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darkrose50

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  1. ----------Terms---------- Active = declaring an action during the entities turn (wins ties). Passive / Reactive = reacting to an action during another entities turn (looses ties). Score = Skill, or Attribute x5 Modified Score = score +/- modifiers Scale = modified score / 100 = (round-up). Scale die = scale dx00, where the x is the scale (1 = d100, 2 = d200, 3 = d300 and so on). ----------Goals---------- 1. Higher successful rolls winning Leads to: New critical definition 2. Successful doubles equaling a critical Leads to: No dividing 3. Scalability without a chart Leads to: More than one roll if of different scales (disadvantage) Leads to: 90 verses 50 = 61% of winning, not 90% (disadvantage, trying to fix this . . . see way below) ----------Short explanation---------- 1. Modified score / 100 = (round-up) = the scale (1 = d100, 2 = d200, 3 = d300 and so on). 2. You get to roll your scale and every scale below (adjusting the score downward by 100, minimum scale 1) and take the highest successful result. The active or passive can stop rolling if contented by a roll. 3. The highest roll wins (ties go to the active) Example 1: A scale 4 troll would roll d400, d300, d200 and d100 and take the highest successful result. The troll rolls his d400 (scale 4) and rolls a successful 311. The troll is content that he can not succeed with a higher roll and stops rolling. However if he rolled a scale 4 roll of 99, then he may want to roll scale 3, scale 2 and even scale 1 if he keeps rolling lower than his opponent. This might be faster for some. Example 2: Illhoff uses his scale 2 sneak skill and rolls a 10 verses the guards 9. Illhoff is content with sneaking past the guard at a 9 (the storyteller approves as it speeds up play). ----------Long explanation---------- Step 1: Determine the scale. If a skill, then proceed to step 1a, else (if an attribute) proceed to step 1b. --Step 1a Skills: [skill + modifiers] /100 (round-up) = the scale (1 = d100, 2 = d200, 3 = d300 and so on). Proceed to step 2. --Step 1b Attributes: [Attribute + modifiers] x5 / 100 (round-up) = the scale (1 = d100, 2 = d200, 3 = d300 and so on). Proceed to step 2. Step 2: The active and passive attempt to roll equal to or under their modified score (each progressing independently). Proceed to step 3. Step 3: If a roll is a success, then proceed to step 6, else (if a failure) proceed to step 4. Step 4: If the roll is a failure between 1-100, then end of procedure, else (if the failure is 101+) proceed to step 5. Step 5: If the roll is 101+, and a failure, then reduce the scale (also adjusting the score downward by 100) and proceed to step 3. Step 6: Comparing Scales. --6a Same scale: Highest successful roll wins (ties go to the passive). End of procedure. --6a Different Scales: If the winner rolled a lower scale (the hundred sided dice rolled d100, d200, d300 and so on) then the looser, than the loosing entity may reduce its scale (also adjusting the score downward by 100) and proceed to step 3, else (if the winner is of an equal or higher scale) highest successful roll wins (ties go to the passive). End of procedure. Note: Wining verses loosing ties: I figure the active entities minimum difficulty number should be the reactive entities roll. This way a storyteller could set difficulty numbers in stay of modifiers and the system would be consistent. Example: a magic roll of 60 or more could be required to understand a complicated magical text and those without a high enough properly modified skill (research time, library, tutor, teacher) are without a chance of succeeding. Example 1: 1. A mech with a 352 score (scale 4 or d400) verses a superhero with a 268 score (scale 3 or d300) battle it out. 2. The mech rolls a d400 (scale 4) for a roll of 355 (a failure), and then rolls a d300 (scale 3) for a roll of 211 (a success). 3. The superhero rolls a d300 (scale 3) for roll of 226. 4. Since they both succeeded on scale 3 the highest roll wins (the superhero with a successful 226 beats out the mech with a successful 211). Example 2: 1. Ivan the strongman with a 125 score (scale 2) verses Ugburth the troll with a 350 score (scale 4). 