R I P ===== Roleplaying the Infinite Possibilities Second Edition 4th fantasy game of Hacked generation yet even more simplifier retained firearms and test rolls from syndhammer, spells and creatures from Hacked/RIP. (c) Kalle Marjola 1996 All rounding are done mathematically unless noted otherwise. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ABILITIES ========= Abilities in RIP are VERY simplified, and most of time there is only race standard value, which may vary by one for most abilities for each individual, but is not very frequent. Note that 3 is typical for 90% of population, and 2 or 4 is very unusual and weak/strong ability. Human Normal Limits STR Strength 3 2-4 END Endurance 3 2-4 SPD Speed/Agility 3 2-4 INT Intelligence 3 2- AWR Awareness 3 2-4 WIL Willpower 3 2- POW Power/Presence 3 2- TGN Toughness 3 MOV Movement 4 POW: How impressing, powerful or strong creature seems to be. This is standard resistance ability against spells etc., and may rise very high for legendary individuals. TGN: Creature general resistance against blows and bleed - bigger ones do not care about little bleed. MOV: Creature movement speed in normal cases. Ability test (stress): d6 + ability = 7+ for success penalties according to task see dice roll rules below no roll is made in non-stress situation, pure value determines the result - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - SKILLS ====== lvl 2 Skilled 4 Trained 6 Expert 8 Master If skill is not learned, it normally defaults to 0 or 1 depending on character's background and skill. Most skills have some category they belong to, and taking skills from same category is easier than from different ones. Sample categories are: ag (agility) Skills that require coordinated movement, like acrobatics. dex (dexterity) Skills that require good concentration and steady hand. seek Skills that require concentration and skill to spot things not normally looked after. If the skill name is , own skill must be learned for each aspect. All such skills are considered to be in same category. Sample skills: -------------- Melee(ag) Skill to strike, parry and dodge in melee (see combat), must be specialized in some weapon, like Karate-2, or Dodging-3. For non-specialized movement, -1 penalty Acrobatics(ag) Skill to move dexterously. May be substituted for melee skill when dodging at -1. TeamFighting(seek) Skill to fight effectually in group and to make coordinated attacks. Firing(dex) Ability to hit with specialized ranged weapon type, like Bow-5 Thrown(dex) Skill to throw things accurately First-aid(heal) Skill to bind wounds effectively (normal test per minute) and to fix some little damage Healing(heal) Skill to do long healing process with herbs and other natural ways. Used to quicken healing rate. Survival(ks) Skill to survive in chosen, specialized terrain like winter forests, deserts, jungle, mountains etc. Demonology(ks) Knowledge about Demons Religions(ks) Knowledge about religions Bestiary(ks) Knowledge about monsters Mythology(ks) Knowledge about ancient cultures and beliefs. Skill to speak some language. Read/Write Skill to read and write language. Must be specialized in some language. Tracking(seek) Skill to identify tracks, make conclusions about them etc. Stealth(dex) Skill to move silently and unnoticed. Pickpocket(dex) Skill to pick pockets, make sleight of hands and other similar feats. Lockpicking(dex) Skill to pick locks and disarm traps Skill to ride a horse (or another animal, but default is horse) Climbing(ag) - Swimming - Skill-test ---------- d6¹ + appropriate skill 7+ success ¹6 reroll at +3 (again and again) with minimum of 3 on each roll 1 reroll at -3 (again and again) with maximum of 4 on each roll Opposed test: (as number vs. other) reduce opposing number from result - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - COMBAT ====== 1. Determine order 2. Do actions in in that order in each phase until combat is over Combat is advanced in phases each about 6 seconds, and persons must do some action during each phase. Some actions require more phases, and if such action is done, no new actions may be done until that time has elapsed. If such an action is interrupted, in most cases character is free to act when his next action is in the next phase. Actions ======= During each phase, if it's person's turn to do an action, he may