
(1pt)
The
character receives an additional action point per turn.
RAPID
REGENERATION (3pts)
The
character heals his heal rate per turn.
REFLEXES
(1pt)
Treat
the character's DEX as 25 points higher when determining initiative.
REGENERATION
(1pt)
The
character heals per hour instead of per day.
SEALED
SYSTEMS (1pt)
The
character is immune to gases, poisons and bio-contaminates as long as they do
not penetrate his skin (i.e. through a wound or eaten with food). Character can
also hold his breath for BODY minutes.
SELF
DESTRUCT (1pt)
The
character is a biological bomb. He can explode, killing himself and doing a LN
of (MIND+BODY)/20, round up, to everything within 5" (10meters). The
character must be conscious to use this ability.
SHARP
SHOOTER (1pt)
The
character treats whatever weapon he is using as 1 RC higher.
SILENT
(1pt)
The
character can move in total silence. Even if character's are trying
to hear him, they are at -25 to do so.
SPECIAL
WEAPON (1pt)
The
character has a unique weapon that has 1/2d10+5 levels that are split between LN,
RC and AN. The weapon starts with a SZ of 1, which can be
increased to gain additional levels (1 for 1). Only the character can use
this weapon.
STRONG
(1pt)
The
character can life five times the normal weight for his BODY (so he can carry
BODY times five without penalty). He can lift engine blocks, rip phone books in
half and does +1 LN in melee combat.
TOUGH
(1pt)
The
character lowers LN of all attacks that hit him by 1.
VERY
DEADLY (3pts)
The
character treat whatever attack he is using as 2 LN higher, this letting him
kill weaker types with his fists, etc.
VERY
DURABLE (3pt)
The
character receives a bonus of +5d10 or +25 Hit Points.
VERY
QUICK (3pt)
The
character receives two additional action points per turn.
VERY
TOUGH (3pts)
The
character lowers LN of all attacks that hit him by 2.
2.6
Skills
Skills are what determines what the character knows how to do. The skills
used in this game are the ones that will figure most into combat, with a couple
of other over-simplified skills for other stuff.
2.61
Skill Rating
Each level of Skill equates to +5, so a skill level of 3 gives a +15 in
that skill. There is no limit to the number of skill levels a character can
have, but starting characters are limited to a maximum of four levels per skill.
2.62
Skill Use
During the course of play, each character will be required to make a
success roll for each skill he intends to use in a combat situation. When you
need to make this roll, add skill bonus to attribute used by skill. The
character then must roll that number or less on percentile dice to succeed.
Regardless of this value, a roll of 95 or higher is an automatic failure
(or subtract 95 from the value and roll again).
If a character has no skill levels in a skill he wants to use, he can
still try to do it, but at a penalty of -15.
2.63 Skill Purchasing
A starting Neo character is given 1d10+2 points with which to purchase
skills. Each level of skill costs one point. For 1/2 point the character can
have a level of 0 in a skill and avoid the no skill level penalty.
2.64 Skill Descriptions
CLIMB! (DEX): The ability to
climb any surface with a successful climbing roll.
COMPUTERS!
(MIND): The skill of using, programming and repairing computers and computer
systems.
CONSTRUCTION! (MIND): The
knowledge of how to build structures such as houses, barns, dams, etc. and
repair of same.
DEMOLITION! (MIND): This is
the ability to use explosive devices and disarm same.
DRIVE! (DEX): The ability to
repair, hot wire, and generally utilize any small vehicle around, such as a
motorcycle, car or speedboat.
ELECTRONICS! (MIND): The ability
to do electronic repairs and stuff.
FIGHT! (ATTACK HTH): The
ability to throw punches, kicks, etc.
GUNS! (ACC): This is
familiarity with all types of ranged weapons, and his ability to figure out how
to use a new weapon in a combat situation.
MECHANICAL! (MIND): The
ability to do mechanical and simple electrical repairs and stuff.
MEDIC! (MIND): The skill of
first aid and healing. On a successful roll, the character can heal a character
for 1/2d10 Hit Points, once per day per character.
MELEE! (ATTACK HTH): This is
the ability to use HTH weapons effectively in combat.
NOTICE! (AWA): The ability to see, hear, smell, etc. better, i.e.
the ability to notice things!
PILOT! (DEX): The ability to
repair, hot wire, and generally utilize any large vehicle around, such as a
18wheeler, oil tanker or airliner.
