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#Post#: 395--------------------------------------------------
Erwinfoxjj's Forum Based RPG Rules
By: Erwinfoxjj Date: January 16, 2013, 11:03 am
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Percent Rules System
1. The Abilities/Stats
Strength: Physical might of the character
Vitality: The physical health and well-being
Dexterity: The nimbleness of a character
Intelligence: Problem solving capacity
Charisma: A characters personality or social grace
Grit: Courage or mental strength of a character
These all begin at 20% but can be raised at character creation.
All characters have 120 points to put into these as they wish.
2.Combat and Skills
Combat is handled in initiative order with each player recieving
an initiative score that factors their Grit and a random die
roll. To shoot or attack a character chooses the related skill,
such as pistols or brawling, and rolls a percent die that must
equal or be less than the skills Percent score. Should they
succeed they will inflict damage. A characters Health is
Vitality Percent x 2. When a character reaches 0 Health he or
she is unconcious and can not act. Three rounds of this and the
character will die.
Skills are tested, for example lockpicking, against a
Difficulty. For every 10% score in the skill the character will
add 10% to the percent die roll. The difficulty is based on how
hard or easy the task is. A shabby lock is easier to pick than a
handcrafted artisan lock. Skills and weapons will be determined
by the scenario, a computer hacking skill is pointless and out
of place in a fantasy medieval game.
3. Non Action Sequence
These are when players are not actively engaged in combat or a
focused task. Certain skills can be used during this time such
as a persuasion skill when gaining entrance to a prison or the
gambling skill when playing a hand of poker. These do not have a
particular sequence of events that must be kept track of
terribly close.
4 .Bonuses:
Strength and Melee
40% ----- +5
60% ----- +10
80% ----- +15
100% ---- +20
Dexterity and Shooting
40% ----- +5 to hit
60% ----- +10 to hit
80% ----- +15 to hit
100% ---- +20 to hit
These rules are not final by any means and are still being
worked upon and refined when issues arise.
#Post#: 396--------------------------------------------------
Re: Erwinfoxjj's Forum Based RPG Rules
By: Erwinfoxjj Date: January 16, 2013, 11:05 am
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Skills List
Skills with subsets mean the skill has specialization
oppurtunities. To specialize the Parent skill must be at 65%.
Specialization will grant bonuses in certain situations. With
combat related specialization the weapons will inflict more
damage and have a better chance at hitting.
Pistols
-Revolvers
-Smoothbore
-Semi-Automatic
Long Arms
-Muskets
-Blackpowder Rifle
-Bolt Action Rifle
-Lever Action Rifle
-Bolt Action Carbine
-Lever Action Carbine
-Shotguns
Archery
-Crossbows
-Bows
Thrown Weapons
-Axes
-Knives
Brawling (Hand to Hand)
Bayonet Drill
Swords
Axes and Clubs
Knives
Spears and Pikes
Lockpicking
Tracking
-Humanoid
-Beast
-Aquatic
Foraging
-Martian Food
-Earth Food
Bartering
Persuade
Intimidate
Climbing
Firemaking
Sailing
-Waterborne
-Aeronefs
Navigation
-Aerial
-Land, Earth
-Land, Mars
-Water, Earth
-Water, Mars
Weapons Maintainence
Weapon Repair
-Pistols
-Long Arms
Fletching
Sneaking
Hiding
Rope Work (Hog ties, knots)
Engineering
-Steam
-R-Matter
-Mechanical
Physics (Intelligence 60%+)
-Earth
-Mars
Sleight of Hand
Pick Pocketing
Construction
-Wood
-Stone
-Metal
Command
Charisma 50%+
used for ordering commands and people listening
Observation
Everyone has this at 10% but furthering this allows for more
precise observations or clues.
Agriculture
-Earth
-Mars
Animal Husbandry
Spelunking
Swimming
Must spend at least 10% to be able to swim, anything more
increases your speed and grace
Photography
Anthropology
History
Interrogation
Distillaton
-Water
-Alcohol
Entrenching
Fieldcraft
Medicine
First Aid
Surgery
Wilderness First Aid
-Mars
-Earth
Dueling
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