Torsten Jorgensen
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BASIC
Roleplaying System
Power is measured in one to five Dots.
Dice is ten sided. Zero is counted as ten.
When you roll dice, you roll the number of dice you have dots, against
a Difficulty Number set by the GameMaster.
The measure of Succes is the number of dice that is on or above the
Difficulty Number.
If no dice is on or above the Difficulty Number the roll is a Faliure.
One Success is Standard and standard difficulty is two. Successes above
Standard are measured in Supra Levels. A roll of ten is a Critical
Success. More than one Critical Success is Critical Success in Supra
Levels. A roll of one and no Successes is a Critical Faliure. More than
one Critical Faliures is Critical Faliure in Supra Levels.
Health has ten Dots. When you take Damage, you remove Dots from the
Health Status.
NB. Special notice. Constitution descibed later is for tests of wealthy
health and durability only. It is not used in the aim of resisting
Damage.
You resist Damage with Health by rolling the number of Dice you have
removed from your Health Status. The number of Successes is deducted
from the Damage.
Status
Agility Charisma Concentration
Constitution Sanity Intuition
Skills
Gun
Staff
Hand to hand
Pottery
Agriculture
Estate Homage
Business
Entrepreneuring Recess
Military Service
Navy Endurance
Artisan
Archery
Technology
Computers
Research
Lore
Broker
Maid
Meditation
Gunner
Soldier
Asasin
Security
The skills form a complet, and you can define derivates.
The rest is Description, so stated, which includes >one< Demeanor for
roleplaying. Description is thus Talents, Spells and other Advantages.
And State, which is personal Status, Wealth and Possesions.
Combat is resolved in the following manner. Each party rolls Dice
against the other with a Combat Skill. If noting else, then Agility.
The loser is allotted the winners number, over the looser, of Successes
in Damage.
There are three kinds of modifiers. Maneuver, Factor and Gum. Gum is
the reasonable, and what the gamemaster wants. Factor is a tool of the
game. A handgun is factor two, a blaster factor three. You multiply the
number of successes with the factor. Aiming at the heart is a factor
two. A maneuver is when you have good success with your skill. "He is
open, I swing my blade at his neck." A maneuver is extra dots. The
example could be three extra dots, and don't forget a factor four for
the throat.