2. Ivan the strongman with rolls a d200 (scale 2) and gets a 125 (a success). 3. Ugburth the troll rolls a d400 (scale 4) and get a 12 (a success). 4. Since Ivans d200 (scale 2) success roll (125) exceeds Ugburth’s d400 (scale 4) success roll (12) Ugburth get another roll at a the next lower scale (scale 3). 5. If Ugburth rolls under 125 again with his d300 (scale 3), then he get another shot at d200 (scale 2) and then stops because that is the scale of his competitor. ----------Doubles are critical---------- Doubles equate to a successful critical only on a successful winning roll and critical failures occur only on a failed roll (not loosing an active verses passive contest). This favors the skilled, causes a successful critical about 5% of the time and scales well (I hope). ----------Rolling Scales---------- Method 1 001-100 = d100 101-200 = d200 = d100 + d6/2-1 (round up) . . . (1-3 add 0, 4-6 add 100). 201-300 = d300 = d100 + d6/3-1 (round up). . . (1-2 add 0, 3-4 add 100, 5-6 add 200) 301-400 = d400 = d100 + d12/4-1 (round up). . . (1-3 add 0, 4-6 add 100, 7-9 add 200, 10-12 add 300) 401-500 = d500 = d100 + d10/2-1 (round up) . . . (1-2 add 0, 3-4 add 100, 5-6 add 200, 7-8 add 300, 9-10 add 500) And so on Method 2 d100 + [[1dh-1] x 100] h = hundreds place of skill* *Attribute x5 to get the hundredths place 001-100 = d100 101-200 = d200 = d100 + [[1d2-1] x 100] 201-300 = d300 = d100 + [[1d3-1] x 100] 301-400 = d400 = d100 + [[1d4-1] x 100] 401-500 = d500 = d100 + [[1d5-1] x 100] And so on ----------Issue to Overcome---------- Home rule: 90 verses 50 = Loose 100-91 (10%), Win 90-51 (40%), 50-01 Mixed-bag (21% Win / 19% Loose) = 61% of winning Standard: 90 verses 10 = Loose 91-100 (10%), Win 90-01 (90%) = 90% of winning Home rule: 10 verses 90 = Loose 100-51 (50%), 50-01 Mixed-bag (26% Win / 24% Loose) = 26% of winning Standard: 10 verses 90 = Loose 100-11 (10%), Win 10-01 (90%) = 10% of winning ----------Idea to Overcome Issue---------- Task Resolution: Success Points To determine success points take the tens place rolled of the successful entity and subtract the tens place of the unsuccessful entity. Home rule: 90 verses 50 = Loose 100-91 (10%), Win 90-51 (40%), 50-01 Mixed-bag (21% Win / 19% Loose) = 61% of winning Success Points = ? Win being a Stalemate = ? Home rule: 10 verses 90 = Loose 100-51 (50%), 50-01 Mixed-bag (26% Win / 24% Loose) = 26% of winning Success Points = ? Win being a Stalemate = ? I need to figure out how many (negative) success points would equate a Stalemate.
  2. Let me know what parts are fuzzy so I can explain it proper. My original intent was to have a character creation system where nature and nurture are mentioned and attributes affect each other (example: health effects appearance and such). More or less each attribute is 2d6 + about 6. The gene pool idea is that the each member of the group starts with the same 25d6 rolls to begin the character creation process. So it is random, but somewhat equal (somewhat because in the early stages before attributes are assigned used sells are replaced by an individual player by rolling 2d6 and taking the lower roll). So the group rolls 25d6 collectively. Each player spends cells (each d6 is a cell) from the same set individually. An archetype with a cost of 6+, 5+, 1+ would mean that the player would need to spend a 6 cell, a 5-6 cell and a 1-6 cell (with lower numbers spent being advantageous). After spending cell in a step before assigning attributes each cell is refilled with 2d6 keep the lowest. So 2d6 keep the lowest would be rolled three times to replace the archetype cost. I plan on having a large selection of archetypes and allowing folks to build there own. Thus far I have the beginnings of species (robots, mutated animals, mutated plants), races (mutated humans, pure-strain humans), occupations, and equipment. I plan on adding more occupations. I am also working on advantages, disadvantages and mutations [converting a list from Gamma World now]. I can get rid of the idea that doubles are criticals and remove one or two layers of complexity. Originally I had base-skill success and specialty skill success. That may be considerably simpler (mayhap the doubles could be an optional rule). Pre-Content revision # 2