ROBOTICS! (MIND): The ability
to repair and reprogram robots.
RUN! (NA): This skill does not
require a roll. Each level adds two inches (+2") to the distance you can
run, i.e. if you could run 10" originally, with level 1 you can run
12", with level 2 you can run 14", and with level 3 you can run
16".
SNEAK! (DEX): The skill of
moving quietly and hiding.
SOCIAL! (AWA): The ability to deal with persons in a social (i.e.
non-combat) setting. (Of what use is this?)
SURVIVAL! (AWA): The knowledge
of where to find safe food and water, when and where to take shelter, etc.
THIEF! (DEX): The ability to
pick pockets, pick locks, etc.
2.7
Equipment and Gear
Before the wars, a universal standard credit/debit system was in place.
It revolved around the use of super-tough plastic credit cards. These cards are
now used as currency as they can not be duplicated and
are hard to
destroy (treat each card as having an Armor of 3 and 5 Hit Points). Things are
bought either with cards (C) or bartered for. Here is a short list of items and
their approximate cost. Beginning characters start out with 50 C to purchase
items.
3.0
Combat
During combat, the turns are divided into 5 second increments. To do
actions, you need to spend action points. Each character or NPC will receive 1
action point per turn (Edges and other things could add or subtract to that).
With this you can choose your actions from the chart presented below.
3.1
Scales
In BTWE, the following scales are in force. Each 1" referred to is
equal to two meters in real life. Each turn is 5 seconds long.
3.2
Turn Sequence
Each turn takes place in the following order:
1- Determine Initiatives based on DEX, highest DEX goes first.
2- PC/NPC go in Initiative order for first action point.
3- Any additional action points are also resolved in Initiative order,
skipping any PC/NPC that is out of action points.
3.3
Action Points
Each character has one or more action points to use on each turn on
actions. They have the following choices:
Change Weapon - 1/2
Ready a weapon or re-sling/holster a weapon.
Charge - 1
Run at enemy, up to full distance, and then fight (HTH or Shoot).
Dive For Cover - 1
Character dives behind object so as to not be shot. Maximum distance dove
is (BODY/25, round up)".
Dodge - 1/2
Makes character harder to hit. Subtract dodge value from all attacks for
rest of turn.
Drop Weapon - 0
Drop a ready weapon.
Full Burst - 1
Use automatic weapon to empty a load in a single target. With a
successful roll, you do +2 LN damage to target. Five shots are used from
weapon's clip.
HTH Attack - 1/2
Use fist/kick or melee weapon.
Reload - 1/2
Reload a ready weapon.
Run Full - 1
Run the character's full distance.
Run Half - 1/2
Run half of the character's full distance.
Shoot - 1/2
Fire the character's weapons.
Spread Fire - 1
Use automatic weapon to clear room. With a successful roll, you hit
everyone in room (up to 5 targets). The weapon's damage is done to all targets
in the room. Five shots are used from the weapon's clip.
3.4
Wounds and Recovery
Character that take their Hit Points in damage are unconscious and will
not recovery until they are at positive Hit Points. At minus five (-5) Hit
Points the character is dead.
Most Characters recover their Heal Rate per day if resting. Characters
with Edges can heal a lot faster.
3.41 Environmental Damage
Characters will sometimes be in injured or even killed by the effects of
the environment. Things such as Disease, Poison, Falling off cliffs and Drowning
are all environmental, in addition to walking in a desert without water or being
in the arctic with shorts (this is know as stupid, err.. I mean Exposure). Roll
the damage indicated per interval, treating results of zero (0) or less as no
damage.
TYPE OF EFFECT
Bio-contaminates (weak)
1d10-5 per hour.
Bio-contaminates (strong)
1d10-5 per minute.
Disease (weak)
1d10-5 per day.
Disease (strong)
1d10-5 per hour.
Electrocution (weak)
1/2d10 per 5turns.
Electrocution (strong)
1/2d10 per turn.
Exposure (weak)
1d10-5 per day.
Exposure (strong)
1/2d10 per hour.
Drowning/ No Air
1d10-5 per (BODY/5) turns.
Falling
1/2d10 per 4hexes/ 8meters.
Impact
1/2d10 per 200Kg.
Poison (weak)
1/2d10 per minute.
Poison (strong)
1/2d10 per turn.
Radiation (weak)
1d10-5 per hour.
