Characters
Overall
This section describes attributes and skills used in RIP system. A
character generation system is merged into it, giving any variations
to possible race averages.
Character Points
In normal cases, characters in RIP are made with character
points. The player has designed number (normally 15 or 20 for basic
powerful characters) of character points, which are then used to buy
better attributes, skill levels and background options. Unless noted
otherwise, 25% of original character points must be used in
skills.
A normal average human is about 5 character points. A creature of
another race has certain basic attributes and skills typical to race,
and then has character points as acquired experience for training and
similar things.
Race
In some campaign, character can be of other race than human. Refer to
appropriate campaign material. This may or may not cost character
points, and it may affect starting skills and attributes.
If no player character is done, a creature of another race is done
with starting from race basic levels and then adding any appropriate
skills and attributes.
Attributes
Attributes are character born or somehow enhanced physical and mental
attributes.
Standard attributes are physical and mental
attributes possessed by each creature, and are strength, health,
agility, awareness, willpower and social.
Special attributes are creature or individual specialized
attributes like mental problems, physical disadvantages and
advantages, special powers etc..
Standard Attributes
All creatures in RIP have following attributes:
- Strength
- This attribute resembles creature pure physical strength.
A creature with superb (+2) strength is as strong as
world-class (human) weight lifter, while inferior (-2)
creature is like a few years old kid.
- Health
- This attribute reflects endurance and constitution of the
character. A character with high health can
go on longer while those ranked very low get exhausted very
fast. Health is also used when character is wounded or
suffers damage or poisoning, but note that muscle mass (i.e.
strength) usually determines how well the body of the
character can withstand damage. Typical sub-attributes
are endurance (how long the character can go on) and
resistance (poisons and toxins)
- Agility
- Creature speed, balance, agility and such things are
represented with agility attribute. High level attributes are
possessed by olympic athletics, while those with poor agility
stumble on stairs.
- Awareness
- Creature perception, sight and smell. It also tells about
character speed to react to certain situations, althought
agility is also important.
- Willpower
- This attribute resembles, how good will and self-control the
creature has and how easily he is broken under stress. Those
with low levels are usually easily irritated and break easily.
Mindless creatures have no willpower.
- Social
- General appearance, social skills, charisma and such things.
A creature with high social is easily listened to and well
liked, while those with low levels stutter, get paralyzed in social
situations and do not have many friends.
All attributes are ranked from negative levels to positive, with +0
being the average for human beings. Any attribute over +2 (superb)
level is classified as supernatural.
Standard Attribute Levels
All attribute levels differ from
race average, which is in then
compared to human average. For example, all human averages are +0. If
an orc has strength +1 as average, an orc player may have good
strength (+1), effectually having strength +2.
- Superb (+2) (3 cp)
- The character has top value in attribute. He might be
world-class weight lifter, athletic or marathon runner,
professional detective, have a will of iron or be a
very successful journalist.
- Good (+1) (1 cp)
- Character has an attribute better than most average, but not
very exceptional. He is good shape, fast or most of the time
very calm and relaxed.
- Average (+0)
- This is the average level.
- Poor (-1) (-1 cp)
- Character is obviously inferior to average people. He almost
always loses any appropriate physical effort, is easily
irritated or cannot converate with people.
- Inferior (-2) (-3 cp)
- Character is clearly inferior to any other. He is easily
pushed around, stumbles in stairs or is irritated and
nervous all the time. In social situations, he gets frozen and
stutters. Not recommended level for any attribute, people
with inferior attributes can be considered as handicapped
Non-human creatures or humans with magical, technological or other
special powers may have higher (or lower) attribute levels. In
general, each level is quite clearly superior to lower one.
In addition to these 6 basic attributes, special targets like
very big or otherwise tough ceratures (or very small or fragile)
creatures can have one extra special attribute:
- Toughness
- General resistance against all kind of physical damage, from
punches to cuts.
Note that this attribute cannot be modified! It is only used for
comparative purposes and to show that the target is simply so
much larger than small cuts and wounds have no same effect on it as it
does on normal human-sized targets. Normally the toughness level can
be handled like armor padding except that it is always applied,
regardless of attack penetration power.
Special Attributes
Here is a list of standard special attributes. A campaign may have
alter these a bit or add new ones, but unless noted otherwise, these
all apply.
- Addiction (nuisance -1 cp, severe -2 cp)
- Character is severely addicted to some subtance or possibly
an action.
- Mental Problem (nuisance -1, severe -2 cp)
- Some psychological quirk, like paranoia, over-confidence,
arrogance, stubborness... Note: cannot kill is a
psychological limitation very common to most people. As
nuisance, cold-blooded kills are problematic. With severe,
even warm-blooded kills.
- Physical Disadvantage (varies)
- For missing limb or similar things, character gains more CPs.
Apply -2 cp for missing hand, -3 cp for missing entire arm,
others handicaps as determined by the GM.
Skills
Skills are learned or natural abilities to do certain things. Skills
are mainly dependent on campaign, but several things are common:
Skill levels
Skill levels in RIP are very broad. They are used to easily
distinguish the level of expertise.
- Non-skilled (level 0)
- Character has no training with the skill. Depending on the
skill, the character may or may not do anything related to
it. For example, a gun can be fired without training and
most people can drive a car even if they have not ever done it
before - assuming someone starts it for them. On the other
hand, helicopter flight is a different matter...
