S2 RPG

This is a homegrown RPG system designed to be used with SuperSystem (a miniatures combat system by SuperFigs).

Each skill has one or more stats associated with it and most will be able to be attempted untrained (those requiring training to attempt are listed in red). Skill training is provided by buying levels in one or more Archtypes and thus are purchased in groups and not individually (see Archtypes below).

To use a skill you are trained in, you make a Stat+Archtype level roll for that skill. If opposed the GM will make the same for your opponent, but if its unopposed the GM will assign the Goal total needed for success prior to the roll. To use a skill untrained, you make a base Stat roll for that skill, but the GM will secretly roll 2 dice and subtract the resulting goals from it from your goal total (possibly yielding a 0 or negative goal total).

Many times simply succeeding is enough, but sometimes the number of goals you exceeded your target number or opponent by determines the level of success. This is all up to GM interpretation, but in general beating the target by 3 goals is a good success and 5+ goals is a critical success.

Likewise, normally failing has no other negative effects, but if you roll 0 goals on your attempt the GM *may* assign a minor negative effect to your attempt and if you are using a skill untrained and achieve negative goals it is a critical failure and results in a definite negative effect. Some skills below give examples of 0 and - goal effects. Use these as a guideline for adjudicating the rest of the skills.

Just because you know a skill, doesn't mean you always have the answer. So just because you have Geography, that doesn't mean you know everything geographical, it just means you can roll. Coming up with the fact that Cairo is the capital of Egypt would be easy (1 Goal), but you still could fail.

Knowing the name of a merchant or shop in Cairo that sells fresh apple pies might need 3 goals, and even if you succeed the answer might be that there aren't any (but at least you'd know there aren't :).

Archtypes

SkillStat(s)
 AcrobaticsAgility
 BriberyMind
 BureaucraticsMind
 Computer ProgrammingMind
 ConcealmentMind
 ConnectionsMind
 ConstructionMnd/Str
 ConversationMind
 CryptographyMind
 DeductionMind
 DemolitionsMind
 DisguiseMind
 EngineeringMind
 First AidMind
 ForgeryMind
 GamblingMind
 GeographyMind
 High SocietyMind
 HistoryMind
 InterrogationMnd/Str
 InventorMind
 LanguagesMind
 Lip ReadingMind
 LocksmithAgl/Mnd
 MimicryMind
 NavigationMind
 RidingAgility
 ScienceMind
 Security SystemsMind
 ShadowingMind
 Sleight of HandAgility
 StealthAgility
 StreetwiseMind
 SurveillanceMind
 SurvivalMind
 TacticsMind
 TrackingMind
 Vehicle: AirAgility
 Vehicle: HoverAgility
 Vehicle: RepairMind
 Vehicle: SpaceAgility
 Vehicle: TreadedAgility
 Vehicle: WaterAgility
 Vehicle: WheeledAgility
 Weapon: FirearmsMind
 Weapon: MeleeMind
 Weapon: MilitaryMind
 Weapon: MissileMind
 WealthMind

Archtypes represent generic areas of related expertise for which models may have received training. They cost 2 points per level (max 3) and grant training in all the skills listed under them. As mentioned above, trained skill rolls are usually Stat+Archtype level (so stat +3D at most).

In general one level in the Archtype means you're qualified and could easily hold a job in it, two levels means you're an expert in the field and famous to others in that field, and three levels means you're one of the best in the world and famous to the general populace as well as those in the field. Although for those fields that are more stealthy in nature, you may only be known by an alias (i.e., Pink Panther), its the model's choice if they're famous with their real name or an alias.

Here is a list of the available Archtypes:

Adventurer: Bribery, Bureaucratics, Connections, Demolitions, First Aid, Forgery, Geography, History, Interrogation, Stealth, Survival, Tactics, Tracking, Weapon: Firearms, Weapon: Melee, Weapon: Military

Connoisseur: Bribery, Bureaucratics, Connections, Conversation, Forgery, Gambling, Geography, High Society, History

Hacker: Bureaucratics, Computer Programming, Connections, Cryptography, Forgery, Gambling, Security Systems, Surveillance

Investigator: Bureaucratics, Concealment, Connections, Conversation, Cryptography, Deduction, Forgery, Geography, History, Interrogation, Locksmith, Shadowing, Streetwise, Surveillance, Tactics, Tracking, Weapon: Firearms

Laborer: Bribery, Bureaucratics, Connections, Construction, Demolitions, First Aid, Streetwise

Linguist: Conversation, Languages, Lip Reading, Mimicry

Martial Artist: Acrobatics, Connections, Riding, Shadowing, Stealth, Weapon: Melee, Weapon: Missile

