Table of Contents
---------------------
1 - Introduction
2 - Creating a Character
3 - Playing the Game
4 - Attributes and Statistics
5 - Traits
6 - Skills
7 - Items
8 - Tutorials
----------------------
1. Introduction
Welcome to The Rebels RolePlaying Game!
TRRPG is intended to be a game system for playing out adventures on rebels.myfreeforum.org - it bears many similarities to existing roleplaying game systems, but isn't structured directly around any of them.
This system is NOT required. Far from it. It's just something "different" for people to play in addition to regular roleplays.
2. Creating a Character
Every character in TRRPG is given a certain number of points to allocate to their attributes, traits, and skills (more on these later)!
There are 3 core character classes:
Force Sensitive
- With a connection to the mystical "Force" these characters may often look frail, but hide a power beyond reckoning.
Mercenary
- Often regarding the powers of The Force as "cheap tricks and nonsense", mercenaries prefer to place their faith in more tangible powers. Like guns. And... bigger guns.
Specialist
- The specialist regards the actions of a mercenary to be tactless and the mystics of The Force as unreliable. They place their faith in their knowledge of technology, medicine, and history.
Some traits and skills are only available to you if your character is a specific class. Or may be available at a reduced cost.
After selecting your class, you will be given...
8 Attribute Points.
3 Positive and 3 Negative Trait Points
15 Skill Points
Please see sections 4, 5, and 6 for details on what to spend these points on.
3 - Playing the Game
In its simplest form, TRRPG is played by choosing what you want your character to do and then rolling dice - hoping that you roll high enough to be successful in that action. Almost all actions have a dice roll (usually with a 20 sided die) accompanying them.
The scope of the game expands when you consider that your character's customized attributes, traits, and skills can have a vast effect on those dice rolls - and the fact that a designated game master can change the game on the fly: The possibilities and adventures are truly limitless.
Melee weapons and attacks can only be used if the enemy is within reach of the character using the weapon or attack.
4 - Attributes and Statistics
Characters in TRRPG live and die by two statistics: Health and Will.
Health is a measure of how wounded your character is currently. It is used to take damage from enemies and traps you fail to avoid.
Will is a measure of how much more your character can give before being too exhausted to go on. It is used to make actions and execute skills.
In addition, there is a third statistic known as "Interventions". This is a measure of how many times your character can cheat fate by rerolling the dice for an action - a feat normally impossible.
These three statistics are affected by three attributes: Vigor, Agility, and Cleverness.
All characters start with 3 points in all attributes. They then receive 8 points to distribute as they wish.
Vigor: Affects your health. Vigor also affects certain savings throws involved with getting hit in combat.
For every point of vigor, you gain 10 health points.
Additionally, for every 2 points of vigor, you gain an extra point to your saving throws.
Agility: Affects how easy it is for an enemy to hit you. Agility also affects how many interventions your character is allowed per game.
For each point of agility, you become more difficult to hit. Giving 2 extra points to your avoidance score.
For every 2 points of agility, you gain an intervention.
Cleverness: Affects out-of-combat skills (such as detecting traps). Cleverness also increases your will.
For every point of cleverness, you gain 5 will points.
Additionally, for every 2 points of cleverness, you gain 1 point to most out-of-combat skill rolls.
5 - Traits
Traits are powerful modifiers for your characters. They are your characters greatest strengths... and weaknesses. Unfortunately, while your character gets to choose 3 traits that will help them, they also must choose 3 traits that will hurt them.
Positive Traits:
Critical Success: If you naturally roll the highest possible score for whatever roll you are making, you do not pay any will points for that action.
Blood Rage: If your health is below 50% of its maximum, you gain +1 to all damage rolls due to your anger (not compatible with "Easily Shaken").
Dexterity: You gain +4 to all combat action rolls.
Frak fate!: You gain an extra intervention per game.
All Together Now: If ALL of the members of your party use combat skills intended to deal damage in a single combat round, add 3 to your own damage scores for that round. At least one other member of your party must be alive for this effect to apply (not compatible with "Lone Wolf" trait).
