200 word RPG: SNAFU

God45

#PrayersForBahakan
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Messages
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SNAFU
A game about inept super soldiers on secret, dangerous missions.

Players start each mission with 4 player characters.

Player characters have a name, 1D6+6 hit points, a “gimmick,” and a standard weapon.

Whenever a character attempts something a human could plausibly do, where failure would be dramatic, their player rolls 2D6. If at least one die shows a 6, the character succeeds. In combat, players roll to either attack or avoid getting hit—only players roll dice. A successful attack or failed defense results in damage being dealt. All standard weapons deal 1D6 damage, while all standard unarmed attacks deal 1D4 damage. Regular enemies have 1D6 hit points; enemies with a “gimmick” follow the same mechanics as player characters. At 0 hit points, characters die.

A “gimmick” is a superpower, specialized training, powerful item, or super weapon. A gimmick breaks the rules in some way, such as allowing a character to perform superhuman feats, automatically succeed at a specific task, deal 1D12 damage, gain immunity to certain damage types, reduce damage from attacks by 2 points, roll an extra die for specific actions, or something similar.

Surviving player characters regain lost hit points and gear before the next mission.
 

God45

#PrayersForBahakan
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Messages
19,555
EXAMPLE PLAYER CHARACTERS
Commander FistFight
12 HP - Pistol
Powerglove, does 1D12 damage.


Brain-O
11 HP - Knife
Reads minds


Tommy Rifle
7 HP - Rifle
Automatically succeed at shooting people with a rifle


Unkillable Steve
7 HP - Shotgun
Immune to bullets
 

wilper

Fast i vinkelvolten.
Joined
19 May 2000
Messages
8,255
Location
Nordnordost
Posse

The Cotton gang robbed the bank and are riding for the border after killing the manager Mr Graw and beautiful Miss Amy Stuart.

Each player brings four riders to the posse.

Riders have a name, 1d6+6 Grit and a standard weapon.

Whenever a rider attempts something plausible where failure would be dramatic, their player rolls 2d6. If the dice show 7 or more, the action succeeds. In combat, players roll to either attack or avoid getting hit. A successful attack or failed defense results in damage being dealt. All standard weapons deal 1d6 damage, while all standard unarmed attacks deal 1d4 damage. Regular enemies have 1d6 Grit; enemies with a “gimmick” follow the same mechanics as the riders. At 0 Grit, the riders die or are forced to abandon the chase.

Each time a player loses a rider their remaining riders reveal a Gimmick, a special ability or item. A gimmick breaks the rules in some way, such as allowing a character to perform legendary feats, automatically succeed at a specific task, deal 1D12 damage, gain immunity to certain damage types, reduce damage from attacks by 2 points, roll an extra die for specific actions, or something similar.
 

God45

#PrayersForBahakan
Joined
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Messages
19,555
Posse

The Cotton gang robbed the bank and are riding for the border after killing the manager Mr Graw and beautiful Miss Amy Stuart.

Each player brings four riders to the posse.

Riders have a name, 1d6+6 Grit and a standard weapon.

Whenever a rider attempts something plausible where failure would be dramatic, their player rolls 2d6. If the dice show 7 or more, the action succeeds. In combat, players roll to either attack or avoid getting hit. A successful attack or failed defense results in damage being dealt. All standard weapons deal 1d6 damage, while all standard unarmed attacks deal 1d4 damage. Regular enemies have 1d6 Grit; enemies with a “gimmick” follow the same mechanics as the riders. At 0 Grit, the riders die or are forced to abandon the chase.

Each time a player loses a rider their remaining riders reveal a Gimmick, a special ability or item. A gimmick breaks the rules in some way, such as allowing a character to perform legendary feats, automatically succeed at a specific task, deal 1D12 damage, gain immunity to certain damage types, reduce damage from attacks by 2 points, roll an extra die for specific actions, or something similar.
En klar förbättring över min version! :love:
 

God45

#PrayersForBahakan
Joined
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Messages
19,555
Raid the Christians!

Blood for Oden! Plunder and slaves for the tribe! DEATH! DEATH!!!

Each player brings four Vikings to the raiding party.

Vikings have a name, 1d6+6 gore, and a standard weapon. Whenever a Viking attempts something plausible where failure would be dramatic, their player rolls 2d6. A roll of 7 or more means the action partially succeeds; a roll of 10 or higher means it fully succeeds.

In combat, players roll to either attack or avoid being hit. A successful attack or failed defense deals damage. Standard weapons deal 1d6 damage, while unarmed attacks deal 1d4. Civilians have 2 gore, regular enemies have 4 gore, and powerful enemies have 1d6+6 gore. When a character reaches 0 gore, they die.

