darkrose50 Posted April 16, 2009 Share Posted April 16, 2009 (edited) 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). Edited April 18, 2009 by darkrose50 Quote Link to comment Share on other sites More sharing options...
kaddawang Posted April 16, 2009 Share Posted April 16, 2009 I read your earlier posts, as well as a thread of yours on RPG.net. And I'm still not sure I understand what you're talking about:) Seems alot crunchier than CoC/BRP. Interesting to read, even if I barely recognize the BRP-skeleton. But keep it up. Will be interesting when you're able to directly compare your changes to the canon. Quote Link to comment Share on other sites More sharing options...
darkrose50 Posted April 16, 2009 Author Share Posted April 16, 2009 (edited) 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 Edited April 18, 2009 by darkrose50 Quote Link to comment Share on other sites More sharing options...
kaddawang Posted April 18, 2009 Share Posted April 18, 2009 I'm not asking you to get rid of anything. If you clean it up, clarify it, and put it in a relatively readable format, I might spurt a meaningful comment. Then again, I'm not promising anything;) Better men than me might step in though. As of now, all those words and numbers only hurt my head. Quote Link to comment Share on other sites More sharing options...
ORtrail Posted April 18, 2009 Share Posted April 18, 2009 Gamma World meets Fallout 3? Anything Gamma World is a huge plus in my book, but like kaddawang, I'm not sure where you are going with this heavily modified BRP(?) character creation. I'd suggest you finish it up as a PDF and have it added to the download section, rather than bits and pieces in posts. It should make more sense when you can sit down and read all of it. Quote Link to comment Share on other sites More sharing options...
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