Tarkov RPG

Preface:

This is a work in progress. My goal is to make this an enjoyable experience for people that are inexperienced with Dungeons and Dragons. That means, I’ll be using the principles of Dungeons and Dragons 5th edition, so that means it is the simplest form of dnd in terms of Roll checks, attack rolls, damage, and etc. I am typing this up slowly as I go, until it is finalized, so you may see some stuff that you agree/disagree with, so bear with me as I go through the thinking process of the ruleset of dnd and the battles that may occur in the world of Tarkov. Personally, I know that you can go solo in Tarkov, but in my opinion, and my preference, I would prefer to go with a small group of friends/squadmates to make my experience more enjoyable, so in that aspect, I would believe that this can be done, because in Dungeons and Dragons, it is a party/squad based game. I will give “patch notes” as I go on, letting people know what I have changed, but for now, just bear with me as I go create this madness/maybe ingenious idea. Enjoy!

Possible Idea: Maybe make all weapons proficient? Maybe start as scavs first and work to be PMC. Example: someone that’s based on sniper class would start with a random weapon and eventually acquire a Sniper Rifle. Short rest = healing in raid and Long rest = resting in Hideout. 

Table of Contents:

Introduction

  • What is Tarkov and Inspiration of why I wanted to create this game

Chapter 1:

  • How to play

  • How to make a character

Chapter 2:

  • Classes

    • Assault

    • Medic

    • Sniper

    • Tech

  • Backgrounds

  • Equipment

  • Feats

Chapter 3:

  • Ability points

  • Modifiers

  • Advantage/disadvantage

  • Proficiency Bonus

  • Ability Checks

  • Saving Throws

Chapter 4:

  • Time

  • Movement

  • Environment

  • Social Interaction

  • Resting

  • Between Adventures

Chapter 5:

  • Order of Combat

  • Movement and position

  • Actions in Combat

  • Making an Attack

  • Cover

  • Damage and Healing

  • Mounted Combat

Chapter 6:

  • Conditions

Introduction

If you are new to the world of Tarkov, then let me explain what exactly Tarkov is. Tarkov is a fictional district based somewhere in Russia. Something happened at some point in Tarkov that caused a crazed civil war that got three different factions involved. One is called the “United Security”, which is commonly known as “USEC”, a private military company (PMC). Battle Encounter Assault Regiment, which is commonly known as “BEAR”, another private military company. The USEC are mostly American, and the BEAR are all Russian. Scavengers, which is commonly known as “Scavs”, is the last faction in Tarkov. Scavs consists of locals that lived in Tarkov, and are known to roam around the World of Tarkov, trying to survive, scavenging anything they can.

The whole idea of making this campaign begins with my love of Dungeons and Dragons. Then, I got into playing the hardcore shooter, Escape from Tarkov. I want to see if people are willing to try out Dungeons and Dragons, with a twist of modern times of Shotguns, Guns, and so forth, rather than the typical fantasies of Elves, Dwarves, Dragonborns, and Orcs, trying to get on with their lives using magic, and fighting Dragons or Beholders and hope that they can save the world.

This campaign is meant to give players the feeling of modern times, but with a chance of rolling the dice, having the same elements that Dungeons and Dragons provided, giving the satisfaction, or dissatisfaction of how the game will progress based on the results given. With that in mind, I just wanted to make some people out there feel like they can roleplay a bit easier with this setting.  I hope that by playing this twist with Escape from Tarkov, you all can enjoy the joy and fun that it can potentially provide for you, especially if you know what the World of Tarkov is.

Chapter 1

Now, don't get discouraged in playing this game. I know this may be overwhelming, and that's okay. Let me be clear, DO NOT BE AFRAID TO ASK QUESTIONS. I do not care what people say, I feel like no one knows every single thing about Dungeons and Dragons. I promise you that every game I've been involved in, someone always asks questions, and we all look up the handbook and someone will come up with the answer. Now that's out of the way, the first thing I want to mention is that your game will be involving the roll of different dice. They consist of a 20 sided dice (known as d20), a 12 sided dice (known as d12), a 10 sided dice (known as d10), an 8 sided dice (known as d8), a 6 sided dice (known as d6), and a 4 sided dice (known as d4). The main interactions that you'll encounter consists of rolling the d20. For example, if you want to go up to a house, and you wanted to look around to see if anyone may be patrolling, or possibly scavenging inside that specific house, your Dungeon Master (DM) would ask you to roll for perception.

