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FPS (Full Party Strike!) System V1.5
FPS (Full Party Strike!) System V1.5
FPS (Full Party Strike!) System V1.5
Emanuele Galletto
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h INTRODUCTION
This is a work in progress document for Full Party Strike! (FPS), a tabletop role-playing
framework inspired by beat ‘em up videogames, arcade brawlers, run’n’guns, and similar
hack-and-slash titles.
A similarly non-exhaustive list of tabletop RPG inspirations: 3:16 Carnage Among the
Stars, Agon 1st Edition, Anima Prime, Blades in the Dark, Dungeons & Dragons 4th
Edition, Kamigakari, Shinobigami, Stellar Knights, Thornwatch.
If what you see in these pages inspires you for a project of yours, don’t let the work-
in-progress state of this document stop you from developing your own take on it; just
mention you were “inspired by Emanuele Galletto’s in-development Full Party Strike!
System” or something like that.
h ABOUT VIOLENCE
Reading the list of inspirations for Full Party Strike!, it’s easy to see that they all feature
abundant amounts of violence; and the FPS System itself is geared towards high-action
games involving frequent combat.
Personally, as a player I strongly enjoy combat in games and find it very engaging; but
especially when it comes to TRPGs, a medium that gives us a chance to turn every single
enemy into a person with complex emotions and objectives, I often wonder if it’s “right”
to enjoy hacking away at cultists, goblins, and so on.
I’m not saying this to initiate a complex discourse on violence in games; after all this is
a reference document, not an essay. However, I do want to urge you to think about how
you portray and frame violence when you develop a game using this system (or any
system, actually).
The next page lists a few points I personally believe should be taken into account to
critically examine our own work and design process.
2
FIGHTING THE OPPRESSOR
The Full Party Strike! system focuses its gameplay on a group of heroes who help each
other in their struggle against a powerful threat or oppressive force. It is written with
the assumption of an “underdog” perspective, never the defense of an already privileged
position; while this approach may not be outright codified in the game’s mechanics, I
strongly believe the spirit of the FPS System revolves around this struggle against those
who abuse a position of power (it’s in the name itself, if you think about it).
This framing closely resembles the real-world justifications for imperialism and colonial
violence, and is very problematic; please educate yourself on the matter.
THE SWARM
A common “design solution” to the problem of violence is making the default enemy
a swarm of hive-minded aliens, a horde of zombies, an army of demons that reform in
hell whenever killed, and so on. These are all valid concepts for an FPS-based RPG,
of course, but also introduce an “us versus them” mindset that leaves little to no room
for nuance (then again, zero nuance might be exactly what you need for a run’n’gun or
brawler tabletop game focused on adrenalinic action).
The choice is up to you, of course, but just like the above points, be mindful of the
implications of your design.
3
h 1. GAMEPLAY CYCLE
Gameplay in an FPS game moves back and forth between two main modes: adventure
and downtime.
1.1. ADVENTURE
In your game this could be called Exploration, Dungeon Phase, Mission Phase, Road
Phase, etc.
This is where the bulk of the action takes place, with Protagonists working together to
overcome obstacles.
Adventure play generally happens in the form of moment-by-moment narration and will
probably take up most of each session. Checks (Section 4.2) and Combat (Section 5) are
also key parts of Adventure play.
The FPS System is inspired by beat ‘em up, brawlers, run’n’guns and action games, so
most conflicts are expected to take place as some form of combat.
1.2. DOWNTIME
In your game this could be called Town Phase, Interlude, School Life, etc.
These are slower-paced moments when characters may purchase or sell equipment,
recover from injuries, strengthen emotional bonds, investigate their next target and so
on (if your game features such mechanics).
It can be a good idea to provide mechanics for the various activities Protagonists can
perform during Downtime. Try to keep these as concise as possible and allow the group
to roleplay as much as they want during these scenes.
Ideally, you also want to limit the amount of “beneficial activities” a Protagonist may
perform during Downtime. Decide how strict you want to be based on the amount of
pressure you want to put on Players (if any).
4
h 2. AREAS AND LEVELS
In its pursuit of faster gameplay, the FPS System assigns a level to each area in the
game. This level is a number from 1 to 10 and has several uses, from establishing the
general difficulty of actions to helping a GM determine what types of creatures and
treasures can be found while adventuring.
You can use this simple rule to handle dynamic shifts in the danger presented by an area,
or to tie the area’s level to some sort of narrative factor; perhaps the area grows more
dangerous with each passing downtime, or the dungeon is tied to a character’s physical
or emotional state, thus becoming more or less hostile depending on narrative and inter-
personal developments.