Pilot: Geography, Navigation, Riding, Streetwise, Survival, Vehicle: Air, Vehicle: Ground, Vehicle: Hover, Vehicle: Repair, Vehicle: Space, Vehicle: Treaded, Vehicle: Water, Weapon: Firearms

Scientist: Bureaucratics, Computer Programming, Connections, Cryptography, Engineering, History, Inventor, Science, Security Systems, Vehicle Repair

Skulduggery: Bribery, Computer Programming, Concealment, Connections, Demolitions, Disguise, Forgery, Gambling, Geography, Interrogation, Locksmith, Security Systems, Shadowing, Sleight of Hand, Stealth, Streetwise, Surveillance, Survival, Weapon: Firearms, Weapon: Melee

Wealthy: Wealth

Skill Descriptions

Acrobatics (Agility): Add these dice to any resistance rolls from falling damage. Terrain up to 2" up/down from the model's current position may be traversed as if it were level ground (you can stair step your way up something with this).

Bribery (Mind): The art of monetary persuasion and how best to try it without getting in trouble. Still trouble is always possible and 0 Goals indicates that you have offended the party and they might/could start proceedings against you immediately or once you're gone (GM discretion), however negative goals guarantees it.

Bureaucratics (Mind): Adept in cutting through or adding red tape.

Computer Programming (Mind): The model is skilled at creating, protecting, and penetrating computer programs, systems, and networks.

Concealment (Mind): The ability to hide/find things on people or in places.

Connections (Mind): You might know a guy who knows a guy :). Usually restricted to people in or associated with the Archtype in question. However, anyone might know a guy who knows a guy concerning any topic, treat connections unrelated to the Archtype as untrained. For failures, treat 0 goals as possibly alerting someone else that you were looking (GM discretion), but negative goals definitely alerts them and its usually someone who you wouldn't want to find out :).

Construction (Mind/Strength): Knowledge of construction sites and the ability to work them. Use whichever stat is appropriate for the task at hand.

Conversation (Mind): This almost lost art you to find out minor information from the target (i.e., info that wouldn't incriminate them) in a pleasant manner and possibly without the target even figuring out what you wanted to know. GM will assign the goals needed for success and if that's exceeded by 2, the target is unaware of your true motivation or intended use of the information. So if they tell you the appraisal value of a painting they may or may not connect it to you investigating the previous owner of the painting for insurance fraud, its possible they think you are just curious of what it might fetch :).

Cryptography (Mind): The model is skilled at both creating and breaking codes.

Deduction (Mind): The model is skilled in properly analyzing a crime scene and any forensic evidence found there. If there are clues there, the GM will assign a Goal number and the model could roll for each clue possibly finding more of them (0 goals could mean a wrong interpretation).

Demolitions (Mind): The model is properly able to utilize high explosives, but 0 goals could indicate a mishap.

Disguise (Mind): The ability to conceal yourself as someone else (opposed roll) if you're attempting to impersonate a specific person that the target knows, you need to beat them by 2 goals to be successful.

Engineering (Mind): The model can build/repair all manner of normal world devices given proper resources and time.

First Aid (Mind): The model can attempt to help a KO'd model. This is a 6 AP unopposed roll that needs 3 goals to succeed. If successful, the model's condition improves by 1 step (conscious KO'd models move up to 1 vitality and unconscious ones remain KO'd but become conscious). If you achieve 0 goals, the model must make a Difficult resolve roll or worsen a step and if your goal total is negative they automatically worsen a step (worsen a step means conscious models drop unconscious and unconscious models are Cuffed if the total was 0, but Couped if it was negative).

Forgery (Mind): The model is skilled in making/spotting forged items (opposed roll) relating to the Archtype that granted this skill (documents/money for police/thief types, art for Connoisseurs, relics for Adventurers, etc.).

Gambling (Mind): The ability to succeed at various games of chance. The model may make an opposed Mind+Gambling roll versus another gambler or the House to try to win at games of chance (normal house is rated at 6D). Its possible for players with this skill or even those with just Super-Mind to be better than the house and thus the player could win in the long run (but the house is very good at detecting this and putting a stop to it even if they can't prove cheating :).

Geography (Mind): Knowledge of the places and how to find things in them. The GM will assign a difficulty number (which could be quite high for obscure items in a galactic campaign) and then the model gets a Mind+Geography roll to see if they know where an item or person like that could be found.

High Society (Mind): The model is knowledgeable with the finer things in life (music, art, opera, ballet, wine, etc.) and can mingle among the elite with ease. They may also make a Difficult Mind+High Society check to appraise items that fall in this category.

History (Mind): Knowledge of historical people, places, and events.

