Back - Streets RPG
Back - Streets RPG
BACK STREETS
c Johan Karlsson
2012
ISBN 978-91-980014-1-9
2 Rules 6
2.1 Player characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
2.1.1 Attributes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
2.1.2 Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
2.1.3 Traits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
2.1.4 Experience . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
2.2 Skill checks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
2.2.1 Basic rule . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
2.2.2 Extreme rolls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
2.3 Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
2.3.1 The turn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
2.3.2 Damage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
3 A first scenario 10
3.1 Set-up . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
3.1.1 Characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
3.1.2 Build-up scenes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
3.2 Showdown . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
3.2.1 Arena . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
3.2.2 Opposing groups . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
3.2.3 Likely events . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
sive, and after some time they will be less re- Role-playing
alistic and more heroically tough and skilled.
This is a role-playing game. The perfect
player attitude is one that accepts the results
1.2.2 Typical character types of the rules without worrying too much about
realism, and instead focuses on role-playing
The players are free to play any type of char-
the result of the rules for maximum fun.
acter they want to, but there are some typical
character types in Back Streets RPG.
1.3.2 Typical scenarios
Both sides of the law There are of course many different types of
adventure to explore in Back Streets RPG,
One of the dominating features of Back
but there are some typical types of scenarios.
Streets RPG is crime. Therefore typical
player characters include both sides of the
Combat heavy
law: police detectives, mafia members and
such. With crimes and other things in the back
streets of the city comes violence. For many
Reporters and other snoopers types of characters, deadly combat situations
are everyday experiences. Many scenarios and
Back Streets RPG is to a large extent about adventures will have combat as a central ele-
secrets and hidden things. Therefore, other ment.
typical character types are reporters, private
investigators and other types who dig around Investigation heavy
trying to find things out.
For some types of player characters, the dom-
inating thing will be investigating mysteries,
1.3 Style of play trying to uncover secrets. Many scenarios and
adventures in Back Streets RPG will be about
What style of play is Back Streets RPG de- searching the back streets for clues.
signed for?
Realism
Back Streets RPG does not try to be super
realistic. The idea is to quickly understand
the system, accept the rules as the approx-
imations of reality that they are, and then
move on to have fun playing.
Rules
Here are the rules for Back Streets RPG. Combat attributes
There are two additional attributes.
HEALTH represents the characters ability
2.1 Player characters to handle injury and still function. At char-
This section describes rules for creating and acter creation, HEALTH=2*PHYSIQUE.
developing player characters. COMBAT-SENSE represents the charac-
ters experience of handling dangerous situ-
ations in the streets. At character creation
2.1.1 Attributes COMBAT-SENSE is zero, but it can increase
with experience, giving the experienced an
The first thing to do when creating a player edge in combat.
character is to determine a set of numerical
attributes for the character.
2.1.2 Skills
Starting levels
At character creation, select two skills that Role-playing
will start at level 1. The rest start at level 0.
The player should think of a reason why the
character improved in this way, linking the
2.1.3 Traits change to the session just played. The follow-
ing session, it is great if this change can be
Traits are special things about the character,
role-played.
not captured by attributes and skills.
Anything can be a trait. The player The basic rule for a skill-check simply involves
suggests traits and the game master ap- rolling a die.
proves them. Examples of positive/negative
traits are contact/enemy, lawman/wanted, Die
rich/poor, bilingual/illiterate, etc.
Back Streets RPG uses standard six-sided
dice (d6). The basic skill check consists of
2.1.4 Experience rolling one d6.
The characters may not be impressive at the
start, but with experience they improve, tak- Total level
ing steps on their way to legends.
For success, the result of the d6-roll should
be less than or equal to the total level for the
The rules
task, which is typically the level of a relevant
At the end of each session, roll a six sided skill plus the level of the associated attribute.
die (a d6) for each character and consult the For example, for a character with Physique
Experience-table. 2 and Athletics 1, who is attempting a climb
of standard difficulty, a d6-result of no more Each character that chose a ranged attack as
than 3 is a success. his action gets to perform the attack, even if
another ranged attack hurts or even kills him.
2.2.2 Extreme rolls They both fire at the same time. Surprise
attacks are another story. Suddenly pulling
Extreme rolls (rolling 1 or 6 on the d6) are out a gun and firing can mean that characters
special. that were not prepared do not get to take any
action the first round.
Rolling 1 There are a number of modifications that
If rolling 1, the task is always successful, even apply to ranged attacks. These modifications
if modifiers should really make the total level are added to the Guns-skill-level. The result
0 or less. can be any number, positive or negative.
RANGE: Point blank gives +2, Short +1,
Rolling 6 Medium 0, Long -1, Extreme -2.
SPEED: Aiming one turn and firing the
If rolling 6, the task always fails, even if the next gives +1, drawing and firing in the same
total level was 6 or greater. turn gives -1.
TARGET: Moving target or target behind
2.3 Combat partial cover gives -1.
SPECIAL ATTACK: Firing the same gun
This section contains the rules for combat and twice gives -1 to both attacks (-2 to both if
Health. firing at two targets). Using two guns gives
-1 to one (the main hand) and -2 to the other.
2.3.1 The turn
Combat is resolved in a series of turns. Each 3 Close combat
turn is composed of the following three steps. Close combat is the use of Melee and Unarmed
combat. The effects of close combat are slower
1 Combat-sense than ranged attacks. Close combat is resolved
after ranged attacks in each turn, so firing at
The turn starts with rolling a d6 for each
someone attacking you using close combat can
character and adding the characters Combat-
result in killing him before his attack hits you.
sense. The action that each character will
For two characters using close combat
perform this round is then announced in or-
against each other, it is resolved as follows.
der, lowest to highest. This gives characters
If both fail their skill-checks then both miss.
with high Combat-sense an edge, since they
If one succeeds and one fails, then the suc-
can often choose their actions based on the
cessful character hits and the other misses.
actions of others. They have been around.
If both succeed, then calculate the margin of
They can read the situation and see what’s
success of the skill-checks for each character.
coming and react to it.
For example: for a character attacking with a
knife and having Physique 2 and Melee 1 and
2 Ranged attacks
rolling 2 on the d6, the margin is 1. These
Next comes ranged attacks. Note that they margins are compared and the character with
all take place approximately at the same time. the greater margin hits his target, and the
Armor-rating
A first scenario
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