2.1. AREAS
In your game these could be called stages, regions, rooms, screens, etc.
Strictly speaking, an “area” is a portion of space where the game’s action can happen, and
it’s something that will probably matter only during adventure. The easiest comparison
would be the different rooms in a dungeon, each with its own encounter.
You might make adventure more linear, providing largely predetermined area layouts,
or you could even include a procedural generation system that transforms areas from
session to session.
2.2. LEVEL
In your game this could be called threat, danger, corruption, shadow, distortion, etc.
This is an abstraction of how dangerous and hostile an area is. It influences the failure
and success thresholds for Checks (Section 4.2), but can really be used to govern a
variety of mechanics, such as Enemy health increasing, better rewards, and so on.
For instance, you could create “random loot tables” divided by level ranges. If your game
features ways to increase or lower an area’s level during downtime, this could provide
Players with an interesting risk management puzzle: do they explore the area when it’s
dangerous and rewarding, or when it’s safer but grants worse rewards?
5
h 3. IMPORTANT RULES AND TERMINOLOGY
The FPS System lends itself to a style of gameplay that we could describe as “technical”;
it’s not particularly complex, but it relies on a few important rules and terms that keep
the entire framework up and running.
3.2. ALLIES
Whenever a rule or effect mentions “allies”, it means all characters who are on a certain
character’s side, with the exception of that specific character.
3.5. ENEMY
A Non-Protagonist who is acting against a Protagonist.
6
3.7. NON-PROTAGONIST
A characters controlled by the Game Manager. When these characters act in direct
opposition to Protagonists, they are considered “Enemies”.
3.9. PLAYER
A person who creates and controls one or more Protagonists.
3.11. TIMING
If one or more choices or effects would happen simultaneously:
Z Unless a rule says otherwise, Protagonists always make their choices and resolve
their effects before Non-Protagonists.
Z Players decide between themselves in which order to make simultaneous choices and
resolve simultaneous effects that belong to different Protagonists.
Z The GM freely decides in which order to make simultaneous choices and resolve
simultaneous effects that belong to different Non-Protagonists.
7
h 4. BASIC RESOLUTION
The FPS System assumes Protagonists to be larger-than-life figures, regardless of
whether they’re space opera rebels, martial artists, adventurers or rejected demigods;
this of course informs the way situations are resolved during gameplay.
To be fair, you could also create an FPS game where the protagonists are everyday
people but manifest supernatural powers in specific occasions, such as entering a
parallel dimension or being in the presence of hostile magical entities.
The Game Master is the person who determines whether adversaries or obstacles are
present, and must always inform the Players.
“Sits well” means that no, you don’t get to impose your view of the scene on everyone
else without taking into account their perspectives, nor do you get to state that the
queen gives you her title because “technically she doesn’t count as an adversary”.
Always discuss the nature of the scene with the table and learn to negotiate the details
of scenes frequently.
4.2. CHECKS
If one or more adversaries or obstacles are present, the Game Master should ask the
Protagonist to perform a Check: basically, determining how things go with a die roll.
Be transparent: the Player must clearly state what their Protagonist wishes to achieve,
and the Game Master must clearly state the likely consequences of success and failure.
Alternatively, if anyone resorts to violence, Combat begins (Section 5).
You might design your game in such a way that the Game Master randomly determines
the mood or disposition of potential adversaries, ranging from hostile to indifferent (or
even helpful).
8
4.2.1. PERFORMING A CHECK
In its purest form, a Check consists in rolling a 20-sided die (abbreviated d20) and
hoping to roll as high as possible. Checks always have a failure threshold and a success
threshold, which are based on the level of the area where the Check is performed.
Z Anything between the two thresholds is called a partial: this means the Protagonist
does get what they wanted, at least partially, but there are some nasty strings
attached.
The failure/partial/success tryptic is what gives the FPS System its name.
For instance, a Check performed in a level 3 area will have a failure threshold of 3 and
a success threshold of 13. When rolling a d20, a Protagonist would succeed on a roll of
13 or higher, fail on a roll of 3 or lower, and anything from 4 to 12 would be considered
a partial.
3 13
FAILURE PARTIAL SUCCESS
Note that narration must always match the mechanical outcome and consequences of
the Check: first you state your general intention and roll dice, then you narrate the action
based on the quality of your result.
9
4.2.3. SWAPPING
Protagonists have a special personal resource called Spirit (which can be renamed
depending on the specific game: Momentum, Defiance, Hope, etc.); this resource can be
used to manipulate the outcome or Checks; this is known as swapping.
