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Showing results for tags 'healing'.
Something i am working on, tinkering with for Duke Nukem RPG I currently have no gaming group, i like to hear opinions! Thanks in advance I wanted basic starting skills directly related to characteristics! Everything as far as my rules mods will be optional, use what you like skip what you don't like. Duke Nukem RPG stats CHAR BASIC STARTING SKILLS (not skill modifier) STR Experience( INT+POW) CON -- Action(avg of STR+DEX)+EXP represents skills like climb, jump, swim, etc. SIZ -- Combat(avg of STR+DEX)+EXP represents skills like attack parry, dodge INT -- Knowledge( INT+POW) POW -- Perception(CON+EXP) represents skills like spot, listen, scent etc. DEX -- Persuasion(avg of CHA+APP)+EXP represents skills like fast talk, bargain etc. CHA -- Stealth(DEX+EXP) represents skills like hide, sneak, ambush, etc. APP -- Psionics(EXP) does not guarantee psionic ability, it simply represent the skill % if one had psionics Move Rate avg of Dex+str( siz may effect it.) Damage Bonus | Actions/Round (APR) | Heal Rate(weekly) Average of Damage | DEX Actions/ | CON+ Heal STR+SIZ Modifier | SCORE Round | SCORE Rate 01 to 04 –1D6 | 01 to 04 1/2 | 01 to 04 1/2 weeks 05 to 08 –1D4 | 05 to 08 1/1 | 05 to 08 1/week 09 to 12 None | 09 to 12 2/1 | 09 to 12 1D2/week 13 to 16 +1D4 | 13 to 16 3/1 | 13 to 16 1D4/week 17 to 20 +1D6 | 17 to 20 4/1 | 17 to 20 1D6/week 21 to 28 +2D6 | 21 to 28 5/1 | 21 to 28 2D6/week 29 to 36 +3D6 | 29 to 36 6/1* | 29 to 36 3D6/week 37 to 44 +4D6 | 37 to 44 7/1* | 37 to 44 4D6/week 45 to 52 +5D6 | 45 to 52 8/1* | 45 to 52 5D6/week 53 to 60 +6D6 | 53 to 60 9/1* | 53 to 60 6D6/week 61 to 68 +7D6 | 61 to 68 10/1* | 61 to 68 7D6/week 69 to 76 +8D6 | 69 to 76 11/1* | 69 to 76 8D6/week 77 to 84 +9D6 | 77 to 84 12/1* | 77 to 84 9D6/weel Each +8 +1d6 | Each +8 +1/1* | Each +8 +1D6/week note actions/round(APR) is number of actions per 12 second combat round. *......Only Gods, Mutants, Magic creatures can have a APR above 6/1! Max APR is 6 for normal humans even with modifiers listed below Damage Bonus modifiers | Actions/Round (APR) modifiers table Situation Modifier | Situation Modifier underwater** ½ of normal | wounded -1 thrown ½ of normal | major Wound ½ of normal wounded -1 point | drunk, drugged, dazed ½ of normal major wound ½ of normal | Stunned,restrained ½ of normal drunk,drugged ½ of normal | under water ½ of normal Stun,restrained ½ of normal | very light weapon x2 of normal low gravity@ x2 of normal | low gravity@ x2 of normal heavy gravity@ ½ of normal | heavy gravity@ ½ of normal minimum APR is 1/2rounds **....melee weapoms do ½ of normal damage under water. @...assumes character is not accustomed to this gravity. The game is mostly done, i have stats for most of the creatures from Duke Nukem 3D, Duke Nukem Forever, will also have stats for DN I and II I have weapons, equipment, time line and much more. I will have also standard BRP stats for those who don't like my modification of BRP. It will be free right now mainly working on some original fan art and basic writes ups! let me know what you think! Thanks in advance Also working on POTA, Doom, wolfstien rpg for BRP system. I am thinking of doing Logan's Run for BRP system.
Good day everyone. My group and I have recently started a campaign using Hit Locations and the question has come up as to how healing potions, spells, and etc heal those hit locations. Maybe it is somewhere in the BGB, but we couldn't find it. In lieu of finding a solution in the book, we have declared that a potion heals the overall hitpoints of the character, and also divides the regained health as evenly as possible between the damaged locations. A healing spell does the same, except that the caster can target specific locations that may need more attention. So, are rules for healing hit locations in there somewhere, or the solution is so blatantly obvious that it went over or heads? Thanks for any input.