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Basic RPG System

Basic RPG System

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Published by Billi_Butcherson
This is the basic role-playing system I created for my Zombie Hero RPG. Any genre can be created with this system. Includes a character sheet. Zombie Hero RPG and its supplements can be used with the Basic RPG System, and it is encouraged. Animals from the Zombie Hero: Animals supplement can be used with the BRPGS, as can the NPCs from the Zombie Hero: Friends, Foes & More. Integrate your Zombie characters with the BRPGS for more fun.
This is the basic role-playing system I created for my Zombie Hero RPG. Any genre can be created with this system. Includes a character sheet. Zombie Hero RPG and its supplements can be used with the Basic RPG System, and it is encouraged. Animals from the Zombie Hero: Animals supplement can be used with the BRPGS, as can the NPCs from the Zombie Hero: Friends, Foes & More. Integrate your Zombie characters with the BRPGS for more fun.

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Published by: Billi_Butcherson on Jan 30, 2009
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03/27/2013

 
Basic RPG System
This is the basic role-playing system I created for my Zombie Hero RPG. Any genre can be created with this system.
Attributes: Roll 2d6 for each attribute.Strength:
How strong your character is.
Smarts:
How intelligent your character is.
Dexterity:
How agile and nimble your character is.
Stamina:
Helps determine how much damage your character can take.
Charisma:
Your character’s personality.
Magic:
Only if the Character has a high level of Magic can he or she use magical spells.
Hit Points:
This is how much damage your Character can take before being taken out of action. To get the Character’s Hit Points, add his Strength, Dexterity, and Staminatogether.
Abilities/Powers:
Clear any ability or power with the Game Master before you give them to your character.Some abilities/powers can upset a campaign. And be ready to explain how your character received the abilities/powers. Roll 2d6 for each power.
Weaknesses:
Weaknesses are anything that can hinder your character. This can be a fear, a physical,mental, or emotional condition, or some substance (such as garlic to a vampire).
Skills:
Skills are abilities that your character has learned, like sailing, fighting, cooking, etc. Allskills add +1 to any task, depending on what Attribute is used.
Magic:
Magic is a special power. Only characters with a 10 or more in the Magic Attribute canuse Magic. With Magic, a character has access to
all 
 powers. But as such, it is very powerful. To offset this potential unbalance in the game, a character may only start witha number of spells equal to the character’s Smarts score. The player may add one spell per level he/she attains. All spells use the Magic Attribute for determining results.
Equipment:
Equipment is the stuff your Character possesses. This can include what he or she iscarrying or wearing, a base/home, and items within the base/home, as well as other  places, such as an office or workshop. The Character’s occupation may determine some,if not all, of the equipment he/she has.
Weapons:
 
Here is a small list of basic weapons. If the weapon you want is not listed, try to match itto the closest on the list. Game Masters may expand this list, if they so wish. To get aroll of 1d3, roll 1d6 and divide by 2. Range is in feet.Weapon Damage Range (short/medium/long) Ammunition Cost (in dollars $)Club 1d3 none none freeKnife 1d3 10/20/30 none 1 - 10Sword 1d6 none none 15 - 100Axe 1d6 none none 15 - 100Spear 1d6 10/20/30 none 3 15BowShort 1d6 10/20/30 1 5-10Long 1d6+2 20/40/60 1 5-15Composite 1d6+4 40/80/120 1 15-25CrossbowHand 1d6 10/20/30 1 5-10Light 1d6+2 20/40/60 1 15-25Heavy 2d6 4080/120 1 50-100Flintlock Pistol 1d6 20/30/60 1 5-500Rifle 1d6+2 30/40/70 1 10 -1000Modern GunPistol 1d6 +3 40/60/120 6-12 5 - 500Rifle 1d6 +4 80/120/240 2-24 10 - 1000Laser *Pistol 1d6 +5 160/240/480 Unlimited 5 Million - BillionRifle 2d6 +5 240/480/960 Unlimited 10 Million - Billion*Lasers are experimental, and thus, very expensive (Millions and Billions). It is unlikelythat your Character will have one of these unless he is either given one, or he finds itsomewhere.
Combat:
Combat is simple. Depending on what type of weapon being used, the attacker useseither his Strength Attribute, or his Dexterity Attribute. As a rule, any weapon that isswung, stabbed with, or slashed with (such as clubs, knives, swords, etc.), use Strength.For a weapon that is aimed, (bows, pistols, rifles, etc.), use Dexterity. (Example is frommy Zombie Hero game.)Example: Billy Butcherson is fighting with another Zombie. Both are armed with agentleman’s sword (1d6 Damage). Billy also has the fencing skill (he was taught fencingas a gentleman when he was alive in the 1650’s-1660’s), and a Strength of 9. Hisopponent does not have the fencing skill, and has a Strength of 7. Thus:Billy Butcherson: Str: 9 + 1 (fencing skill) = 10 Fencing Sword: 1d6Opponent: Str: 7 Fencing Sword: 1d6
 
Billy must roll his fencing (10) or under on 2d6 to make a successful attack on hisopponent. His opponent must roll his Strength (7) or under on 2d6 to block Billy’sattack. Billy rolls a 5 –well under his fencing skill. His opponent rolls a 7 –he barely blocks the blow of his more experienced foe. No resolution to the battle. Each may rollagain. Billy rolls a 7 –still under his fencing skill. His opponent rolls an 8 –just over what he needs. He fails to block, and Billys thrust gets through. Billy rolls 1d6 and getsa 5. His opponent has to deduct 5 Hit Points from his total.A roll of 2 is always a success, while a roll of 12 is always a failure. If Billy got a 2 onhis fencing skill roll, then the sword would have slipped easily past his opponent’sdefenses, no matter what the opposing Zombie would have rolled. Consequently, if Billyhad rolled a 12, he would have missed with his thrust, and his opponent would havegotten in a free hit.Battle with missile weapons (bows, pistols, rifles, etc.) and with magic are handled thesame way. Just replace the Strength score with Dexterity or Magic.
Experience Levels
Experience Levels and Experience Points work like this:At the end of an adventure, Game Master will roll 2d6 for each player. The result is the base number of Experience Points (XPts) each player will receive. They can also receiveadditional XPts for the following:XPts. Event1 Using Skills1 or 2 Using unique or clever ideas to deal with various situations.1 Reaching a goal1 or 2 Good Roleplaying1 Participation1 Anytime the GM thinks is good/right.
Experience Levels ChartLevel Points
1 0-1002 101-2003 201-3004 301-4005 401-5006 501-6007 601-7008 701-8009 801-90010 901-1000

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