Spirit can also be spent to pay for powerful skills (Section 6.2).
The ways Spirit can be replenished vary depending on the game (perhaps you need
to spend time with your friends to strengthen your resolve; or perhaps all it takes is to
drink a “Spirit Potion” or similar). Spirit is also generally assumed to reset to a standard
amount at the start of each adventure.
Z After a Protagonist makes a Check, that character may swap their current Spirit score
with the result on the d20 they just rolled.
Z After a Protagonist makes a Check, a different Protagonist may swap their own current
Spirit score with the result of the d20, as long as both Players agree to the swap.
Note that you are not bound to always swap to increase the number rolled on the
Check; you may also exchange the roll with a lower Spirit value in order to replenish
your Spirit.
Regardless of who benefits from the swap, only one swap per Check is allowed.
For instance, Protagonist A (thief), with a current Spirit score of 12, rolls a 15 on a Check
to disable a mechanism. This is a level 2 area, which means a 12 would be enough to
succeed: thus, the thief swaps their Spirit score with the roll. The result is that the Check
is still a success, and the thief brought its Spirit score to a 15, three points higher than it
was before the Check.
Let’s say Protagonist B (sorcerer) only has 5 Spirit left, which isn’t very promising given
the cost of their skills. Protagonist C (fighter), who is striking a foe, rolls a 19 on her
Check. This is a level 5 area; wishing to help her ally, the fighter offers to take the
sorcerer’s 5 as the result of her Check (which means her success will instead become a
partial) and by doing so she allows the Sorcerer to set his Spirit to 19.
One of the most interesting challenges in the FPS System is deciding when to sacrifice
a good roll in order to recover Spirit for yourself or for others.
10
DESIGN OPTION: CHARACTER STATS
In its simplest form, the FPS System assumes Protagonists will not have stats or
attributes that increase or reduce the outcome of their Checks: the only way they may
influence the outcome is swapping (see below).
If you design an FPS game where characters have stats tied to different aspects of the
experience, those stats should initially range between 0 and +3 at most. Consider that
even just a +1 means that the character will never completely fail Checks while inside
a level 1 area, for instance!
Alternatively, you could give each Protagonist multiple “Spirit pools” tied to different
approaches, which can be used for swapping during Checks: for instance, you might
swap from Willpower when casting a spell, or swap from Agility when dodging a trap.
11
h 5. COMBAT
Fast paced, cinematic combat with a constant exchange of blows and clever use of
different techniques can be considered the recurring feature of games based on the FPS
System; each specific game may of course introduce variations and unique quirks, but
it’s a good idea to keep as consistent and compatible with the rules in this section as
possible.
When designing your game, you might include tools for randomly generating combat
encounters and the combination of foes in that specific battle.
Z Victory conditions are often as simple as “defeat all Enemies” or “defeat a specific
Enemy”, sometimes including a time limit or additional clause (such as “defeat the
Vampire Lord before the sacrifices are eaten”).
Z Defeat conditions might be tied to the victory conditions (as would be the case with
the Vampire lord example above), or be something like “at least one Protagonist is
defeated”.
The Game Master is responsible for clearly communicating victory and defeat conditions
at the start of combat.
12
IMPORTANT: TYPES OF COMBATANTS
Mechanically, the FPS System features five different types of combatants: Protagonist,
Elite, Horde, Part and Solo.
Simply put, combat is made of consecutive rounds; each round is divided into four phases,
which take place in this order:
Z Opening Phase
Z Protagonist Phase
Z Enemy Phase
Z End Phase
After the End Phase, a new round begins with its own Opening Phase.
13
5.2.1. OPENING PHASE
This phase marks the beginning of the round.
Resolve any effects that trigger “during the Opening Phase” now.
Z Protagonists may act in whatever order the Players wish, coordinating in order to
achieve the best strategy.
Z Each Protagonist must perform exactly one action during this phase (there is no
“waiting” option).
Z If an Enemy has the ability to perform different actions, their profile will include
information on how they choose which action to perform (sometimes it’s random,
sometimes it’s tied to their current health or similar factors).
Z If multiple Enemies are present, the Game Master decides in which order they act.
You might include further rules for this in your game; such as a Speed factor for
Enemies, or a rule saying that Horde Enemies always act before Elite Enemies, or
even one that says the GM must predetermine the activation order of Enemies when
the encounter is created.
Resolve any effects that trigger “during the End Phase” now.
