Showing posts with label rp3. Show all posts
Showing posts with label rp3. Show all posts

Tuesday, April 9, 2013

ABILITIES & Attributes




ability  scores  measure the capacity to act either physically or mentally.  There are six abilities; strength, dexterity, constitution, intelligence, wisdom, and charisma.  Each ability is measured on an ordinal scale from one to twenty with a score of ten representing average capacity for an adult male.  Twenty is the highest possible ability score for a newly generated PC.  Players should not despair (or whine) if their initial scores are not as high as desired, as scores will increase with game play.     

 

            Each player starts a character by rolling 4d6 retaining the three highest die results. 

Do this six times, then allocate one sum to each individual ability as desired. 

The next step is to adjust the character’s ability scores based upon his selected race (Table 1.3).  It is advised to allocate a high primary ability score as this score is vital to advancement in one’s chosen vocation or class.

 

                                                                                                                                   Table 3.1             

Ability                        +2 if      -2 if           Primary for
 
Strength                          B           K                  trooper
Dexterity                        Y           G                 criminal
Constitution                 G          T                  warrior            
Intelligence                   K          G                 scientist
Wisdom                           T           B                   priest
Charisma                       R           K                  extra

 

            When rolling ability scores for low level NPCs, roll 3d6 in order, applying racial modifiers and add the NPC’s current level to the primary ability score!


            With higher ability scores we get a positive modifier to many die rolls in play, thereby increasing the character’s chances of success.  Low ability scores actually have a negative modifier to many die rolls, thereby decreasing the probability of success. After we have determined the results for each ability score, we need to understand what each of these ability scores represents.
 
Table is from the
Toronto Gamerz Club

Monday, April 8, 2013

ABILITY SCORES

  “While green Martians are immense, their bones are very large and they are muscled only in proportion to the gravitation they must overcome.  The result is they are less agile and less powerful,  in proportion to their weight, than an Earth man, and I doubt that were one of them suddenly too be transported to Earth, he could lift his own weight from the ground.”        (PM, III) 
 

                                                                          Table 3.2                      
  SCORE   Description       Modifier    
 
           1 -  3           dismal                       -4                        
  4 -  5           feeble                       -3                        
  6 -  7           poor                         -2                      
  8 -  9           inferior                    -1                      
 10- 11          average                  +0                   
 12- 14          superior                 +1                       _
 15- 17          impressive            +2                  
 18- 20          excellent               +3                 
 21- 24          great                       +4                   _
 25- 29           amazing                +5                   
 30- 34          incredible             +6                    
               35+      fantastic                    +7                   

 

Strength measures capacity of a character to exert bodily or muscular force.   This ability score is crucial to mundane tasks like kicking in doors, carrying things and inflicting damage with melee weapons.  Low strength score does not have to imply that one is a weakling, but could reflect a prior shoulder or back injury.

Dexterity is a measure of speed and skill in using the limbs and body, i.e., agility.  This score is crucial to defending oneself. Most activities that depend upon balance or coordination are governed by this ability. High dexterity score gives you a bonus to your defensive class.  It is also a measure of eyesight.  A low dexterity is not always a lack of agility, but could represent myopia or a knee injury.

Constitution is an assessment of the body to resist painful stimuli and prolonged strain. This ability is also used to measure the sense of smell.  Constitution is a composite of health, endurance and resilience.  A low score in this ability could represent a respiratory limitation such as asthma or could simulate phobia, PTSD or cowardice. 

 Intelligence includes recognition, recall, logic and reasoning; it is not just a proxy for one’s IQ score.  It is also a measure the sense of fine touch.  This ability is the basis for learning and is essential for scholastic and scientific pursuits. A low intelligence score does not have to imply that a character is a moron or imbecile; it could represent illiteracy, hyperactivity or overzealous superstitions.

 Wisdom measures imagination, insight, and awareness.  This ability is also used to measure the sense of hearing and echolocation.  This score is crucial to abstract thinking and the use of spells or powers (RP5). A low wisdom score often represents a character struggling with the familiar problems of addiction (alcohol, drugs, gambling, etc.) and is not necessarily a lack of insight or perception. 
 
Charisma  is that quality that gives one power or authority over others.  This is a composite of personality, etiquette, attractiveness, reputation and animal magnetism. This ability is also used to measure the sense of taste.   Charisma is frequently used when negotiating or parleying with NPCs.

