King of the Impossible
- May 5, 2009
This came about when I logged in and lurked over to the signup threads area and found Incubus's SeX-com . After playing so much Rallout 3 and 4 recently, and some GURPS and watching lots of Xcom videos my brain just took off and this little thing came about. First, I will be posting the basic game mechanics and giving an explanation of what entities' attributes will do during the tactical portion of the game. Later I will post rules for character creation and upgrading, before posting the rules for base management and the strategy portion of the game.
You enter the dim office for your interview. You aren't sure what your new job will involve, but a rookie fresh from boot camp like you know that when you a general tells you you've been selected for an experimental program you know that mum's the word. Sitting at the desk is your new commander, his silhouette and, his white gloved hands and the reflection of the light from the door's window in his glasses the only things you can see.
A short raspy inhale prelude's the man's course voice. "Welcome, recruit. I've already reviewed your dossier, and am impressed with the results of your training. While you are untested in battle, I believe you will be instrumental in the coming campaign. I only have one have one question. Are you willing to believe in Extra-terrestrial lifeforms?"
You blink for a moment to process what he's asking. The military as a rule denies the existence of space aliens for lack of evidence. To ask this means going against policy. You can only nod, strangely confident he has proof.
"Good. Welcome to the Ex-zone program."
XXXzone is primarily a tactical combat game designed to emulate the modern era or soldiers armed with guns taking cover and shooting at enemies in cover. What you need to play the game are a set of polyhedral dice, though the most important one going to be used are the percentile dice as it's used for shooting and hurting enemies as well as will power tests against fear, pain and mind control. You will also need a way to keep track of entities in battle, like a battle mat, a bunch of blocks, some markers and a few models of the right scale to fit on the battle mat.
All entities in the game have six attributes. Strength, Perception, Endurance, Charisma, Intelligence, and Agility. Player controlled characters have an additional stat called Luck. All of these attributes affect game play in small ways and normally range from 1 to 10 (though you can play with zeros).
All entities also have several derived statistics calculated at character generation and occasionally adjusted between battles.
- Accuracy - Starts at 85 and the entity gains a 5 point bonus for every point of Perception they have,
- Action Points - Explained below,
- Encumbrance - Two stats representing how much an entity can carry. Humans can carry 10kg plus an additional 5kg for every point of Strength they have comfortably in battle. Humans can still move if they are carrying 50kg plus 20kg per point of Strength and 5kg per point of Endurance, but can't use weapons or move quickly,
- Fortitude - How resistant an entity is to poison attacks and dying from mortal trauma. This stat is a straight bonus of five times the entity's Endurance plus twice their Strength. Humans and most other entities get a 20% bonus to against Poison,
- Sneak - How hard the entity is to detect. This stat is equal to five time's the entity's Agility attribute.
- Sight - How far an entity can reliably see. This stat sis five plus the entity's Perception attribute. Entities have a base 100% chance to see anything within this range of squares, afterwards, the chance to see an entity that is Moving Cautiously drops by 5% per square of additional distance. The actual chance is modified by the any enemy's Sneak stat as well concealment and ambient lighting,
- Willpower - The entity's ability to grit their teeth (or beak or whatever) and shake off the effects of pain or psychic attacks, or the strength of their psychic powers if they have them. This stat is equal to five times the entity's endurance plus their intelligence and twice their charisma.
All entities have a number of action points available to them every round, which they spend to perform actions. The base number for player characters is 6, plus 1 additional AP for each odd numbered point of AGI a character has. Using a weapon has a different AP cost dependent on what kind of weapon is being used, while attempting to heal someone, hack a computer or quietly unlock a door has a variable AP cost rolled with each attempt.
- Moving Quickly - 1AP - Move a single square on the battle mat,
- Moving Cautiously - 2AP - Move a single square on the battle mat with a decreased chance of being spotted by enemies.
- Interact - 1AP - Pushing a button on a panel, opening a door or pulling the pin out of a grenade,
- Hunker Down - 2AP - Take a better position in cover, getting double the benefits of any adjacent cover, but being unable to take anymore actions for the rest of the round,
- Draw Item - 1AP - Pull an item off a belt, harness or bandoleer,
- Stow Item - 1AP - Put an item on a belt, harness or bandoleer,
- Shoot - xXx - Spend AP to use your weapon. The cost depends on the type of weapon fired and the firing mode used,
- Overwatch - xXx - Declare Overwatch when there is left over AP to save them for shooting enemies that move on their turn, however there is a 15% accuracy penalty to do so,
- Aim - 2AP -Spend a moment carefully lining up the weapon at a single target and gain a 20% accuracy bonus against that target until either a new target is shot at or the shooter decides to move quickly to a new position.
Shooting is once of the most common actions taken, and while the AP cost varies, hitting enemies and causing wounds or killing them follows the same seven steps.
- Count Distance to Target - First add up the squares between the shooter and the target, then reduce the shooter's accuracy by 2% for each square.
- Roll to Hit - Roll percentile dice (d100), add the shooters adjusted Accuracy score and subtract the target's Agility attribute. If the resulting Attack Roll is over 100 then something is hit, though not necessarily the target.
