For some reason today I got onto thinking about using the Cyberpunk 2020 system as a generic GURPS-esque system - I think I started off by wondering what system I would use for a fantasy cowboys sandbox thanks to watching Django Unchained yesterday, and it sort of snowballed from there.
Here is what I have so far. This is a fantasy/medieval history iteration, not a western one. I am posting it up here for comments and, if anybody really wants to, play testing. You'll need to have some knowledge of Cyberpunk 2020 to know what the fuck I'm talking about, but still.
The basic aim is to try to emulate the grittiness and danger of the Cyberpunk 2020 "Saturday Night Fire Fight" system, as well as the importance of armour and shields. The rationale is: if you are prepared for a fight, fully kitted out, you will be very tough to kill. If you are unprepared/unarmoured, you will die extremely quickly.
Default is to assign 60 points between the stats, but you could roll 9d10 and use the total instead. The 'Iron Man' system of character gen would be to roll a d10 for each stat in order, re-rolling 1s.
'Cool' is renamed 'Fortitude'.
As standard. Combat skills would include Brawling, Archery, Polearms, Slashing weapons, Bludgeoning weapons, Exotic weapons (for things like whips, nets, bolas, etc.).
Combat rules are as standard - d10+skill+REF. BTM modifiers apply for both attacker and defender. Hits are randomly assigned, also as standard. Following exceptions to main rules applies:
Damage reduction - all penetrating hits damage armour by SP1, but axes, pole-axes and maces always damage hard armour (i.e. plates) by SP1 irrespective of whether they penetrate.
Edged weapons are armour-piercing against soft armour (e.g. leather, hide, padded) - SP is halved.
Pole-axes, warhammers and military picks are armour piercing against hard armour - SP is halved.
Damage to head is doubled without a helm.
Shields work against all hits to arms, torso or head (though not to rear attacks), and are SP 14 (wooden) or SP 16 (metal). All hits to wooden shields reduce the shield's SP by 1. Shield users suffer a -3 modifier to hit when attacking. [Designer Note: The idea is that if you are fighting a shield-user, you're probably going to have to either wear down his resolve with repeated blows, outflank him, or go for the legs with a called shot at -4 to hit]
Sample armour SPs:
Soft leather 5
Ring mail 10
Chain mail 12
Banded mail 12
Scale mail 14
Field plate 18
Full plate 20
Sample damage ratings:
Two-handed sword 3d6
Battle axe 2d6
Short sword 1d6
Not thought about that yet.