Free RPG Day: “FIGHT ITEM RUN”
Today is Free RPG Day so I figured I should slap something together. I landed on a barebones microRPG inspired by the original Pokémon gameboy mechanics, that is loosely based on Tunnel Goons. Though this could be used to simulate Pokémon in TTRPG form with a little elbow grease, I actually think it would be more interesting to use these Pokémon-inspired mechanics in a more traditional TTRPG setting with human characters

___ FIGHT:
FIGHT = Modifier, Offensive Action [PP 10/10]
FIGHT = Damage Score
Combat Initiative: “Scissors”
___ ITEM:
ITEM = Modifier, Assistive Action [PP 10/10]
ITEM = Inventory Score
Combat Initiative: “Paper”
___ RUN:
RUN = Modifier, Defensive Action [PP 10/10]
RUN = Speed Score
Combat Initiative: “Rock”
HP 10/10
CHARACTER CREATION
Distribute 5 points among your three skills: FIGHT, ITEM, and RUN
NOTE: characters with “0 FIGHT” cannot deal damage, characters with “0 ITEM” cannot carry anything useful, and characters with “0 RUN” cannot move on their own!
Characters all begin with 10 HP (Health Points)
HOW TO PLAY
Whenever an action is uncertain, select the most relevant skill. Roll 2d6 + the skill’s modifier + 1 for any relevant items in your inventory. If the total is equal to or greater than the selected skill’s current PP (Performance Points) then the skill succeeds! After the action is resolved, subtract 1 from the selected skill’s current PP
All three skills begin with 10 Performance Points. If a character’s skill ever reaches zero PP, then they cannot perform the associated action type
Character’s deal damage equal to their FIGHT skill. When a character’s HP is reduced to zero, they faint and cannot be woken until they have spent the night in a safe place. If a fainted character would take damage, instead permanently reduce their FIGHT, ITEM, or RUN skill by one
REST AND RECOVERY
Spending the night in safe place will fully recharge a characters lost HP and PP for each skill
Some consumable items, depending on their quality, can recharge some or all points of a specific stat. Most consumable items are not uncertain actions, therefore do not require a roll. Consumable items of the exact same type will stack within the same inventory slot
INITIATIVE
When initiative matters, refer to the Rock Paper Scissors mechanic assigned to each action type. Every round, all participating players will play a game of RPS. If all three are thrown, Assistive Actions (Paper) will go first, followed by Defensive Actions (Rock), then finally Offensive Actions (Scissors)
If two players both throw the same action type, whoever has the highest Speed Score goes first
ADVANCEMENT
If a character survived the previous session, at the beginning of their next session select one of their skills and permanently increase its maximum PP by one
DEATH
A fainted character dies if they are abandoned
Let me know what you think! BSKY