Fickle RPG

Fickle RPG is

a narrative roleplaying and cooperative storytelling game, distinguished by the core dice resolution mechanic which has bluffing, bidding, and meaningful decisions. The game is a universal system that can be played in any genre, such as sci-fi, military, zombies, high fantasy, superheroes, etc. An ongoing campaign can be played over multiple game sessions, or as a themed one-shot.

Recon, The Role Playing Game Of The Vietnam War

Recon, The Role Playing Game Of The Vietnam War was published in 1982 by Role Playing Games, Inc.

Searchers of the Unknown Minimalist RPG Rules

Searchers of the Unknown is a set of free role playing rules. These are one-page, minimalist rules, each of which is designed as a stand-alone product. The collection includes: Searchers of the UnkownDwarven Glory (and supplement), Karry on Krawling, Witches of N’kai, Adventurers!, Cyborg Samurai Are Go!, Dirty Rotten Scoundrels, Funkin Fists of Fu, Jung Guns, Raiders of the Unknown, The Bastards, Brickmasters of the Unknown, Mutant Got Gunz, Mutant Scavengers of the Ruined Earth (and supplement), Tempora Mutantur (and supplements), Searchers in Spaaaace!!!, Scavengers & Spacewrecks, Swashbucklers of Mars (and a supplement), and Song of the Symbi.

Final Stand Martial Arts Role Playing Game

Final Stand is a martial arts role playing game with a flavor that reminds me of the fighting compuer games like Mortal Combat. to resolve combat in this game, each player draws on a dice pool to execute specific moves.

Characters are created by choosing a stereotype, plus a fighting style and form.

Here’s an example of combat from the game:

Lightning Feng has got into a fight with Boom Takashi, a formidable Burning Mantis master. Feng and the GM roll their action dice. Feng has six punch actions, and rolls these first. He sees that punch actions succeed on a 2+. He rolls his six dice and gets five successes (five of the dice come up 2 or better). He then rolls his two kick dice and two throw dice, repeating the procedure (this time needing 3+). He gets two throw successes and zero kick successes. After discarding the failures, he has five punch moves and two throw moves. As he was doing this, the GM was rolling her own dice.

Now the actual fight starts. Feng has a total of seven moves, and Takashi ended up with eight moves; Takashi has more moves and so starts as the attacker. The GM decides to throw a light punch first. It costs her one punch move, which she takes away from the pile in front of her. Feng does not want to risk too many of his moves on such a weak technique, so decides to try only one block. He takes one of his punch moves and rolls it. He gets a 5: a success. Feng narrates: �Takashi darts forwards and throws out a jab, but I easily deflect it with my forearm�. Feng gets to keep the move he risked, and now becomes the attacker. He takes no damage. Feng declares the special Tiger technique of �Gouging Fingers�. He discards two of his five punch moves to pay for it. The GM, getting a little worried now, decides to try two blocks. She rolls two punch dice, but gets a 1 and a 3; two failures. Feng narrates: �I lunge at Takashi with my right hand, my hooked fingers driving into a key nerve point on his torso. He loses his breath and staggers back�. Takashi loses the two punch dice the GM risked on blocking, takes one damage (loses one energy) for the technique, and, as a special condition of that particular technique, must discard one move of the GM�s choice. The GM tosses out a throw move. Feng is still the attacker, and will now choose another technique. If, at the end of the round, they both still have energy left, they will probably fight another round. At the start of that round, they roll their original action dice allotments again.

Dice Chucker Universal RPG

Dice Chucker is a rules light RPG.

Dice Chucker is a rules-lite system that puts a new twist on rolling dice! A lot of players like rolling dice and Dice Chucker is here for them. You will find that Dice Chucker is chock full of dicey goodness! The rules here are pretty simple and straight forward and the details are meant to be handled by players and GMs as suits their tastes and the storyline. Dice Chucker’s rules can be adapted to virtually any genre you like: fantasy, sci-fi, horror, western, etc. Let your imagination be your guide!