Play Team Fortress 2 RPG Table Top

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As the old saying goes, “Necessity is the mother of Invention”. But not all of us are inventive enough to see an opportunity when challenged.

Imagine, for a moment, you have to visit your grandparents at a remote county, and you suddenly feel bored, not knowing what to do. Sure enough your granny’s next-door neighbor suggest, let’s play a game. Your passion for Team Fortress wouldn’t leave you. But to your dismay, you realize people in this remote county don’t even use a TV, leave alone an Internet connection. So what do you do?

That was the dilemma facing Steam user [TPG] Wade Wilson and his brother, he told Kotaku.

“So, we decided to use our imaginations for once along with my brother… We kinda decided to go with the flow and create our own Team Fortress 2 RPG – Dungeons and Dragons style”

And they decided to create this on a piece of paper, with just a few pencils they could find at their granny’s.

“We played for around 8 hours when we had to go back home,” Wilson added, “and I decided to stay over my cousin’s house and actually try to develop a full fledged game.”

Hat’s off to him and his bro for their creativity. It is as yet unfinished, but the lads are looking to make a killing…

General Rules:

  1. During character creation, roll 3D6 +2 for each stat. That value is the base value of the respective stat. Your HP is dependent on your class. Apply bonus additions and subtractions to stats as specified by the Bonus Sheet. Each class beings with their standard weapon set automatically equipped (for example, the Scout would have his Scattergun as Primary, Pistol as Secondary and Bat as Melee)
  2. To do a check, roll the D20. Add this result to the stat that will be used for the check. If the total is larger than what the DM determined the requirement to be, the check is successful. (For example, if you wanted to check if you outran somebody, the result of the D20 + SPD would have to be equal or greater than what the DM required).

Rules of Combat:

  1. There is a maximum of 5 party members during any battle.
  2. The order of turns is determined by SPD- whoever has the highest goes first. The placement of enemy turns is determined by the GM.
  3. A standard attack calculation consists of the DMG stat added to the result of a roll of the D20. If the weapon is melee, the calculation involves STR instead of DMG. If your weapon is on the weapon ruleset sheet, the calculation may differ. Refer to the sheet for instructions.
  4. Before you roll for attack damage, roll a D12 and add that value to your ACC. If the total is not equal to or greater than the SPD of the enemy, your attack misses and does 0 damage.
  5. When it is your turn, you may choose to attack with your primary, secondary or melee weapon. You can also use a skill instead, if you possess any.
  6. The amount of damage taken from enemies is the total damage output of their attack minus half of the players DEF stat. The means of attack for the enemy is determined by the GM.
  7. If your HP reach 0, you are incapacitated. You can only change from this position if an item with a revival effect is used on you. If you are attacked while incapped, regardless of damage, you will die permanently (at the discretion of the GM).
  8. The amount of EXP required to gain one level is 250 multiplied by your current level. (For example, at level 3 you would need 750 EXP to rise to level 4). The amount of experience dealt by monsters is decided by the GM.
  9. Every attack has a chance of being a critical hit (depending on the weapon). Before damage calculation, roll a D12. If it hits 12, it is considered a critical hit. Rolling an 11 will also cause a critical hit if the weapon used is melee. Multiply the damage output by 3.

The rules and the general idea is looking good. The style sheets and all the printing materials can be found here. The project is still in the making, for more information and updates check out the creator’sblog.

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