14
5.3. PROTAGONIST ACTIONS
The following actions are available to Protagonists during the Protagonist Phase:
Z Attack skills require a Check against the target, triggering a reaction (Section 5.4) on
a failure or partial. These skills may be quick or slow (see Reaction timing, Section
5.4.1) and may have different effects depending on whether the character rolls a
failure, a partial or a success.
If the item is a consumable item, using it reduces its number of available uses by 1 (if this
reaches zero, the item is destroyed).
Feel free to remove this action if your game doesn’t feature item management.
Z At the Game Master’s discretion, this action might require a Check, which follows the
standard rules for Checks (Section 4.2).
Z This is also the action used to make progress on objectives (Section 5.9).
Z This can only be done if all Enemies are staggered (Section 5.6.3) and there is at
least one other undefeated Protagonist present in the battle.
The Full Party Strike is a vital mechanic that allows Players to save precious resources.
15
5.4. ENEMY ACTIONS AND REACTIONS
During battle, Enemies are fully automated. All Enemies have at least one action and
one reaction they can perform; some might have multiple actions and/or reactions, or
even special effects that trigger during the End Phase or when they are defeated.
Z Actions are something the Enemy does during the Enemy Phase. If an Enemy has
multiple actions available, their profile will include information on how they choose
which action to perform and also who they target with it.
Enemies can perform any number of reactions during a round; if an Enemy has
different reactions available, their profile will include information on how they choose
which reaction to perform and also who they target with it.
Z If the Protagonist was performing a quick skill, resolve the skill before resolving the
Enemy’s reaction.
Z If the Protagonist was performing a slow skill, resolve the skill after resolving the
Enemy’s reaction.
Note that, in some cases, a quick skill will defeat an Enemy before they get the chance to
respond with their reaction; similarly, an Enemy’s reaction might make them temporarily
immune to the effects of a slow skill, thus fully countering it.
16
5.5. DAMAGE, HIT POINTS AND DEFEAT
A combatant’s will to fight is measured in Hit Points, or HP.
When a combatant suffers damage, they lose that many Hit Points. If a combatant’s Hit
Points reach zero, that combatant suffers the staggered condition (Section 5.6.3); if a
combatant would lose Hit Points while already staggered, they are defeated.
Z Defeated Protagonists are no longer part of the battle, but they are not dead; hope is
not lost as long as there is at least one undefeated Protagonist in the battle.
The specifics of defeat and Protagonist death can be unique to your game. Perhaps
Protagonists may only die if the entire group is defeated; perhaps there is a list of
narrative and mechanical consequences for defeat.
Z Some powerful effects can even bring back a defeated Protagonist, healing some of
their HP and letting them rejoin the fight.
Z Horde and Part Enemies are automatically defeated when they reach zero Hit Points,
instead of becoming staggered.
On the other hand, if an effect states the combatant takes no damage, then they will
actually take zero damage.
For instance, if 5 damage must be divided between two Protagonists, the Players decide
who suffers 3 and who suffers 2.
17
5.6. CONDITIONS
In its basic form, the FPS System features the conditions below. A character may
have more than one condition at the same time, but never multiple copies of the same
condition (although corrosion can worsen if you suffer it again and again).
Each condition has an ongoing effect on the combatant who suffers it, but also a way for
them to recover from it.
5.6.1. CORROSION
In your game this could be called Burn, Decay, Poison...
This condition represents a gradual loss of HP, and is always accompanied by a value
(such as “corrosion 3” or “corrosion 5”).
Effect: During the End Phase, you lose 1 Hit Point; then you lower the value of this
condition by 1.
Recovery: If this condition reaches a value of zero, you immediately recover from it.
Special Rule: If you suffer this condition while already under its effect, you add the new
value to the current one.
For instance, if you are currently under the effect of corrosion 2 and suffer corrosion 4
from a source, you are ultimately under the effect of corrosion 6. It doesn’t mean you will
lose more HP per round, but the condition will last for longer.
5.6.2. SHOCK
In your game this could be called Confusion, Fear, Terror...
Effect: You cannot perform reactions or use reactive skills. If you are a Protagonist, you
also cannot take part in swaps (regardless of who is making the Check).
Recovery: After you roll a success or deal damage to another combatant, you recover
from this condition.
18
5.6.3. STAGGERED
It is probably a good idea to keep the name of this condition the same.
Effect: If you lose Hit Points, you are instead defeated. During the Opening Phase,
regain 1 Hit Point.
Recovery: After you regain any amount of Hit Points, you recover from this condition.
5.6.4. TRAPPED
In your game this could be called Bound, Frozen, Paralyzed...