Radiation (strong)
1d10-5 per minute.
3.5 Weapons
The following is a short list of weapons (left over from the various
World Wars
or currently produced stuff) and some other gear useful to PCs.
|
ITEMS |
LN |
RC |
AN |
SZ |
NOTES |
Primitive Weapons
|
Bow and
Arrow |
1 |
1 |
0 |
1 |
The
standard hunting tool. |
|
Flintlock |
2 |
2 |
0 |
1 |
Takes 1
action to reload. |
|
Club |
+1 |
0 |
+1 |
1 |
A big and
heavy piece of wood. |
|
Spear |
+1 |
1 |
+0 |
1 |
A pointy
stick. |
Handguns
|
Hideout |
1 |
1 |
1 |
0 |
Concealable
plastic handgun. |
|
.38 Pistol |
1 |
2 |
2 |
1 |
Old style
police handgun. |
|
.45 auto
Wolf |
2 |
2 |
3 |
1 |
Western
Alliance standard issue. |
|
9mm auto |
2 |
2 |
3 |
1 |
Eastern
Block standard issue. |
|
RB4 Red
Bolt |
4 |
2 |
0 |
1 |
Eastern
Block Anti-Neo/Vehicle gun. |
|
.44 magnum |
3 |
2 |
2 |
1 |
Big cool
handgun. |
Assault Rifles
|
M-18 |
2 |
2 |
4 |
2 |
Western
Alliance standard issue. |
|
AK-53 |
2 |
2 |
4 |
2 |
Eastern
Block standard issue. |
|
G-11 |
3 |
2 |
4 |
3 |
Western
Alliance special forces issue. |
|
AK-68 |
3 |
2 |
4 |
3 |
Eastern
Block special forces issue. |
|
XG-3 |
3 |
4 |
3 |
3 |
Western
Alliance sniper rifle. |
Machine Guns
|
JH-8
Bulldog |
2 |
2 |
4 |
1 |
Compact
Uzi-like MG. |
|
M-66
Troth |
2 |
3 |
5 |
4 |
#, 2
actions to set up, tripod MG. |
|
M-66T
Ripper |
3 |
3 |
5 |
5 |
#, 3
actions to set up, tripod twin MG. |
|
UJ-4x
Cannon |
4 |
3 |
4 |
5 |
#, 4
actions to set up, tripod gatling cannon. |
Other
|
Knife |
+1 |
0 |
0 |
0 |
Adds to
HTH damage. |
|
Sword |
+2 |
0 |
0 |
0 |
Adds to
HTH damage. |
|
Flame
Thrower |
4 |
1 |
3 |
3 |
Backpack
with pistol sprayer. |
+=Can
be thrown, else range -.
#=Breaks apart for transport.
3.51 Weapon Rating System
Characters do damage based on the 'Lethalness' (or LN) of the attack
used.
The LN Table
|
LN |
DAMAGE |
EXAMPLE |
|
-1 |
None |
Mosquito
bite. |
|
0 |
1d10-5^ |
Fist/Kick,
Bites, Small Rocks, Forks. |
|
1 |
1/2d10 |
Knifes,
Small Pistols/Rifles, Baseball bats. |
|
2 |
1d10 |
Axes,
Swords, Pistols, Grenades. |
|
3 |
2d10 |
Big
Pistols/Rifles. |
|
4 |
3d10 |
Bazookas,
Heavy Machineguns. |
|
5 |
4d10 |
Small Tank
gun, Anti-Air Missile. |
|
6 |
5d10 |
Tank gun,
Air to Ground Missile. |
|
7 |
6d10 |
Light
Field Artillery, 8 Inch Guns. |
|
8 |
7d10 |
Field
Artillery, 12 Inch Guns. |
|
9 |
8d10 |
16 Inch
Guns. |
^Treat
results of less then 0 as 0, scratches that don't really matter.
All
weapons have a range class (or RC). This or less is the best range to use the
weapon. A weapon may be used at one RC higher, but +25 is added to the die roll
to see if you hit.