If a player loses a Viking, all their remaining Vikings gain a Doom from Oden! Spending a Doom adds +2 to any roll. Each time a Viking personally kills someone, they gain +1 gore (with no upper limit).

Vikings can discover treasures that break the rules, such as enabling legendary feats, auto-succeeding on specific tasks, dealing 1d12 damage, granting immunity to certain damage types, reducing damage taken by 2 points, or rolling extra dice for specific actions.
 

God45

#PrayersForBahakan
Joined
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Messages
19,555
Raid Christmas!
Blood for Oden! Plunder and slaves for the tribe! DEATH! DEATH TO SANTA!!!

Each player brings four Vikings to the raiding party.

Vikings have a name, 1d6+6 gore, and a standard weapon. Whenever a Viking attempts something plausible where failure would be dramatic, their player rolls 2d6. A roll of 7 or more means the action partially succeeds; a roll of 10 or higher means it fully succeeds.

In combat, players roll to either attack or avoid being hit. A successful attack or failed defense deals damage. Standard weapons deal 1d6 damage, while unarmed attacks deal 1d4. Elfs have 2 gore, regular enemies (such as toy soldiers) have 4 gore, and powerful enemies (such as Rudolph) have 1d6+6 gore. When a character reaches 0 gore, they die.

If a player loses a Viking, all their remaining Vikings gain a Doom from Oden! Spending a Doom adds +2 to any roll. When vikings kill someone, they gain +1 gore.

Vikings can discover treasures that break the rules, such as enabling legendary feats, auto-succeeding on specific tasks, dealing 1d12 damage, granting immunity to damage types, reducing damage taken by 2 points, or rolling extra dice for specific actions.
 

Leon

Leo carcion
Joined
8 Mar 2004
Messages
7,604
Raid Christmas!
Blood for Oden! Plunder and slaves for the tribe! DEATH! DEATH TO SANTA!!!

Each player brings four Vikings to the raiding party.

Vikings have a name, 1d6+6 gore, and a standard weapon. Whenever a Viking attempts something plausible where failure would be dramatic, their player rolls 2d6. A roll of 7 or more means the action partially succeeds; a roll of 10 or higher means it fully succeeds.

In combat, players roll to either attack or avoid being hit. A successful attack or failed defense deals damage. Standard weapons deal 1d6 damage, while unarmed attacks deal 1d4. Elfs have 2 gore, regular enemies (such as toy soldiers) have 4 gore, and powerful enemies (such as Rudolph) have 1d6+6 gore. When a character reaches 0 gore, they die.

If a player loses a Viking, all their remaining Vikings gain a Doom from Oden! Spending a Doom adds +2 to any roll. When vikings kill someone, they gain +1 gore.

Vikings can discover treasures that break the rules, such as enabling legendary feats, auto-succeeding on specific tasks, dealing 1d12 damage, granting immunity to damage types, reducing damage taken by 2 points, or rolling extra dice for specific actions.
Skitbra!

Men du glömde stats för Sandy Claws
 

God45

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Messages
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Skitbra!

Men du glömde stats för Sandy Claws
Santa
12 Gore
Treasures:
Sack - Weapon, does 12 damage
Santas suit - Suffers 2 less damage
Santas hat - Can teleport through chimneys
 

wilper

Fast i vinkelvolten.
Joined
19 May 2000
Messages
8,255
Location
Nordnordost
Santa
12 Gore
Treasures:
Sack - Weapon, does 12 damage
Santas suit - Suffers 2 less damage
Santas hat - Can teleport through chimneys
Jävligt snyggt med säcken, Tomten stoppar stygga barn i den så försvinner de.
 

God45

#PrayersForBahakan
Joined
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Messages
19,555
Okej, så SNAFU är speltestat (med bara en spelare för vi kunde pga sjukdom inte ha folk över till att spela ett riktigt spel :( ). I alla fall. Om man måste rulla 6or lyckas inte någon med något någonsin. Så vi ändrade till att man behövde slå 5 eller 6 och… Det var bättre. Men karaktärerna är så sårbara och man vill ändå slåss genom bakhåll/mobba sina fiender och använda sina gimmickar smart... Så vi ändrade till att man ska slå 4+. Så nu lanserar jag… SNAFU 2ed! (Den enda ändringen är att där det står ”If at least one die shows a 6” står det nu ”If at least one die shows a 4+”).

SNAFU2
A game about inept super soldiers on secret, dangerous missions.

Players start each mission with 4 player characters.

