Aperture RPG
A fast, grounded microsystem for any world
Actions: Roll a d20.
- Under Target (Attribute + Skill) to succeed
- Over Difficulty (
0–5) to avoid any complications - When opposed, the highest successful roll wins. Ties add a twist.
Attributes: Distribute 20 points (max 15) among:
- Body (physical): strength, force, endurance
- Mind (mental): cognition, awareness, knowledge
- Soul (social): influence, empathy, presence
Skills: Distribute 5 points (max 5 per Skill) as freeform specialties,
each framed as something you’ve done enough to trust yourself doing.
Conditions: Bonuses/advantages raise your Target ceiling by 1–5,
while penalties/disadvantages similarly raise your Difficulty floor.
Initiative: Roll the most relevant Attribute for a conflict as it starts.
Successful characters act before NPCs each round.
Defense: The GM doesn’t roll. When you’re targeted by an NPC:
roll vs. defensive Target, applying any attacker’s abilities as Difficulty.
Equipment: Has a Quality rating (1–5) that applies its effect:
- Weapon damage: reduces the relevant attribute
- Armor rating: prevents incoming damage
- Restorative item: recovers attribute points
- Substance potency: as Difficulty to avoid ill effects
Knocked Out: When an Attribute hits 0, you can no longer act in the scene:
- Body: You fall unconscious.
- Mind: You’re incapable of acting sanely.
- Soul: You panic and act out anxiously.
Recovery: Any zeroed Attributes recover to 1 at the end of a scene.
Attributes fully recover after a full scene spent resting.
Corruption: Corrupting damage reduces the affected attribute’s max.
Once an attribute is corrupted to 0, you’re lost forever.
Restoration requires supernatural healing.
Advancement: At the end of a story arc, choose one:
- Increase an Attribute by
1(max15). - Distribute
2points into Skills, new or existing (max5per Skill).