Aperture RPG

A fast, grounded microsystem for any world

Actions: Roll d100 (as 1100).

Attributes: Distribute 100 points (max 100) among:

Skills: Distribute 50 points (max 50 per Skill) into any number of single-word freeform specialties, each framed as something you’ve done enough to trust yourself doing.

Advantage: A favorable situation lets you invert your roll (swap the tens and ones) and take the better result; a disadvantage takes the worse. Multiples cancel one for one, leaving a single inversion either way.

Effects: Conditions and applied effects typically grant Advantage or Disadvantage on relevant rolls. Some effects deal recurring damage each scene, resisted by an Attribute roll. Some constrain what actions are available until overcome.

Effort: If you fail an action (but don’t fumble), you can spend points from the related Attribute to lower your rolled result, applied after any Advantage. This cannot result in a critical.

Initiative: Roll the most relevant Attribute for a conflict as it starts. Successful characters act before NPCs, unsuccessful characters act last, each round.

Defense: The GM doesn’t roll. When an NPC targets you, roll against your defensive Target to avoid or resist the attack.

Equipment: Has a Quality rating (1100). When used, its Impact is the lower of your roll or its Quality—or the higher of the two on a critical.

Knocked Out: When an Attribute hits 0, you can no longer act in the scene:

Recovery: Each Attribute recovers by 1d10 at the end of a scene.

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, distribute 10 points among your Attributes (max 100) and any new or existing Skills (max 50).

Adversaries: NPCs have the same Attributes as PCs, as well as: