Page 1 of 1

House Rules

Posted: Wed Aug 13, 2014 8:00 pm
by royya
The characters are prisoners in a labor camp.

Race: Human.

Abilities: regular BRP rules - roll the dice and assign as you wish.

Proficiency: No meaning to Occupation but one can focus on a way of life like a Soldier, Scientist/ Scholar, Engineer, Politician, Rebel/Assassin, Doctor/Nurse, Farmer, Punk/Brute.

General skills: Bargain(05%), Climb(40%), Computer use(01%), Conceal(15%), Craft(05%), Credit rating(15%), Disguise(01%), Dodge(DEX*2%), Drive(20%), Electronics(01%), Fast Talk(05%), First aid(30%), Hide(10%), Jump(25%), Library use(05%), Listen(25%), Locksmith(01%), Mechanics(20%), Medicine(05%), Navigate(15%), Opt. Hvy. Mch.(01%), Other Language[German](30%), Other Language[non German/Non English]](01%), Own language(EDU*5%), Persuade(15%), Pharmacy(01%), Exact Sciences(05%) (Physics, Chemistry, Geology, Astronomy), Social Sciences (05%) (Anthropology, Politics, Law), Humanities Sciences(05%) (Archaeology, Art, History and Religion), Life Sciences (Biology, Bacteriology, Botanic, Zoology) Pilot(01%), Psychology, Sneak(10%), Spot hidden(25%), swim(25%), throw(25%), track(15%).

Combat skills: Martial Arts(05%), Melee combat(40%), Handgun(25%), machine gun(10%), rifle(20%), shotgun(30%), launchers(15%), energy(15%), explosives(20%)

Pow+Con is the score for Cyber points. Available points for cyber ware. The amount showing how much the body can absorb cyber implants before the body fails.

Siz+Con X 1.5 is the radiation points a man can sustain before dying.

To hack robots, mainframes or turrets – a player must pass a ‘computer use” skill.

Armor grants armor points to the wearer (reduce HP lose) and Armor HP (before the armor becomes useless). If the Armor HP is reduced to 0 the armor is broken. Armor can be repaired by finding scrap metal / leather and passing a successful Craft roll or Mechanics roll in a proper workshop.

Drugs and Chems addiction can be treated with a successful Medicine roll with 1d3 days of rest.

FOOD and DRINK: 3 days without a food -1d4 fatigue HP ; 1 day without water -1d6 HP fatigue.

Money: called Credit and stored in a credit stick.

ID – most of the humans are chipped under the skin. Those who are not chipped are identified by a large scar on their arm. The German law states “If the German police catch an unmarked human he is thrown to a labor camp and chipped. The man is executed in the second time he caught.” You are all chipped right now. place a line in the character sheet: chipped: Yes/No.

This is enough for now ... I will add more in the future.