RPS-Squared: Full Table of Contents
[1]
Introduction
[1.1]
What Is A Roleplaying System?
[1.2]
What Is RPS-Squared?
[1.3]
What Is Roleplaying?
[1.4]
Legal
[2]
Game Concepts
[2.1]
Dice
[2.2]
Stat checks
[2.2.1]
Attribute checks
[2.2.2]
Skill checks
[2.2.3]
Resisted actions
[2.2.4]
Difficulty modifiers
[2.2.5]
Success vs Failure
[2.2.6]
Critical/Auto success
[2.2.7]
Critical/Auto failure
[2.2.8]
"Second Tries"
[2.3]
Time
[2.4]
Actions
[2.5]
Measurements
[2.6]
Glossary
[3]
Characters
[3.1]
Overview
[3.2]
Creation
[3.2.1]
Concept
[3.2.2]
Attributes
[3.2.2.1]
Physical
[3.2.2.1.1]
Strength
[3.2.2.1.2]
Agility
[3.2.2.1.3]
Appearance
[3.2.2.1.4]
Constitution
[3.2.2.2]
Mental
[3.2.2.2.1]
Logic
[3.2.2.2.2]
Intuition
[3.2.2.2.3]
Personality
[3.2.2.2.4]
Will
[3.2.2.3]
Biographical
[3.2.2.3.1]
Renown
[3.2.2.3.2]
Education
[3.2.2.3.3]
Contacts
[3.2.2.3.4]
Assets
[3.2.2.4]
Combined/Derived
[3.2.2.4.1]
Athletics
[3.2.2.4.2]
Reaction
[3.2.2.4.3]
Intellect
[3.2.2.4.4]
Empathy
[3.2.2.5]
Purchasing Attributes
[3.2.3]
Health
[3.2.4]
Field of Inclination
[3.2.4.1]
Military
[3.2.4.2]
Mechanical
[3.2.4.3]
Scientific
[3.2.4.4]
Social
[3.2.5]
Skills
[3.2.6]
Money
[3.2.7]
Equipment
[3.2.8]
Character Background
[3.3]
Skills
[3.3.1]
Alphabetically
[3.3.2]
By Field
[3.3.3]
By Attribute
[3.3.4]
Descriptions
[3.4]
Experience Points
[3.4.1]
Earning XP
[3.4.2]
Spending XP
[3.4.3]
Training
[3.5]
The Character Sheet
[3.5.1]
Character Personal Data
[3.5.2]
Player Info
[3.5.3]
Attribute Box
[3.5.4]
Health Box
[3.5.5]
Movement
[3.5.6]
Experience
[3.5.7]
Skills List
[3.5.8]
Languages
[3.5.9]
Assets Box
[3.5.10]
Armor
[3.5.11]
Notes
[3.5.12]
Weapons
[3.5.13]
Equipment
[3.5.14]
Sketch
[3.5.15]
Cyberware
[3.5.16]
Contacts
[3.5.17]
Background Info
[3.5.18]
Character Traits
[4]
Combat
[4.1]
The Combat Round
[4.1.1]
Initiative Roll
[4.1.1.1]
Surprise
[4.1.1.2]
Quickdraw
[4.1.2]
Declaring Actions
[4.1.2.1]
Number of Actions
[4.1.3]
Performing Actions
[4.1.3.1]
Yielding an Action
[4.1.3.2]
Canceling an action
[4.2]
Actions
[4.2.1]
Move
[4.2.1.1]
Walking
[4.2.1.2]
Jogging
[4.2.1.3]
Running
[4.2.2]
Dodge
[4.2.3]
Draw Weapon
[4.2.4]
Load Weapon
[4.2.5]
Load Magazine
[4.2.6]
Attack
[4.2.7]
Other Actions
[4.3]
Ranged Attacks
[4.3.1]
Types of Ranged Attacks
[4.3.1.1]
Single shots
[4.3.1.2]
-Round Burst
[4.3.1.3]
Full Auto
[4.3.1.3.1]
Multiple Targets
[4.3.2]
Modifiers
[4.3.2.1]
Weight Penalties
[4.3.2.2]
Sighting Distance
[4.3.2.3]
Effective Range
[4.3.2.4]
Switching Targets
[4.3.2.5]
Target Size
[4.3.2.6]
Cover
[4.3.2.7]
Movement
[4.3.2.8]
Weak-Hand
[4.3.2.9]
Two Weapons
[4.3.2.10]
Lighting
[4.3.2.11]
Quickdraw
[4.3.2.12]
Lying Prone
[4.3.2.13]
Resting a Weapon
[4.3.2.14]
Mounting a Weapon
[4.3.2.15]
Aiming
[4.3.2.16]
Called Shots
[4.3.3]
Fumbles
[4.4]
Physical Attacks
[4.4.1]
Types of Physical Attacks
[4.4.1.1]
Standard
[4.4.1.2]
Lunge
[4.4.1.3]
Parry
[4.4.1.4]
Block
[4.4.1.5]
Disarm
[4.4.1.6]
Punch
[4.4.1.7]
Kick
[4.4.1.8]
Grapple
