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Double Zero Srd

Double Zero Srd

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Published by magstheaxe
This is the SRD version of Uncle Bear's Double Zero game, a retro-clone of the old James Bond RPG
This is the SRD version of Uncle Bear's Double Zero game, a retro-clone of the old James Bond RPG

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Published by: magstheaxe on Jul 14, 2012
Copyright:Attribution Non-commercial

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12/31/2012

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 A Percentile-Based Modern Role Playing SystemSystem Reference DocumentDraft 2.5 – April 2008
To Do List:
 Add Medic Skill
Profession Definitions and Cleanup
Expand professions based on popular movies/shows (CSI, bounty hunter, etc)
Skill Cleanup
Field Definitions and Cleanup
Expand Fields based on popular shows etc
Equipment Cleanup, including Tech and Engineering
Sample Gear/ Package
Reread the original game for elements I may have missedGame Development and Project Coordination by Berin Kinsman Additional Material by Golgotha Kinslayer Inspired by a game design by Gerard Christopher Klug
Public Domain DedicationCopyright-Only Dedication (based on United States law) or Public DomainCertification
The person or persons who have associated work with this document (the "Dedicator" or "Certifier") hereby either (a)certifies that, to the best of his knowledge, the work of authorship identified is in the public domain of the country fromwhich the work is published, or (b) hereby dedicates whatever copyright the dedicators holds in the work of authorshipidentified below (the "Work") to the public domain. A certifier, moreover, dedicates any copyright interest he may havein the associated work, and for these purposes, is described as a "dedicator" below. A certifier has taken reasonable steps to verify the copyright status of this work. Certifier recognizes that his good faithefforts may not shield him from liability if in fact the work certified is not in the public domain.Dedicator makes this dedication for the benefit of the public at large and to the detriment of the Dedicator's heirs andsuccessors. Dedicator intends this dedication to be an overt act of relinquishment in perpetuity of all present andfuture rights under copyright law, whether vested or contingent, in the Work. Dedicator understands that suchrelinquishment of all rights includes the relinquishment of all rights to enforce (by lawsuit or otherwise) thosecopyrights in the Work.Dedicator recognizes that, once placed in the public domain, the Work may be freely reproduced, distributed,transmitted, used, modified, built upon, or otherwise exploited by anyone for any purpose, commercial or non-commercial, and in any way, including by methods that have not yet been invented or conceived.
Introduction
DoubleZero is a percentile-based role playing system designed to support a variety of genres, including policeprocedurals, detective fiction, hardboiled fiction, caper stories, spy thrillers, technothrillers, and political thrillers. Unlikemany games that feature magic, the paranormal, or superhuman powers, characters in DoubleZero are highly skilledmen and women in a more-or-less real world.These rules were inspired by and in emulation of a classic role playing system that has been out of print for twentyyears. It follows a trend in role playing games called "retro-clones" which emulate fan-popular but out-of-print rulessets. As with other retro-clone games, DoubleZero can be freely used by publishers and individuals to create anddistribute their own derivative materials.
 