- Skilled (level 1)
- Character has basic training and some experience with given
skill or expertise. He can handle rush hour in a major city
while driving or land a plane.
- Expert (level 2)
- Character in an expert in his area. He can fight several
opponents at the same time, land a plane in a storm or
charm everyone with his manners in royal banquet. He also
knows most masters in his field of expertise.
- Master (level 3)
- Character is simply a master in tasks concerning his area.
He can drive car in reverse in rush hour without colliding or
speak completely fluently. He is usually well known by the
other people dedicated to this area.
- Grand Master (level 4)
- Character is simple a grand master in his area. He is world
famous and his guidelines are followed by hundred followers,
or he might be a world-top acrobat. This level is available
for player character only by GM permission.
Specialization and training: Most skills must be specialized
and trained to certain sub-areas. There is no limitations or accurate
guidelines for that, so use common sense. A etiquette(royal and streets)
is a good example, while gun(any) is not... When a situation arises, a
character is down in skill levels if the sub-area is unfamiliar to
him.
CP Costs and Limitations
Skill type is just a point-based system used in RIP. Skills are
either
primary, secondary or
free skills. If the skill
is very useful, it costs more points to take.
- Primary skill costs 1 cp for skilled, 3 for expert, 6 for master
and 10 (if allowed) for grand master.
- Secondary skill costs .5 for skilled, 1.5 for expert, 3 for
master and 5 (if allowed) for grand master.
- Free skills are free, of course. Usually a young character
cannot have many free skills.
Skill levels can be limited so that characters are not boosted
in some limited areas and cannot do anything else. The GM may require
characters to have at least as many lower level skills than higher
level ones.
Common Skills
Here is a list of common skill and their description. Whether the skill
is primary, secondary or free depends mainly on campaign.
- Acrobatics
- Skill to make impressive acrobative flips, to walk tightropes
and otherwise control own body. High agility is also
important.
- Climbing
- Ability to climb safely, quickly and skillfully steer
surfaces, ropes and cliffs. Can be part of acrobatics in some
campaign settings.
- Combat
- Also known as coolness under fire, this skill tells how
well the character can handle firefight situations. In
general, no skill can be used in higher level than combat
skill while in firefight. Character with no this skill and no
knowledge about firefights depend usually on willpower
attribute.
- Con
- Skill to fluently speak about subjects not known to character
or to get victim to do things he would not normally do.
- Etiquette
- Skill to act properly in trained social environments.
- Gun
- Skill to fire accurately with trained weapons. Some repair
and basic maintenance is also possible.
- Language
- Character is trained in selected language. Each
language must be learnt separately, not as specialization for
this skill.
- Leadership
- Skill to inspire, lead and manipulate large masses.
- Medical
- Skill to treat wounds, bind them and avoid infections. Also
includes long term healing, and analyzing the patient.
- Melee
- Skill to fight effectually in melee. Character is
trained in appropriate weapons and technics; use of any
other may give penalties for combat.
- Sleight of Hand
- Various dexterous manouvers like picking the pockets,
building card buildings and doing magic tricks.
- Stealth
- Skill to move silently and hide effectually. Urban and
rural environment should be both trained separately.
- Throw
- Skill to throw items accurately and long. Must train to throw
more exotic items.
Background Options
Third thing about character is their background options. These things
are usually social background etc. oriented material goods, known
friends and enemies and other similar things, which are dependent on
campaign played.
Sample Backgrounds
- Backed (moderate 1 cp, strong 2 cp)
- Character has back-up from
some organization or creature, and is usually pulled away from
shit and can turn to them for equipment.
- Hunted (occassional -1 cp, continual -2 cp)
- Character is hunted down by some powerful organization or creature.
- Rich (rich 2 cp, filthy rich 4 cp)
- Character has much, much extra money or property. Most of
this is in some things so not all of
it is changeable into cash.
Optional Things
Here is some optional character options. Before using them,
ask
from GM if it is ok to use them.
Special Attributes
These optional characteristics are mainly for
very cinematic
campaigns.
- Ammo Hog (-2 cp)
-
This is only for Hong Kong style cinematic campaigns,
where no one has to change clips very often - maybe every now and
then, but nonetheless far less often than in the ordinary world. This
disadvantage forces the character to change clips almost as usually as in the
ordinary world, and becomes often very irritating!
- Classic Villain (-2 cp, NPCs only)
-
This is a classic supervillain disadvantage: when he has
caught the player characters, he simply must tell his clever plans to
them, and then leave them to a certain death they miraculously escape.
- Lucky (lucky 1 cp, very lucky 3 cp)
-
This is a bit similar advantage like the pro skill is:
The character can 'find' missing stuff ('ah, luckily I took this
with me') but the GM should not warn about stupid tactical decisions;
instead, the character has an amazing knack to survive from such
situations.
Contributions
These disadvantages have nothing to do with the actual
characters. Instead, they are ways to earn more points by agreeing
to do something that enriches the campaign.
- Campaign Log (-2 cp)
- The player keeps a log of events in the campaign, and writes it to
some place agreed with the GM.
- Character Diary (-2 cp)
- The player keeps some kind of diary of actions of his character and
events around him. It is like a campaign log, but
personalized and subjective. Should be placed to a
place where it is readable by anyone.
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- RIP System (c) Kalle Marjola 1997, 2002. All rights reserved.