  3. Content revision # 3 Note 1: I do not have my BRP book yet. I was told it was mailed on 04/14/2009. Note 2: This is part of my Homebrew Post Apocalyptic Mix idea. Note 3: Skills are taken from http://basicroleplaying.com/forum/basic-roleplaying/1323-skill-list-idea.html =====================Character Creation====================== Step 1 – Gene Pool: Each member of the group starts with the same 25d6 rolls to begin the character creation process. Each player creates chart called a group gene pool that is 5 columns high and 5 columns wide. The group takes turns rolling 1d6 and calling out the result. Each player then places the result called out in a cell. The group takes turns filling out the gene pool until the 25 cells are filled. Everyone begins with the same group gene pool. This way character creation is random, but everyone starts character creation with the same rolls. From that point forward each player characters has individualized gene pool. An individualized gene pool cells will diverge from the group’s gene pool as used cells are replaced as they are used (in all steps before attributes are assigned). To replace a cell used by an individual by rolling 2d6, keeping the lower or equal roll and replacing the used cell with the newly rolled die result. In summation the group rolls 25d6 collectively to create a group gene pool. Then each player takes a copy of the group’s gene pool. At that time the gene pool becomes the individuals gene pool and will change during character creation as cells are used and replaced by rolling 2d6 and keeping the lower or equal roll. Players may expend dice cells in order to obtain racial packages, profession packages, advantageous mutations [not yet defined] and advantages [not yet defined]. Additionally players may swap out low rolls for high rolls by selecting disadvantageous mutations [not yet defined] and other disadvantages [not yet defined]. When there is one or more <number>+ entry, then spend a cell for each <number>+ listed of that number or greater (spending low numbers is advantageous). After a player assignees one or more gene pool cells in steps 2-5 that player refills those cells by rolling 2d6 and keeping the lower die. These can be thought as recessive cells, evolution, devolution, or mutations. Step 2 Option A | Vault-Tec Generalized Occupational Aptitude Test (G.O.A.T.): • 6+, 4+, 1+ Security: Power Athletics (Melee), Grace Athletics (Block), Grace Athletics (Parry), Spatial Relations Athletics (Technological Ranged), Grace Athletics (Dodge), Weapon Belt, Metal Baton, Thigh Holster, 10mm Pistol, (2) 10-round clips, Ammo Belt, (50) 10mm bullets, SWAT Helmet with tinted visor, SWAT Armor, SWAT Shield. 11-pips = [5] Skills + [2] 10mm Pistol + [1] (50) 10mm bullets + [3] SWAT Armor Set • 6+, 5+, 1+ Systems Programmer: Physical Science, Physical Science (Mathematics), Computer Science, Computer Science (Programming), High-tech Craftsmanship, High-tech Craftsmanship (Robotics), Robotic Tool Box, Robotic related parts and Skill Chips: 600 Trade Value. 12-pips = [6] Skills + [6] 600tv • 6+, 4+, 1+ Leadership: Interaction Open, Interaction Open (Grooming), Social Science, Social Science (Bureaucracy), Spatial Relations Athletics (Technological Ranged), Open Interaction (Leadership), thigh holster, 10mm pistol, (2) 10-round clips, ammo belt, (50) 10mm bullets, leadership baseball cap, wallet containing a shinny golden badge, (20) fortified algae peanut butter and jelly flavored Ration bars (twice as nutritious as standard). 11-pips = [6] Skills + [2] 10mm Pistol + [1] (50) 10mm bullets + [2] 200tv • 6+, 4+, 1+ Reactor Technician: Hard Science, Hard Science (Mathematics), Hard Science (Nuclear), Repair, Repair (Nuclear), Nuclear Tool Box, Plasma Ammo and Weaponry: 600 Trade Value. 11-pips = [5] Skills + [6] 600tv • 6+, 4+, 1+ Electrician: Physical Science, Physical Science (Mathematics), Physical Science (Electronics), High-tech Craftsmanship, High-tech Craftsmanship (Electronics), Electronic Tool Box, Laser Ammo, and Laser Weaponry: 600 Trade Value. 