There are a few different ways to create a character, but I will tell you the popular way. So, the popular way you would want to make a character is to roll four six sided dice (4d6), record the total of the highest three dice on paper, or on your character sheet. Do this five more times, so that you have six total numbers. Now, this varies with how DM's are, but that is the general rule of thumb.

Ability Scores

Once you get the numbers, you distribute the numbers to your abilities, and they are known as “Ability Scores”. There are six different abilities that you choose from. They are as follows: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.

Someone with high Strength usually has an athletic build, so they can carry heavy objects, and characters with low Strength normally are scrawny or plump.

Someone with high Dexterity is probably slim and agile, so they are more inclined to try to sneak by someone, and they can have excellent balance. Someone with low Dexterity may be gangly and awkward, or heavy and thick-fingered, or possibly even clumsy.

Someone with a high Constitution usually looks healthy, with bright eyes and abundant energy. A character with a low Constitution might be sickly or frail.

Someone with high Intelligence might be studious, may be very knowledgeable with technology, book smart. Someone with low Intelligence might speak simply or easily forget details.

Someone with high Wisdom has good judgment, empathy, and a general awareness of what is going on. A character with low Wisdom might be dull, absent-minded, or oblivious.

Someone with high Charisma exudes confidence, which can be mixed with a graceful or intimidating presence. A character with a low Charisma might come across as abrasive, timid, and inarticulate.

Proficiency Bonus

When you start out with your character, at 1st level, you will gain a +2 proficiency bonus. Your proficiency bonus would be applied to many of the numbers you’ll be recording on your character sheet. 

  • Attack rolls using weapons that you are proficient with. 

  • Attack rolls with spells you cast.

  • Ability checks using skills you’re proficient in

  • Ability checks using tolls you are proficient in

  • Saving throws you’re proficient in

  • Saving throw DCs for abilities you use. (which would be in the classes section.)

Now, with that in mind, you would distribute these numbers that you wrote down into the 6 different abilities listed above, and the obvious thing to do is to put the highest number on the most important ability you need, based on your class, which will be described later in the book. In the actual Dungeons and Dragons handbook, you would get bonuses depending on the race of your character. What I decided to do is to utilize the bonus ability points for players that depend on which class you would pick. 

Chapter 2: Classes

Now that you got your ability scores written down, you would need to distribute the points as needed. I have come up with five different classes that will give you and your party a variety of skills you would need to survive the world of Tarkov. For example, the Medic class would help people with treating you and whoever needs help with their wounds, maybe applying different first-aid kits. Snipers, another example, can provide over watch while others move into an outpost.

Assault

Someone that is trained in the Assault class is pretty much a soldier that is trained in most weapons. They can be versatile with a variety of weapons and a variety of armor. The “Grunt”, if you will. If you were to pick this class, you are the jack of all trades when it comes to being a soldier. In this class, there are two subclasses that you can choose. They are the Grenadier and Heavy class. 

In this class, you would be proficient with Strength and Constitution. The bonus would be +2 Strength and +1 Constitution. 

Hit points: 

  • Hit Dice: 1d10 per Assault level

  • Hit Points at First Level: 10 + Constitution

  • Hit Points at Higher Levels: 1d10 (or 6) + your constitution modifier per Assault level after 1st. 

Proficiencies:

  • Armor: Light, Medium, and Heavy

  • Weapons: Any

  • Tools: None

  • Saving Throws:  Strength, Constitution. 

  • Skills: TBD

Equipment:

TBD

Difficulty Class (DC)

A Difficulty Class (DC) is a number that a person must contend with to see if they can succeed or fail a certain action. For Example, if someone were to run into a land mine, and was not paying attention to where they were going, then they would roll a Dexterity Saving Throw and must beat a DC of 14. If higher than 14, they succeed. If they roll 13 or lower, they will take full damage. For the Assault class, determining the DC is as follows:

  • Ability Save DC = 8 + your proficiency bonus + Your Constitution Modifier.

