Kicking Butts and Taking Names, a Tabletop RPG with a Twist!
Kicking Butts and Taking Names, a Tabletop RPG with a Twist!
KBaTN is a tabletop rpg focusing more on the shooting aspect. The basics are simple and fun.
KBaTN is a tabletop rpg focusing more on the shooting aspect. The basics are simple and fun. Read more
Don't you just love tabletop RPG's? Have you ever wanted to play one that was ALL ABOUT THE GUNS?! Introducing Kicking Butt and Taking Names (KBaTN for short)! KBaTN is combining the idea of a video game shooter with the versatility of a tabletop rpg with the satiric elements of my own design.
For those of you who have no idea what I'm talking about, a tabletop RPG is a game where you and friends (or enemies, I guess) sit around a table, rolling dice and enjoying pretending to be crazy or interesting characters. Dungeons and Dragons is the most well-known but there are many MANY others that encompass all sorts of other environments and settings.
This specific RPG will focus very heavily on combat. I have made a combat system based off of your range from the target, so it works really well with guns and ranged weapons. Stuff like that.
This game was designed to be in a diesel punk type setting (think Mad Max), but there is by far enough breathing room to make it for almost any genre (if you don't take yourself too seriously).
There will be a number of classes, each with a specific class skill they can use. Every level after the first, they gain a skill point. You can put them into a skill on one of their 3 skill trees. This makes it so that each class has a variety of ways they can be used. Each player can make their character how THEY want it.
The classes are as follows:
Street Magician who can turn invisible.
Cowboy who can deal a massive amount of damage
GI who can summon a turret to help fight with him
Obligatory Hot girl who flirts shamelessly with the bad guys
Guy from His Mom's Basement who Nerd rages hardcore
Problem Child and her pet imaginary friend
Tech Wiz and his nanobot bullets
Asylum Reject who goes crazy just for the hell of it
Psychic who can blast everyone away with his mind
and Zombie because they are so hot right now
Some class pictures still haven't been made, but that's because I need your face to finish some of them.
This work was influenced by Dungeons and Dragons, but also a lot by first person shooters, like Borderlands, Call of Duty, Destiny, or Bioshock. So I have been working to make it feel as much like a shooter as possible.
So since combat is the main thing in this game, I've worked out a lot of how to make it work. Here is just a teaser of what the rules would be written like.
This game was intended to play on a square grid map. It works just fine with a hex though (for those of you too pompous to use squares). If you are using a square grid map, when moving (or aiming) in the diagonal, it takes 1 square of movement (or aim) to go diagonal, then 2, then 1, then 2… if you can’t figure out the pattern beyond this point, you might wanna play something easier… like checkers.
There are two things to do each turn in combat: A move and an action.
There are multiple types of action you can take, you can melee, shoot, aim & shoot, reload, switch weapons, pick up stuff, use an item, climb a ladder, activate a switch or lever, revive a friend, open a chest, activate your action skill, do a backflip, you know the basics.
Your movement speed is dependent on your action. If you aim and shoot, your movement is halved. If you do most other actions, your speed is normal. If you decide not to take an action, you can instead sprint and gain 2 temporary movement speed for that turn. So now the actions in detail.
Melee: You punch, stab, or otherwise eviscerate your foe by any means necessary. It may seem weak at first but using the right set of skills, you can make melee powerful as hell (If hell is powerful. Never been there… yet). In order to make a melee attack, you need to be standing within 1 of whatever you are trying to kill. Roll a d20. With a size 0 enemy (we’ll talk about this later), you hit it on a 3 or more. Then roll to see if you deal double damage. The creature itself will have that option (see crit).
Shoot (AKA why we are playing this game): Like melee, you are gonna roll a d20, but this one is based off of range. Within 1, if they are a size 0, roll a 5 or more to hit. Add 1 to that for each square farther away they are. For instance, to hit an enemy 4 squares away, you need to roll an 8 or more. You can shoot as many times as your gun says you can per turn (also known as SPT or shots per turn) but it can only be within the range of that weapon and must be at the same target (or targets in special cases) that round.
Aim & Shoot: Now this one seems a lot like shooting but with two major differences. 1, you halve your speed. 2, add your scope number to you ACC. Also you don’t look quite so badass. Real badasses shoot from the hip.
Reload: You fill up your clip. It takes one full action unless otherwise noted in the weapon description itself.
Switch weapons: You can have as many weapons as you have holsters (up to 5) equipped on your person. To switch between them takes one full action unless skills or weapons say otherwise.
Pick up Stuff: There may be items, cash and other goodies around the ground dropped by baddies. Use an action to pick up everything within 1 of your character.
Use an Item: There are plenty of items around that you can use as you need to: grenades, med packs, etc. Use your action to pop out one of them and I’m sure your friends will be impressed.
Activate a switch or lever: Maybe you see a button you are just dying to press and you can’t wait until the battle is over to see what it does. Geez, impatient much? Well then this action must be for you. Use an action and hope beyond all hope that it blows up your enemies this time.
Revive a friend: Yeah we’ve all been there. One of our friends decides he’s strong enough to take on an army only to find out how wrong he was. Well, he has a couple of turns before he bleeds out. You can either laugh at him (my usual choice) or decide to do the “right” thing (whatever that means) and pick him up. To revive a friend, you need to be within 1 square of them. It takes an action to start to revive them, but it also takes your whole next turn to finish the process. Waste of a turn…
Open a Chest: See (activate a switch or lever) to see what I think of you. That’s right, I said it.
Activate Your Class Skill: Each class has a skill they get. Each has a duration and a cooldown rate on it. As soon as the duration is up, the cooldown starts. As long as your class skill isn’t already going or on cooldown, you can activate it (tip: it’s probably a good idea to use it, usually).
Do a Backflip: If you are considering using this as your action, you are probably playing the wrong game. Then again, you may be playing the very, VERY right one.
I'm planning on publishing the first wave with the money I make off of kickstarter. That includes making the prototype, hiring an editor, paying for the first wave of advertising and making and shipping the first 100 copies.
Risks and challenges
I am the only person making this project, so having people that can play test in the support group of kickstarter will help ease a lot of that. I do also have a few testers here that I am working with.
The second problem is to get the word out. I have been using word of mouth and facebook and soon will employ internet ads.
Third problem is I don't have all the rules and classes quite finished or balanced yet. I'm working on that and getting closer by the day and yes, that is what all the play testing will be for.Learn about accountability on Kickstarter
- (30 days)