- Consider the Cover - Now take into the consideration all the intervening cover between the shooter and the target. Cover provides a penalty to the Attack Roll as determined by its type, though the target only gets half the benefit from cover they are not immediately adjacent to. Subtract from the attack roll each value of cover starting with the piece closest to the shooter until the resulting number is below 100, at which point that piece of cover is hit instead of the target.
- Consider the Target's Armour - Just like cover, armour reduces the chance to be injured by attacks. Subtract the Armour Rating from the remaining attack roll and if the result is still over 100, then the target has been injured. In either case, the Armour loses a Hit Point.
- Determine Wounds - Now subtract from the remaining attack roll the weapon's Damage Threshold adjusted by the target's Endurance attribute. If the result drops the attack roll below 100, then only a Minor Wound is dealt. But if the result is still over 100, then subtract the weapon's adjust damage threshold again and if this final result is still over 100 then a Mortal Wound is dealt and the target is likely dying, else the final result drops below 100 and the target takes a Severe Wound instead.
- Check Special Effects - Some attacks and weapons have special effects, in which case you need to follow the rules specified by that attack to determine if something unusual happens.
If you are throwing an item, like a grenade, step 1 and 3 of the shooting process is different.
- Count the number of squares between the thrower and the target then subtract from that the thrower's Strength score. Now reduce the shooter's accuracy by 5% for each remaining square.
- Step 2 is the same as before. Of course the thrower can target and area instead of an entity, so you don't have to take in consideration anything's Agility score.
- Because thrown objects follow and arc and not fly in a straight line, ignore all intermittent cover except that which the target is benefiting from. Of course the thrower can just target an area instead of a creature, so there may be no need to consider armour.
As noted in the shooting rules, there are three types of wounds an entity can take, each worse than the last.
- Minor Wound - Taken when receiving the barest of hits, each Minor Wound wracks the entity with pain and taxes their bodies. When a Minor Wound is taken, the entity must make a Fortitude check or have half their AP (round the remaining up) available next turn drained. A second Minor Wound taken in the same turn will drain the remaining AP available on their next turn, on a failed check. If an entity has had their all their AP drained, all further Minor Wounds incur a stacking -10% penalty to all further percentile die rolls in battle until healed on failed checks. Minor Wounds each take 1d6 days to heal.
- Severe Wound - Taken by solid hits that deal severe damage but don't hit anything immediately vital. When a Sever Wound is taken, the victim needs to succeed on a Fortitude test or have all their AP next turn drained, due to wracking pain. Further, each Sever Wound taken after the victim has all AP drained will incur a stacking -25% penalty to all further percentile die rolls in battle until healed on a failed Fortitude check. Severe Wounds each take 4d8 days to heal.
- Mortal Wound - A vital part of the entity has been hit and is likely dying. First, a Mortal Wound forces a Willpower Test from the victim or the entity passes out from the shock of pain. Second, this type of wound forces the victim to make a Fortitude Test or they begin to bleed out and die in 1d4 turns. Thirdly, if the injured entity hasn't passed out from pain and/or until they die of vital fluid loss, they take a -50% penalty on all further percentile rolls during the battle. Mortal wounds each take 4d12 days to heals.
A couple of weapons, notably the Flash Bang Grenade and Incendiary Grenade deal no damage directly but instead affect anything hit with a status effect.
- Drained - The affected entity has been weakened, most commonly by taking wounds. They have less AP available than normal.
- Stunned - The entity affected by this condition is unable to act for the duration of the effect.
- Disoriented - Caused by the Flash Bang Grenade, an entity affected by this condition has trouble moving. They take a 50% on aim checks and Willpower checks, movement costs twice as much, they cannot use the aim action, and they cannot interact with devices (like opening a door or pulling the pin on a grenade).
- !!ON FIRE!! - The entity is covered in flames and is quickly overheating. They automatically take two Severe Wounds every turn that this condition persists.
- Poisoned - This condition is caused by creatures as poisonous as Dart Frogs or more venomous than most snakes. A Poisoned entity automatically takes a Minor Wound at the end of its turns until the condition is removed. This condition can be removed by med-kits, or may wear off on it's own. A variation of Poison is Lethally Poisoned which will kill the victim if they are rendered Unconscious by the Poison and then fail a Fortitude check.
- Toxified - A worse version of the Poison condition, victims take a Severe Wound at the end of its turn until the condition is removed. Med-kits work on Toxified, as does time, though the later is unlikely. And just like poison, there is a Lethally Toxified variation.
- Unconscious - Often caused by the entity taking a Mortal Wound and failing a Willpower check or taking too many wounds, unconscious entities are unable to act. They may be able to be revived by med-kits, but must pass another Willpower check to wake up.
- Dying - The entity has failed a Fortitude check from taking a Mortal Wound and will soon die. Alternatively, they could have been rendered Unconscious by Lethal Poisoned or Lethal Toxified condition.
- Dead - The entity is dead. It has expired. It is an ex-entity and has passed on.