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 it’s 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 WC’s 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.  

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