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- # PUBG WORLD
- ## SUMMARY
- Four strangers parachute into an island and find themselves in a PUBG match. To survive, they must scavenge for gear and fight other squads as the play circle shrinks.
- ## CHARACTER CREATION
- ### STATS
- <!-- TODO: figure out how to spread out modifiers between 3 -->
- General attributes:
- * METTLE - Combat readiness & acting under pressure.
- * PHYSIQUE - Physical toughness.
- * EXPERTISE - Tactical sense & awareness.
- These are the same for all PUBG contenders:
- * DAMAGE - 1d8 enough to one shot kill, even with 1 armor
- * HEALTH - 7HP
- ### BONDS
- <!-- TODO -->
- ## MOVES
- <!-- TODO: finalize moves -->
- ### OPEN FIRE
- When you engage an enemy in a firefight, roll + METTLE:
- * 10+ Great shot! Deal your damage.
- * 7-9 Deal your damage, but choose 1:
- - You put yourself in a vulnerable position.
- - You take what you can get, -1d6 damage.
- - You take several shots and lose an ammo.
- ### TAKE THE SHOT
- When you take a scoped shot at an unsuspecting enemy, roll + EXPERTISE:
- * 10+ Headshot! Only a level 3 helmet can save them.
- * 7-9 Deal your damage, but choose 1:
- - Your position is easily discerned.
- - You take several shots and lose an ammo.
- ### SUPPRESSED
- When you shoot with a suppressed weapon,
- Your position is never easily discerned.
- ### COMPENSATED
- When you OPEN FIRE with a compensated weapon, add +1 damage.
- ### SNIPED
- When you TAKE THE SHOT with a sniper, add +2 damage.
- ### GET YOUR HANDS DIRTY
- When you engage an enemy with a melee weapon, roll + PHYSIQUE:
- * 10+ Deal your damage. Avoid the enemy's attack.
- * 7-9 Deal your damage, but the enemy attacks you.
- ### JUMP FOR IT
- When you attempt to reach a destination through jumping, roll + PHYSIQUE:
- * 10+ You make it look easy.
- * 7-9 You make it through, but it took time and several tries.
- ### LOOT
- <!-- TODO: make loot tables: guns -->
- When you search an area for loot, roll + EXPERTISE:
- * 10+ Roll on 2 loot tables. (+ the area bonus, if applicable)
- * 7-9 Roll on 1 loot tables.
- * 6- Choose one:
- - Roll on any non-gun loot table.
- - Roll on the gun loot table, but open yourself up to an attack.
- ### GRENADE
- When you throw a grenade at a multiple or holed-up enemies, roll + METTLE:
- * 10+ Hit! Roll your damage.
- * 7-9 Choose one:
- - The enemy takes full damage, but manages to fire back.
- - The enemy takes -1d4 damage.
- ### PARACHUTE
- When you drop for a distant target, roll + PHYSIQUE: (maybe EXPERTISE?)
- * 10+ You reach your target and there's no one else nearby.
- * 7-9 You reach your target, but the GM chooses one:
- - There are no cars nearby.
- - You're not alone.
- ### RUN FOR IT (This may just be DEFY DANGER)
- <!-- TODO: this may be dumb -->
- When you run from an impending danger, roll + PHYSIQUE:
- * 10+ You reach the play zone unmolested.
- * 7-9 Roll 1d3 to determine the meds you use.
- This could be a choice: lose meds or see an enemy in the blue with you
- ### MED UP
- When you apply meds in a firefight, roll + METTLE:
- * 10+ Choose 2:
- * 7-9 Choose 1:
- - It only takes one try.
- - No one fires at you.
- ### REVIVE
- When you revive a fallen comrade in combat, roll + EXPERTISE:
- * 10+ Your ally is revived.
- * 7-9 Your ally is revived, but the enemy takes shots at you.
- ### ROLLOUT
- When you drive a vehicle through questionable safety, roll + EXPERTISE:
- ### CHECK OUT THE CRATE
- When you loot a supply crate, roll on the supply crate table.
- ## LOOT TABLES:
- <!-- TODO -->
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