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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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