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.
In normal cases, characters in RIP are made with character
points. The player has designed number (normally 15 for basic
powerful RIP fantasy characters) of character points, which are then used to buy
better attributes, skill levels and background options. Unlike
in many other game systems, in RIP, cost of various character options
are based on their usability and desirability - all-around useful
skills are more expensive than very narrow or non-adventure
skills. The idea is to create and encourage balanced characters
with interesting secondary and tertiary skills and options.
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
Unless noted otherwise, a player character is made
with 15 cp, which are used to buy following things:
- Attributes, standard and special
- Skills (at least 5 cp must be used on these in normal cases)
- Background options
CP changes: as characters evolve, their CP total might change.
By gaining experience from the adventures, characters could
gain more CP that player can then allocate to old or new attributes,
skills and background options as permitted by the GM. Likewise,
a character might permanently lose or suffer something that would
change the total CP of that character. When such thing happens, the GM
might allow the player to pick something to compensate.
For example, if a character loses his background option artifact
item, the GM might allow that the character can then use those CPs
then to some other thing, learned as an experience from that loss.
As base, character has following things for free:
- Native language at master (3) level
- Any number of free skills. These skills can be chosen quite freely,
but must be linked to the character's education and personal history.
These skills should include possible other local languages, local
culture and area knowledge, and similar things unless character is a
cultural stranger (see below)
- Some equipment. See background.
Not all characters are limited to humans, and even humans have some
notes on them in fantasy world. If creating a character to Tanion (a
fantasy world used in these rules), refer to bestiary for possible races (only civilized races,
please). On other worlds, consult the GM. Another races might have forced
special attributes, and then different range for basic attributes that
must be abided. Any special attributes and similar are counted for
the basic cost of the special race character, but attributes and skills
are paid normally.
Attribute note: Some races have guidelines about common
attributes, like hard-working human males usually have strength and health
+1. These notes are only guidelines for character creation and player
is free to choose such a common attribute if he wants to, but pays the
normal cps for it. However, some races might require that player cannot
take a free choice, but must pay some cps for improved attributes.
Attributes are character born or somehow enhanced physical and mental
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..
All creatures in RIP have following attributes:
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.
- 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.
- 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)
- 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.
- Creature perception, sight and smell. It also tells about
character speed to react to certain situations, althought
agility is also important.
- 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.
- 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. The social attribute
is usually reflected to major campaign cultures.
In addition to these 6 basic attributes, some creatures might
have special attributes reflecting their extraodinary state:
- 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
some big creature is simply so much larger than small
cuts and wounds have no same effect on it as it
does on human-sized targets.
- Special level against specified kind of harm or peril.
For example, an orc has poison resistance (+3). This
level is used instead of character's normal attribute level
when testing for resistance against listed thing. If the
character has normal attribute level as high or higher than
this special resistance, apply +1 to attribute level
instead - so in this case, orc with health +3 would have
+4 against poison.
Standard Attribute Levels
ALl attribute level names reflect to human levels. If an orc
with average strength of +1 has strength +2, that is just "good",
not "superb" for an orc, but humans see it as superb.
Non-human creatures or humans with magical or other
special powers may have higher (or lower) attribute levels. In
general, each level is quite clearly superior to lower one. A +3
costs 6cp, while +4 (divine) level 10cp
- 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
Note that normal hard-working human
males have strength +1 and health +1, as described in bestiary and points are expected to be used
In addition to standard attributes, a creature may have some special
attributes. Here is a list of common ones, but they are not limited to
- Cold Blooded Killer (1 cp)
- For a normal being, killing something in cold blood is not easy
task and requires either special situation, accident, stress,
or forced willpower test. But some can kill more easily.
- Addiction (nuisance -1 cp, severe -2 cp)
- Character is severely addicted to some subtance or possibly
- Gifted characters magic reserve size is based on their main magic
path skill as described in magics section. For a character that
has patience, energy, capability and dedication to handle more
magic each day, each extra magic reserve point costs 0.5 cp.
This same reserve can also be used by characters with herbalism
skill to have potions ready.
- Gifted (2 cp)
- The character is gifted in magical ways and can cast
spells and draw mana if so skilled.
This attribute can be bought later, as the
characters becomes aware of his powers. If the character is
not gifted, he can still learn magics, but is resorted
to mundane rituals.
- Grounded (2 cp)
- Simple known as a 'grounded' man, the character is resistant
against all magical effects; the mana simply rejects him.