Recovery: As soon as you have the ability to perform an action, you must use that action
to break free: doing so allows you to recover from this condition.
5.6.5. VULNERABLE
In your game this could be called Down, Launched, Stunned...
Effect: Whenever you take damage, you take 1 additional damage from that same
source; whenever you deal damage, you deal 1 less damage (minimum 1).
Z When combat ends, all combatants immediately recover from all conditions.
Z Skills, items and a variety of other effects may allow combatants to recover from
conditions.
19
5.7. END OF COMBAT
When combat ends, apply the following:
Z All combatants whose current Hit Points are lower than half their maximum Hit
Points (rounded down) immediately reset their current Hit Points to be equal to half
their maximum Hit Points (rounded down).
You might also make it so that a certain amount of Spirit is recovered automatically after
each combat.
Obviously, the specific Enemies chosen for a battle and their unique abilities can make
the situation more or less challenging; in general, it’s a good idea to keep things relatively
simple and only add one or two “gimmicks” to each battle.
Z One Horde Enemy, accompanied by one Elite Enemy every 2 Protagonists (round
down).
20
5.8.2. BOSS BATTLES
In general, there will be one boss battle in each adventure (usually at the end). These
are the most difficult fights in the game.
Z One Elite Enemy, accompanied by a number of Part Enemies equal to the number
of Protagonists.
Fundamentally, the Elite acts as the boss’ main body and cannot be damaged unless
all of the Parts have first been defeated.
Each objective has a required amount of progress, usually ranging from 1 to 10; each
partial or success scored while interacting with the objective (see Interact with the
Scene, Section 5.3.3) generates 1 point of progress (partials and failures will lead to
consequences like with any Check).
Do not be afraid to offer guidelines or lists for side objectives; they can make battles
much more lively. At the same time, be careful to avoid unnecessary complexity.
21
DESIGN OPTION: DAMAGE DICE
The FPS System keeps things simple by sticking to small damage numbers: 2 damage
here, 3 damage there, 4 or 5 when it’s a really big deal. If you want, you can instead
introduce damage dice (such as turning an effect that deals 3 damage into one that
deals 3d6 damage). This, in turn, will require you to multiply Hit Points by 4 (since it’s
close to a six-sided die’s average), and to change effects that “reduce damage by X”
into effects that “reduce damage by X dice”.
Please note that introducing damage dice makes things a bit slower and much more
swingy, but it’s also true that many Players draw great pleasure from the thrill of
rolling for damage. Decide based on your personal preference, and on who you want
your game to appeal to.
If you add this layer of complexity, you might also want to include damage affinities:
Z Absorb (A) means the combatant takes no damage and instead regains Hit Points
equal to half the amount of damage inflicted.
Z Resist (R) means the combatant takes 1 less damage (minimum 1 damage taken).
If you want to make affinities even more relevant, you might make it so that hitting
a combatant’s damage Weakness also inflicts the vulnerable condition upon them,
and extend the “instant defeat” of the Full Party Strike! action to vulnerable Enemies
in addition to staggered ones, making battles lightining-fast if the Players know the
Enemies’ weaknesses.
22
DESIGN OPTION: SHOOTING AND COVER
If your game revolves around ranged combat, for instance if it’s a title inspired by
“looter-shooters”, you can introduce a simple abstract system for covers.
Whenever combat begins, the GM sketches a list of “cover zones” present in the area
(or you might have each participant come up with one, that’s also a lot of fun).
Then, draw lines to indicate which zones have line of fire to others;
no need to make it pretty, something like what
you see here on the right can work great.
Z To make things fair, long range options should be slower and/or less effective when
compared to short range options.
Z You should introduce an action (let’s call it “Rush”) that allows a combatant to move
to any zone, focusing the entire action on movement.
You might also make things more complex by introducing both lines of fire and lines
of movement, and/or making it so that characters may move 1 zone freely and must
Rush to move more. But this will also require each Enemy’s artificial intelligence to
govern movement in addition to actions, so I can’t really recommend it.
Z You might make it so that the Block skill (Section 6.2) is only available against
attacks and effects that come from a different zone.
Please note that this design option is by no means “necessary” for a game whose
aesthetic centers around ranged combat. Think carefully before introducing this layer
of additional complexity.
23
h 6. CREATING A PROTAGONIST
What is offered in this Chapter could be considered the “barebones framework” for
creating Protagonists in a game based on the FPS System.
You will surely add more fields and details based on the specific game you are designing;
it might involve a friendship mechanic, a system of equipment slots, etc.
