This is my very simple RPG.

Anyone Can Try To Do Anything RPG
I want to say straight away that these rules are unlikely to be unique nor are they radical, just very basic rules for putting a character together and getting my game going. They are designed to be usable for any genre or setting. These are not specifically designed for solo play but can be played solo with a suitable oracle, I have given a simple d6 oracle at the end of the rules.
Please feel free to use these rules if you think they may be of use to you.
What you need to play
pencil, paper, at least 1 d6 and lots of imagination.
Character Creation
Each Character has three skill slots. Choose 3 Skills for each character.
Each character has 3 Wound Slots, (Once a character takes 3 wounds they are out of the game).
Write a brief description and background for each character
Doing Anything.
A score of 4+ is always a success.
Characters can attempt to do anything.
Roll 1d6, 1-3 means they failed, 4-6 means they succeed.
+1 to die roll if they have a relevant skill
+2 to die roll if task is very easy
+1 to die roll if the task is easy
-1 to die roll if the task is hard
-2 to die roll if the task is very hard
-1 to die roll for each wound slot taken up with a wound
In combat, characters always go first, use the above Doing Anything chart to see if they hit and inflict a wound on an opponent ,
A hit inflicts 1 wound.
Most creatures and weapons will only cause 1 hit.
Weapons such as sub-machine guns can cause 2/3 hits, roll a d6 for each possible hit,
example, a PC fires an automatic rifle which can inflict 2 hits, he rolls two d6 and gets a 4 and a 5 so inflicts 2 wounds on his target
Very Large creatures may inflict 2 or 3 wounds on their target each time they hit.
NPC’s and Creatures have between 1-5 wound slots depending on their size.
Most human size NPC’s have 2 wound slots, (I assume our PC’s are just a little tougher than most humans hence they get 3 wound slots)
Creatures/Monsters
A creature or NPC with 5 wound slots is very large gets +1 bonus
(GM may allow very large creatures to inflict 2 or 3 wounds each time they hit)
A creature or NPC with 4 wound slots is large gets +1 bonus
A creature or NPC with 3 wound slots is medium gets 0 bonus
A creature or NPC with 2 wound slots is small and gets -1 penalty
A creature or NPC with only 1 wound slot is tiny gets a -2 penalty
As with characters, once a creature or NPC has 0 wound slots left, they are out of the game.
Optional Rules
Armour
PC’s, NPC,s and even Creatures can be said to be wearing armour. Armour gives a negative modifier to the attackers die roll.
There are only 2 types of armour.
Light Armour -1 to attackers die roll
Heavy Armour -2 to attackers die roll.
example, a character attempts to hit a knight with her sword. She rolls 5 but gets a -2 to her roll because the Knight is wearing heavy armour, so the roll is now only 3, she fails to wound the knight.
Ranged Weapons
Short Range +1 to hit
Long Range -1 to hit
its up to you to define ranges for weapons
Magic
I have not given any rules for magic. In my games I do one of three things.
1. A spell takes up a skill slot so a character could have 2 skills and 1 spell for example.
2. Magic is a skill and takes up one skill slot. I then give the character 3 spells.
3. The character is a magic user and gets 3 spells. Their skill slots are still all available for skills.
this last option does make magic users a little powerful so I don’t recommend it
Finally
Anything not covered above, make up or use the oracle to determine the out come.
And thats all there is to the rules.
Simple D6 Oracle.
- No, because/but…
- No.
- No, and…
- Yes, and…
- Yes.
- Yes, but…
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