Sunday, April 7, 2013

REACTION Tables


            “No man enters a Martian city without giving a detailed and satisfactory account of himself, nor did I delude myself with the belief that I could for a moment impose upon the acumen of the officers of the guard to whom I should be taken the moment I applied at any one of the gates.”               (WM, V)
 



Modified                                                          Table 3.4
  d20           NPC Reaction                                     
 
  0 - 4         Hatred/ plans for opportune attack
  5-  7          Enraged/ attacks immediately            
  8 - 9          Hostile/ attacks if reasonable odds 
 10-11         Noncommittal/ NPC may desert  
 12-14         Reluctant/ defends in place
 15-17      Agreeable/ evil may betray                        
 18-20         Enthusiastic/ desires friendship
   21+          Passionate/ lays sword at feet    
 


Modifiers

 
   ADD       PC’s  Charisma modifier 
  ADD    NPC’s  Intelligence modifier
     +2   if Joyous (J) or same RM nation
     +0   if Benign (B) or same GM tribe
      -2   if Obstinate (O) or hostile nation
      -5   if  Malice (M ) or hereditary foes
   Plus   situational modifiers (bribery, coercion, etc.)  
                        as determined by game master or referee
 
Upon Barsoom, it is best to assume another man to be your enemy unless proven otherwise as each dead foe provides more of the Red Planet’s dwindling resources to divide amongst those who remain.  


Artwork is by Frank Cho

Thursday, April 4, 2013

Saving Throws


 
Saving throw Bonus  is added to the d20 roll when the character is attempting to avoid injury, traps or magical enchantment/ effects.   The character also adds the appropriate ability modifier depending on the nature of the task or obstacle.  The level adjusted bonus (RP2)  to saving throws represents the experienced character’s superior reflexes, timing, awareness, speed and luck.

 
DC to save against opponent’s spell =

10 + Spell Level +

caster’s primary ability modifier +

caster’s encumbrance and/or armor penalty.
 

        Fortitude saves are made against attacks that immobilize, restrain, drain or spells such as web, hold, paralysis, polymorph, poison or death magic.  Fortitude saves are increased by Con modifier and magical armor bonuses; however, only the highest two bonuses will stack; i.e., if a warrior were equipped with +2 ring of protection, wearing +1 chainmail and carrying a +2 shield; the magic bonus to his fortitude saves would be +4.


       Reflex saves are made against attacks that require one to dodge or evade such as traps, fireball, dragon breath and lightning bolt.  Reflex saves are increased by Dex modifier and adjusted by AP (armor  penalty). A  heavy load (carrying greater than half weight allowance or maximum load, RP4) confers an additional armor penalty of three.

 
      Will saves are made against attacks that target the mind or psyche such as illusion, charm, fear, phantasm or silence. Will saves are increased by Wisdom modifier.
For NPCs, we also add the liege’s, master’s, spouse’s or leader’s Charisma modifier to this result. A henchman should be two or more levels or hit dice lower than his liege or master.
 
Attk  Bonus is added to d20 roll when engaged in either melee or ranged combat.   In order to hit an opponent in combat, the attack result must equal or exceed the opponent’s defense class.   The attack result equals the roll of d20
+ ATTK bonus (determined by class and level), and
 + STR modifier iff melee weapon, or
 + DEX modifier iff firearm, bow or thrown weapon,  
 + situational modifiers as determined by GM.
 
 

Wednesday, April 3, 2013

SNAKE EYES


 

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 When making saving throws or skill checks,

natural  ‘2’  or ‘snakes eyes’ always fails   and a

       natural '1' is a mishap
 

Rolled a One in Melee combat

 
Rolling a ‘1’ in hand-to-hand combat is not only an automatic miss, but a mishap might also occur:
 

 If attacker is also parrying (RP4), then he must make a successful will save or drop his primary weapon.  Difficulty Class = 10 + opponent’s level to prevent disarmament. During melee, it takes one round to prepare a weapon, but a weapon in the offhand can be used immediately.

 
or

 
If attacker is using a shield, and the attacker rolls a natural ‘1’, the attacker’s shield may be destroyed or shattered.  Defender then makes a fortitude save and if this equals or exceeds the attacker’s shield’s shatter DC, then attacker’s shield is destroyed.


Otherwise

The attacker is wounded, fatigued or trips incurring one to six hit points of damage as determined by a die roll.




I admire the will, but fear the flesh is

without sufficient strength.” (MM VIII)

Sunday, March 31, 2013

HIT POINTS


Hit  Points  are an abstract measure of how much damage a character can sustain before passing out or dying.     For beasts and monsters, hit points represent bulk and ferocity; however, for characters, hit points (more is better) measures not only physical toughness and tenacity, but also reflects training, experience, confidence, and luck.    

When a character is damaged this injury is subtracted from his hit point total. When a character’s hit points score is reduced to one or zero hit point, then he is stunned (roll d12 for all saves, attack and skill throws). At negative hit points, a character is unconscious. A character at negative hit points is in shock or bleeding out and loses one additional hit point every round until first aid is properly applied. If the absolute value of current negative hit points exceeds a character’s constitution score, then he is dead. The total number of hit points a character possesses is determined by his hit dice.


