RPG Rules Systems/OPIGS
RPG Rules Systems
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One Page GamIng System - OPIGS
Copyright David Mar 1987
Character Generation
Roll d20+d8 for each of the five attributes - Beef, Brains, Hammer, Coruba and Luck. Refer to table below for penalties and bonuses due to low and high scores.
| Beef | Brains | Hammer | Coruba | Luck | ||
| Score | Damage bonus | Languages Usable | Use Roll Bonus | To Hit Bonus | Bonus Hit Points / Die | Chance to be lucky |
| 2 | -4 | 1 | -4 | -4 | -4 | 10% |
| 3,4 | -3 | 2 | -3 | -3 | -3 | 20% |
| 5-7 | -2 | 3 | -2 | -2 | -2 | 30% |
| 8-12 | -1 | 4 | -1 | -1 | -1 | 40% |
| 13-17 | 0 | 5 | 0 | 0 | 0 | 50% |
| 18-22 | +1 | 6 | +1 | +1 | +1 | 60% |
| 23-25 | +2 | 7 | +2 | +2 | +2 | 70% |
| 26,27 | +3 | 8 | +3 | +3 | +3 | 80% |
| 28 | +4 | 9 | +4 | +4 | +4 | 90% |
| . | ||||||
| Hit Points | d6 | Hit Dice | ||||
| Roll a d6 and refer to the table to determine starting hit points. Extra hit points are gained in the same way for each experience level gained. If reduced to 0 hit points a character is dead, unless a Luck roll is successfully made. Damage can be healed by resting; a full night's sleep restoring up to Coruba hit points. Be sure to add the Coruba hit point per hit die bonus to each die rolled for hit points. | 1 | 1d20 | ||||
| 2 | 2d12 | |||||
| 3 | 3d10 | |||||
| 4 | 4d8 | |||||
| 5 | 5d6 | |||||
| 6 | 6d4 | |||||
Equipment
Character starting money is $100. Weapons are available as follows:
| Weapon | Cost | Example | Damage Bonus |
| Wimpy | $50 | Knife | +1 |
| Normal | $150 | Sword | +2 |
| Beefy | $500 | Gun | +3 |
| Mega | $1500 | Attack Chopper | +4 |
Miscellaneous equipment is available at $10 each. This includes all non-weapons. If wielded as a weapon, miscellaneous equipment gives no damage bonus.
Experience
1 experience point (XP) is gained for each thing killed, puzzle solved or $1000 gained. Only the person inflicting the killing blow on a thing gets the XP. Each square number of XP gained (ie 1, 4, 9, 16, 25, ...) is an experience level and gives extra hit points.Combat
The enemy will have a number of hit points either chosen by its creator or rolled randomly as above for characters, and will be unarmed or equipped with some type of weapon. Anyone can attack first, depending on the circumstances, and attacks then go in a cyclic order until combat is over. To attack, roll a d12 To Hit and add the Hammer To Hit Bonus. Refer to this number to see the attack result. The damage listed as dice is rolled for unarmed combat, modified by Beef Damage Bonus - and also weapon damage bonus if a weapon is used.
Combat Table
| Adjusted d12 | Result | Damage |
| 12+ | Instant Kill | Kill |
| 11 | Critical Hit | 2d10 |
| 10 | Excellent Hit | 2d8 |
| 9 | Good Hit | 2d6 |
| 8 | Hit | 2d4 |
| 7 | Scratch | 1d4 |
| 6 | Near Miss | Opponent -1 next To Hit roll |
| 5 | Miss | Nil |
| 4 | Bad Miss | Opponent +1 next To Hit roll |
| 3 | Self Hit | 2d4 to self |
| 2 | Critical Jam | Weapon useless |
| 1- | Critical Backfire | Kill self |
Equipment Use
To use a piece of equipment or do anything tricky, like climb a wall or pick a lock, a d12 Use Roll is made, modified by Brains Use Bonus and referred to on the Use Table. This applies to spells and psionics.
Use Table
| Adjusted d12 | Result | Damage |
| 12+ | Critical Success | Patent idea, get $1000 |
| 11 | Amazing Success | Double effect |
| 10 | Excellent Success | +2 next Use roll |
| 9 | Good Success | +1 next Use roll |
| 8 | Success | |
| 7 | Borderline Success | May roll again for better result |
| 6 | Borderline Failure | May roll again for better result |
| 5 | Failure | |
| 4 | Bad Failure | -1 next Use roll |
| 3 | Severe Failure | 2d4 damage to self |
| 2 | Massive Failure | Equipment destroyed |
| 1- | Critical Failure | Kill self |



