Aperture RPG
A fast, grounded microsystem for any world.
Actions: Roll 2d10.
- Under Attribute + Skill to succeed
- Over Difficulty to avoid complications
- When opposed, the highest successful roll wins. Ties add a twist.
Attributes: Distribute 24 points (max 14):
- Physical: body, force, endurance
- Mental: cognition, awareness, knowledge
- Social: influence, empathy, presence
Skills: Distribute 6 points (max +4):
- Freeform specialty: something you’ve done enough to trust yourself doing
- Assigned to one Attribute, adds directly to it for relevant rolls
Initiative: Roll your relevant attribute once at the start of a conflict.
Successful characters act before NPCs each round.
Defense: (The GM doesn’t roll.) When targeted by an NPC:
Roll defensive skill, using attacker’s skill as difficulty.
Equipment:
- Three quality tiers: Minor 1, Medium 2, and Major 3.
- Weapons reduce the relevant attribute by their quality.
- Armor reduces incoming damage by its quality.
Knocked Out: When an attribute hits 0, you can’t act any further in the scene:
- Physical: You fall unconscious.
- Mental: You’re incapable of acting sanely.
- Social: You panic and act out anxiously.
Recovery: Any zeroed attributes recover to 1 at the end of a scene.
- With appropriate equipment, successful action restores its quality in points.
- Attributes fully recover after full scene spent resting.