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Razili

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Everything posted by Razili

  1. I have a set of growth charts I use whenever playing kids or teenagers. At the 50% mark the average height for 15 yr old boys is 66.4 inches. That's 3 inches shorter the the 50% for 18 yr olds. For 9 yr olds the 50% is 52 inches. That translates into a SIZ 6 for the 9 yr old and a SIZ 11 for the 15 yr old. It's similar for girls. And that's just going with the 50 percentile of the charts. So there's plenty of room for differences in SIZ (especially since I'm having them roll their stats). I just don't want someone being a 6 foot plus 12 yr old. The premise for the game is that an alien virus is killing adults and near-adults (ie those almost done with puberty). That's not to say that there aren't some kids out there that are tall for their age, they just aren't going to be "tall, buff, and handsome devils". Tall, skinny, with acne maybe.
  2. I'm going to go with the standard for reducing stats in that the players get to pick which ones get reduced (SIZ being a big one naturally) so I really don't expect them to reduce INT at all. But if somone does pick to be the nine year old, that's nine points to reduce off their stats! Probably will encourage SIZ and STR before spreading the rest of the points out evenly after that. Unless they want to play the asmatic kid. As for skills I've decided that I'm going to have them pick a Personality Type. They can then choose at least half their "professional" skills from that list and fill it out from there as it would make sense for their character. Since each one of the personality types has 13 skills that should be plenty for a starting point for them that don't know the system. I don't want them to get hung up on needing oodles of combat skills right off the bat, so I might limit them to what their personality type has for professional points. ie- number 1 (Physical Force and Brawn) has Brawl, Dodge, Grapple, Throw and two combat skills; where as number 4 (Persuading others to do the work) just has one combat skill. They can learn more as they go in the adventure and there are the personal skill points as well.
  3. I should also mention that I'm building this for a PbP where I'm not to sure how many of my players will have the rule book or be all that familiar with the system. That's another reason why professions might be useful to help guide the newbies in making their characters.
  4. Yeah, they are just guides which is why BRP has them to begin with. I'm considering just giving a higher base bonus to things like Tech: Computer Use since that's become the norm for our age/culture.
  5. So I'm trying to set up a BRP game where all the players play kids age 9-15. It's modern day, normal Earth, no magic, etc. at the start of the game (it gets weird after that). I know how to have them generate their stats and the number of professional skill points they get for their age, but I need professions they can stick those points into. I was originally just going to make up a bunch like: Jock, Nerd, Socialite, Boy Scout, etc. But then I was thinking about just letting them pick 10 skills. Not all Jocks are alike for example. ie- The difference between the Quarterback/Leader of the team vs the Track Star who does it just so they can get into college. What do you guys think?
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