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vagabonvoid

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  1. To give you guys an idea of how a character would look, here is myself stated up... RST Profession: Personal Trainer STR 16 Effort 80 APP 12 Beauty 60 FIT 16 Stamina 80 CHA 10 Charm 50 AGI 14 Reflex 70 INT 14 Idea 70 DEX 13 Accuracy 65 TRN 13 Data 65 PER 10 Discern 50 MIT 16 WILL 12 Luck 60 SIZ 11 HEALTH 15 DAMAGE BONUS +1d4 SPEED 7 INITIATIVE 12 SKILLS: Body Obsession* 34%, Business 40%, Climb* 60%, Computer 41%, Craft small trinkets 35%, Credit 35%, Fiberglass 30%, First Aid* 25%, Fitness training* 50%, Horticulture 40%, Jump* 50%, Martial Arts* 50%, Nutrition* 50%, Sketch 30%, Tolerate Pain* 50% (*Professional Skills) COMBAT: Fist* 50% 2d3+1d4 Grapple* 60% -----------
  2. A few notes from behind the scenes... Regular people should be stated with the "Gritty' method. Some players using these methods may have a score over 18 occasionally (usually size)... Chalk these up to eating a bit much or genetics... My players always hated the term EDU because half of them have apprenticeships and internships... so I changed it to Training (TRN) so they could easier define their life experiences to the stat... Strength is the ability score in Stones (14lbs) that a character can power clean & press. Size is a characters weight in Stones Might is the ability score in Stones (14lb) times 2 that a character can deadlift Training is years of formal training up to 16, then +1 for every 4 years following that. Intelligence is based off of baseline is 60IQ=3 while 160IQ=30... This means every point over 3 is equal to 5 points of IQ (this is based on a 15 point deviation IQ test, I know there are others out there with larger variations but I only have experience with the 15 point deviation in my test group. This came pretty close for most players.
  3. Skill percentages are broken down into certain categories. Here are the guidelines… 19 and below Inexperienced 20-29 Amateur (average person) 30-39 Slight proficiency 40-49 Basic Trained 50-59 Well trained 60-69 Professional 70-79 Expert In field (top 5% of world population) 80-89 Top in field (top 1% of world population) 90-99 Legendary (best in field ever) Skills 100% or more are impossible to humans
  4. Character Creation Guidelines D100 By RST Step One: Choosing a Power Level Every creature is created differently. Some are just built better than others. There are 3 levels of play, Gritty, Heroic, and Epic. All ability scores are rolled based on the level of play. GRITTY Level, characters are ordinary people. They are rolled using the standard 3d6 totaled together (giving scores 3-18). This gives characters realistic values to their scores while still being a single person among millions of beings. HEROIC level, characters are extraordinary. They are top of the world class athletes and intellectuals. They are rolled using 4d6 totaled together (giving scores 4-24). This allows for characters to be amazingly separated from the ordinary people of the world. EPIC level, characters are legendary in their abilities. They are known throughout history for their talents. They are extremely powerful for any being of their world. They are rolled using 5d6 totaled together (giving scores 5-30). Step Two: Ability Scores Ability scores represent a character’s physical and mental aptitude. There are 12 different abilities, 10 of which have derivatives. Strength (STR) represents a character’s raw power. This determines total lifting strength and most skills relying on sustained intensity such as climbing or swimming. A character can lift over their head weight equal to strength score in stones (14lb increments). Strength’s derivative is called Effort. Succeeding with this could mean a character moved a boulder out of their way or forced their way through a crowd. Might (MIT) represents a character’s explosive energy. This determines skills that rely on quick, powerful bursts of force such as jumping, throwing, punching, etc… Might also helps determine Speed, Health, and Damage Bonus (all in Step 3). Size (SIZ) determines how large a character is. This is based on a characters mass in stones units (14 lb increments). Size also helps determine Speed, Health, and Damage Bonus (all in Step 3). Fitness (FIT) represents a character’s ability to endure physical stress and punishment. Fitness also helps determine Speed and Health (all in Step 3). Fitness’s derivative is called Stamina. A success could mean a character doesn’t collapse after a forced-march or can keep swimming longer than normal. Agility (AGI) represents a character’s quickness and flexibility. A professional dancer or gymnast would have a high Agility. This ability would determine skills such as dodge or dance. Agility helps determine Speed and Initiative (in step 3). Agility’s derivative is called Reflex, succeeding in this could mean the difference in being smashed by a falling boulder. Dexterity (DEX) represents control over the fine motor function of the character’s body. Skills utilizing this ability would be sculpting, painting, picking locks, etc… Dexterity’s derivative is called Accuracy. Succeeding can represent the difference between shooting straight or being off target when on an unstable platform, such as a moving vehicle. Perception (PER) is the ability to notice things that are out of place. It also determines skills such as spot, and listen. Agility also helps determine Initiative (in step 3). Perception’s derivative is called Discern. It represents a character’s knack for sifting through random information or images and putting the pieces together. Will (WIL) represents the power of consciousness and mind. A higher Will represents a more steadfast or stubborn person. It also represents a character’s ability to shrug off mental strain or overcome emotional turmoil. Will’s derivative is Luck. A success could mean the difference in that rickety board on the old bridge going out beneath your feet or not. Appearance (APP) is how physically attractive a character is. Using this ability could determine how people immediately react to a person upon seeing them. A being with a low Appearance will be looked upon with repulsion while a being with high appearance would be looked upon with lust. Appearance’s derivative is Beauty. A success could mean that person noticing you across a crowded room. Charisma (CHA) is a character’s ability to captivate an audience through force of personality. A character with a high charisma can entertain a crowd with little effort while a person with a low charisma might be an expert in a field, but nobody will be interested enough in the person to listen to them. Charisma’s derivative is Charm. A success could mean you convince a person to listen to you while a failure could mean they won’t bother listening even though you are telling the facts. Intelligence (INT) is a rough measurement of a character’s mental aptitude. It