Predator: You are able to eat fresh, raw meat from your fallen non-humanoid enemies. Recovering 2 health points. You may only feed upon a specific fallen enemy once.
Cannibal: You are able to eat meat from your fallen humanoid enemies (it must first be cooked, unless you also have the "Predator" trait). Recovering 3 health points. You may only feed upon a specific fallen enemy once.
Heartless: You gain +3 damage against definitively "good" aligned humanoid enemies (not compatible with "Virtuous").
Virtuous: You gain +3 damage against definitively "evil" aligned humanoid enemies (not compatible with "Heartless").
Brannigan: You gain +2 damage against non-definitively good or evil humanoid enemies. "What makes a man turn neutral?"
Nerf Herder: Your work with nerfs had increased your understanding of animals. You gain +1 damage to beasts.
Well rested: You can rest 4 times per game, rather than 3.
Schizophrenic: You may take both the "Heartless" and "Virtuous" traits. You may take both the "Lone Wolf" and "All Together Now" traits.
Lack of Weakness is my Strength: Choosing this positive trait means you do not need to use 1 of your negative trait points.
Negative Traits:
Critical Failure: If you naturally roll the lowest possible score for whatever action roll you are making, you will not be allowed to use an intervention to reroll.
Easily shaken: If your health is below 50% of its maximum, you become frightened at the sight of your own blood, you lose -1 to all damage rolls due to your flinching (not compatible with "Blood Rage").
Underground dweller: Due to living most of your life in darkness, you lose -2 to all action rolls when in well-lit rooms.
Lone wolf: Your heart isn't in it when you help your allies. They only receive 50% of the normal benefit of actions you attempt to help them with - such as healing (not compatible with "All Together Now") (strongly not recommended for Tech Specialists!)
Paranoia: Until a room has been checked for traps, you lose -1 to all action rolls.
Pacifist: You are unable to attack to any character before they deal damage to you or one of your allies. No matter how hostile they appear.
Anti-Bacta: Due to your fear and distrust of medicines, you will refuse any biological medical assistance until you're reduced to 25% of your maximum health or below.
Androphobia: You deal 25% less damage to humanoid male enemies.
Gynophobia: You deal 25% less damage to humanoid female enemies.
Death's Door: Your fear of death is much greater than for normal individuals. If your health drops below 10% of its maximum value, you will be unable to perform any actions that don't directly lead to healing it.
Nightmares: Resting is unable to restore your health above 75% of its maximum value due to your sleeplessness.
Delusions of Grandeur: Your tendency to overestimate your own worth and "show off" your skills causes you to lose 10% of your maximum will points - reflecting how much harder you needlessly exert yourself.
6 - Skills
General Skills
-Rest-
Skill cost: 0
Description: Restores your health to maximum.
May only be used 3 times per game. May not be used in combat.
-Medical Proficiency-
Skill cost: 1
Action roll: d20. Minimum score to succeed: 4
Description: Attempts to use a stimpack or bacta patch on yourself or others.
-Check Traps-
Skill cost: 1
Action roll: d20. Minimum score to succeed: 10
Description: Checks a room for traps.
-Steady Hands-
Skill cost: 8 (5 for Specialists)
Description: Allows you to use bacta patches in combat.
-Rapid Fire-
Skill cost: 2
(Requires Ranged Weapon)
Will Cost: 5
Damage roll: d3 + d3 + d3
Description: 3 separate attacks with their own action and damage rolls.
Jedi Class Skills
-Lightsaber Combat Training-
(Required to use lightsaber item in combat)
Skill cost: 5
-Lightsaber Deflection-
(requires "Lightsaber Combat Training")
Skill cost: 3
Action roll: d12 Minimum score to succeed: 8
Description: Automatically attempts to deflect any successful incoming attack.
-Lightsaber Reflection-
(requires "Lightsaber Deflection")
Skill cost: 3
Action Cost: Same as "Lightaber Deflection"
Description: Enhances your Lightsaber Deflection skill to allow natural scores of 12 to reflect incoming blaster-based attacks.
-Force Choke-
(Ranged attack)
Skill cost: 5
Will Cost: 5
Damage roll: d8
Special roll: d2
Description: Chokes your opponent. If your special d2 roll scores a natural 2, then your opponent will continue choking for an equal amount of damage the next round.