11-pips = [5] Skills + [6] 600tv • 6+, 4+, 1+ Doctor: Medical Science, Medical Science (Surgery), Life Science, Life Science (Biology), Social Science, Medical Bag, Drugs: 600 Trade Value. 11-pips = [4] Skills + [6] 600tv • 6+, 3+, 1+ Educator: Life Science, Physical Science, Linguistic Science, Social Science, (2) specialty-skills in known Educated Skills, Backpack, (4) Educational Texts (100 trade value each). 11-pips = [6] Skills + [4] 400tv • 6+, 3+, 1+ Medical Assistant: Medical Science, Medical Science (Nurse), Life Science, Life Science (Biology), Medical Bag, Drugs: 600 Trade Value. 10-pips = [4] Skills + [6] 600tv • 6+, 2+, 1+ Tool & Die: Physical Science, Physical Science, (Mathematics), High-tech Craftsmanship, High-tech Craftsmanship (Tool and Die), 500 Trade Value in tools and spare parts. 9-pips = [4] Skills + [5] 500tv • 6+, 1+, 1+ Plumber: Power Athletics (Melee), Grace Athletics (Block), High-tech Craftsmanship, High-tech Craftsmanship (Infrastructure), Plumbing Tool Box, Big Wrench, Thigh Holster, 10mm Pistol, (2) 10-round clips, Ammo Belt, Box of (50) 10mm bullets, Plumbing parts and tools: 100 Trade Value. 8 = [4] Skills + [2] 10mm Pistol + [1] (50) 10mm bullets + [1] 100tv • 6+, 1+, 1+ Mechanic: Power Athletics (Melee), Grace Athletics (Block), High-tech Craftsmanship, High-tech Craftsmanship (Mechanical), Mechanic Tool Box, Big Wrench, Thigh Holster, 10mm Pistol, (2) 10-round clips, Ammo Belt, Box of (50) 10mm bullets, Plumbing parts and tools: 100 Trade Value. 8-pips = [4] Skills + [2] 10mm Pistol + [1] (50) 10mm bullets + [1] 100tv • 6+, 1+, 1+ Hydroponics Scientist: Passive Senses, Passive Senses (Chemical), Primitive Craftsmanship, Primitive Craftsmanship (Chef), Physical Science, Physical Science (Chemistry), Small Cloth Bag, Chemistry Toolbox, Box of 20 mixed Flavored Fortified Algae Ration Bars (twice as nutritious). 8-pips = [6] Skills + [2] 200tv • 5+, 1+, 1+ Fitness Instructor: Power Athletics, Power Athletics (Melee), Grace Athletics (Block), Grace Athletics, Grace Athletics (Dodge), Physical Resolve, Survival, Gym Bag, (20) unflavored Algae Ration Bars. 7-pips = [6] Skills + [1] 100tv • 4+, 1+, 1+ Maintenance: Power Athletics (Melee), Grace Athletics (Block), Power Athletics (Unarmed), Metal Pole with mop attachment, Messenger bag, Thigh Holster, 10mm Pistol, (2) 10-round clips, Ammo Belt, Box of (50) 10mm bullets. 6-pips = [3] Skills + [2] 10mm Pistol + [1] (50) 10mm bullets • 2+, 1+, 1+ Grooming: Open Interaction, Open Interaction (Grooming), Senses, Senses (Listen), Messenger Bag, Grooming kit. 4-pips = [4] Skills • 2+, 1+, 1+ Algae Processing: Senses, Power Athletics (Melee), Grace Athletics (Block), Metal Pole with strainer attachment, Small Cloth Bag, 20 Algae Ration Bars. 4-pips = [3] Skills + [1] 100tv Note: Standard equipment: Vault 69 Jumpsuit (very sturdy, metal fasteners, lots of pockets), Underwear, T-shirt, Bra (women), Socks, Black Combat Boots, WIL/5 (round up) Algae Ration Bars, Pipboy 2000 (a bracer sized computer that covers the forearm. This multi-use device monitors the citizen’s vital statistics and whereabouts, contains a radio, a light source, data storage and has speech-to-text capabilities). Other belongings are in Vault 69. Step 2 Option B – Race (mixed group): • 6+, 6+, 6+ Pure Strain Human: (Three Education Skills), Ergonomically designed modular sectioned backpack, Self-cleaning temperature regulating underwear jumpsuit, One-piece self-cleaning temperature regulating reinforced armored jumpsuit, Perfect-fit jelly-form molding boots, Re-breather, Self-cleaning temperature regulating Baseball cap, Self-tinting night vision range finding wireless computer access port Sunglasses, Vibroblade, WILx2 days of nutrient pills, WIL days of water purification pills, High-tech armor, weapons, and ammo: 1000 Trade Value. 18-pips = [3] Skills + [5] 500tv (discount?) + [10] 1000tv • 6+, 2+, 1+ Robot: (Sentience, Built-in Ranged Weapon, Built-in Tools, Skills x3, Skill Disks x3). 9-pips [6] Skills + [3] 300tv • 6+, 2+, 1+ Intelligent Plant: (Mutations: Sentience, Mobility, Manipulators, Empathic Communication, Healing Vegetation, others x3, bag of some sort, WIL days of food, water and nutrients, 100 Trade Value of Healing Vegetation). 