From: Burton Choinski (burt@ptltd.com)
Date: Wed 25 Aug 1993 - 02:08:23 EEST
Just as a Chuckle, I have been taking the 2.0 draft I got and been beating
on it, prettying it up, making a few tweaks, etc. I present the beginning
basics to the list in general (and Oliver) for comment.
NOTE: Many of the ideas in my version are palmed from suggestions here.
DISCLAIM: This is NOT the official draft, and it is not approved, but is
mainly to show how I am thinking of RQ-lite.
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I CREATING AN ADVENTURER
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01 -- Choose species and sex
Human:
[STR 3d6, CON 3d6, SIZ 2d6+6, INT 2d6+6, POW 3d6, DEX 3d6, CHA 3d6]
Green Elf:
Brown Elf:
Dwarf:
Dark Troll:
Duck:
02 -- Choose culture and region of origin
Depending on the region of play, some cultures may be unavailable. Each
cultural type listed below contains a list of suggested regions of origin.
* Primative
* Nomadic
* Barbaric
* Civilized
02a -- Basic cultural skills
03 -- Roll basic characteristics
All intelligent characters have seven characteristics which define their
capacities and skills, and from which are derived specific attributes. These
characteristics are:
Strength (STR)
Constitution (CON)
Size (SIZ)
Intelligence (INT)
Power (POW)
Dexterity (DEX)
Charisma (CHA)
Roll each attribute as stated for your character's species. You may
optionally re-roll any one die, taking the new value if greater or retaining
the old value if lesser.
04 -- Determining attributes
* Magic Points
* Fatigue Level
An adventurer (or creature's) damage modifier is equal to (STR+SIZ-25)/5,
rounded to the higher (if positive) or lower (if negative) value. In melee
combat this value is added to any rolled weapon damage. When using ranged
weapons, only HALF this value (rounded down) is added.
Optionally, for each +2 of value, 1d3 may be used instead. So an
adventurer with a +4 damage modifier may add +4 to his damage roll,
+1d3+2, or +2d3, at his option.
* Hitpoints
Total body HP equals SIZ+CON. In combat, the adventurer passes out from
wound shock when he has been reduced to less than 1/4th his body HP and
dies at 0 HP. Each major region of his body also has individual HP.
For humanoids, these locations are:
Arms -- HP/8
Head, Abdomen and Legs -- HP/6
Chest -- HP/5
Round up in all cases.
* Initiative Values
RANGED initiative is used if the adventurer is not immediately involved
with an opponant and is casting spells or using a ranged weapon, or if that
adventurer successfully gets under an opponant's guard. (see combat).
RANGED initiative is based on DEX alone:
1+ (4) 11+ (3) 16+ (2) 21+ (1)
CLOSE initiative ise used when fighting face to face with an opponant,
when you must close with an oppenent to engage him, or when breaking off
combat to flee. CLOSE initiative is based on SIZ+DEX (limited to the fist
21 points of either):
1+ (7) 16+ (6) 20+ (5) 26+ (4) 31+ (3) 36+ (2) 41+ (1)
05 -- Level of experience
The process of creating a character starts when they are 14-16 years of age
(13+1d3). The referee decides on the starting "level" of characters, which
determines the number of background points (BP) available:
* NOVICE 0-20 background points (10 recommended)
* TRAINED 21-50 background points (35 recommended)
* EXPERIENCED 51-100 background points (65 recommended)
* VETERAN 101-200 background points (125 recommended)
* ELITE 201-400 background points (265 recommended)
06 -- Purchase Cultural Skills
The following skills are basic to most cultures, and can be purchased to the
following basic levels of competency as optional skills by any character.
* Custom, <own culture> -- 45% or 60%
* Custom, <neighboring culture> -- 30% or 45%
* Dance -- 30% or 45%
* Lore, <local area> -- 45% or 60%
* Play <Instrument> -- 30% or 45%
* Sing -- 30% or 45%
* Speak <neighboring language> -- 30% or 45%
* Speak <own language> -- 60% (costs only 1BP)
SKILL COSTS (in background points): 30% - 1 45% - 2 60% - 4
07 -- Using the Occupation Templates
07a -- Requirements
Certain professions have requirements that must be met in order to join
that occupation. Most advanced professions require one to have taken all
lower degrees of that profession.
07b -- Initial Cost
Each profession has a cost in background points that must be met. If you
do not have enough points left over you may not join that profession.