Player characters have a name, 1D6+6 hit points, a “gimmick,” and a standard weapon.

Whenever a character attempts something a human could plausibly do, where failure would be dramatic, their player rolls 2D6. If at least one die shows a 4+, the character succeeds. In combat, players roll to either attack or avoid getting hit—only players roll dice. A successful attack or failed defense results in damage being dealt. All standard weapons deal 1D6 damage, while all standard unarmed attacks deal 1D4 damage. Regular enemies have 1D6 hit points; enemies with a “gimmick” follow the same mechanics as player characters. At 0 hit points, characters die.

A “gimmick” is a superpower, specialized training, powerful item, or super weapon. A gimmick breaks the rules in some way, such as allowing a character to perform superhuman feats, automatically succeed at a specific task, deal 1D12 damage, gain immunity to certain damage types, reduce damage from attacks by 2 points, roll an extra die for specific actions, or something similar.

Surviving player characters regain lost hit points and gear before the next mission.
 

damogn

Hero
Joined
4 Feb 2018
Messages
920
Så nu lanserar jag… SNAFU 2ed! (Den enda ändringen är att där det står ”If at least one die shows a 6” står det nu ”If at least one die shows a 4+”).
Förvänta dig om 10 år att neckbeards har en lång utläggning om varför de föredrar SNAFU 1ed.
 

God45

#PrayersForBahakan
Joined
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Messages
19,555
Satte ihop en SNAFU pdf version med exempel äventyr och 20 färdiga karaktärer.
 

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God45

#PrayersForBahakan
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Messages
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100 premade characters:

Atilla, 8 HP, Sword, Can summon a swarm of bats



Brawler, 9 HP, Brass Knuckles, +1 die for all actions involving unarmed combat



Bubbles, 7 HP, Bubble Wand, Can create impenetrable force fields



Calamity, 10 HP, Crossbow, Can see into the past



Charger, 11 HP, Lance, Can charge at superhuman speed



Chimera, 8 HP, Claws, Can breathe fire 1D12 damage



Chronos, 7 HP, Chain, Can manipulate clocks (not time)



Cipher, 9 HP, Codebook with metal spine, Can decipher any code



Claw, 10 HP, Claws, Can climb any surface



Cleanser, 11 HP, Shotgun, Immune to toxins



Comet, 8 HP, Javelin, Can teleport short distances



Conduit, 7 HP, Staff, Can control electricity



Crusher, 9 HP, Hammer, Can shatter any non-organic object



Cyborg, 10 HP, Laser Pistol, +1 die for all actions involving technology



Dart, 11 HP, Throwing Knives, Can run at superhuman speed



Deadeye, 8 HP, Sniper Rifle, Never misses a shot



Demolitionist, 7 HP, Explosives, Can make things explode 1D12 damage



Dynamo, 9 HP, Shotgun, Can generate powerful energy blasts 1D12 damage



Echo, 10 HP, Screwdriver, Can mimic any sound



Eclipse, 11 HP, Dagger, Can turn invisible



Eidolon, 8 HP, baseball bat, Can create realistic illusions



Ember, 7 HP, Lighter, Can control fire



Enigma, 9 HP, Revolver, Can confuse enemies with riddles



Eraser, 10 HP, Assault rifle, Can erase memories



Ethereal, 11 HP, Boomerang, Can phase through solid objects



Fang, 8 HP, Fangs, Can drain life force



Feral, 7 HP, Teeth, Increased senses



Firewall, 9 HP, Laptop, Cannot be stopped by IT security



Fisherman, 10 HP, Fishing Rod, Can control aquatic creatures



Flame, 11 HP, Flamethrower, Immune to fire



Flicker, 8 HP, Flashbang, Can blind enemies with light



Flux, 7 HP, Time Travel Device, Can manipulate time



Forge, 9 HP, Anvil, Can create any metal object he can lift



Fortress, 10 HP, Shield, Always avoids being hit



Frostbite, 11 HP, Ice Axe, Can control ice



Fury, 8 HP, War Axe, Berserker rage



Gambler, 7 HP, Knives shaped like a deck of cards, Cannot be noticed or recorded by machines



Geist, 9 HP, Needle-Gun, Can possess people



Ghost, 10 HP, Crossbow, Can walk through walls



Glacier, 11 HP, Ice Sword, Can freeze things



Glitch, 8 HP, Submachine Gun, Can disrupt electronic devices



Gloom, 7 HP, Garrote, Can control shadows



Goliath, 9 HP, Stop Sign, Can make it impossible for people who sees him to move towards him