9-pips [8] Mutations + [1] 100tv • 4+, 1+, 1+ Intelligent Animal: (Mutations: Sentience, Empathic Communication, Manipulators, others x3. 6-pips [6] Mutations. • 4+, 1+, 1+ Subtle Human Mutant: (Mutations: 3, Skills x3), Backpack, Shirt, Pants, Underwear, T-shirt, Bra (women), Socks, Shoes, WIL/5 (round up) Days of Food, Some sort of makeshift melee weapon. 6-pips [3] Mutations + [3] Skills. • 6+, 1+, 1+ Wasteland Human: (Senses, Survival, Power Athletics, Skills x2), Backpack, Shirt, Pants, Underwear, T-shirt, Bra (women), Socks, Shoes, WIL/5 (round up) Days of Food, Some sort of makeshift melee weapon. 5-pips = [5] Skills. • 1+, 1+, 1+ Vault-Tec Pure Strain Human: (see Option A, for an additional round of cell expenditures). Step 3 – Sex: 2+, 1+, 1+ Opposite sex as player 3+, 2+, 1+ Same sex as player Step 4 – Frame: 5+ Heavy Average [no cell die expenditure] 5+ Light Step 5 – Predispositions: In any order assign limited, average, or extraordinary cells to 4A though 4E. 4A Awareness: 4B Nurtured Intellect: 4C Fine motor skills: 4D Gross motor skills: 4E Upbringing: 1+ Limited 3+ Average 5+ Extraordinary Step 6 – Attributes: Size (SIZ), Strength (STR), Agility (AGL), Speed (SPD), Health (HEA), Appearance (APP), Intellect (INT), Wit (WIT), Willpower (WIL), Perception (PER), Charisma (CHA), Education (EDU). Note: At this point cells are no longer refilled. Assign two cells per attribute. The remaining cell is multiplied by 100 and becomes your starting requisition points, credits, belongings, and/or trade value. Size (SIZ): • Female +4 • Male +6 • Light frame -3 • Heavy frame +3 Strength (STR): • + SIZ / 2 (round up). Agility (AGL): • Limited Fine Motor Skills +0 • Average Fine Motor Skills +3 • Extraordinary Fine Motor Skills +6 • Light Frame +3 Speed (SPD): • Limited Gross Motor Skills +0 • Average Gross Motor Skills +3 • Extraordinary Gross Motor Skills +6 • Light Frame +3. Health (HEA): • Female +6 • Male +4 Appearance (APP): • + HEA / 2 (round up) • STR 13+: +1 for 13, and an additional +1 per 2 points over 13. • AGL 13+: +1 for 13, and an additional +1 per 2 points over 13. • SPD 13+: +1 for 13, and an additional +1 per 2 points over 13. Intellect (INT): • Limited Nurtured Intellect +0 • Average Nurtured Intellect +3 • Extraordinary Nurtured Intellect +6. Wit (WIT): • + INT / 2 (round up) Willpower (WIL): • Limited Parenting +0 • Average Parenting +3 • Extraordinary Parenting +6. Perception (PER): • Limited Aware Stock +0 • Average Aware Stock +3 • Extraordinary Aware Stock +6 Charisma (CHA): • + APP / 2 (round up) • WIT 13+: +1 for 13, and an additional +1 per 2 points over 13. Education (EDU): • + WIL / 2 (round up) • INT 13+: +1 for 13, and an additional +1 per 2 points over 13. Step 7 – Derived Attributes: 1. Anger & Opportunity (STR+ WIT): Result point bonus pool (usually damage). A maximum number may be spent on a successful roll equaling the tens place. 2. Confidence & Sanity (WIL): Mental damage capacity. 3. Lady Luck (PER+CHA/ 2): Universal damage capacity and bonus points (one point or more of Lady Luck may be damaged to increase the adjusted target base-skill or specialty-skill one for one. This is done after a skill roll has been made). 4. Physical Result Bonus (SIZ+STR/5 – 4): Power Athletics (usually Melee and Unarmed damage). 5. Spatial Relations Result Bonus (AGL+PER/5 – 4): Spatial Relations Athletics (usually Gunnery, Thrown, Primitive Ranged or Technological Ranged damage). Once a characters Spatial Relations Athletics (Thrown or Primitive Ranged) skill reaches 25% the character may use the Physical Bonus in stay. 6. Mental Resolve Result Bonus (WIT+WIL/5 – 4): Mental Resolve (usually Psychic damage). 7. Meat & Bones: (SIZ+HEA/2): Physical damage capacity. 8. Movement: (SIZ+SPD/5+5) 9. Radiation Threshold: Radiation damage capacity (a maximum of half the radiation damage may be applied to Lady Luck). Step 8 – Tag Skills: Note: A “tag” is X skill points (I am thinking 15 or 20 for the default setting). 1. If an archetype lists a skill, than the skill is given an archetype tag. 2. Tag (EDU/4 + 3) separate skills (may combine with archetype tags).