Jack of All Trades

At 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus. 

Specialist

At 2nd level, you choose which specialist you would want to specialize in, the Grenadier, or the Heavy Specialist. 

Extra Attack

At level 5, you can attack twice, instead once, whenever you take the Attack action on your turn. 

Grenadier

The Grenadier. This specialist is for someone that is more focused with Grenades and Grenade Launchers. They can help when their group is in a pinch. For example, if their group has been stuck in a fight, having a group of Scavs trying to raid their camp, then the Grenadier can either lob some grenades, or get in position and pick an ideal spot to utilize a Grenade Launcher. 

Clear the room

At 2nd level, as long as you have grenades on your person, you gain a skill that allows you to throw a grenade in a room that can clear any hostile in a 15 ft radius. Hostiles that are in the blast radius, must roll a Dexterity Saving throw which contests with your DC. If they succeed with the Saving throw, then they take half damage. If they fail, they take full damage and are prone. Roll 2d8 plus strength modifier to determine damage. You can do this two times per long rest. As you level up, the damage is increased, so by level 5, you can roll a 3d8 plus strength modifier, level 10, 4d8 plus strength modifier. 

Thunderdome

At 5th level, if you have a grenade launcher and ammunition equipped on your person, you can use the grenade launcher to help clear out any hostiles within a 15 ft radius. The hostiles need to roll a dexterity saving throw, and if failed, they take 2d12 plus strength modifier damage and are prone. If succeeded, they take half damage. You can do this 2 times per long rest. As you level up, the damage is increased, so by level 8, it’s 3d12 plus strength modifier, and at level 12 it’s 4d12 plus strength modifier. 

Heavy

Someone that is specialized in the Heavy specialist is someone that can take a beating. A “tank” if you will. They are more proficient with wearing heavy armor, and are able to help fellow squadmates with soaking up some damage. For example, if your squadmates would breach a house, and there are a few Scavs that are currently in the area, and are ready to engage in some gunfights with your squad, you, as the heavy, will step in and try to take the brunt of the damage. 

Berzerk

At 2nd level, as a bonus action, you can go berzerk, so that you will take half of piercing, bludgeoning, and slashing damage. You can do this 2 times per short rest.

Hunker Down

At 2nd level, you can step into battle with your squadmates while they are in a gunfight, in hopes to soak up some damage. Choose up to three hostiles you see in a 15 ft radius that are attacking your squadmates, they must roll disadvantage. This lasts for 1 minute. You can do this 3 times per long rest. 

Covering Fire

At 5th level, you are able to suppress fire for your teammate. Choose one hostile. That hostile will be suppressed, which means they will roll disadvantage until they can break out of it by succeeding a Constitution saving throw, which would need to roll above your DC. This lasts 1 minute, or until you change your magazine. You can do this 2 times per long rest.

Medic

The Medic class is a support class that will be responsible with applying first aid on their fellow squadmates. They are not as trained in all firearms, but with the lack of training may come in handy with healing their fellow squadmates. There are two different specialities that come with being a Medic. There’s a Field Medic, and a Field Surgeon.

In this class, you would be proficient in Intelligence and Wisdom. The Bonus would be +2 Wisdom, and +1 Intelligence. 

Hit points

  • Hit Dice: 1d8 per Medic level

  • Hit Points at 1st Level: 8 + your Constitution modifier

  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Medic level after 1st.

Proficiencies

  • Armor: Light, Medium

  • Weapons: Pistols, SMGs, and any melee. 

  • Tools: All of First Aid kits.

  • Saving Throws: Wisdom, Charisma

  • Skills: TBD

Equipment

TBD

Difficulty Class (DC)

A Difficulty Class (DC) is a number that a person must contend with to see if they can succeed or fail a certain action. For Example, if someone were to run into a land mine, and was not paying attention to where they were going, then they would roll a Dexterity Saving Throw and must beat a DC of 14. If higher than 14, they succeed. If they roll 13 or lower, they will take full damage. For the Assault class, determining the DC is as follows:

  • Ability Save DC = 8 + your proficiency bonus + your Wisdom Modifier. 