07c -- Basic Skills
Each profession has a list of skills and the degree of training for each
skill. Upon joining the career each basic skill presented is added to
your character as background experience. In the case that you already have
a skill that is listed, use the following rule:
"Greater skill overrides, equal skills combine to next higher level"
This means that if you have a 45% in a certain skill, and the level taught
in the occupation is 60%, you take the 60%. If the level taught is 45%, the
two 45% skills combine and become the next higher level, which is 60%. If
the level taught happes to be lower, there is no change in the skill. To sum
it up:
Trained Skill Level
30% 45% 60% 75% 90%
none 30% 45% 60% 75% 90%
30% 45% 45% 60% 75% 90%
Current >> 45% 45% 60% 60% 75% 90% << Resulting
Skill >> 60% 60% 60% 75% 75% 90% << Skill
Level >> 75% 75% 75% 75% 90% 90% << Level
90% 90% 90% 90% 90% 95%
07d -- Optional Skills
Background points may now be spent to learn skills not a part of the normal
training of that profession, but are related or used only in certain areas.
Each skill is presented with the maximum level at which it may be be trained
to. The cost for said training is generally as follows:
30% = 1BP 45% = 2BP 60% = 4BP 75% = 8BP 90% = 16BP
In cases where thge cost differs from the above it will be listed in
[brackets] alongside the skill name.
The effects of duplicate skills follow the same rules as stated for basic
skills -- greater value overrides, equal values combine to become the next
level. In the case it gets that far, 95% skills have a cost of 32BP and
become 100% if combined.
07e -- Unrelated Skills
If you desire skills not a part of your profession, there are two ways to
go about getting them. You may either join another profession that has
the skill you want, or you may purchase them from the optional skills
section of another profession at DOUBLE cost. The profession used must
have an equal or lower degree of achievement of any profession you have
gone through. For example, if the highest level you have obtained is
"EXPERT", you may only purchase optional skills from "BEGINNER", "ADVANCED"
or "EXPERT" rated professions.
The skills gained must be reasonable for your culture and region. Primatives
cannot learn "Craft Iron". The GM will guide you on this and may make
exceptions if the player can come up with a very good rational for having
the skill.
07f -- Aging
Each profession takes a certain amount of time to complete, as indicated
in the title. In the case where two professions may reasonably take place
at the same time span, use the average of the die rolls and add 50%.
07g -- Equipment
Each profession provides possible equipment for the character. In the case
of taking multiple professions, only the best quality or greatest value of
any category (weapons, armor, coin, goods, etc) of all the professions
entered is considered -- you do NOT add the amounts of the categories.
08 -- Characteristic Increases
With the GM's permission, players can spend background points to buy
characteristic increases. This simulates time the adventurer spent in
improving characteristics instead of skills. A player can only buy
characteristic increases with points left over after the purchase of
professional skills and magic. A player can increase any characteristic
to the normal limits of characteristic increase.
Characteristics are limited to the racial maximum, which is generally
* To increase STR, CON, INT, DEX or APP from the original value to 1/3 the
"Min+Max". For example, a characteristic with a roll of 3d6 has a minimum
of 3 and a maximum of 18. The racial maximum is thus 3+18, or 21.
Besides this recial, you may not increase any characteristic beyond
1.5x the original rolled value. Thus a characteristic originally rolled
to be 10 may not be improved beyond 15, even if the racial limit is much
higher. The difference between the original value and the maximum value
(racial or personal) is called the "maximum possible increase".
maximum possible increase costs 8 background points per +1 improvement.
each. To increase from 1/3 to 2/3 the maximum possible increase costs
16 background points per +1 improvement. Finally, to increase from 2/3 to
the maximum possible increase costs 32 background points per +1
improvement.
* To increase POW by one point costs the character's current POW/2 in
background points.
* To gain one point of positive or negative 'False SIZ' costs 2 background
poins.
As a guideline, Novice characters should generally not be allowed to use
this option, Trained characters should generally be limited to using this
option once, Experienced characters twice, Veteran characters four times, and
Elite characters up to eight times. Note that although excellent
characteristics can be obtained in this manner, a character's skills may
suffer as a result.
09 -- Other Options
Some GMs might allow background points to be converted into extra money or
goods. 200 L per background point in cash or goods is reasonable.
Background points might be converted into training for a skill, at a rate
of 1 background point per week of training. If a GM wishes to allow people
to begin a game with minor magic items, 8 background points could buy an
enchanted item of 1 POW (see Magic).
-- Burton
0,,
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