Each Protagonist begins play with current Hit Points equal to their maximum, and a
Protagonist’s current Hit Points can never go above their maximum HP value.
Each Protagonist begins play with Spirit equal to their base score, and this is also the
value their Spirit returns to at the start of each adventure.
You are encouraged to add new ways for characters to recover Spirit, especially during
adventures: chatting with party members, consuming special items, and more.
24
DESIGN OPTION: ARCHETYPES
In its base form, the FPS System does not feature character archetypes (often referred
to as “classes” or “roles”): each Protagonist may acquire any skill they wish.
However, you might decide to create groups of skills tied to a specific playstyle, such
as “Warrior”, “Sorcerer” or “Blademaster”. If you do, make sure each archetype can be
taken in at least two or three interesting directions, and isn’t just a full-on railroad.
It may also be a good idea to have each Protagonist be associated with an element,
thus gaining Resistance to said element and Weakness to another.
Z If you intend on having gear parameters play a major role in the game, you might
want to introduce a Defense parameter that reduces damage suffered, balancing
out the damage increase with a defense increase.
Of course, this leads into a “treadmill” effect where the goal of these stats is
to basically cancel each other out, so it could also be considered a needless
complication. Decide based on what kind of “engagement buttons” you want your
game to push.
Z If you want to go the extra mile and make the game all about equipment, you might
make it so that skills are only obtained through items (with the exception of one or
two basic skills that are always available to the character, such as a basic pistol and
close combat weapon). Full looter-shooter style.
25
6.2. SKILL LISTS
Below you can find lists of the most common skills that should be found in FPS games.
These skills are divided into three categories: active skills, passive skills and reactive
skills.
Support skills do not require a Check and succeed automatically on each target;
support skills can also be used outside combat and only take a few seconds.
Z Cost indicates the amount of Spirit a Protagonist must spend to use the skill.
If the character doesn’t have enough Spirit, they can’t perform the skill.
Z Effect indicates what happens to the target (or targets) when the skill is used, and
may vary depending on the Protagonist’s Check.
Z Trigger indicates what needs to happen for the skill to become available.
Note that a Protagonist may always choose not to use a reactive skill.
Z Cost indicates the amount of Spirit a Protagonist must spend to use the skill.
If the character doesn’t have enough Spirit, they can’t perform the skill.
26
BASIC ATTACK ACTIVE CLEANSE ACTIVE
Also: Hack and Slash, Magic Dart, Pistol... Also: Encouragement, Panacea, Tonic...
Z Effect (Partial): 1 damage. Effect: The target recovers from all condi-
tions (except staggered).
Z Effect (Success): 1 damage; after this
attack is resolved, you may spend 2
Spirit to perform this skill again, against
the same target or a different target CORROSIVE ATTACK ACTIVE
(you may only do this once per turn). Also: Curse, Molotov, Poison Strike...
If your game features damage types, you
Type: Attack, slow Cost: 2
might have Players assign two damage
types to this skill (and choose which type to Target: One Enemy
use whenever they attack, describing two
Effect (Partial or Success): The target suf-
different combat moves).
fers corrosion 5.
BACKSTAB ACTIVE
DEFENSIVE ATTACK ACTIVE
Also: Dirty Trick, Soul Harvest, Torment...
Also: Feint, Knockback Shot, Somersault...
Type: Attack, slow Cost: 2
Type: Attack, quick Cost: 3
Target: One Enemy that is suffering from
Target: One Enemy
one or more conditions
Effect (Partial or Success): 2 damage, and
Effect (Partial or Success): 2 damage, plus
the next time you would suffer the effects of
1 additional damage for every condition the
an Enemy action or reaction before the End
target is suffering from.
Phase, you instead suffer no effects from it.
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ELEMENTAL BARRIER ACTIVE FEAR ATTACK ACTIVE
Also: Barrier, Elemental Veil, Shell... Also: Dark Eye, Flash Grenade, Nightmare...
Effect: Choose a damage type. The next Effect (Partial or Success): 1 damage, and
time the target suffers damage of that type the target suffers shock.
during this adventure, they instead suffer no
damage.
damage types and affinities. Also: Dark Tentacle, Pincer Grab, Suplex...
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HEAL GROUP ACTIVE SUMMON ACTIVE
Also: Life Grenade, Prayer, Regen Field... Also: Clones, Drones, Golems, Skeletons...
Effect: Each target recovers 3 Hit Points. Effect: You receive 2 Summon tokens.