The
RC Table
|
RC |
DISTANCE |
EXAMPLE |
|
- |
2m |
Hand to
hand range. |
|
0 |
8m |
Throwing
knife/spear. |
|
1 |
20m |
Thrown
grenades/rocks. |
|
2 |
50m |
Pistol/Rifle. |
|
3 |
200m |
Machine
Gun. |
|
4 |
500m |
Sniper
Rifle, Tank Gun. |
|
5 |
2Km |
|
|
6 |
5Km |
Field
Artillery |
|
7 |
20Km |
|
|
8 |
50Km |
|
|
9 |
200Km |
|
|
10 |
500Km |
Orbital
Laser. |
|
11 |
2000Km |
|
All weapons have an Ammo Number (or AN). This is how many times the
weapon can be used before reloading.
The AN Table
|
AN |
Number of
Shots/Clip |
|
|
0 |
1 |
|
|
1 |
3 |
|
|
2 |
6 |
|
|
3 |
10 |
|
|
4 |
25 |
|
|
5 |
50 |
|
|
6 |
Unlimited |
|
All
weapons have an Size Number (or SZ). This is how large and unwieldy the weapon
is.
The SZ Table
|
SZ |
SIZE OF
WEAPON |
|
0 |
Very small
(1/2 kg), can be hid in a pocket or boot. |
|
1 |
Small (1
kg), pistol sized, can be hid in coat or jacket. |
|
2 |
Medium
(4kg), rifle or sword sized, difficult to hide. |
|
3 |
Large
(8kg), big rifle or sword, requires a Body of 25+ to use item effectively
(-10 to use otherwise) |
|
4 |
Awkward
(15kg), often a backpack carried item, requires a Body of 40+ to use item
effectively. |
|
5 |
Bulky
(30kg), implaced weapons or weapons that have to be set up to be used,
required Body 55+ to make item man-portable. |
|
6 |
Huge
(50kg+), requires a Body of 70+ to cart around and use. |
3.52 Vehicles
Vehicles in BTWE are just props to get the character to and from the
action. As such vehicles are simply described and pretty easy to trash.
Vehicles
are given in the following format;
Name (Structure/Armor/Speed/Maneuverability/Capacity/Range)
|
Name |
Structure |
Armor |
Speed |
Maneuverability |
Capacity |
Range |
|
NAME |
STR |
ARM |
SPD |
MAN |
CAP |
RNG |
Where;
Structure is how much damage the vehicle can take before exploding.
Armor is how much LN of attacks that hit are lowered.
Speed is how fast the vehicle can go in KPH, multiple by 0.69 to
determine inches per turn, round up. Vehicles can accelerate at 10 per turn and
deaccelerate at 50 per turn.
Maneuverability adds/subtracts to Drive!
Capacity is how many people and things can fit on / in the vehicle.
Range is how far the vehicle can travel between fuelling
Some
Generic Vehicles
|
NAME |
STR |
ARM |
SPD |
MAN |
CAP |
RNG |
|
Motorcycle |
15 |
1 |
220KPH /
152 |
+10 |
2 |
400Km |
|
Car |
25 |
1 |
200KPH /
138 |
+0 |
4 |
400Km |
|
Van |
30 |
1 |
180KPH /
124 |
+0 |
8 |
400Km |
|
APC |
30 |
2 |
140KPH /
97 |
-5 |
8 |
500Km |
Armed with Light Machine Gun in open mount (LN:2, RN:3, AN:5, SZ:4)
|
Light Tank |
40 |
3 |
120KPH /
83 |
-10 |
2 |
450Km |
Armed with Light Tank Gun in turret (LN:4, RN:4, AN:2, SZ:6)
|
Tank |
50 |
3 |
100KPH /
69 |
-10 |
2 |
450Km |
Armed with Tank Gun in turret (LN:5, RN:4, AN:2, SZ:6)
|
Helicopter |
25 |
2 |
420KPH /
290 |
+0 |
2 |
500Km |
Armed with Twin Light Machine Gun on under carriage mount (LN:3, RN:3,
AN:5, SZ:5)
And Some Specific Vehicles
|
NAME |
STR |
ARM |
SPD |
MAN |
CAP |
RNG |
|
WC-3498 |
20 |
2 |
200KPH /
138 |
+10 |
2 |
600Km |
Armed with forward facing LAW (LN:4, RN:3, AN:1, SZ:4).
The WC-3498
or Wild Weasel, is a scouting jeep favored by the Western Alliance. Used by
Marines, Neos and other special forces types. The seats are in-line, one behind
the other, the rear passenger clear fields of fire on both sides of the jeep.
The WCs over-sized tires allow it to scale walls of up to 1.1meters high. The
WC is ABC sealed and has life support for 96 man hours.