9121-Attriutes That Do More

Download as pdf or txt
Download as pdf or txt
You are on page 1of 4

MAKING ATTRIBUTES DO MORE Tomb of Tedankhamen

Rolling attributes in BRP is basically an exercise in futility, as they are only ever used in the rare
attribute check. Herein I’d like to outline how I would houserule BRP to make attributes worth the
work of rolling dice and writing them down. This would entail stealing a few subsystems from other
games, but these are so intuitive and useful for roleplaying inspiration I think it worth the effort.

ATTRIBUTE BASICS
Each attribute should affect two things:
1) A Value useful in gameplay. For example, Con also determines Hit Points.
2) A Modifier to a roll determining something affecting the gameworld. For example, Str and Siz are
added to get a physical damage modifier.

STRENGTH
Value: Equals the number of Items that can be carried (see Encumbrance below for details of what
constitutes an Item).
Modifier: Modifies physical damage as usual.
CONSTITUTION
Value: Hit Points
Modifier: Modifies damage from Poisons, Acid or Disease. Weaker folk take more damage, stronger
less…
DEXTERITY
Value: Base defense score (i.e. starting score for Dodge, Parry, etc)
Modifier: Modifies Initiative roll.
INTELLIGENCE
Value: Multiplied by 10 for Personal Interest Skills, as per usual.
Modifier: Added to SAN loss for studying spells. The smarter you are, the more you understand how
horrible things are…
POWER
Value: Sanity as per usual.
Modifier: Modifies damage from purely magic or psychic/mental attacks. Weaker folk take more
damage, stronger less…
CHARISMA
Value: The number of Contacts a character can have. See Contacts below.
Modifier: Modifies Reaction Roll in informal or unofficial situations. See Reaction Roll below.
SIZ
Value: Determines size of armor wearable (must be within 1 SIZ greater or lower than original

1
specifications to wear).
Modifier: Added to damage as usual, also (with GM’s approval) to Reaction Roll if trying to
intimidate.
EDUCATION
Value: Multiplied by 20 for Occupational Skills, as usual.
Modifier: Modifies Reaction Roll in formal or official situations. See Reaction Roll below.

UNIVERSAL MODIFIERS
Here is my table for modifiers for all attributes:
Below 3 Inferior Below Average Above Superior 18 Superhuman
3 4-5 Average 9-12 Average 16-17
6-8 13-15
- 4 to 0 -3 -2 -1 0 +1 +2 +3 + 4 / 5 points

REACTION ROLL
Although for most situations the GM will have an idea how NPCs will react, for when characters
talk to minor NPCs, when the GM has run out of ideas, or just to add spice to a game, roll 3d6 to
determine an NPC's reaction. In formal or official situations such as at scholarly meetings, talking to
police or officials, use Edu modifier. In informal or unofficial situations such as at a speakeasy (bar),
talking to townsfolk or rogues, use Cha modifier.
Below 3 Violent. NPC attacks character offhand. Roll for initiative!
3 Threatening. Unless the character backs off, there will be blood.
4-5 Unhelpful, dismissive. Not worth talking to this one.
6-8 Uninterested or busy. Might need a bribe or some flattery.
9-12 Neutral, polite. Will answer rudimentary questions, but not go out of his way to
help.
13-15 Interested. Will give information they have, might need a bribe or flattery to go out
of their way.
16-17 Helpful. Will give information, introduce to the right person, or show characters the
way.
18 Friendly. Will go out of their way to help. Character may make a Contact with a gift
or some other reciprocal token.
Above 19 Instant bond. NPC wants to become a Contact, will provide support to the best of
her ability.

2
CONTACTS
The Charisma score itself equals the maximum number of Contacts a PC can have. Contacts are
NPCs that are favourably inclined to the PC in question, who can call upon one Contact for
assistance once a session. Contacts can also be used by the DM as recurring characters and
convenient mouthpieces. Players should define the role of each Contact as they are made, which will
determine how they can assist the PC. Example roles can include Informant, Brother (or Sister) at
Arms, Lover, Drinking Buddy, Investor, Moneychanger, Fence (as in buyer of stolen goods),
Wholesaler, Healer, Priest, Fortuneteller, Trainer, Teacher, Gossip, etcetera. Conversely, Charisma
can also be used as the number of Enemies a PC can make, as charismatic people also have a habit
of causing jealousy or disdain in others. The inclusion of Contacts in a game gives a great literary
feel, and adds depth and emotional investment to any setting if kept up over time.

Characters can make a new Contact in three ways. First, a maximum roll on the Reaction table
should allow them the choice to make the NPC a Contact if so desired. Next, good roleplaying
should naturally present situations where an Ally can be obtained. Conversely, Contacts can be lost if
their trust is betrayed or they are misused or abused. Contacts are not slaves, and will abandon or
even attack a PC if misused or abused, which could include a PC stealing or not repaying an Contact
money, putting a Contact in danger, or attacking them. In extreme cases, they may become
Archenemies bent on destroying the PC.

SKILLS & ATTRIBUTES


To make attributes more relevant to skills and make skill default percentages themselves less
arbitrary, skills are categorized as either Natural or Learned.
Natural Skills – These skills come naturally to the character based on their character concept and
setting. The default percentage is equal to the most relevant attribute, which means a character has a
base chance equal to the relevant attribute, and any Skill Points distributed to the Natural Skill are
added on top of the attribute to get the final percentage. Occupational Skills are automatically
considered Natural Skills.
Learned Skills – These skills are impossible to succeed at without training as indicated by character
concept and setting. Default is zero, but if Skill Points are distributed they add on top of the relevant
attribute for the final percentage. If Skill Points are distributed as Personal Interest, they are added to
0.

Note that the difference between Natural and Learned skills will also vary depending on the setting,
and the character’s place in it. For example, in the 1930’s Drive Car would be a Natural skill for
people from industrially or technologically developed countries (USA, UK, etc), but it would be

3
Learned for characters from regions with less industrial development. Conversely, Climb would be
Natural for people from a mountainous region but not for a scholarly city dweller. GMs and Players
should discuss which skills are Natural and Learned for characters during character creation.

ENCUMBERANCE
Whew, almost done! Encumberance is measured in Items, as indicated on the chart below. A
character can carry a number of ready to use Items equal to their Strength score. For every Item over
the Strength score, reduce the character’s Move by 1 and Dexterity based skills (i.e. Dodge, Kick,
Punch etc) by 5%.

Description Light Medium Heavy Light Heavy


1 handed 1 handed 1 handed 2 handed 2 handed
Ancient Knife, brass Short sword, Sword, club Staff, Polearm
weapon knuckles machete, greatsword
stick
Damage or D4 D6 D8 or 2D4 D10 D12 or 2D6
damage
reduction
Modern Derringer Pistol Submachinegun Rifle Rocket
weapon launcher
Clothing & Hat, baseball Shirt or Greatcoat or suit Diving suit or Suit of
object shoes, of clothes, toolbox animal armor,
example hardcover costume, TV concrete
block
Encumbrance 1 Item 2 Items 3 Items 4 Items 5 Items

Packing - If Items are packed away (i.e. not ready to use but requiring a minute to ready), they count
as half for. Item size is determined as follows.
Coins & Bullets – For tiny objects such as old coins or bullets, a number of objects equal to the
character’s Strength equals one Item.
Containers – If a character has no containers (i.e. backpack, sheath, pouches, etcetera) then an
Item’s encumbrance is doubled.

You might also like