This is just a start of an idea for a game I've been working on.
No details yet, just the basic concept of some abilities and how die rolls would work.
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GUTS & LASERS
0. INTRODUCTION
The goal is to create a pulp science fiction role playing game that presents a wide variety of adventure and character options while remaining fast and easy to play.
1. Ability Scores
There are ten ability scores that help define a character or creature within the game.
> Eight of the ability scores are grouped into four pairs:
Guard / Agility
Unflinching / Strength
Temper / Empathy
Senses / Reason
These ability scores have a range of 1 to 10 for normal humans.
> The first ability in each pair is mainly used in a passive, reflexive or defensive manner.
They are normally subtracted from action rolls made against the character, though in some instances they are added to action rolls.
> The second ability in the pair is used actively or offensively.
They are added to action rolls.
> The remaining two abilities, Luck and Stamina, are variable ability scores, changing often during the game.
These two abilities have an initial range of about 1 to 10 for humans.
> This is how they would appear on a character sheet. The first letter in each ability make up the acronyms, G.U.T.S. and L.A.S.E.R.S.
….....................Luck
Guard.............Agility
Unflinching...Strength
Temper.........Empathy
Senses.........Reason
…..................Stamina
2. Skills
Skill scores range from 0 (No training) to 3 (Mastery).
The score is added to dice rolls when the character attempts an action roll.
It also indicates a potential level of effectiveness when a success is achieved.
Some skills, such as culture, science or tech, are broad ranging in their area of knowledge. Options during character creation may allow for more focus or specialization.
>Agility Skills
1. Climb
2. Drive
3. Pilot
4. Ride
5. Shoot
6. Throw
>Strength Skills
1. Fight
2. Jump
3. Lift
4. Run
5. Swim
6. Wrestle
>Empathy Skills
1. Culture
2. Disguise
3. Language
4. Medicine
5. Merchant
6. Persuade
>Reason Skills
1. Research
2. Science
3. Sleight of Hand
4. Sneak
5. Technology
6. Track
3. Action Rolls
Make an action roll when a character or NPC is attempting something that has a chance of failure.
> Roll 3d6 and add (Ability + Skill + Modifiers (for situation, equipment, assistance, etc))
> Before the action roll is made, the player may spend one Luck point to roll one extra d6.
> If the action is being taken against or is opposed by another character or creature, subtract their (Ability + Skill + Modifiers)
>If the action is not opposed, determine the Risk Factor, which modifies the die roll total.
* THESE ARE PLAYTEST VALUES *
RISK FACTOR MODIFIER
Easy.......................+2
Average....................0
Risky.......................-2
Tough..................... -3
Heroic.....................-5
> If the die total including modifiers is greater than 13 the action succeeds.
> If triples (three of the same number) are rolled, the character gains one Luck point,
regardless of whether the action roll succeeded or failed. *UP TO MAX?*
4. Roll Results
The skill score is used to determine the level of effectiveness for a successful action roll.
This is done by reading a specific number of the dice that were rolled for the action.
In other words, when you roll the dice for an action roll do not pick them up immediately.
SKILL LEVEL RESULT DICE READ
0 No Training...........Lowest Die
1 Novice...................1 Highest Die
2 Expert....................2 Highest Dice
3 Mastery.................3 Highest Dice
Other factors may modify the result total, such as weapon type, armor, situation or special abilities.
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Much more work to be done on character types, equipment, combat, adventure ideas. All that jazz.
Any comments or questions are most welcome.


















