Diagnosis

At 2nd level, you are able to run up and check on your fellow squadmates and see if you can identify any sort of wounds. You would need to roll a d20 and add your Wisdom modifier. This will take a bonus action and only one round to use. You can use this 1 + your wisdom modifier per long rest. You must be up close to your fellow squadmate in order to use this ability. 

Quick Patch

At 2nd level, if you have any bandages on your person, or possibly your fellow squadmates may have some bandages, you can use a bonus action to do a quick patch. You run up close to an injured squadmate, and you can quickly apply a bandage, and heal 1d4 + wisdom modifier. It is an instant action, so one round. You can do this 3 times per short rest. As you get to higher levels, the bandage is more effective, so at level 5 you can do 2d4 + wisdom modifier, and at level 8 3d4 + wisdom modifier. 

Resuscitation

 At 3rd level, you may be able to try to resuscitate your squadmates. Depending on how severely wounded that squadmate is, which you would find out through diagnosis, you may be able to help that squadmate out. It takes one action, as long as your squad has died within one minute, you may be able to bring that squadmate back to life. You would roll a d20 plus wisdom, and if successful, the squadmate will return to life with 1 hit point. . 

Specialist

At 2nd level, you may choose one of the two Specialization classes that is available, Field Medic or Field Surgeon. 

Field Medic

(Work In Progress)

Sniper

Whoever is trained as a sniper is a specialist that is focused on supporting their squadmates with either providing overwatch for the squad as a Marksman, or can Scout out an area and relay information back to their squad. If you are specialized in this class, you are more proficient in Sniper Rifles and Pistols. 

In this class, you are proficient in Dexterity and Wisdom. The bonus applied would be +2 Dexterity and +1 Wisdom. 

Hit Points:

  • Hit Dice: 1d8 per Sniper 

  • Hit Points at 1st Level: 8 + Constitution modifier

  • Hit Points at Higher Level: 1d8(or 5) + your Constitution modifier per Sniper Level

Proficiencies:

  • Armor: Light and Medium

  • Weapons: Pistols and Sniper Rifles

  • Tools: None (TBD)

  • Saving Throws: Dexterity and Constitution

  • Skills: TBD

Equipment:

TBD

Difficulty Class (DC)

A Difficulty Class (DC) is a number that a person must contend with to see if they can succeed or fail a certain action. For Example, if someone were to run into a land mine, and was not paying attention to where they were going, then they would roll a Dexterity Saving Throw and must beat a DC of 14. If higher than 14, they succeed. If they roll 13 or lower, they will take full damage. For the Assault class, determining the DC is as follows:

  • Ability Save DC = 8 + your proficiency bonus + Your Constitution Modifier.

Camouflage

At 2nd level, you are skilled in being as hidden as possible. As a bonus action, you can roll to Camouflage, which means you try your best to be as hidden as possible, maybe try to blend in with your surroundings, etc. Once activated, you can roll stealth with advantage. You can only use this ability twice per long rest. 

Specialist

At 2nd level, you can choose to pick one of the two specialist classes, which are Marksman and Scout. 

Marksman

As a Marksman, you have abilities to provide overwatch for your squad and are particularly skilled in sniping. For example, if your squad is infiltrating a camp of scavs, you can be providing overwatch at a decent distance, and if there are enemies approaching from beyond your squad’s Area of Operation, then you can attempt to fire at the enemies.

Sharpshooter

At 2nd level, you are skilled with a sniper and can shoot a hostile from a distance. If hit, you add a +2 to damage. As you level up, this damage bonus will be increased. So once you hit level 5, it’ll be +3, level 8 will be +4, and level 10 will be +5. This lasts for 30 seconds. You can use this ability 1 + wisdom modifier per short or long rest.

Hold Your Breath

At 3rd level, you can hold your breath. Holding your breath makes the shot more accurate, so you can have an advantage on attacking a hostile that you can see. You can use this ability 2 times per short or long rest.

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