[4.4.1.9]
Tackle
[4.4.2]
Distances
[4.4.3]
Modifiers
[4.4.3.1]
Weapon Accuracy
[4.4.3.2]
Lighting
[4.4.3.3]
Target Size
[4.4.3.4]
Movement
[4.4.3.5]
Crouching/Prone
[4.4.3.6]
Multiple Weapons
[4.4.3.7]
Weak-hand Attacks
[4.4.3.8]
Quickdraw
[4.4.3.9]
Switching Targets
[4.4.3.10]
Called Shots
[4.4.4]
Fumbles
[4.5]
Calculating Damage
[4.5.1]
Weapon's Damage
[4.5.2]
Attack Roll Success
[4.5.3]
Armor
[4.5.4]
Attacking Structures
[4.6]
Hit Location
[5]
Living and Dying
[5.1]
Taking Damage
[5.1.1]
Damage Types
[5.1.1.1]
Piercing
[5.1.1.2]
Slashing
[5.1.1.3]
Bludgeoning
[5.1.1.4]
Cutting
[5.1.1.5]
Drugs and Poison
[5.1.1.6]
Electrical
[5.1.1.7]
Fire and Energy
[5.1.1.8]
Acid
[5.1.1.9]
Falling
[5.1.1.10]
Disease
[5.1.1.11]
Explosive
[5.1.2]
Wounds
[5.1.3]
Bleeding
[5.1.3.1]
Light
[5.1.3.2]
Serious
[5.1.4]
Shock Value
[5.1.4.1]
Stun
[5.1.4.2]
Unconsciousness
[5.2]
Coma
[5.2.1]
Duration
[5.2.2]
Bleeding
[5.3]
Death
[5.3.1]
Resuscitation
[5.3.2]
Loose Change
[5.4]
Healing
[5.4.1]
Natural Recovery
[5.4.2]
Drugs
[5.4.2.1]
Stimulants
[5.4.2.2]
Depressants
[5.4.3]
First Aid
[5.4.4]
Field Surgery
[5.4.5]
Hospitalization
[6]
Equipment
[6.1]
Weapons
[6.1.1]
Handguns
[6.1.2]
Submachineguns
[6.1.3]
Rifles
[6.1.4]
Shotguns
[6.1.5]
Energy
[6.1.6]
Hybrids
[6.1.7]
Archery
[6.1.8]
Melee
[6.1.9]
Thrown
[6.1.10]
Machineguns
[6.1.11]
Support
[6.1.12]
Explosives
[6.2]
Armor
[6.2.1]
Advanced Armor Table
[6.3]
Ammunition
[6.3.1]
Handgun and Rifle
[6.3.2]
Shotgun
[6.3.3]
Archery
[6.3.4]
Support Weapons
[6.3.5]
Magazines and Speedloaders
[6.4]
Survival Gear
[6.5]
Communication
[6.6]
Surveillance
[6.7]
Security
[6.8]
Medical
[6.9]
Tools
[6.10]
Storage
[6.11]
Other Electronics
[6.12]
Vehicles
[7]
Vehicle Rules
[7.1]
Acceleration/Deceleration
[7.2]
Maneuverability
[7.3]
Top Speed
[7.4]
Turning
[7.5]
Terrain Modifiers
[7.6]
In Combat
[7.7]
Ramming
[7.8]
Losing Control
[7.9]
Crashing
[7.10]
Vehicle Design
[8]
Gaming Modes
[8.1]
Abstract
[8.2]
Tactical
[8.2.1]
Measurements
[8.2.2]
Movement
[Appendix A]
Night's Edge
[A.1]
Skills
[A.1.1]
Alphabetically
[A.1.2]
By Field
[A.1.3]
By Attribute
[A.2]
Money
[A.3]
Weapons
[A.3.1]
Handguns
[A.3.2]
Submachineguns
[A.3.3]
Rifles
[A.3.4]
Shotguns
[A.3.5]
Needlers
[A.3.6]
Energy
[A.3.7]
Hybrids
[A.3.8]
Archery
[A.3.9]
Melee
[A.3.10]
Thrown
[A.3.11]
Machineguns
[A.3.12]
Support Weapons
[A.3.13]
Explosives
[A.4]
Armor
[A.5]
Ammunition
[A.5.1]
Handgun
[A.5.2]
Rifle
[A.5.3]
Shotgun
[A.5.4]
Needler
[A.5.5]
Archery
[A.5.6]
Support Weapons
[A.5.7]
Magazines Speedloaders
[A.6]
Survival Gear
[A.7]
Communication
[A.8]
Surveillance
[A.9]
Security
[A.10]
Medical
[A.11]
Tools
[A.12]
Other Electronics
[A.13]
Vehicles
[A.14]
Cybernetics
[A.14.1]
Interfaces
[A.14.2]
Sensory
[A.14.3]
Visual
[A.14.4]
Replacements
[A.14.5]
Combat
[A.14.6]
Medical
[A.14.7]
Cosmetic
[A.14.8]
Input/Output
[A.14.9]
Enhancements
[Appendix B]
Partial Exodus
An
RPS
Product of Death
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