MODULAR CITY RPG


Discount Games -

Welcome to Modular City Role-Playing Campaign Game. This is a FREE unique role-playing system that is super easy to learn and use. It is assumed from this point forward that the person considering use of these rules has a previous knowledge of most areas of role playing games. Also, people who are players only, should not read beyond this page, as there are secrets which should only be known to the Game Master.

The idea is that all players have just graduated from Modular High School and find jobs, housing, adventure, or trouble in Modular City. The city is made up of various sites, some of which may be submitted by you, but all must remain public domain. The amount of weirdness and chaos desired in the campaign is up to you.

Character Generation


On a sheet of paper, until I get the Character Sheet made up, list the following attributes: Strength (STR), Speed(SPD), Charm(CHM), and Morale(MOR). For each of these roll, percentile dice, which becomes the score.

Then for damage (DAM) write the same number that is the starting MOR.

Next, choose a gender. If male, add 20pts to the strength attribute. If female, add 20pts to the charm attribute.

Then, write "financial status". This always starts at level 2. The financial status ranking is: 1-Poor, 2-Struggling, 3-Getting by, 4-Affluent, 5-Rich. GMs should take note that this is a new method of deciding which characters can afford what, without having to do a balance sheet and income statement for each person.

Next; Write "Hand-to-hand Combat". This stat is calculated by taking the speed + (strength/3)rounded down.

SKILLS: Are aquired by experience or training. Players do not start out with any. Go to sites to learn skills. This includes learning to use firearms.

Getting Started


The first point of business for player characters is to get a job. This involves them going from site to site and inquiring about work. The information given with each site states what the requirements are to be hired.

Next, each character must have some kind of housing. Again, they will have to search for it.

Play continues with characters going from site to site. If things become too slow, then the Master Event Randomizer Chart (MERC) should be consulted. Note that the MERC will be in constant revision, and there may be other random event or encounter charts pertaining to specific sites.

GM may have one central plot going on throughout the city. This may require him "funneling" the players towards it. This would be a perfectly acceptable thing for him to attempt. The superior method would be to have a number of conflicts happening simultaneously, which players can become embroiled in.

Modular City "Map"


Railroad tracks; separate the east and west side of town.
Here is a Street Listing of the city. Sites are located from west to east. Developed sites have their own link.
East North Street: 3P(Precision Poultry Production), Abandoned Warehouse
East Main Street: Zeke's Place, Omni Private Investigators, StaffQuest, King Donuts
East South Street: Renaissance Apts.
West North Street: New Ranch style houses
West Main Street: Taco Shed, McDougal's, PlanetGas, Modular General Hospital, Police Station
West South Street: Row of nice older houses

Combat


The player who declares the attack first gets the first attempt.
In HTH (Hand to Hand) the attacker must roll Weapon Combat: Each weapon has a damage rating with a critical hit specification. The percent chance to hit is up to whatever the skill of the person using the weapon has, and perhaps the range, target or shooter movement, etc.

HEALING: Takes place much better in a hospital. When the character is healed, DAM=MOR.

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