  4. Good questions! I do not yet have my BRP book (it was shipped on 04/14, I have been told). I have played Call of Cthulhu. I have not figured out how success level 3 and 4 will be different. Off the cuff I would move the result points (bonus damage) up one level. Perhaps this creates an over the top fantastically successful skill-check where the player gets to chose an outrageous outcome. My result points (bonus damage) chart by tens place. I am not sure how this progression will fair (I may move it to 1, 3, 5, 7, 9, 11, 13, 15, 17, 19 . . . or something . . . mayhaps just the 10's place). 1x = 01 | 2x = 03 | 3x = 06 | 4x = 10 | 5x = 15 | 6x = 21 | 7x = 28 | 8x = 36 | 9x = 45 | 10x = 55 I figure that a specialty-skill has a maximum equal to or less than the base skill. Any advancement points over the maximum go towards the base-skill. Edit: All updated in v2.0+
  5. Content revision # 6 Note 1: I do not have my BRP book yet. I was told it was mailed on 04/14/2009. Note 2: This is part of my Homebrew Post Apocalyptic Mix idea. Note 3: To be used with my http://basicroleplaying.com/forum/basic-roleplaying/1324-character-creation-idea.html ========================Skill Rules========================= Simple Tasks: Note the base percentage chance of the base-skill, and add modifiers (if any). A characters adjusted base-skill minimum is 5 and maximum is 95. Roll 1d100, a result equal to or less than your adjusted base-skill is a success, a result more than your adjusted skill percentage is a failure. Base and Specialty Skills: • <numbered skill> base-skill (general training, can perform all the various specialties without penalty). Usually the base scores are made up of one or more attributes. • <lettered skill> specialty-skill (specialized training, must be equal to or lower than the base-skill). The base scores are 0. Conflicts: A specialty-skill success trumps a base-skill success. For competing successes of the same skill type the highest success roll wins. It is a stalemate if both sides tie or loose. A stalemated character who takes an action other than continuing the contest that resulted in the stalemate forfeits the contest. Optional – stalemate rule: Lady Luck may be spent to change the dice rolled in order to create a stalemate (most often used to delay an opponent). Optional – doubles success rule: Successful doubles beat non-doubles. Successful specialty-skill doubles beat base-skill doubles. Doubles double the accuracy bonus (a doubles-base-skill-success equals x2 the accuracy bonus. A doubles-specialty-skill-success equals x4 the accuracy bonus). Accuracy Bonus: If a successful action calls for secondary roll (usually damage), then one may apply an accuracy bonus equal to the tens place. ====================Accuracy-Bonus Chart==================== 00 | 01 | 02 | 03 | 04 | 05 | 06 | 07 | 08 | 09 | 10 | Tens Place =============================================================== 00 | 01 | 02 | 03 | 04 | 05 | 06 | 07 | 08 | 09 | 10 | Base skill success x1 00 | 02 | 04 | 06 | 08 | 10 | 12 | 14 | 16 | 18 | 20 | Specialty skill success x2 =============Optional – Doubles Accuracy-Bonus Chart============= xx | 11 | 22 | 33 | 44 | 55 | 66 | 77 | 88 | 99 | 00 | Doubles =============================================================== 00 | 02 | 04 | 06 | 08 | 10 | 12 | 14 | 16 | 18 | 20 | Doubles base skill success 00 | 04 | 08 | 12 | 16 | 20 | 24 | 28 | 32 | 36 | 40 | Doubles Specialty skill success Degrees of Failure: If there is need to compare failures, than failure points are used. To determine failure points take the tens place rolled and subtract the tens place of the characters skill (minimum 1). Optional – doubles failure rule: If the failure was the result of doubles, then the failure points generated are equal to the unmodified tens place. Optional – storyteller tallies failure points: Failure points are tallied by the storyteller for each character. These can be used as Anger & Opportunity points against the character. Or they can be used to make the characters story difficult. If failure points are used in this manor, than the character also gains Anger & Opportunity points for the character (ask the storyteller) that are tallied separately than the normal pool. So you get screwed and can return the favor on some poor scum. =====================Failure Point Chart===================== xx | 01 | 02 | 03 | 04 | 05 | 06 | 07 | 08 | 09 | 10 | Tens Place =============================================================== 00 | 01 | 02 | 03 | 04 | 05 | 06 | 07 | 08 | 09 | 10 | Skill 01-09 00 | 00 | 01 | 02 | 03 | 04 | 05 | 06 | 07 | 08 | 09 | Skill 10-09 00 | 00 | 00 | 01 | 02 | 03 | 04 | 05 | 06 | 07 | 08 | Skill 20-09 00 | 00 | 00 | 00 | 01 | 02 | 03 | 04 | 05 | 06 | 07 | Skill 30-09 00 | 