represents a character’s problem solving ability. Intelligence also determines the amount of Sideline Skill Points a character has to spend. Intelligence’s derivative is Idea. Success could mean a character solves a problem thought general knowledge. Training (TRN) is the measurement of a character’s years of education through formal schooling or apprenticeship. A 12 represents a high school graduate while higher represents years of additional training. Up to 16 is roughly 1 year per point of year of schooling while each point higher is 4 additional years of formal training. Training determines the amount of Profession Skill Points a character has to spend. Training’s derivative is Data. A success could mean a character remembers something from their education like advanced geometry that can help in the situation at hand. Step Three: Ability Derivatives Ten of the Twelve Ability scores have a corresponding percentile (%) scores that represent many game-play opportunities. Each of them are equal to the ability score times 5. When asked, a player will attempt to roll equal to or under the percentage. Sometimes this percentile can be over 100%. That is OK; it just means a character has an easier time when Greater Challenges come up. Greater Challenges are determined by the Game-Master. Generally these are half the derivative or skill for extreme challenges and 10% of a derivative or skill percentage for legendary challenges. ***** Each character has a DAMAGE BONUS (DB) which is a dice added or subtracted from all melee damage done by the character. It represents the amount of force a character can put behind a swing, stab, or a slash. Add a character’s Size and Might together to get the total and compare it to the chart below. Each character has a SPEED (SPD) score. It equals the amount of units a character can move on a battle-grid (each unit is roughly 5 feet in length and width). To calculate this, Add agility, fitness and might together, subtract size, then divide by 5. The formula is below. Speed= (Agility+Fitness+Might-size)/5 A character’s HEALTH (HP) represents the amount of punishment a character’s body can handle before they pass out, and inevitably perish. At Zero Health, a character passes out. At -2 a character dies on the following round unless revived. To calculate HP add fitness, Size and might, then divide by three. The formula is below. HP= (Fitness+Size+Might)/3 INITIATIVE (Init) is the order that characters will act in combat situations. This is determined by going from highest to lowest. Initiative is calculated by adding perception and agility, then dividing by two. The formula is below. Initiative = (Perception + Agility)/2 ***** SKILLS represent specialized areas of training. A character is aiming to roll d100 equal too or below the skill total. A character starts with their PROFESSIONAL Skills. A character chooses their profession which represents their area of focus in their life (such as a detective, adventurer, athlete, farmer, etc…) and then chooses 10 skills related to this profession. They then have a number of points to distribute among these equal to their Training ability score times 20. A character then receives their SIDELINE skill points. These may be spent on any skills permitted in the game. The number of points a character receives is equal to 10 times the character’s Intelligence. If a character’s ability scores change, they may gain or lose skill points to reflect the change. Basic skills start at a % equal to the associated ability score times 2 (ex: Bob has a 10 Might, so his jump starts as a 20). Specialized skills start at 01%. These are skills that a person would not have come across in daily life such as martial arts, chemistry, pharmaceuticals, locksmith, wielding, etc… Weapons can be associated with skills that best represent them. An example is fists can be might or agility based or a shotgun can be strength or agility based. Here is a list of weapons and associated Ability scores… Fists Might, Agility Grapple Strength, Agility Kick Might, Agility Head Might Knife Dexterity, agility Saber Might, Dexterity, agility Long sword Might, Agility Heavy melee Might, Strength Pistol Dexterity, Perception SMG Dexterity Shotgun Strength, Dexterity Machinegun Dexterity Rifle Dexterity, perception Shield Strength Following is a list of example skills and their associated ability scores… Strength Climb, Swim, Lifting Might Jump, Throw, Fist Fitness Endure, Roll-w/the punch Agility Dodge, tumble, dance Dexterity Pick lock, typing, draw Perception Spot, Listen, Search Will Ignore pain Appearance Disguise, hide, dance Charisma Oratory, Fast talk Intelligence Craft, Blueprint Training Accounting, Computers Beside normal, everyday skills such as spot, jump, or fast-talk, there are many other skills a player can come up with based on the character’s design. Combat based skills are called weapon style skills. If the attack roll with the associated weapon is equal too or less than the weapon style’s %, then the attack does double damage plus damage bonus. If a character does not attack during their turn, they are able to attempt to negate an attack if they choose to spend points in one of the following skills; dodge (agility), overcome pain (will), Roll-with the punch (Fitness). These skills represent a character gritting it out, leaping behind crates, and ignoring the effects of an attack. Let’s say Bob wants his character to be a tough guy unarmed fighter. He comes up with brawling-which when successful doubles his unarmed attacks. He also comes up with roll with the punch to negate attacks. ***** Now that you have the basics, you are ready to create your character.
  5. As the title said, I would like your input... A Little Background My gaming group likes the BRP system for it's "realistic" feel for our gritty games. They wanted me to expand on the system so they could flesh out their characters even more... This rules set is meant for a game world like GTA and the characters are supposed to be realistic (my group ends up playing as ourselves in some games)... So please keep that in mind... Most of the rules such as parrying, weapon damage, or basic skill uses remain the same... So I don't need to retype the entire BRP rulebook here... The changes that I have made to the system are a bit weird at first... Max human potential for any stat has been pushed to 30 (these being legendary, top of the world individuals). I based this on a static progression for the stats I could define like STR and SIZ are measured in Stones weight. Skills are the biggest change... They are all based off of a relevant ability score times 2 (with the exception of skills that must be studied extensively such as chemistry or martial arts). I had to change the skill ranking a little to accommodate this change but the play tests so far have shown it works well... The next post will have the rules...
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