“Sharp talons and cruel fangs had torn leg, arm, and breast literally to ribbons. So weak was he from continued exertion and loss of blood that but for the supporting wall I doubt that he even could have stood erect. But with the tenacity and indomitable courage of his kind he still faced his cruel and relentless foes—the personification of that ancient proverb of his tribe: ‘Leave to a Thark his head and one hand and he may yet conquer.’ ”   (GM, IV)


 

    TYPE                  VOCATION

d10               if trooper,  

 d8                if warrior or extra.

 d6                if criminal, scientist or priest/ psychic.

 

            Every level a character advances (including 1st), he rolls one hit die dice adding his constitution modifier to each die result.  This total is then added to the character’s hit points.   When rolling each hit dice for a character

 Reroll ‘1s’ if size is 5+,

Reroll ‘2s’ if size is 6+,

 Reroll ‘3s’ if size is 7+,

and      Reroll ‘4s’ if size is 8+.

 

An injured character normally heals 1 hit point (or dRank for attending physician’s skill) per day of rest; however, healing salves, priestly spells or psychic powers may accelerate the healing process.    

 

      After 10th level, characters no longer roll hit dice, instead the number of hit point gained for each additional level, is based upon their vocation and unmodified by constitution, either

     Three if trooper,

      Two  if warrior or criminal

      One  if scientist, priest/ psychic,  or extra.

Artwork is by Thomas  Yeates

Saturday, March 30, 2013

Experience



I have never been a big fan of awarding or calculating experience points; therefore, my streamlined experience system.

Part of the fun of role playing games is that players can develop or customize their characters throughout the course of adventuring. As they face and overcome challenges, PCs gain experience and knowledge, which allows them to fulfill the role demanded of them. In game terms, this equates to increases in the character’s skills, abilities or level. At the end of each game session, which generally lasts 2- 5 hours, each surviving character receives an experience throw
(d6 for PC or d4 for NPC):
 

Experience Table
 
1)           +1 level if preferred vocation or class *
2)           +1 to randomly determined ability score
3)           +1 to randomly determined skill (Table 6.1)  
4)           +1 GMs choice **
5)          +1 level
6)           +1 to player selected skill or feat ***

* Add a level if and only if green Martian trooper, thern criminal, black pirate warrior, Red Martian scientist, kaldane psychic or yellow Martian extra; otherwise, increase primary ability score one point.


* * GM selects addition of either one level, skill or a spell-like power (RP 5); however, the GM may choose to grant NO experience. This may seem harsh, but granting no experience at the end of a game session serves as a check or warning to players who are disruptive, obstinate or rude.


*** Total number of skills and/or feats allowed to a character may not exceed the average of his intelligence score and his level.

Friday, March 29, 2013

Initiative & Surprise

 

Initiative   and    Surprise

            When the miniatures representing characters are with 2” of each other, they may engage in melee.   For the player characters and members of their party, individual Initiative Score
(INTV) =  Dex   score + Wis  mod. + 
Weapon modifier + Armor Penalty    
 

      For adversaries, INTV = d20 + Reflex bonus.   The DM will determine the initiative score for the rivals or NPC’s opponents; rarely breaking the opposing party into two groups if necessary for dramatic effect.  The first round of melee, only those members of the player’s party whose INTV equals or exceeds that of the opponents party may perform one full round of action, then all the opponents act for this first simulated combat round.   Do not roll dice to determine INTV for members of the PC party.
 

       The second round of action or melee, all members of the player’s party act first, preferably in order of initiative score.  This is followed by all the members of the opposing party controlled by the GM. For clarity and speed, the DM might assign clockwise seating to the players in descending order of INTV score; i.e. the player with the highest INTV score sits at the GM’s left and lowest INTV score will sit at the GM’s right. Game action proceeds in this manner, PC group followed by opponents each round until there is conquest, withdrawal or surrender.
 
 

If the INTV score for the opponents’ exceeds any character’s INTV score by 10 or more, then that member of the PC’s party is surprised the first round, and only the first round of combat.  Surprised characters lose their shield and dexterity based bonus to defense, cannot cast spells, cannot use ranged weapons and they cannot engage in complex mental activity or processing; however, saving throws and melee attacks are normal for duration of this round.
 
art from Damon's  blog
The ART of BARSOOM


Lighting

 
There is a penalty to initiative and ranged combat when operating in situations of poor or suboptimal lighting.  This penalty is halved for melee combat or if character has infravision or  low light vision:

 
     Sub Optimal (-) dawn, dusk, lantern,

 
     Moonlight (-2) full moons, torch,
 

       Starlight (-5)  moonless night, candle,        
 

     Pitch black (-9) character is effectively blind.


   “Why is it that darkness so magnifies our dangers? By day I would have charged the great banth itself, had I thought it necessary, but hemmed in by the darkness of these silent pits I hesitated before a pair of eyes."         (GM, XIV)