00 | 00 | 00 | 00 | 01 | 02 | 03 | 04 | 05 | 06 | Skill 40-09 00 | 00 | 00 | 00 | 00 | 00 | 01 | 02 | 03 | 04 | 05 | Skill 50-09 00 | 00 | 00 | 00 | 00 | 00 | 00 | 01 | 02 | 03 | 04 | Skill 60-09 00 | 00 | 00 | 00 | 00 | 00 | 00 | 00 | 01 | 02 | 03 | Skill 70-09 00 | 00 | 00 | 00 | 00 | 00 | 00 | 00 | 00 | 01 | 02 | Skill 80-09 00 | 00 | 00 | 00 | 00 | 00 | 00 | 00 | 00 | 00 | 01 | Skill 90-100+ ==============Optional – Doubles Failure Point Chart============== xx | 11 | 22 | 33 | 44 | 55 | 66 | 77 | 88 | 99 | 00 | Doubles =============================================================== 00 | 01 | 02 | 03 | 04 | 05 | 06 | 07 | 08 | 09 | 10 | Skill 01-100+ Advancement-Points: A specialty-skill has a maximum equal to or less than the base skill. Any advancement points over the maximum are applied towards the base-skill. Example:Athletics, Grace 65% (Acrobatics 25%)” Example Success: Tens place in result points (double if a specialty-skill) • 01-09 | specialty-skill success | 0 result point • 10-19 | specialty-skill success | 2 result points • 20-25 | specialty-skill success | 4 result points • 26-29 | base-skill success | 2 result points • 30-39 | base-skill success | 3 result points • 40-49 | base-skill success | 4 result points • 50-59 | base-skill success | 5 result points • 60-65 | base-skill success | 6 result points Example Failure Points: Failed roll tens place – base skill tens place (minimum 1) • 66-69 | 6-6 = 1 failure point • 70-79 | 7-6 = 1 failure point • 80-89 | 8-6 = 2 failure points • 90-99 | 9-6 = 3 failure points • 100 | 10-6 = 4 failure points =========================Skill List========================= 1. Athletics, Grace (AGLx2+SPD) a. Acrobatics b. Block [reactive verses Melee or Unarmed] c. Catch [reactive verses Thrown or Primitive Ranged] d. Dance e. Dodge [reactive verses Gunnery, Thrown, Primitive Ranged or Technological Ranged] f. Stealth [active verses Passive Senses (any)] 2. Athletics, Power (STRx2+HEA) a. Climb b. Jump c. Lift d. Melee [active verses Block] e. Run f. Swim g. Unarmed [active verses Block] 3. Athletics, Spatial Relations (PERx2+WIT) a. Gunnery [active verses Dodge] b. Thrown [active verses Dodge or Catch] c. Primitive Ranged [active verses Dodge or Catch] d. Technological Ranged [active verses Dodge] 4. Craftsmanship, High-tech (EDU) a. Computer b. Cybernetic c. Electronic d. Infrastructure e. Mechanical f. Nuclear g. Prosthetic h. Robotic i. Tool and Die 5. Craftsmanship, Primitive (AGL) a. Carpentry b. Cook c. Disguise [active verses Passive Senses (any)] d. Painting e. Pottery f. Sculpt g. Weave 6. Interaction, Closed (WITx2+PER) a. Bluff b. Intimidate c. Ridicule d. Social Gambling e. Torture 7. Interaction, Open (APP+CHAx2) a. Carouse b. Empathy c. Etiquette d. Grooming e. Diplomacy f. Leadership g. Sing 8. Interaction, Merchant (INT) a. Appraise [reactive verses Barter] b. Barter [active verses Appraise] c. Broker d. Fence e. Logistics 9. Resolve, Physical (HEA) a. Alcohol b. Drugs c. Poison d. Radiation 10. Resolve, Mental (WIL) a. Psychic b. Ration 11. Science, Computer (EDU) a. AI Logic b. Hacking c. Programming 12. Science, Life (EDU) a. Biology (includes diagnostics) b. Botany (includes diagnostics) c. Zoology (includes diagnostics) 13. Science, Physical (EDU) a. Astronomy b. Physics c. Chemistry (includes explosives) d. Electronics e. Mathematics (includes random gambling) 14. Science, Linguistic (EDUx3) a. Author b. Comprehend Spoken c. Comprehend Written 15. Science, Medical (EDU) a. Medic b. Nurse c. Surgeon 16. Science, Social (EDU) a. Bureaucracy b. History c. Philosophy d. Politics e. Religion f. Tactics 17. Senses, Active (WITx2+PER) a. Guard b. Investigate c. Profile d. Search 18. Senses, Passive (PERx2+HEA) a. Chemical b. Sight c. Sound d. Touch 19. Survival (HEA) a. Shelter b. Streetwise c. Track d. Trap e. Forage Food f. Forage Water g. Navigation 20. Underworld (AGL) a. Disable Device (includes locks) b. Larceny c. Prestidigitation (includes pick pocket) 21. Vehicle Operation (AGL+WIT) a. Air b. Land c. Power Armor d. Water