do one of the following: Move SPD meters and attack (monsters use MOV) or draw a weapon Aim and shoot (careful aim 3 continuous phases) Load a bow or a gun (continuous, may require more phases) Run MOV x5 +2d6 meters, may strike a target followed for a complete phase at -2. Cast a prepared (or instant) spell Prepare a spell (continuous) Continuous action last until creature's next phase, and are lost if creature does some disrupting interrupt or is damaged. Interrupts: ----------- Some actions are so free that they may be done as response to action done by someone (but may require AWR-test). Such an action may disrupt current action, and that action must be started over in next phase. Parry an attack (lose aim, reload or preparation) Dodge (lose aim, reload or preparation) Fire ready weapon (no aim bonus even if was aiming) Cast an interrupt spell (see restrictions in magic system) Melee attack ============ Strike: ------- Skill test with attacking skill -x attacker wounded +1 advantegous position +2 target stationary -x target speed (special for some) 5+ hit (unless parried or dodged) 10+ good hit, better damage/hit location 13+ critical hit, superior damage/hit location unmodified 2 as last die: additional attack if previous 7+ All attacks may be parried or dodged if defender sees them coming. Parry: ------ Skill test with appropriate melee skill -x defender wounded n item used for parrying Strike is parried if roll is same or more than attack roll. Some damage may be still inflicted if attack was strong enough. (normal parry is -6 for damage) If the parry roll is natural 6 or more, the attack is reduced to normal hit even if it was good or critical. Dodge: ------ Dodge-skill test -x defender wounded -1.. burdened Strike is dodged if roll is same or more than attack roll. 10+ The dodge is very skillful and dodger does not lose his next action. Otherwise, the next action is lost. If the dodger makes another dodge before his next action, it does not cause further delay. If the parry roll is natural 6 or more, the attack is reduced to normal hit even if it was good or critical. Multiple attackers: ------------------- -2 to parry/dodge for each additional Ranged attack ============= Skill-test vs. suitable weapon skill modifiers: +acc aimed shot* at moving target +2x acc aimed shot* at stationary target +2 very close shot (less than meter, firearms only) -1 per range step (if snap shot, range step is no more than 5 meters) -1 firing at move (and aim max reduced) target size -2 snap shot (interrupt action) -n target dodging, penalty target's dodge/2 *if not careful aim, halve bonus 7+ hit 10+ good hit, better damage/hit location 13+ critical hit, superior damage/hit location With fire-arms, it is possible to shoot many shots during one phase, and GM should judge these situations. Damage ====== First, determine if armor is hit (see below) Then roll d6 (open-ended as skill roll) + x attack strength (S) - x target TGN - x armor (see below) +2 critical hit Result is damage caused (ignore negative results) For a good or critical hit, reroll damage die twice and select higher (before rolling for open-endesness). Sudden death ------------ If the damage caused is equal or more than target's END, the target must succeed in END+5-damage test or die for massive shock. Creatures with soul may substitute POW for END (or TGN later) if higher. Creatures without END make it against TGN, and are immune to special Pierce/Firearms damage (below). Pierce/Firearms: If the hit is critical, and does not hit armor, the target must succeed in TGN-4 test or die instantly regardless of damage caused. This does only apply to creatures with END. In addition to this roll, normal sudden death roll is made. Example: Soldier is hit with a good critical hit at damage of 4. The soldier must succeed in TGN-4 test or die, even when total damage is reduced to 1 after tougness. Knock'Out --------- If the creature is not killed by the blow, and the damage caused is END or more, he must succeed in END+4-damage test or lose consciousness. Effects of damage: ------------------ END wounds causes -1 to all actions except for melee 2x END wounds causes -2 to all actions (-1 to melee) 3x END wounds results in coma/incapacitation. Heroic character can still say their final words before uncosciousness. 