Author Topic: RP Using RPG Rules  (Read 1684 times)

Offline Stormwell

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RP Using RPG Rules
« on: February 19, 2013, 01:59:20 pm »
This was suggested a while back but nothing really came of it, but recently I've come across the Savage Worlds system and interested in trying it out.

So, here goes an attempt to roll up a character....in this case Mick.

Step One: Race

Humans are the most common race and in Savage Worlds they begin with a free Edge (more on that later).

Step Two: Traits (Attributes & Skills)

Start with d4 (as in a four sided dice) in each attribute and have 5 points to increase them with, going from d4 to d6 costs 1 point. Max limit is d12.

Agility (dexterity, etc): d4 > d6 > d8
Smarts (how clever you are): 4d
Spirit (willpower, etc): d4 > d6
Strength: d4 > d6
Vigor (aka endurance): d4 > d6

Derived Statistics

Charisma 0 (always 0 unless modified by Edge or Hindrance)
Pace (movement) 6" (every inch equals 2 yards or 6 feet in the real world)
Parry (equal 2 plus half of fighting) 5
Toughness (2 plus half Vigour plus torso armour) 5

Skills work in a similar way, you have 15 points to spend and you have to buy the first rank (aka d4) in the skill. Also the skill goes higher than its parent Attribute you have to spend 2 points per level and the max limit is d12.

Boating (Agility) d8
Climbing (Strength) d6
Driving (Agility)
Fighting/Melee (Strength) d6
Gambling (Smarts)
Healing (Smarts)
Intimidation (Spirit)
Investigation (Smarts)
Knowledge (Smarts)
Lockpicking (Agility)
Notice (Smarts) d4
Persuasion (Spirit)
Piloting (Agility)
Repair (Smarts)
Riding (Agility)
Shooting (Agility) d8
Stealth (Agility) d8
Streetwise (Smarts)
Survival (Smarts) d4
Swimming (Agility)
Taunt (Smarts)
Throwing (Agility)
Tracking (Smarts)

Edges & Hindrances

Unique abilities that round characters out. Edges can be taken by balancing them out with Hindrances, the latter being divided into Major and Minor. You can take one Major Hindrance and two Minor Hindrances, costing 2 points and 1 points respectively.

Hindrances

Overconfident (Major)
Loyal (Minor)
Outsider (Minor)

Edges

Buying an Edge costs two points which you get from taking Hindrances.

Alertness
Connections (Royal Marines)
Steady Hands

Step Four: Gear

Typically have $500 for the starting amount to spend.

Bayonet; Damage Str+d4, Weight 1, Cost 25
Lee-Enfield No.4; Range 24/48/96, Damage 2d8, RoF 1, Weight 9, AP1, Snapfire, Scope

Step Five: Background

Basically your character's history and you're done!

Offline Stormwell

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Re: RP Using RPG Rules
« Reply #1 on: February 19, 2013, 03:23:20 pm »
Savage Worlds' mechanic is basically a 4 or better on dice rolls means a success, typically your roll is modified by certain factors that can either improve or worsen the end result.

Taking Mick for an example, a straight up Shooting roll means he needs to get a 4 or better on a d8.

If his target has cover (we'll say a -2 to Mick's roll) then Mick will need to get a 6 or better in order to hit.

Though on the flip side if Mick had something that grants him an aiming bonus (in this case a +2) then he just needs to roll 2 or better in order to hit.

Offline Stormwell

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Re: RP Using RPG Rules
« Reply #2 on: March 09, 2013, 08:46:24 pm »
Right for the RP follow the character creation rules as follows.

Note your character will be part of the Detroit Constabulary's Criminal Investigation Department.

Your character will have the Poverty Hindrance (RP set during the Great Depression) and will also have the choice of taking Vetern of the Concrete Jungle edge for free, this means you've been walking the beat for a while and seen a thing or two.