>>718493150
>ChatGPT, adapt Kenshi the computer game into a tabletop system.
Kenshi: Tabletop System (TTRPG Conversion)
Core Concept: Sandbox survival in a hostile world. Focus on freedom, risk, and emergent play. No classes; characters grow by doing.
Character Creation:
Stats: Strength, Dexterity, Constitution, Perception, Intelligence, Will. Start all at 1. Max 10.
Skills: Blade, Martial Arts, Crossbows, Sneak, Thievery, Engineering, Medicine, Athletics, Survival, Trade. Begin with 3 at rank 1. Raise skills via use.
Backgrounds: Choose 1 (Drifter, Slave, Ex-Soldier, Noble Outcast, Tech Hunter, Bandit). Gives 1 bonus skill + 1 flaw.
Resolution:
Roll d100 β€ (Stat + Skill Γ 10). Degrees of success: 10β20 margin = critical.
Opposed checks: higher margin of success wins.
Combat:
Initiative: d10 + Dex.
Attacks: Roll Blade/Martial/Crossbow. Opponent rolls Defense (Dex + relevant skill). Damage = Weapon die + Str. Armor subtracts flat value. Limbs track HP separately; dropping below 0 cripples/dismembers.
Knockout: If Torso or Head β€ β5, roll Endurance (Con Γ10) each round or fall unconscious.
Injury & Healing:
Bleeding: lose 1 HP/round until bandaged.
Limbs lost: prosthetics available via Tech.
Healing: Medicine roll, success restores 1d6 HP/hour.
Progression:
No XP. Each successful check can raise skill by 1% (GM discretion, cap once/session). Stats increase slowly by using linked skills.
Economy & Factions:
Copper is universal trade.
Factions (Empire, Shek, Hive, Holy Nation, Outlaws) react to reputation (β100 hostile, +100 ally).
Settlements can be built: assign Engineering rolls, recruit NPCs, defend from raids.
Tone:
Bleak, emergent, with high mortality. Survival and freedom take precedence over βheroicβ arcs.
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