Arcano-Tim ([info]arcano_tim) wrote,

The Best RPG of 2006 - Character Creation

This is a sample of an RPG that I want to make. I know the title is misleading but trust me this will pwn.

First a little about the universe: It is big. Throw some stuff in and off you go.

The second thing is character creation. The PC's can be anybody. A cop, a wizard or even a space pirate. Once your PC's have chosen their class you need to roll some dice. All classes get 1d12 hps to start with the exception of the wizard, who gets 1d3 -1. When the character reaches a new level simply roll a d12 again unless you are a wizard of course.
Next is traits. There are 3 traits: Intelligence, Stamina and Hand-Eye Coordination, or HandEyCoord for short. All classes roll 3d6 for each one except the wizard who rolls 1d6 for stamina and HandEyCoord and 4d12 for intellingence.
Now that we have hit points, or points de blood as this system strives to be unique, and traits, now we need skills. Now I know what you are thinking, "Oh for fuck sakes. I mean, honestly, this is retarded. Who the fuck needs metalurgy as a skill?" Well we have addressed your concerns and come up with a perfect skill system. Each player gets a number of skill points equal to their intelligence plus level. You can never have more than 3 times your level in one skill. Note the wizard class may have 25 times their level in wizardry.

Skills:
HandEyCoord Skills.
Shooting - this skill determines how good you are at hitting stuff with your gun when shooting it. Not when bashing. This works for other ranges weapons like rocket launchers, sniper rifles and catapults.
Adultery - self explanatory. Note this is not how well you "adult".
Chicanery - this skill determines how well you cheat, lie, cheat, steal, dupe, forge, dance, play the drums, swing from trees, kiss babies, dentistry, and park. This skill can be used to add an extra 1d6 to a "turning sharply" save. Note this is the skill you use for how well you "adult".
Stamina Skills.
Assaulting - this skill determines your ability to beat stuff with your hands, pipes, pianos and of course your gun. This skill is also used for determining your success in storming locations like beaches, trenches and oboe recitals. Note that this is a 2 for 1 skill so I don't want to hear any bitching.
Battering - the same as assaulting except instead of storming replace it with the word seiging. You also gain an extra 1d6 on attacks against female targets when you combine both skills.
Exploding - this skill determines how well you explode. PC's will want to take this as they will do a lot of it.
Intelligence Skills.
Wizardry - this skill measures how good of a devil worshipper you are. The more points in this the more powerful you can be, but watch out with great power comes great evil. Most PC's should ignore that warning because the GM knows that you don't care how evil you are as long as it gets you more dice to roll damage with.
Identifying - This skill is how well you identify things. Some things will modify this like blindness, deafness, headless, and herpes.
Metalurgy - uh I think it has something to do with metal but I am not too sure. On the safe side we'll just say it is your climbing, jumping and swimming skill.

Note there are some restrictions. Wizards may only take Intelligence skills and other classes may take everything but Intelligence skills.

Now that character creation is you should have three PC's. A cop, a wizard and a space pirate. Lets look at some sample character sheets.
The Cop
Traits
Intelligence 7 Stamina 11 HandEyCoord 15 HP - 9
Skills
Shooting 3
Adultery 2
Identifying 1
Battering 1

The Space Pirate
Traits
Intelligence 12 Stamina 11 HandEyCoord 5 HP - 10
Skills
Assaulting 3
Battering 3
Adultery 3
Chicanery 3
Exploding 1

The Wizard
Traits
Intelligence 35 Stamina 3 HandEyCoord 5 HP - 1
Skills
Wizardry 25
Identifying 3
Metalurgy 3

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