Neo-V

Basics

Foreword

Neo-V is a simple and fast (roleplaying) game system, or ro be more exact, a framework. That is, it is not complete as itself, lacking game setting, but is used as base for final role-playing game like Neo-Troops IV or EDD2.5. It is mainly based on EDD2 epic fantasy game and Neo-Troops, the cybervaran roleplaying game.

Neo-V is practically only test and combat system and quite abstract one, and is not a tool for everyone. Moreover, several useful and/or needed rules are left for extensions. However, people who like stream-lined and light system might find this system useful. Moreover, Neo-V introduces somewhat different and more realistic reactive combat system able to be used even with larger battles.

Dice Rolls

Neo-V uses only ordinary six-sided dice (d6). In some cases, d3 can be used, or 2d6 or similar d6-based extended rolls. In all rolls, bigger is usually classified as better althought when tables are used, this might not be the entire case.

Simple Rolls

Roll a d6 (or possibly d3 or other similar roll) and check the result from the table or against the target number. Simple roll is mainly used for various damage results or to see, if something unrelated to any skills or things do happen.

Modified Rolls

Modified rolls are used with all skill, attack, damaging and similar tests. The main difference to most roleplaying games that in Neo-V several things are tested with single roll of multiple dice.

First of all, there is number of tested things (usually 1, but can be more than one. With firearms, it is the ROF (rate of fire) of the weapon, with agility feats, several things can be done at the same time and so on). This is the base of the number of d6s rolled.

There might be modifiers for the roll. Add and substract all these together. If the final modifier is more than zero, roll that many extra dice and pick highest (and discard lowest) to result in as many dice as original number of tested things. If the result is negative, roll that many dice more and pick lowest (and discard highest). So, if you have 3 tested things and have final modifier +2, roll 5 dice (d6) and discard 2 lowest (or pick 3 highest). Or if you have 1 tested things and -4 modifiers, roll 5 dice and select the lowest one (discarding 4 highest).

The final dice are then each checked against the target number or simply interpreted, how well the thing went.

A player character is wandering in a space port. The gamemaster decides that there is two interesting things happening and calls for (double) perception test for the character. The character has +2 perception and thus rolls 4 dice, picking the 2 highest. Dice ends as 1,3,4,6 so the final results are 4 and 6, which are then interpreted by the gamemaster.

All modifiers given from various situations apply to number of dice thrown, not the target number! So, if a character gets -2 from her wounds, that means -2 for the dice number, not the result or target numbers. Rember that negative dice means that extra dice is thrown but highest ones discarded.

Jenny is wounded and has -2 all agility tests. She tries to jump to the ledge, with target number as 5. Jenny has agility +1 and thus rolls 2 dice, picking the lower one (normally 1 dice for one tested thing, +1 from agility, -2 from the wound, resulting in -1 dice modifiers). The dice turn up 5 and 6 - Jenny barely makes it!

Attributes

Character Attributes

Basic characters have only a few attributes, but every entity has these attributes:

MoveEntity basic (combat) movement rate, in meters per combat turn
TargetEntity basic target number (normally based on the size and speed, but can also include armor)
Hit pointsHow much damage the entity can withstand. Most entities have only one hit point.
ArmorArmor bonuses to armor save. Usually from +0 to higher bonuses, those with negative value are usually classified as unarmored and cannot save hits (see damage system). In some settings, armor is not used.

Other common attributes: size, form, outlook, jump distance, non-combat movement speed. These can usually be derived from what the entity is but can be listed if essential. Naturally the entity can have endless list of other things, like senses, appendixes, reach,..

Entities can also have various dice modifiers to common characteristics tasks. If these are not listed, they are supposed to be +0 or some negative value if appropriate. Typical characteristics are:

AgilityAny physical feats requiring body movements and balance. Somewhat linked to move.
PerceptionNoticing things.

Like with skills, it applies to characteristics that certain things can only be tried if the characteristic has enough bonuses. So, for example, in a normal case, flips cannot be tried unless agility is at least +1

Skills

Skills are like other attributes, althought it is common that things cannot be tried unless the skill level (bonus) is high enough. So, fixing an advanced power plant might require at least mechanics +2 and then target number 5. Character without mechanics +2 cannot try that, or if tries, the gamemaster should apply heavy penalties, like -2 dice modifiers.

Firearm Attributes

Firearms are fairly simple in Neo-V and have following information:

RangeEffective short range (usually as 25, 50, 100,..). Long range is double that, absolute maximum range 10 times short range. If the range is marked with colon (':'), the weapon maximum range is same as short range
ROFRate of fire, how many times can be fired each combat turn. Those marked with 'r' are rapid fire weapons which spread ammunition all over the target area (see special rules concerning them)
PowerPower of each attack. If followed by a slash and a second number, that second number is the number of hits caused by each successful attack. The power can also be followed by a letter indicating if the damage caused by the weapon has special features like extreme heat.
NotesSpecial notes concerning the firearm

As optional rules, firearms can have weight, more precise size, number of shots (clip size) and various other things appropriate for the setting.

Combat System

Foreword of Reactive Combat

Ideal combat in roleplaying game is something that does not differ from the the rest of the roleplaying experience - that is, the game does not change into strategy game when the combat starts, but instead the game continues as earlier.

But there are problems in that - the main problem is keeping track of all the actions, what is happening where and when. But do not panic - there is tools for that. For handling the positions during the combat, miniatures and maps can be used, as explained in several other roleplaying games. For handling time, combat turns can be used, like in most other games is used.

But wait! You do not have to use either! As the positions become a bit more subjective and 'not so clear' for the characters when no miniatures are used, similarily time can! Do not assume that exact time as something you must absolutely have.

However, like it is nice to know where everyone is positioned in the combat, at least with some accuracy, it is also nice to know how long time each action takes. Moreover, if you run a combat with many participant, like it is hard to recall where everybody was without a map, it is also hard to remember the time slices of each.

So, tools can come handy. For positions, that is maps and miniatures. For time, that is combat turns (or segments or whatever, but in Neo-V we use combat turns as it is quite abstract and easy game system, sacrificing some realism for speed and easiness). You can use either one as needed to. In the following combat system, combat turns are used for easier explanation.

Combat Turns

In Neo-V, one combat turn is normally something between 3 and 6 seconds. During one turn, each participant can usually move as many meters as its move attibute and perform ROF attacks. The same action is done as long as it lasts or character react to new situation and changes its action. Normal reaction time is usually assumed to be one turn long, i.e. the action can be changed from turn to turn but not within one turn (but see exceptions below)

Fred the Mighty Warrior is confronted by a small band of Orcs. Player of the Fred announces that Fred will attack them, hacking his way through Orcs. The combat 'starts' and continues with each turn Fred moving onward and attacking Orcs. Unless Fred wants to react to situation change (like the gamemaster tells that some Orcs run away or Fred sees that Oz the Wizard is threated), the combat continues from turn to turn with attacks performed by both sides (assuming that Orcs keep on attacking, too!), without need for either side announcing that action.

In normal case, the change of the action must be stated before the new combat turn is being handled. Thus, after the previous combat turn is over and new one is already being handled, it is too late to change your action for that turn, you must wait until turn after that one.

Action

With action we mean manauvers performed by an entity. The main question is what can an entity do during one game turn. A combat entity can normally as one turn action perform one attack or similar feat like manipulating items. One attack can include things like drawing a grenade and throwing it, but reload of weapon is usually supposed to take the entire action. If the attack has higher ROF than 1, all these attacks can be performed.

As part of the action, the entity can move as many meters as its move attribute states. This movement can include turns, jumps and similar feats. If the entity wants to move faster, it is usually classified as non-combat movement and uses the entity non-combat movement rate and normal actions are not available.

If any moves are performed, the gamemaster may ask for one or more agility tests to see if the entity can handle the moves and simultaneous action. Likewise these calls can be called even if the entity just moves if the movement is somehow hard.

Brian wants to jump across the table, simultaneously drawing his pistol and then taking a shot at enemy trooper. The gamemaster calls for two agility tests (target number 4), to see if the jump and then draw is successful. Brian rolls 3 dice (has +1 agility) and scores 2,3,5 for 3 and 5 - the jump is successful but the draw fails and the gamemaster decides that Brian fails to take the shot.

Action Order

It is normally assumed that all actions happen at the same time, or to be more precise, everybody moves and then attacks. So, two sides can mutually kill each other. However, sometimes it is crucial to know, which one goes first.

To do this, make them all make a modified roll, with modifiers from the situation (what are they doing), speed and agility etc. The one with highest score does first and so on. Those with same number go at the same time.

Bob 'Berserk' Mulligan and Clint Hardwood meet at the noon on the streets of Tombstone. Bob draws first, but Clint is ready. Gamemaster calls for initiative roll, with +1 for Bob for drawing first, but +2 for Clint for superior skill. Bob rolls 5, 5 (for 5) and Clint 6, 4, 1 (for 6) - Clint goes first.

Opposed Actions

Sometimes actions done by several parties collide - for example, two people try to run through the same door from opposite sides and meet each other in the middle.

In a simplest form, action of the both parties end there. They can then react to perform differently next combat turn. But see also reactive actuons, below.

Opportunity Actions

Sometimes an entity just wants to wait for certain thing to happen and then react accordingly. For example, 'I will watch the door and shoot if anyone tries to enter'. This is perfectly okay and if this happens during the game turn, the entity can then react. Similarily this can be linked to other action, like 'I run to the door and if anyone opposes me, I will shoot him'.

There are two problems. First of all, things can get complicated, and thus each entity should be limited to one simple 'condition'. Secondly, sometimes things are not that simple - maybe the one coming from the door is a friend - can the entiry react to that? This is covered mainly by the reaction rules.

Reactive Actions

With reactive actions we mean actions that break the normal 'decide before the next combat turn' rule. For simplicity, we should limit these for following scenarios:

Attack

An attack is basicly a modified dice roll, with tested things equal to ROF of the attack. Following dice modifiers apply:

+1Superior position. For shooting this means that the attacker did not move (loses agility bonuses) and could aim the shot. For close combat, it means clearly superior position (superior reach, back/flank attack, upper ground)
-1Long range, per ROF
-2Maximum range (superior position only), per ROF
-xWounds/damage (extended rules)

The target number for attacks is the target value of the attacked thing. Normally there is no extra effect on rolling much better or worse result.

Multiple targets: for speed and convenience, for high ROF weapons there is no need to specify targets for each shot, but instead hits are distributed evenly among suitable targets.

Brian fires a plasma rifle with ROF 3 against scientist in close range. Brian has shooting skill +2 with plasma rifle and is not wounded. He rolls 5 dice scoring 1,2,4,5,6, for 4,5,6. Scientists have target 4 and thus Brian scores 3 hits.

Special Rules

Parrying: those using suitable weapons can parry melee attacks aimed at them. As a basic rule, if the defender can clearly hinder the attacker by parrying and dodging, improve target value by 1, 2 if the defender is superior (higher melee bonus), up to 6. These do not apply to unnoticed attacks or if the defender does not have room or suitable items to parry or the defender is otherwise distracted.

Armor: rules are left to various extensions. There is generally two ways to handle armor: epic fantasy way, in which armor is represented with increased target number, higher hit points and/or damage reduction, or armor save system used in Neo-Troops IV.

Various rule expansions can upgrade these simple rules. They can also include special rules for explosions, area effects, grabbing attacks, flame and so on.

Damage

Damage is normally one lost hit point. If the target drops to zero or less hit points, the target is incapacitated, killed or destroyed. The damage can also result in temporal or permanent penalties for various action or disable or break things, or the damage can result in no loss of hit points, sometimes several can be lost. Extended damage tables are optional rules available in Neo-V extensions.