Interrogation (Mind/Strength): This skill uses intimidation and or torture to extract information from the target (who is most certainly not willing :). Use opposed Mind rolls for intimidation/bluff checks and Strength versus best of Strength/Resolve for outright torture. The number you succeed by will help the GM determine the level of information you coerce from your target.

Inventor (Mind): The model has the capability of inventing, understanding, and repairing devices that are above the current technology level. Items created by others may have an initial complication goal number (assigned by the GM) that will need to be exceeded to understand it before proper use/repair could happen. If this roll is failed, new information would have to come in before it could be re-attempted (another item with similar technology to examine, conferring with another scientist who had more insight, etc.).

Languages (Mind): For each level, the model is capable of understanding 3 more languages. Additionally, they can possibly communicate with someone who's language they don't understand. The target goal number is 3 plus language difficulty modifier (0-3) minus the number of Linguist dice the target may have (if they are a linguist too, it can make it easier to send/receive information). Complex ideas/concepts aren't usually possible using this method, but may be possible if both are linguists.

Lip Reading (Mind): The ability to tell what others are saying simply by watching their lips.

Locksmith (Agility/Mind): The ability to create or defeat mechanical locks or safes. For creating use Mind, for defeating use the better of Agility or Mind.

Mimicry (Mind): The ability to impersonate sounds. Add these dice to any Disguise attempt that is attempting to impersonate a specific person.

Navigation (Mind): The ability to plot planetary or spatial courses.

Riding (Agility): The ability to ride a creature as a mount. A goal or opposed roll is needed a fast pace or combat mode.

Science (Mind): Knowledge in the sciences (any science you can imagine).

Security Systems (Mind): The ability to create and defeat electronic security mechanisms.

Shadowing (Mind): The ability to follow someone and spot someone following you.

Sleight of Hand (Agility): The ability to palm, hide, or pickpocket small objects without being detected by those present Mind versus Agility + Slight of Hand roll.

Stealth (Agility): The model is highly trained in the art of how not to be seen and spotting those who are hidden. When they spend 2 APs to hide, they may still spend their APs on that and subsequent turns to move at the rate of 1" per 2 APs as long as they remain in or next to cover. When trying to spot someone who's hidden they make a Mind+Stealth roll instead of just a mind roll.

Streetwise (Mind): This represents the underworld or black market and the models ability to fence items and or find out information from it.

Surveillance (Mind): The model is skilled in both planting, monitoring, detecting, and removing surveillance devices.

Survival (Mind): The ability to survive and find food/shelter in harsh climates. Number of goals is the number of people you can feed/water that day with a negative result indicating that you thought something harmless was edible or that you misjudged the value of a shelter or the weather conditions.

Tactics (Mind): The ability to access the best deployment of your troops and the most likely spots for an ambush.

Tracking (Mind): The ability to follow the trail of another. this is an opposed Mind+Tracking Dice roll. The GM should give situational and time bonus dice to the one being tracked (hard surface, rain, time, etc).

Vehicle: Air (Agility): Ability to pilot any type of aircraft. A goal or opposed roll is needed for fast pace or combat mode.

Vehicle: Hover (Agility): Ability to pilot any type of hover vehicle. A goal or opposed roll is needed for fast pace or combat mode.

Vehicle: Repair (Mind): The model can build/repair any type of vehicle.

Vehicle: Space (Agility): Ability to pilot any type of spacecraft. A goal or opposed roll is needed for fast pace or combat mode.

Vehicle: Treaded (Agility): Ability to drive any type of treaded vehicle. A goal or opposed roll is needed for fast pace or combat mode.

Vehicle: Water (Agility): Ability to drive any type of water vehicle. A goal or opposed roll is needed for fast pace or combat mode.

Vehicle: Wheeled (Agility): Ability to drive any type of wheeled vehicle. A goal or opposed roll is needed for fast pace or combat mode.

Weapon: Firearms (Mind): The ability to properly use and maintain firearms (pistols, rifles, shotguns).

Weapon: Melee (Mind): The ability to properly use and maintain melee weapons (clubs, knives, swords, chains, etc.).

Weapon: Military (Mind): The ability to properly use and maintain military type weapons (machine guns, grenades, rocket launchers, ships weapons, etc.)

Weapon: Missile (Mind): The ability to properly use and maintain missile weapons (knives, shurikens, bows, crossbows, etc.).

Wealth (Mind): Once per gaming session, the model may attempt to make a purchase (GM determines goal cost). The model may forgo this attempt to gain +1D to their attempt next session (this is cumulative, but may never cause the pool to be more than than double its normal size). This is the only untrained skill that doesn't grant a -1 Goal total.