-Force Lightning-
(Ranged attack)
Skill cost: 5
Will Cost: 10
Damage roll: d3
Special roll: d3
Description: Electrocutes your opponent. If your special d3 roll scores a natural 3, then your opponent will be "stunned" for the next round and you will execute a second Force Lightning attack on them at no will cost.
-Force Speed-
Skill cost: 4
Will Cost: 6
Action roll: d100. Minimum score to succeed: 40
Description: Attempts to evade an incoming successful attack or trap (if the trap dodgeable). Unless specified otherwise by the player, will attempt to dodge the highest damage attack.
-Force Leap-
Skill cost: 3
Will Cost: 3
Action roll: d20. Minimum score to succeed: 12
Description: Attempts to jump a large gap.
Mercenary Class Skills
-Headshot-
Skill cost: 3
Will cost: 6
Damage roll: d12
Notes: Only usable if the enemy has a head.
-Pistol whip/Rifle butt-
(Melee attack)
Skill cost: 3
Will cost: 4
Damage roll: d4
Special roll: d6
Notes: Only usable if the enemy is within melee range.
If the d4 hits a natural 6, the enemy is afflicted with the "stunned" condition and unable to attack during the next round.
-Penetrating shot-
Skill cost: 3
Will cost: 2
Damage roll: d4
Notes: A high velocity shot able to penetrate defenses such armors and lightsaber deflections.
-Jetpack-
Skill cost: 4
Will cost: 8
Action roll: d20. Minimum score to succeed: 8
Description: Moves you completely out of reach of melee attacks for two rounds. Also jumps large gaps.
Notes: If used indoors, roll a d12 instead.
Specialist Skills
-Slicing-
Skill cost: 2
Will cost: 2
Action roll: d20. Minimum score to succeed: 16
Description: Allows you to break electronic locks and into systems.
Notes: Only usable 3 times on a single system before it locks down.
-Medical Expertise-
(Requires Medical Proficiency)
Skill cost: 3
Will cost: Same as Medical Proficiency.
Action roll: Same as Medical Proficiency.
Description: Doubles the effectiveness of your stimpacks and bacta patch uses.
-Stimpack Training-
Skill cost: 3
Will cost: 1
Action roll: d20. Minimum score to succeed: 4
Description: Converts a bacta patch into a makeshift stimpack.
If you fail, the bacta patch is destroyed.
-Resuscitation-
Skill cost: 5
Will cost: 10
Action roll: d20. Minimum score to succeed: 12
Description: Revives an ally whose health was reduced to 0 in the previous round. The are revived with 20% of their maximum health.
-Crippling Blow-
(Requires ranged weapon)
Skill cost: 3
Will cost: 4
Description: Attempts to afflict an enemy with the "crippled" status effect. Which increases all subsequent damaging attacks on them by 2 until removed.
7. Items
Stimpack: Heals yourself or an ally for 8 points of damage. May be used during combat.
Bacta patch: Heals yourself or an ally for 10 points of damage. May not be used during combat.
Lightsaber: Melee weapon. Attacks for d4 damage.
Blaster: Ranged weapon. Attacks for d3 damage.
8. Tutorials
Rolling Dice (click spoiler box to expand)
Spoiler:
Rolling dice is handled via a website allowing verifiable rolls to made online and emailed to people. They are emailed at the same time the rolls are made - so there should be no chance of cheating.
Let's take a quick example of how this would be used.
My character is facing down a vicious "Pirate Nexu" enemy. I decide I want to use my "Rapid Fire" blaster attack skill on it.
I check the rulebook to see what the rules for Rapid Fire are.
Rulebook wrote:
-Rapid Fire-
Skill cost: 2
(Requires Ranged Weapon)
Will Cost: 5
Damage roll: d3 + d3 + d3
Description: 3 separate attacks with their own action and damage rolls.
Alright. It's called "Rapid Fire", I knew that. The skill cost is irrelevant - my character has already paid to learn the skill. I have a ranged weapon.
Will cost 5. Alright, I'm going to need to use up 5 of my will points to attack with this.
Alright. Damage roll: d3 + d3 + d3.
What does that mean?
The description provides a hint. "3 separate attacks with their own action and damage rolls."
Ah! Okay. Action rolls. Almost everything you can do in the game requires you to roll a 20 sided die (also known as a d20) to see if you succeed in that action! This particular skill fires THREE blaster shots so I need to check THREE times to see if I hit the target (A Pirate Nexu, in this case).
I also happen to have the "dexterity" trait, which says "You gain +4 to all combat action rolls" - so whatever each of those d20 rolls shows up as, I get to add 4.
So the damage roll must be a separate roll to see how much damage the attack will do if it hits. Again, there's THREE blaster shots - so I need THREE damage rolls. That's what "d3 + d3 + d3" means! For each of the three blaster shots I roll a 3 sided die to see how much damage it will do if it hit!
Alright. I've got it now. So let's enter it into the electronic dice roller!
Looks right. I've entered my email, the email of my dungeonmaster (so he can see and confirm my rolls). I've entered the d20+4 (remember, I get +4 because of "dexterity") dice for the Action Rolls and specified that I want to roll it 3 times (once for each rapid fire shot)... and then the d3 dice for the Damage Rolls (and also specified 3 rolls again - one for each shot).
I've also commented the rolls so my dungeonmaster knows exactly what they're for.
And now I can check my email for the results immediately!
The Pirate Nexu had an avoidance score of 9. That's the score I need to beat to hit it...
Aw, my first shot only tied it (a 9). So it doesn't hit. Which is a shame because the first damage roll was a maxed out 3.
But the other two shots hit (a 10 and 13)!
So they'll both deal 2 damage to the Nexu. Yay!
_________________ May The Force Be With Us, Always
Last edited by Rive Caedo on Fri Apr 10, 2009 11:16 pm; edited 6 times in total
Posted: Thu Apr 09, 2009 10:57 pm
Message
Jiub Knight - 5th Degree
Joined: 30 Aug 2006 Posts: 2309
Looks good. I'll try and set something up later. _________________
Posted: Fri Apr 10, 2009 3:31 am
Message
Jiub Knight - 5th Degree
Joined: 30 Aug 2006 Posts: 2309
Sorry for the double post, but I didn't really look over it enough last time. How do I know how many health, will, skill, etc. points I have to use? I think I understand traits, but the rest, I don't understand as well. _________________
Posted: Fri Apr 10, 2009 4:18 am
Message
Rive Caedo Jedi Grand Master
Joined: 02 Dec 2005 Posts: 8294
Location: Kallibann
Here's a detailed run through.
All characters start like this....
Name: Sarah Dobson
Class: None
Statistics:
(ignored for now)
Attributes:
Vigor: 3
Agility: 3
Cleverness: 3
Traits:
-Positive-
-Negative-
Skills:
__________________________
Well that's not much of a character, is it?
Let's see what the rulebook says I get to customize...
Then I get to choose my traits...
They're listed in the rulebook.
So we pick 3 positive ones...
Quote:
Schizophrenic: You may take both the "Heartless" and "Virtuous" traits. You may take both the "Lone Wolf" and "All Together Now" traits.
Heartless: You gain +3 damage against definitively "good" aligned humanoid enemies (not compatible with "Virtuous").
Virtuous: You gain +3 damage against definitively "evil" aligned humanoid enemies (not compatible with "Heartless").
And 3 negative ones...
Quote:
Anti-Bacta: Due to your fear and distrust of medicines, you will refuse any biological medical assistance until you're reduced to 25% of your maximum health or below.
Death's Door: Your fear of death is much greater than for normal individuals. If your health drops below 10% of its maximum value, you will be unable to perform any actions that don't directly lead to healing it.
Lone wolf: Your heart isn't in it when you help your allies. They only receive 50% of the normal benefit of actions you attempt to help them such as healing (not compatible with "All Together Now") (strongly not recommended for Tech Specialists!)
And, lastly, I get to choose my skills.
A lot of skills are based around your class. So I need to choose that too.
Let's say Billy's a Specialist.
I get 15 skills points to spend.