4x END is lethal/destructive. Some last words can be said. For non-bleeding creatures, use TGN instead of END. Unbind wounds cause additional hits until binded. Armor: ------ If target has some kind of armor, it may give some protection against damage. First armor coverage roll is made, and if armor is hit, it's value is reduced from total damage. Also note that no scratches are inflicted by damage reduced to 0 or less. If the hit was good, roll armor coverage twice and select worse coverage. If the hit was critical, roll armor coverage twice and all +3 to bigger result. Damage reduction: ----------------- Some big things gain only half or similar damage. In such case, damage is divided in appropriate instance, but always after TGN reductions. Knock-out and sudden death test is made before halving if that reduction is general (like big creature), not type-specified (like undead pierce reduction). Example: Half and -1 damage from Krunch: total krunch damage is halved and after that still reduced by one. Healing from damage: -------------------- Each creature heals END points each 3 days if rest, medical aid and good food is available. Otherwise, multiple the time. If rare herbs and successful healing skill test is made, the creature is healed END points each day. If the test in unsuccessful, use the normal healing rate. For a successful first-aid test, the creature is healed one point of damage. This can be done only once per damage. Poisoning: ---------- Character poisoned is hit again and again with poison's STR. This continues until character dies or poison is removed. Poison can be removed by a successful Healing skill test if suitable herbs and tens of minutes is used to treat character. Dying: ------ If a character dyes for damage (either sudden death or lost damage points), his soul will stay in his body only for limited time. At the moment of dying and each sunrise (or time of it), character must succeed in POW test or his soul departs his body and is lost forever to Netherworld. After that has happened, no mortal magic can bring him back. Note that only intelligent humanoids have a soul. Special Damage ============== Some effects cause loss of SPD, END or other abilities. In such case, this loss affects other test also: Lost SPD: For each point, character gains -1 to melee (and all agility/dexterity skills) Lost STR: Character's STR is temporary dropped and it affects combat (see minimum strength requirements, and damage is reduced) Lost END: Character is more easily knocked out. Original END is still used for bleed levels, but reduced END is used for knock-out tests and levels. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - COMBAT EQUIPMENT ================ Note that most equipment has POW of 0 if not somehow enchanted. The TGN depends on item material (7 for steel, 4 for wood). Melee weapons ------------- Weapon STR Damage Parry Special ----------------------------------------------------------- Dagger/knife - P:STR-3 -3 Sword (1h) 3 S:STR-1 +0 Bastard Sword 4 S:STR-1 +0 +1 damage two-handed Sword (2h) 4 S:STR+1 +0 heavy Club/baton 2 K:STR-2 +0 wooden (1/3 or 1/2 damage) Big bat (2h) 3 K:STR+1 +0 wooden (1/3 or 1/2 damage) Mace 3 K:STR-1 -1 2/3 damage Morning Star 4 K:STR -1 2/3 damage Flail 4 K:STR -3 flail (parried at -2, entangle) Flail (2h) 4 K:STR+1 -1 flail (parried at -2, entangle) Axe 4 (2) S:STR-1 -1 heavy Battle Axe 5 (3) S:STR -1 heavy, +1 parry 2h Axe (2h) 5 S:STR+1 +0 heavy, -1 armor Spear 3 P:STR-2 (+0) +2 damage 2h Staff (2h) 2 K:STR-1 +1 wooden (1/3 or 1/2 damage) Halbard (2h) 3 S:STR +0 heavy, or P:STR-1 Shield 3 K:STR-2 +1 wooden (1/3 or 1/2 damage) Fist - K:STR-3 1/4 damage STR if user STR is below this, -1 to parry for each point, and -1 to-hit for each two points. If used with two hands, reduce STR minimum by one (not for 2h weapons). Damage K for krunch, S for slash and P for pierce. Slash causes most bleeding while krunch lightest. Special If damage is reduced because of non-lethality of attack, sudden death/knock-out test must be made against damage BEFORE reduction. HEAVY means that part damage is krunch and armor cannot protect at greater value than K protection +1. WOODEN weapons are either made entirely of wood (1/3 damage), or are made of wood, but has spikes or metal fringes (1/2 damage). FLAILS are parried at -2, can entangle opponent's weapon, and are made of wooden material or