darkrose50 Posted April 15, 2009 Share Posted April 15, 2009 (edited) 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 Edited April 18, 2009 by darkrose50 Quote Link to comment Share on other sites More sharing options...
sdavies2720 Posted April 16, 2009 Share Posted April 16, 2009 Interesting. Is a success level 2 essentially a "Special" and Success level 3 a Crit? So what's Success Level 4? How will advancement work? If I have a success with Athletics, Grace 65% (Acrobatics 25%), do I get an advancement roll for Acrobatics that then also adds to Athletics, Grace? Or separate rolls for both, or something else? Steve Quote Bathalians, the newest UberVillians! Link to comment Share on other sites More sharing options...
darkrose50 Posted April 16, 2009 Author Share Posted April 16, 2009 (edited) 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+ Edited April 16, 2009 by darkrose50 Quote Link to comment Share on other sites More sharing options...
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