Disclaimer
The DoubleZero system does not contain any setting, actual or implied. It is simply a set of game mechanicsdesigned to emulate fictional characters in fictional situations.
Rules Overview
Characters have three types of abilities. Attributes are the character's raw talent, innate traits usable without trainingand the foundation of other abilities.Skills reflect training that a character has recieved, and are linked to and in some ways refinements of Attributes.Both Attributes and Skills have numeric ratings from 1 to 15.Fields of Experience are areas of expertise. Fields have no numeric ratings, but serve as qualifiers and add layers of subtlety to how Skills can be used.Professions are groups of suggested abilities, provided to give players a guideline for building certain types of characters.When a character attempts to perform an action, the player consults the Base Chance, a value from 2 to 30 equal tothe numeric rating of the appropriate Attribute and Skill added together. The player describes the character's actionand the game master sets an Edge Factor, rated from 1 to 10, relative to how easy the task is. Other modifiers, basedon external factors, advantages and obstacles, are also appied to increase or decrease the Edge Factor. Multiply theBase Chance by the Edge Factor to determine the Target. This is the number the character must roll under onPercentile Dice.
Master Table
Locate the character's Base Chance in the bolded column going down. Locate the Edge Factor in the bolded rowgoing across. Cross-reference the two numbers to locate the Target Number for Acceptable, Good, Very Good andExcellent results.
Example
Tom is trying to hack into a computer file. He has an Intelligence of 12 and a Cryptography Skill of 11, for a BaseChance of 23. The game master decides that this task is average, with an Edge Factor of 5. Tom must roll 99 or lessfor an Acceptable result, 58 or under for a Good result, 23 for an Very Good result, and 12 for an Excellent result.If the player rolls two zeros – a DoubleZero – the character gets a Special, the best success possible and then some.The exact meanings of the various success levels, called Quality Results (see below), are interpreted by the player and the game master.
Quality Results
 A roll in DoubleZero not only determines success or failure, but degree of success. These are called Quality Results,and are broken into five categories. Acceptable is barely a success - "good enough" to get the task accomplished to aminimal degree, but generally below average. Good is considered to be a baseline average success. Very Good isabove average. Excellent is far above average. Special is the best possible result.
Wound Levels
Injuries and damage done to inanimate objects have their own Quality Result descriptions, called Wound Levels. ALight Wound (LW) reflects minimal damage. This is sprain, strain and bruising to a person or animal, or scratches toan object. A Medium Wound (MW) is more visible damage, such as cuts and scrapes on a person or animal or dentson an object. It is serious enough that it should be looked at eventually, but does not require immedite medicalattention. A Heavy Wound is something that should be attended to as soon as possible, so it does not become worse.This includes serious bleeding and fractures for humans and animals, and damage that limits or impairs functionalityin an object. Incapacitated means the person or object is effectively non-functional. For characters, this includes
 
unconsciousness, as well as broken bones and wounds that require immediate medical attention. For objects, theitems is broken but repairable. Kill means the character is dead, or the object is destroyed beyond repair.
Damage
Base Damage is the Wound Level inflicted on an Acceptable success. Wound Level increases with the Quality Result.For example, using a weapon with a Base Damage of Light Wound (LW), if character scores a Very Good QualityResult, the Wound Level also increased by two shifts, from Light to Medium to Heavy.
Wound LevelTable
Acceptable -3 -2 -2 LW MW HW INC KLGood LW MW HW INC KL KLVery Good LW MW HW INC KL KL KLExcellent LW MW HW INC KL KL KL KLSpecial Incapacitate or Kill
Example
Ian takes a shot at an enemy agent. His Base Chance with Ranged Combat is 18. The enemy target is behind cover,so the game master set the Edge Factor at 3. Ian's Base Chance is 54 (Base Chance 18 x Edge Factor 3). He rolls a12. Consulting the Quality Results table, a roll of 12 with a Target of 60 or less is a Very Good result.Ian's weapon has a Base Damage of Light Wound. A Very Good result increases damage by two shifts, so the enemyagent takes a Heavy Wound.
Character Creation
Generation Points
Characters in DoubleZero are created by spending Generation Points (GP) to purchase abilities and numeric ratings.The number of GP a player gets is based on the types of characters the game master feels are best suit for the game.Note that it is possible to have characters of different ranks within the same group, with game master approval. It'sentirely dependant upon the nature of the characters and the world in which they exist.
Recruits
 A recruit is a rookie character, with no experience or adventures under their belts. They have fewer abilities, or arange of abilities at very low ratings. Whatever they're encountering in the campaign, they're probably meeting it for the first time. Recruits are recommended for very gritty campaigns, games where characters are teenagers or college-aged, or situations where a high body count is among the genre tropes.Recruits are built with a minimum of 250 Generation Points.

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