  6. Attacking = Active Defending = Reactive ----- I have yet to get my BRP rule-book. However when creating a set of rules based on Call of Cthulhu. Here are some of my rules thus far. Example: Attributes: Size (SIZ), Strength (STR), Agility (AGL), Speed (SPD), Health (HEA), Appearance (APP), Intellect (INT), Wit (WIT), Willpower (WIL), Perception (PER), Charisma (CHA), Education (EDU). -----Game Points----- Anger & Opportunity*: STR ___ + WIT ___ = ___ Bonus Point Pool | ___ Confidence & Sanity: WIL x3 ___ Mental Damage Capacity | ___ Lady Luck*,**: PER x3 ___ + CHA x3 ___ = ___ Universal Damage Capacity | ___ Meat & Bones: SIZ x2 ___ + HEA ___ = ___ Physical Damage Capacity | ___ Radiation Threshold: HEA x3 ___ Radiation Damage Capacity | ___ *: Only important characters have these Game Points. Important NPCs tend to have Lady Luck of PERx2+CHA **Lady Luck is a pool that may be used as hit points or a pool of bonus success chance (after the roll). Senses: PER x3 ___ + Points ___ = ___% --Chef Critical: PER ___ + Points ___ = ___% --Empathy Critical: CHA ___ + Points ___ = ___% --Feel Critical: HEA ___ + Points ___ = ___% --Hearing Critical: HEA ___ + Points ___ = ___% --Listen Critical: WIT ___ + Points ___ = ___% --Safe Crack Critical: PER ___ + ___ Points = ___% --Search Critical: WIL ___ + Points ___ = ___% --Smell & Taste Critical: HEA ___ + Points ___ = ___% --Spot Critical: HEA ___ + Points ___ = ___% Skill Rules Simple Task: Note the base percentage chance of the skill, and add modifiers (if any). Roll 1d100, a result equal to or less than your adjusted skill percentage is a success, a result more than your adjusted skill percentage is a failure. Degree of Success: • The higher the successful die roll, the higher the success. • If the success was the result of doubles (11, 22, 33, 44, 55, 66, 77, 88, 99, or 100), then 1 point of Lady Luck is gained equal to the successful tens place with 100 counting as a 10 (any Luck in excess of the maximum is usually lost at the end of a session). • Check the following chart for bonus points (usually damage) gained for a successful result based on the tens die. 1x = 01 | 2x = 03 | 3x = 06 | 4x = 10 | 5x = 15 6x = 21 | 7x = 28 | 8x = 36 | 9x = 45 | 10x = 55 • Anger & Opportunity can be spent to increase the result (usually damage) by a maximum amount equal to the tens place rolled (1x, 2x, 3x, 4x, 5x, 6x, 7x, 8x, 9x, or 10x). Note: Criticals are sub-skills or specialties. A character may select up to one appropriate successful critical per roll. A critical doubles the base result and is spectacularly narrated by the player (must be approved by the game master). A critical Sences (Feel) result could mean that the character being snuck upon reacts by feeling the presence of the interloper (a change in the magnetic field, seismographic reaction, temperature change, air flow alteration). Degree of Failure: • The higher the failing die roll, the more severe the failure is. Take the tens place rolled (1x, 2x, 3x, 4x, 5x, 6x, 7x, 8x, 9x, or 10x) and subtract the tens place of the characters skill (minimum 1) to determine the severity of the failure (most often used when there is a need to compare failures). • If the failure was the result of doubles (11, 22, 33, 44, 55, 66, 77, 88, 99, or 100), then 1 point of Lady Luck is lost equal to the unsuccessful tens place with 100 counting at 10). Characters Out of Luck halve there skills (round up) until they get a chance to relax, unwind, take a nap, eat a meal or the like. Each relaxing activity restores 1d6 Luck. Luck is fully restored after a relaxing day where minimal effort is exerted. Conflicts: The highest successful roll wins. It is a stalemate if both sides tie or loose. A stalemated character who takes an action other than continuing the action that resulted in the stalemate forfeits the contest. Lady Luck may be spent to change the dice rolled in order to create a stalemate (most often used to delay an opponent).
  7. I have played in several Call of Cthulhu games and have ordered a BRP book. Other than that I am experienced in the table-top field. When I game-master I tend to offer three levels of bonus points. • Karma: One per session (maximum two, however a player can spend XP to increase the bank maximum). These can be used to gain a free action, gain a large bonus, allow the player to act as storyteller for a few short non-combat sentences, or to survive a situation that would have resulted in death. • Heroic Legacy: Earned slowly and not until the characters are established heroes. These points are used to by the player to customize items important to the character by imbuing them with magic. • Brownie points: Earned though a player aiding the game (hosting, bringing snacks, running an NPC). These points add a moderate bonus. Skittish players save their Karma and risky players spend it. This way you have a built in incentive for the skittish to take more risks. Those who spend their Karma on extra actions or such mark themselves as risk takers. I make sure that risk takers are obliged with trouble. I have found that this Karma system relaxes over cautious and timid players too scared to act, while giving gung-ho players ammunition for more lime-light. I feel that it supplies two player types with ammunition to have fun. The type of players you have at your game-table should determine what type of special story bending powers characters have.
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