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Full Party Strike! System

Hi everyone!

Attached to this post you can find the pdf document for the Full Party Strike System, which anyone can use as a base to design action-oriented, beat 'em up-like tabletop games. It draws inspiration from many titles, among which figure Hades, Borderlands, Dragon's Crown, Metal Slug, Persona 5: Strikers and more.

The Full Party Strike system is licensed under the Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0) License.

This basically means you can fully copy and reuse the contents of the FPS rules framework, and all you have to do is clearly state that your rules are based on the FPS system - you must also release the rules of your game under the CC BY-SA 4.0 License as well.

To view a copy of this license, visit https://creativecommons.org/licenses/by-sa/4.0/

If you’d like, you can also use the FPS Compatibility logo to indicate your work is part of the FPS family! You can find the logo here. You are free to alter the color of the compatibility logo from orange to other hues, but if possible maintain the black and white areas as they are. Of course, you are also free to choose not to use it.

> Current Update: Version 1.5 (August 22nd, 2021)

Fixed some minor issues. Added bookmarks. Added a section on PVP versions of the system. Reduced the cost of the Ambush skill by 1.

Previous Updates:

Version 1.4 (July 7th, 2021)
Added a design option for critical success (p.11), added new skills (elemental barrier, ambusher, damage cycle, follow-up attack, optimism, vengeful), added official statement that the system works under a CC BY-SA 4.0 license, added a link to compatibility logo.

Version 1.3 (July 7th, 2021)
This could be considered the first semi-complete version of the reference document, although I still want to add a few Passive and Reactive skills, but will do so once I get some good ideas (not much has come to mind, at the moment).

Full Party Strike! System

Comments

Hi! The reason it's not on itch.io is that the terms for enabling a "commercial" itch.io profile (which, even if this is free, it would still count as me "selling it at zero cost) require me to make a series of statements and fill in fields that itch.io does not clearly explain. Thus, I'd rather not place myself in a muddy situation.

Emanuele Galletto

Been thinking about this system a lot. Have you considered posting this on itch.io? I feel like this could get a ton of traction there!

Chris Maclean

It's definitely meant to be a core skeleton upon which people "stack" additional elements. As long as it evokes ideas, it's doing its job - it's not meant to be exhaustive. Speaking of pre-battle actions and nuances, it really depends on how "fast" you want the game to be - and also how "casual". You thought XCOM, which I never thought about, while I'm thinking Metal Slug/Smash Bros action at the opposite extreme!

Emanuele Galletto

mmmmh. This has the potential to be a better engine than other fighting-based universal systems i've seen... but is also devoid of a lot of tactical nuances, for now. i get the game references, but i get the feel that by adding some pre-battle actions doable by player could greatly extend this system. A really well done document. Going to try and mount something that has the narrative of Xcom without the turns feeling.

Andrea Bergamelli


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