Same deal. Skills are listed in the rulebook above.
You should take "Rest" as a skill for sure, since it's 0 points (in other words, free) and is highly useful.
So...
Quote:
-Rest-
Skill cost: 0
Description: Restores your health to maximum.
May only be used 3 times per game. May not be used in combat.
I've used 0 points out of 15...
Quote:
-Medical Proficiency-
Skill cost: 1
Action roll: d20. Minimum score to succeed: 4
Description: Attempts to use a stimpack or bacta patch on yourself or others.
I've used 1 out of 15...
Quote:
-Steady Hands-
Skill cost: 8 (5 for Specialists)
Description: Allows you to use bacta patches in combat.
I'm a Specialist, so I only need to spend 5 points to obtain this skill.
I've used 6 out of 15...
Now let's go down to the special "Specialist only" Skills
Quote:
-Medical Expertise-
(Requires Medical Proficiency)
Skill cost: 3
Will cost: Same as Medical Proficiency.
Action roll: Same as Medical Proficiency.
Description: Doubles the effectiveness of your stimpacks and bacta patch uses.
I have medical proficiency. So I can take this skill.
I've used 9 out of 15...
Quote:
-Resuscitation-
Skill cost: 5
Will cost: 10
Action roll: d20. Minimum score to succeed: 12
Description: Revives an ally whose health was reduced to 0 in the previous round. The are revived with 20% of their maximum health.
I've used 14 out of 15...
Well, I still have 1 point left, so I guess I'll go back up to the general skills and pick up...
Quote:
-Check Traps-
Skill cost: 1
Action roll: d20. Minimum score to succeed: 10
Description: Checks a room for traps.
Now I've used 15 out of 15.
Great! I'm done, right?
Well - almost. I still need to make some quick calculations.
Here are the rules regarding attributes...
Rulebook wrote:
For every point of vigor, you gain 10 health points.
Additionally, for every 2 points of vigor, you gain an extra point to your saving throws.
For each point of agility, you become more difficult to hit. Giving 2 extra points to your avoidance score.
For every 2 points of agility, you gain an intervention.
For every point of cleverness, you gain 5 will points.
Additionally, for every 2 points of cleverness, you gain 1 point to most out-of-combat skill rolls.
Alright, I have 5 vigor - and for every 2 points I get an extra point to my savings throws - so I have +2 to savings throws.
Also, I get 10 health per point. So I have 50 health.
Same deal with agility. I have 4 - and for every 2 points I get an intervention - so I have 2 interventions.
I also get 2 points to my avoidance score per point. So I have +10 avoidance.
Cleverness... mines high. I have 8.
For every 2 points I get a point to my out-of-combat action rolls. So I get +4 to those rolls.
I also get 5 will per point. So I have 40 will.
So here's my completed character.
Name: Sarah Dobson
Class: Specialist
Statistics:
Health 50/50
Will: 40/40
Interventions: 2
Skills:
Rest
Check Traps
Medical Proficiency
Medical Expertise
Steady Hands
Resuscitation
__________________________
And there we go!
Note that this is a really really really bad character.
I picked "Lone Wolf" as a specialist. Even though that trait specifically warned me that specialists shouldn't take it.
Almost all of the skills I took are related to healing. But thanks to Lone Wolf, now I can only heal my allies for 50% of what I'd normally be able to do. I've crippled the entire purpose of my character!
Additionally, I took "Anti-Bacta" which means I can't even heal myself or let other people heal me until I'm really low on health. That make no sense at all!
Lastly, I took Heartless and Valorous. Normally these traits can't be taken together (because they specifically say that they're not compatible), but since I also took "schizophrenic" I'm allowed to override that rule.
... It was still a really bad move though. All of my skills are based around healing. Why would I use up all 3 of my positive traits on dealing damage?
I probably should have taken something like this instead...
Positive traits
Quote:
Frak fate!: You gain an extra intervention per game.
Critical Success: If you naturally roll the highest possible score for whatever roll you are making, you do not pay any will points for that action.
Well rested: You can rest 4 times per game, rather than 3.