Gravity, 10 HP, Whip, Can manipulate their own gravity



Gremlin, 11 HP, Wrench, Can sabotage machinery



Grizzly, 8 HP, Claws, Armour 2 points



Gunslinger, 7 HP, Revolver, Can attack several enemies at once



Hacker, 9 HP, Axe, Can hack into computer systems with their mind



Harbinger, 10 HP, Prophecy, Can see the future



Harlequin, 11 HP, Grenades, Can create mirror image holograms of anything they can see



Haunter, 8 HP, Hook, Can drain life force to heal themselves



Havoc, 7 HP, Sock with half a brick in it, Can see through walls



Hex, 9 HP, Wand, Can curse enemies with insane bad luck



Horizon, 10 HP, Rifle , Can see great distances



Hydra, 11 HP, Machine pistol, Have four extra arms



Bullet Bill - 8 HP, Pistol, explosive rounds (1D12 damage)



Foggy Fiona - 10 HP, Knife, becomes invisible in misty conditions



Rocky Rook - 11 HP, Sledgehammer, can walk on walls



Electro Ed - 9 HP, Stun Baton, can emit EMP waves disabling tech temporarily



Flare Finn - 12 HP, Flamethrower, can see in total darkness



Whisper Wade - 7 HP, Whip, makes enemies hit totally silent



Boomer Barb - 11 HP, Grenade Launcher, cannot be harmed by explosions



Iron Ivan - 12 HP, Chainsaw, takes half damage from physical attacks



Zipline Zoey - 10 HP, Submachine Gun, travels on any cable or rope



Snare Sam - 9 HP, Crossbow, shoots electrified bolts for stun effects



Maverick Max - 10 HP, Shotgun, never misses within close range



Pyro Pete - 11 HP, Blowtorch, creates walls of fire to control the battlefield



Venom Val - 8 HP, Dagger, poisons enemies for 1D4 damage over time



Spike Sasha - 12 HP, Spiked Bat, critical hits on rolls of 6 deal double damage



Shadow Shawn - 9 HP, Throwing Knives, teleports to any shadow in sight



Frosty Fred - 7 HP, Ice Axe, freezes targets on successful attacks



Brick Blaine - 12 HP, Shield, can telekinetically control bricks



Crimson Clara - 8 HP, Compound Bow, arrows explode on contact hurting many enemies



Vortex Victor - 9 HP, Pistol, creates short-lived black holes for area damage



Nitro Nate - 10 HP, Baseball Bat, runs twice as fast as normal humans



Sledgehammer Sue - 12 HP, Sledgehammer, breaks obstacles instantly



Tesla Troy - 8 HP, Tesla Coil Staff, can control electronic devices



Captain Crash - 10 HP, Riot Shield, knocks down enemies while charging



Laser Lily - 9 HP, Laser Pistol, pierces multiple enemies in a line



Echo Elle - 7 HP, Bow, echolocation reveals hidden enemies



Turbo Tim - 12 HP, SMG, can force enemies to reload



Shockwave Sean - 8 HP, Gauntlets, ground-pounds that knock back all enemies



Chimera Charlie - 10 HP, Claws, shapeshifts into animal forms



Hunter Holly - 11 HP, Rifle, tracks enemies through any terrain



Surgeon Steve - 10 HP, Scalpel, heals each player character 1D6 HP once per mission



Blizzard Beth - 8 HP, Pistol, creates ice barriers



Flash Floyd - 7 HP, Throwing Stars, blinds enemies with flashes of light



Magma Mia - 10 HP, Flame Whip, sets targets ablaze for 1D12 damage



Bolt Ben - 9 HP, Harpoon Gun, drags enemies closer on successful hits



Grim Gus - 12 HP, Scythe, life leech restores HP rolling a 6 on an attack



Phantom Phil - 8 HP, Pistol, phases through walls



Nova Nancy - 11 HP, Rocket Launcher, AOE damage ignores cover



Hazard Hank - 10 HP, Grenades, poisons areas over time



Circuit Cindy - 8 HP, Rifle, shuts down mechanical devices



Warping Wade - 7 HP, Plasma Sword, teleports after each successful attack



Gadget Gary - 9 HP, Multi-tool, gains +1 die on mechanical repairs



Spiral Stacy - 11 HP, Shotgun, ricochets bullets for multiple hits



Inferno Ivy - 10 HP, Firebombs, creates lingering flames on targets causing 1d4 damage



Thunder Theo - 12 HP, Axe, gains a lightning shield after killing someone that can absorb exactly one attack



Dynamo Dana - 9 HP, Heavy Gauntlets, controls ferrous objects in range.
 
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