from metal (2/3 damage). Thrown weapons -------------- Weapon Range step Damage Special ---------------------------------------------------------------- Knife/dagger STR x2 P:STR-3 Axe STR S:STR-1 -1 to throw, heavy Javelin STR x3 P:STR-1 Rock (grenade) STR x3 K:STR-3 1/2 damage Range step: -1 to-hit per step, max 5x range step Damage: -1 damage per 2 range steps (-1 at 2 etc.) Primitive missile weapons ------------------------- Weapon STR Range Step Damage Accuracy --------------------------------------------------------- Bow 3 30 P:2 1 Long bow 3 50 P:3 1 -1 armor Crossbow 4 30 P:4 2 -1 armor Heavy crossbow 6 40 P:6 2 -2 armor STR: Strength needed to load. If user STR is one lower, he must use his feet to load the crossbow (2 phases). If its 2 or more points lower, machines are required. Bows cannot be used with lower strength Range Step: -1 to-hit per range step Damage: -1 damage per 2 range steps beyond 1 (-1 at 3 etc.) Accuracy: max bonus for aiming Modern bows may have +10 range step (better design) and/or +1 accuracy Armor ===== Armor Coverage Protection (K/P,S/Fa) --------------------------------------------------- Steel Helmet head (1) 2/4/2 Chain Coif head (1) 1/3/1 Leather Vest torso (3) 1/1/0 Ring Mail torso (3) 0/2/0 Chain Mail torso (3) 1/3/1 Plate Mail torso (3) 2/4/2 Coverage: value in parentheses is coverage area (see below) Protection: damage reduction against Krunch, Pierce or Slash and Firearms Other location coverages: Greaves 0.5 pts Bracers 0.5 pts Shoulder Pads 0.5 pts (if no vest/shirt already) Hauberk 4 pts Full helmet 2 pts (-3 AWR for opaque helmet) Armor coverage test: -------------------- Before combat all armor is categorized so that all armor of same type is in same group, and when creature is hit, test is made if hit strikes armor; if roll is same or less than total armor coverage, hit strikes appropriate armor. Example: Johan has steel helmet and kevlar vest, and his total armor coverage is: 1 steel 2/4/2 2-4 kevlar 0/2/3 5+ no armor Note that with good or critical hit, roll is made twice and higher roll selected. In addition, critical hits add +3 to roll. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - CHARACTER CREATION ================== Characters in RIP are made with character points (CP), with standard characters of 20 CPs. Note: These characters are well above standard common folk. They are considered as already having 10 experience points (see experience) Abilities: Physical Other level 2 -4 -3 level 3 0 0 level 4 +4 +3 level 5 +6 (total 9, only for WIL/INT) Physical: STR, END and SPD. Note: Toughness and movement cannot be modified (normally) Skills: Each new skills costs one point to get it at level 2 (or level 3, see below). Most skills default to level 1 if they have not been taken. Each skill level raising costs points equal to current level of the skill minus 1 (example: 3 -> 4 costs 2 points) with a minimum cost of one point. Beginning characters are limited to level 5 skills in normal cases. Skill 2 3 4 5 6 ---------------------- Raise 1 +1 +2 +3 +4 Total 1 2 4 7 11 Note: Some skills must be specialized. In such skills, specialization in other aspects of skill is so that with one point, same level as old specializations is reached. Example: Character has pistol-5; rifle-5 costs only 1 point, because of effect of pistol skill. Note: If skills similar to old skills are learned (dex skill when already skilled at dex skill), this new skill starts from level 3 for one point (as long as character has any similar skill at level 3 or more), and can then be raised normally for usual cost. Skill 2 3 4 5 6 ---------------------- Raise n/a 1 +2 +3 +4 Total - 1 3 6 10 This applies ONLY to second or later skills; first skill in the given category must be bought with normal price. Example: Brad has melee(sword)-5 which cost 7 CPs If he takes acrobatics-5 skill (also ag), then it costs only 6 CPs because of the discount. Note that skill must be of the same category; firing/throwing skills are NOT from the same category as melee skills! FREE skills: Each character gains, for free, some skills suitable for his previous occupation. The character gains INT skills at level 2 and INT-2 skills at level 3; these skills cannot be combat or magicskills and must be suitable for character's previous training. These skills cannot be raised at the start and they do