You can sacrifice a Summon token in the fol-
lowing ways:
PIERCING ATTACK ACTIVE
Z When you and/or one ally are about to
Also: Charged Arrow, Laser, Spear Dive... suffer damage: You or that ally suffer
no damage instead (only once per
Type: Attack, slow Cost: 2
single damage instance).
Effect: The target recovers 4 Hit Points and TRAPPING ATTACK ACTIVE
immediately rejoins the battle. Also: Frost Wall, Sticky Grenade, Vine Burst...
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ADRENALINE PASSIVE AMBUSHER REACTIVE
Effect: Whenever you deal damage with an Trigger: Combat begins. Cost: 1
active or reactive skill, if your current Hit
Points are equal to or lower than half your Effect: Whenever you deal damage with an
maximum Hit Points (rounded down), the active or reactive skill during the first round
skill deals 1 additional damage. of this Combat, that skill deals 1 additional
damage.
RESISTANCE PASSIVE
SHIELD BREAKER PASSIVE Only include this skill if your game also fea-
tures the Block skill above.
Effect: Damage you inflict with your active
and reactive skills ignores Resistances. If your game features damage types, this
skill should deal damage of a type that the
Only include this skill if your game features
Protagonist’s Quick Attack can inflict.
damage types and affinities.
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DEFEND REACTIVE FOLLOW-UP ATTACK REACTIVE
Trigger: An ally suffers the Cost: 1 Trigger: You take part in a Cost: 1
effects of an action or re- swap during an ally’s attack
action. skill, and the attack results in
a partial or success.
Effect: You suffer the effects of that action or
reaction in place of the ally. Effect: You deal 1 damage to the original
target of your ally’s attack skill.
Only include this skill if your game features Effect: You gain 1 Spirit.
damage types and affinities.
Note that you regain the point of Spirit after
the swap takes place.
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h 7. ENEMIES
As previously explained, the FPS System includes four types of Enemies: Hordes, Elites,
Parts and Solos. Below you can find “sample stats” for each of them, but this is only the
tip of the iceberg - you can then customize the profiles!
Each Enemy should get at least one customization for free, and may be further customized
by adding some kind of weakness to them.
When a profile mentions the term [group size], it means the number of Protagonists who
take part in the battle.
Also: zombie horde, alien swarm, summoned skeletons, worms, corrupt cops, nazi squad, wolf
pack, combat drones, infantry soldiers...
Action: Deal an amount of spread damage equal to this Enemy’s current HP.
Special: When reduced to 0 HP, this Enemy is immediately defeated (not staggered).
Also: zombie brute, sergeant, golem, army sniper, griffin, combat mecha, giant skeleton, basilisk,
veteran knight, mummy...
Special: None.
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SAMPLE PART ENEMY PART
Also: tentacle, gun arm, shield arm, tail, wing, antenna, turret...
Special: When reduced to 0 HP, this Enemy is immediately defeated (not staggered).
Part-type Enemies may seem like weaker Elites and nothing more, but remember that
they are always encountered alongside an Elite-type main body which is invulnerable
unless there are no Parts left (and some main bodies might even have the ability to
regenerate one Part during the Opening Phase).
Also: dragon, bomb aircraft, minotaur, army commander, giant alien brain, evil sorcerer, vampire,
giant statue, demon lord...
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7.2. ENEMY CUSTOMIZATION
As mentioned before, Enemies can be customized in a variety of ways. Below you can
find some examples and suggestions.
On average, it’s okay for each creature to receive one customization “for free”, but further
customizations should be balanced out in some way: perhaps the creature’s attacks deal
less damage, it has a lower amount of Hit Points, and so on.
Z Conditions: The Enemy’s action or reaction could inflict a condition such as corrosion
3, shock, trapped, or vulnerable. If this is a reaction, you should seriously consider
reducing the damage it deals by at least 1 point.
Z Elemental Defenses: The Enemy might be Resistant or Immune (or even Absorb!)
one or more damage types. This should be balanced with one or more Weaknesses,
unless the Enemy is some kind of superboss.
Z Healing: The Enemy might have a chance to perform a healing action, restoring 2 Hit
Points to all of their allies.
Z Death Counter: When defeated, the Enemy might deal damage or inflict a condition
on the character who landed the final blow, or on a variable amount of random
targets. Or, it might even heal all the other Enemies!
Z Opportunist: The Enemy might deal additional damage against Protagonists who are
suffering from a specific condition.
Z Rage Effect: The Enemy might deal additional damage or gain some kind of special
ability while at half HP or lower.
Z Perfect Guard: The Enemy might take 1 less damage from all partials (only a success
will deal full damage). Don’t overdo it with this one, it can quickly become boring.
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7.3. BOSS CUSTOMIZATION
The following are a few customizations that should only be reserved for “boss battles”
against powerful Enemies.
Z Regenerate Part: Usable on the main body Elite Enemy in a battle that also involves
Part-type Enemies. During the Opening Phase, if the main body has not been
defeated and at least one of its Parts has been destroyed, it regenerates one of those
Parts at random (with full Hit Points).
This regeneration should not trigger if the boss is already back to its original number
of Parts (for instance, a Kraken that starts the battle with five tentacles can only ever
have five tentacles).
Z Routine: The boss always performs a specific cycle of actions round after round, such
as action A in round 1, action B in round 2, action C in round 3, then action A in round
4, action B in round 5, and so on; and/or the boss “telegraphs” its upcoming action at
the start of the round in some way.
This allows you to make the actions a bit more powerful, since they’re more
predictable.
Z Stance Change: After being hit by a specific type of damage, the boss performs a
different set of actions/reactions.
Z Summon Double: This should only be given to Solo Enemies. When first reduced to
half HP, the boss summons a copy of itself in the battle, but the copy has HP equal
to [group size] x 2. Only one copy can be created during a battle, and if the original is
defeated, the copy vanishes as well.
Z Summon Horde: This is a powerful ability for bosses, and can be given to a Solo or to
an Elite main body. During the Opening Phase, the boss creates a Horde-type Enemy
with 2 current Hit Points, an infinite number of maximum Hit Points, and an action
that deals spread damage equal to the Horde’s current HP; or, if the Horde is already
part of the battle, it recovers 2 HP.
This is an abstraction of the Enemy Horde growing larger and larger at the end of
each round; even defeating the Horde won’t keep the PCs safe, because the boss will
create a new Horde at the end of the round.
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h 8. DESIGN ADVICE
This section contains a variety of advice and considerations for those who wish to design
a game based on the FPS System.
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8.1.4. DYNAMIC AREA LEVEL
This solution can be very interesting, but requires for your game to tie an area’s level
to a narrative factor (for instance, a dungeon might have different levels depending on
the time of day, or be tied to a person’s distress). During downtime, Protagonists may
perform actions to lower the area’s level and make their life easier in the upcoming
adventure.
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h 9. PVP
The general expectation of the FPS System is that of a cooperative game, but you might
introduce rules for Protagonist-against-Protagonist combat.
9.1. DUELS
If two Protagonists fight each other one on one, each round only features an Opening
Phase, a Main Phase, and an End Phase. During each of these phases, the two
Protagonists use skills and perform actions as normal; however, given the competitive
nature of the battle, there are some additional rules.
9.1.1. PRIORITY
At the start of each round (before the Opening Phase) both Players secretly spend
from 1 to 6 Spirit (using a six-sided die can be a good idea), then reveal their choice
simultaneously. Whoever spent the most Spirit has priority during this round; the
Protagonist with priority makes choices, triggers and resolves skills, and performs
actions before the other Protagonist (this replaces the second rule in Section 3.11).
9.1.2. ACTIONS
During the Main Phase, each Protagonist will perform an action as normal, starting with
the Protagonist who has priority. However, if a Protagonist wishes to use an attack skill,
the following steps must be performed in this exact order:
Z The attacker secretly chooses an attack skill whose cost in Spirit they can afford.
Z The defender secretly chooses an attack skill whose cost in Spirit they can afford.
Z The chosen skills are revealed, and both Protagonists pay the Spirit costs.
If the Check is a partial, both skills are resolved as partials. If one skill is quick and
the other is slow, resolve the quick skill first; if they are both quick or slow, resolve
the skill from the Protagonist with priority first.
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9.1.3. ADDITIONAL DEFEAT CONDITIONS
To avoid duels protracting for too long, Protagonists are also defeated if they reach zero
Spirit at any time during the battle.
9.2.1. PRIORITY
In a team vs team situation, it won’t be enough to simply know which Protagonist has
priority: you need to establish an order of priority. The easiest option by far is to assign
a random number to each Protagonist at the start of the round (a good way to do this is
shuffling cards and assigning a card to each Protagonist).
Z It is highly suggested to have the order of priority change between rounds, either
randomly or through some specific mechanic (see suggestions above). Use tokens,
cards or similar components to easily keep track of the order of priority during a round.
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PROTAGONIST:
PLAYER:
Max Base
Skill: A/P/R
Skill: A/P/R
Skill: A/P/R