Negative traits
Quote:
Easily shaken: If your health is below 50% of its maximum, you become frightened at the sight of your own blood, you lose -1 to all damage rolls due to your flinching (not compatible with "Blood Rage").
Androphobia: You deal 25% less damage to humanoid male enemies.
Gynophobia: You deal 25% less damage to humanoid female enemies.
Now that's more like it! Now my traits work much much better with my skills.
All 3 of my negative traits have the potential to reduce my damage. But I'm a healer so that won't come up very often!
And for my positive traits...
"Frak fate!" Increases my interventions from 2 to 3. Giving me an extra chance to reroll per game if I fail an important roll (like trying to resuscitate an ally character that just died).
"Well rested" lets me use the rest skill an extra time per game. Which lets me heal myself more easily - saving my precious bacta patches and stimpacks for my allies.
And "critical success" lets me not use any will points if I "naturally" (meaning, without special trait or skill modifiers) roll the highest value possible. So, if I was rolling a d20 (20 sided die) for an action and it turned up 20 - I wouldn't lose any will for performing that acton.
And there you go! A fully thought out character creation process. _________________ May The Force Be With Us, Always
Posted: Fri Apr 10, 2009 5:14 am
Message
Lord Vexen Supreme Commander
Joined: 05 Apr 2006 Posts: 8483
Location: Building a Communist fighting robot
I love the Brannigan thing from Futurama. Nice quote too _________________
Liberty Prime wrote:
Death is a preferable alternative to Communism
Posted: Fri Apr 10, 2009 4:35 pm
Message
Rive Caedo Jedi Grand Master
Joined: 02 Dec 2005 Posts: 8294
Location: Kallibann
There's been a few questions about the rolling system. So I added a quick conversational tutorial about it (with a pair of screenshots). It's in a new section at the bottom of the rulebook. _________________ May The Force Be With Us, Always
Posted: Fri Apr 10, 2009 10:52 pm
Message
Xander Vos Sith Emperor
Joined: 08 Jan 2006 Posts: 19752
Location: The Sith Temple
OK, that makes more sense now. I think the constant checking back into this thread will take some getting used to but I'm up for it. _________________
Time to start again.
Posted: Fri Apr 10, 2009 11:14 pm
Message
Rive Caedo Jedi Grand Master
Joined: 02 Dec 2005 Posts: 8294
Location: Kallibann
It's definitely something of a "practice makes perfect" thing.
After using a certain skill 3 or 4 times, you'll likely be able to remember the rules behind it without checking for the exact wording
Rulebook upgraded to 1.1 - I cleaned up and clarified some of the trait descriptions.
Specific changes are listed in this spoiler box.
1.0 --> 1.1 Change Log
Changes are in bold.
Spoiler:
-Traits-
All Together Now:"If ALL of the members of your party use combat skills intended to deal damage in a single combat round, add 3 to your own damage scores for that round. At least one other member of your party must be alive for this effect to apply.(not compatible with "Lone Wolf" trait)."
- The previous wording could be incorrectly understood to mean "if every member of your party is a combat character, always add 3 to your own damage scores" and also allowed the effect to apply if you were alone and made an attack (which goes against the team-based intent of the trait).
Predator: "You are able to eat fresh, raw meat from your fallen non-humanoid enemies. Recovering 2 health points. You may only feed upon a specific fallen enemy once."
- Clarification to not allow for the exploitative practice of repeatably feeding on a single corpse for unlimited health recovery.
Cannibal: You are able to eat meat from your fallen humanoid enemies (it must first be cooked, unless you also have the "Predator" trait). Recovering 3 health points. You may only feed upon a specific fallen enemy once."
- Same change as "Predator"
Critical Success: If you naturally roll the highest possible score for whatever action roll you are making, you do not pay any will points for that action.
- Clarified.
Critical Failure: If you naturally roll the lowest possible score for whatever action roll you are making, you will not be allowed to use an intervention to reroll.
- Clarified.
Lone wolf: Your heart isn't in it when you help your allies. They only receive 50% of the normal benefit of actions you attempt to help them with - such as healing (not compatible with "All Together Now") (strongly not recommended for Tech Specialists!)
- Grammar fix
_________________ May The Force Be With Us, Always
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