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Post by Thy Dungyeon Maestyr on Sept 7, 2012 0:01:54 GMT -8
SUBPAR is the Simplified Undead-Based Post-Apocalyptic RPG, and it's a total work in progress. Mostly, we will not end up using rules on here - just common sense about what a character can do based on their concept, and occasional game master ruling.
But if we do use rules, they will take the rough form outlined in this area. Below posts will all be rules sections, to be revised in the future by us as the system evolves.
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Post by Thy Dungyeon Maestyr on Sept 7, 2012 0:29:06 GMT -8
Characters will have statistics or "stats" determined by their archetype and traits. These help quantify the character's physical and mental abilities. This game uses very small numbers and very general definitions of characters. Other games, for example, will have you use a separate skill for every domain of a character's knowledge, from "algebra" to "tibetan fox mating ritual knowledge." This game just assumes you have any skill that makes sense for the character and doesn't fuss with details.
STATS -Attack -Defense -Chase -Alertness -Stealth -Physical -Technical -Social -Hit Points -Stamina Points (more info to come)
ARCHETYPE: Archetype is a rough definition of the raw aptitudes of a character. The vast majority of characters should be of the "Citizen" archetype, which represents an average person, from a fry cook to a barista to a middle manager to a call center operator. This archetype has no modifiers to any stat, with a baseline even chance to succeed at anything. If it's something easy, they can do it easily. If hard, it's hard. Other Archetypes modify stats. For example, "Athlete" characters are better at "Chase" rolls. -Athlete -Blue Collar -Citizen -Delinquent -Family -Leader -Scholar -Soldier (more info to come)
SPECIALTIES: Most characters have one or more "Specialties" which are skill sets they've had to develop in the course of life. Most are occupations like "Barista" or "Merchant marine," but some are things a character wouldn't get paid for like "Hobo" or "Artist" (haha, ugh). Specialties do not neatly overlap Archetypes. For example, anyone with military experience who didn't stay in top fighting trim (or achieve such in the first place) could be Citizen or Blue Collar instead of Soldier, even though they might have "Soldier-Army" as their Specialty. (more info to come)
TRAITS Traits are modifiers necessary to describe some aspect of a character that falls outside of what's normal for their Archetype, or just abnormal for any character at all. Here you will find modifiers to stats allowing a bookworm to be more athletic, or a store clerk to have psychic powers. (more info to come)
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