ENTERPRISE RPG SYSTEM FOR BEGINNERS

Written by: Mark G. Koh

New to the Enterprise RPG system? 

Its simple, scalable and its in Metric. 


What is it? 

An RPG (pen and paper Role Playing Game) system which is lightweight and originally designed for the Megacorp Role playing game setting. Created by Mark G. Koh


Traits

There are four traits that represent four dimensions of your character – IQ, EQ, MQ, BQ. Or Mental, emotional, moral and Physical.

Starting a character is rapid, roll 8d10, rearrange the numbers into 4 numbers by making 4 numbers the first digit of a two digit number, and the other 4 the 2nd digit. So 1,2,3,4,5,6,7,8 can become 81,72,63,54. If you roll a zero, it’s a zero. But putting two zeros together make 100.

These trait scores are essentially the ‘life total’ of each dimension. Damage reduces the trait scores.

The trait modifiers that influence rolls are the trait scores divided by ten (Rounded down) e.g.: 83 MQ has a trait modifier of +8 MQ


No levels and no classes

There are no levels, ‘feats’ or skills. Every ability (like knowledge: Medicine, Running, perform: Piano) is a competency. And so are special abilities like genetic modifications, cybernetics and supernatural powers. A competency has ranks that can only be gained if the competency in question is actually USED, by scoring a 0 or a +4 victory margin in a challenge. This makes long leveling up processes a thing of the past. And competencies that are not actively utilized rank up the slowest.


Challenges

All actions in this system use a challenge. To make a challenge, you roll a 1d10 plus modifiers, versus an opposed roll with modifiers. Most of the time, a challenge roll would be 1d10 + competency ranks + relevant trait modifier. E.g.: 1d10 + unarmed combat ranks + BQ modifier. The result is called a challenge score.

Deduct the opposed roll’s challenge score from your challenge score. The resulting number is a Victory margin. If the victory margin (VM) is a positive number, you succeed in the challenge! The amount of Victory margin determines outcome of the challenge. -4 critical failure, -3 to -1 failure, 0 learning through failure, 1-3 success, 4 critical success. Anything higher than 4 is a fluke (regular success), anything lower than -4 is a catastrophic failure (critical failure effect)

If a 0 or critical success victory margin is achieved, and the character has a lower competency rating than his target (if applicable), the character can gain one rank.


Combat

Combat happens simultaneously. Everyone has 6 seconds to do things each round and most actions take up 3 seconds. When combat begin the actions that use the least amount of time happen first. That means, the GM resolves all the 1 second actions, then the 2 second actions and then 3 and so on. This means things happen at the same time and actions that happen at the same time and are interacting with each other become opposed (their rolls are rolled against each other in a challenge) – just like any challenge roll, the character with the positive victory margin has their action succeed, the one that fails has their action interrupted. E.g.: one character spends 3 seconds to run away, another character spends 3 seconds to punch him. They both roll for CS and the VM for the one that punches is positive: The puncher succeeds and prevents the runner from continuing his action.


Damage is combat

Damage in combat is the Victory margin of the successful challenger plus any bonus damage (see “How do weapons work”)


Moving around in combat

In Combat, everyone is standing in a 1m x 1m square and a grid should be used for combat. Elevation should also be taken into account.


Grades and Ranks

All competencies (skills, basically) use ranks. The higher the number of ranks, the higher the mastery.

Items use grades, which are pretty similar. The higher the number, means a newer or better version of the same item.

There is no upper limit for ranks or competencies or grades. This means that your adventures are scalable up to the nth grade/competency. This goes for challenges, enemies and loot!


How do weapons work

Generally weapons have abilities, but the most important is a damage bonus. A longsword would grant a damage bonus of +1d8 BQ. How this works? When an attack with such a longsword is successful (positive VM) then the total damage equals: user rolls 1d8 (one eight sided dice) and adds result to the victory margin. You can easily import weapons from D20 type settings by translating their damage dice into damage bonus in the Enterprise RPG system

Weapons advance by grades just like any other item, and add their grade value to the challenge roll.


Natural ten

Whenever player characters roll a natural 10 (10 or ‘0’ on a ten sided dice), they get to roll again and add the second roll to the first. If they roll another natural ten, they can repeat this process as many times as they keep rolling ten.