not affect character's other skills or their price. For real training, use normal bought skills. Specials: Points are given from various physical and psychological handicaps and reduced with some special traits. Mild physical/psychological handicap -1 (mild paranoia, claustrophobia, color-blind, bad sight -2, bad hearing -2) Severe physical/psychological handicap -2 (severe phantasms, lost arm) Superior sense +2 (AWR 5 w/ sight, hearing or smell, light sleeper) Equipment: Availability of equipment and money depends of the campaign. Sample Fantasy Characters: ========================== Warrior ------- STR END SPD INT AWR WIL POW 4 4 3 3 3 3 4+1 = 11 CPs Skills: Melee (sword, shield)-5 8 (addit. spec.) Firing(bow)-3 2 Climbing-3 1 (ag skill as is melee) Hunting-3 free Bestiary-2 free Survival(winter forests)-2 free Healing-2 free Special: Overconfident -1 (mild psychological) ------ Trappings: 20 Broadsword (S:3) Shield (K:1, 1/3 damage, +1 parry) Chain Shirt (3, 1/3) (firearms part omitted) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Rogue ------- STR END SPD INT AWR WIL POW CPs 3 3 4 3 4 2 3+1 4 Skills: Firing(crossbow)-5 7 Thrown(knives)-3 1 (dex as firing) Melee (dodge)-4 4 Acrobatics-3 1 (ag as melee) Stealth-4 3 (dex as firing) Climbing-3 1 Lockpick-3 free Mythology-2 free Riding-2 free Swimming-2 free Special: Greedy -1 ------ Trappings: 20 Crossbow (P:4, r30, -1 armor) with 10 quarrels 3 long knives (P:0, -3 parry) Leather Vest (3, 1/1) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Templar ------- STR END SPD INT AWR WIL POW CPs 3 3 3 3 3 4 3+1 3 Skills: Melee(mace+shield)-4 4 First-aid-3 2 Healing-3 1 Preaching-3 free Read/write common-2 free Religion-2 free Riding-2 free Mana Control-3 1 Light Magic-4 4 Special: Mana reserve 9 pts. 3 Spells 30 SLPs 2 Evil Ward(li1)-4 2 Heal(li1)-6 4 Turn Undead(li1)-6 4 Disenchant(li2)-4 6 Hold Strike(li2)-6 10 Putrify Body(li2)-3 4 ------ Trappings: 20 Holy Symbol Mace (K:2, -1 damage, -2 parry) Shield (K:0, 1/3 damage, +1 parry) Chain Suit (5, 1/3) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Mind Mage ------- STR END SPD INT AWR WIL POW CPs 3 3 3 4 3 3 3+1 3 Skills: Melee(staff)-3 2 Read/Write common-3 free Demonology-2 free Riding-2 free Mythology-2 free Bestiary-2 free Mana Control-3 1 Mind Magic-5 7 Special: Mana reserve 12 pts. 4 Spells 60 SLPs 3 Anti-Magic Aura(m1)-5 2 Mind Shield(m1)-5 2 Stun(m1)-7 4 Telekinesis(m1)-6 3 Counterspell(m2)-6 8 Invisibility(m2)-5 6 Wall of Will(m2)-6 8 Power Drain(m3)-5 12 Stop(m3)-6 15 ------ Trappings: 20 Robes Staff (K:2, 1/3 damage, +1 parry) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXPERIENCE ========== Characters gain experience upon success, nice roleplay or for other reasons determined by GM. Experience is used to raise abilities and skill levels, and also to regain magic points (see magic) and for fate-rerolls (or call them luck). Improvement with experience: Experience is used as during character creation to improve skills and abilities. No skill or ability may be bought unless approved by GM. Disadvantages may be bought off if accepted by GM POW increase: For each 10 points of total experience attained, character gains +1 POW. This is free bonus, and is added to POW all the time. Exception: Base POW is still used for cost of raising if character has not already raised his POW to 4 (excluding the experience POW bonus). Note that standard character START with +1 POW already. Fate rerolls: In _addition_ to improvement with experience, characters gain equal number of rerolls which are used to save his ass in life-or-death situations. Each time character is about to die (or face similar fate) because of successful hit or failed magic resistance, GM reduces character's rerolls by one and appropriate roll is rerolled. This is continued until roll is successful or rerolls run out. For situations without rolls, GM may reduce rerolls by 3 to use some drastic way to save character. Example: Character must jump out of door in 10 seconds, but player does not get the idea. The GM may reduce character's rerolls by 3 and make some object hit him so that he is hurled to next room... For normal campaign, each player starts with 5 rerolls. Rerolls are always kept secret from players, so they do not know when they luck finally ends... - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -