While Kill Sector isn’t hard to run once you’ve got a gauntlet, the game has no big list of example enemies. To an extent though, if you take weaknesses where you take double damage and don’t invest in defenses then die, it’s kind of your own fault.Īt the very least, you don’t have to contend with the swingness of “save or suck” spells instantly killing the boss since the clever affliction system means that harmful non-damaging effects are more likely to work the lower the enemies HP. This can also go for the players, if you have a weakness to a damage type and the enemy gets a good hit against you, you might instantly die if you didn’t invest in defense. For a wacky system designed around oneshots, this variability isn’t necessarily a huge downside, and it can produce some entertaining and exhilarating moments. “Average” damage is 1d100, meaning a hit might just lightly scratch the target or instantly obliterate them. The game is based around d100’s and a standard NPC has 80 HP before any modifiers. While you can play for years enjoying the medieval fantasy setting of D&D, it’s also freeing to explore something completely different, whether that be an abandoned science fiction laboratory, a game of death golf, or the center of a volcano-turned-factory. ![]() Kill Sector’s “setting” is extremely open-ended and undefined, allowing you to fill in whatever you like. It’s perfect to slot into your standard D&D game in-between campaigns or when you otherwise wouldn’t be able to play. ![]() It also means that if you or your group are not quite sure about Kill Sector, it’s easy to give it a try anyways since a complete experience is just one session and the books are completely free. It also means the GM can go all out with their final boss, which is typically “unfair”, but if you defeat them, it’ll be a real accomplishment, rather than being something you were “meant” to do. Since you won’t be playing these characters for months on end, if a character doesn’t work out or gets blown to smithereens, it’s not too big a deal. The basic structure of a Kill Sector game is to make characters survive 2 waves of combat, and end with a battle against a very difficult boss, all in one session. If you’re a player and you want something that isn’t written down, it’s usually easy to come up with something that works if you talk with the GM. If you’re the GM and want to have an enemy do something, you don’t need to write it down or deal with complex rules, you can just do it. Because each function is independent, it’s easy to think of a cool idea and make one up as a function to share with other people. Despite having so many functions, each is independent and not required reading to run the game, the actual rules required to run can be summarized in just a few pages. While Kill Sector is quite different from D&D, the turn-to-turn gameplay is not completely alien, and the basics are built around recognizable concepts like rolling to hit, dealing damage and having a certain number of actions per turn. These functions cover anything from simply being better at shooting, to having extra arms, having a body composed of goo, playing as a ghost and more. With over 900 functions in the Core Rulebook alone, many more in additional documents, and with homebrew being easy to make, you’ll never run out of interesting characters to build. ![]() ![]() Kill Sector uses a point buy system, with a standard character having 10 points of “functions” abilities and weapons you purchase during character creation. If you enjoy building characters and optimizing, especially if you love optimizing around a specific option or concept, you will likely enjoy Kill Sector. Kill Sector is a simple, combat focused TTRPG with extensive character customization designed for oneshots (though you could run a campaign if desired). Cover image belongs to Bahunga Worldwide About the System
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