Apply +1 difficulty on casting spells at that character, and
that character has +3 resistance against any magical
effects, including possession. If any enchantment is successfully
landed on him, they decay much faster than normally. Note that
all these also apply to any helpful effects. The character
can never be gifted or have innate powers.
- Innate Power (varies)
- Certain background options allow character to pick
innate powers. The basic innate power costs
as primary skill, i.e. level 3 costs 6 cp, and grants as
many powers as power level. Extra powers cost 1 cp each.
The innate power group must be defined, there is no generic
innate power attribute.
- Lazy Magician (-1 cp, gifted only)
- The character is very lazy at upkeeping magic reserve, and
is limited to 3 mana reserve. This also means that his daily
magic upkeep routines only take 15 minutes if in hurry,
but he usually uses almost hour at them, taking his time.
- Mental Problem (nuisance -1, severe -2 cp)
- Some psychological quirk, like paranoia, over-confidence,
arrogance, stubborness... In fantasy world, problems of
killing or wounding other living things can also be classified here,
but see "cold blooded killer" attribute, above.
- 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.
- Warrior Frenzy (2 cp)
- The character comes from the savage tribes of the wilderness.
He can psyche himself to mad killing frenzy, and in combat
fight with great ferocity and endurance, ignoring most wounds
and pain, fear and psychological stress (+3 level for most
related things). However, the character
lacks almost any self-preservation while on that state
and must really struggle to break from the frenzy to retreat
or stop fighting. Once the frenzy is quanched, the character
cannot regain it until have rested well. Moreover, those
suspect to warrior frenzy may
sometimes freak from some very extraordinary and stressful
situation and turn into blind-frenzy, attacking anything close to them.
Skills are learned or natural abilities to do certain things. All
skills have level of expertise described below, and they are
categorizied as primary, secondary and free for
character creation rules only.
Skill levels in RIP are very broad. They are used to easily
distinguish the level of expertise.
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 melee(any) is not... When a situation arises, a
character is down in skill levels if the sub-area is unfamiliar to
- 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 sword can be swing without training or
sneaking around tried, but things like magic cannot be tried
- 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, navigatea a ship to harbor
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 a cart through gaps with barely an inch on each side
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.
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. The actuasl points are
listed under each category, below.
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
Primary skills are frequently used skills, which should cover most
activities done by the characters. If the skill needed is very narrow
or not useful in a typical campaign, use secondary skills.
Most frequently used skills are listed here, but as noted earlier,
players are free to invent new ones needed by their characters.
Primary skills cost 1 cp for skilled (1), 3 cp for expert (2), 6 cp
for master (3) and 10 cp for grand master (4, only with permission
from the GM).
- Skill to fire accurately with trained missile weapons,
including bows, crossbows and slings, but not thrown things.
- Skill to do natural and supernatural treatment with herbs
and plants, including with exotic plants with mana essence,
and the skill to find and identify those ingredients.
The character can bind and heal wounds, treat poisonings and
diseases, and help against long-term issues like infections,
but can also brew poisons and hallucinogens, especially if
so specialized. Unless noted otherwise, specialized in own race.
Character can also brew magical potions, see notes under
enchanted items in trappings.
- Skill to create magical effects, as described in magics. Each magic path must be learned
separately, but usually one is enough. Note that the character
must have special attribute gifted if he ever wants to use any
real magic, otherwise this skill gives only theoretical learning.
- Skill to fight effectually in melee. Character is
trained in appropriate weapons and technics; use of any
other may give penalties for combat. Note that high strength,
health, agility and awareness are still important.
- Various dexterous manouvers like picking pockets and locks,
or disarming or setting traps, but also card and magic
tricks and various other dextrous tasks that
require steady hand and good coordination of fingers and sight.
- Skill to throw items accurately and long. Must train to throw
more exotic items.
- The character is veteran of many adventures, and have learnt
many things from them. This means that he usually do not make any
beginner mistakes and remembers to bring proper equipment with him.
Trying things without skill training can often be made without
extra penalties. The higher this skill is, the higher are chances
that it works to given situation. In practise, this skill can
be used to retroactively add equipment and get GM warning before
doing bad actions, get hints of propers ones, and the chance to
avoid extra penalties from non-skill status.
Secondary skills are narrower or not used so frequently as primary skills,
and thus not worth the same price as primary skills.
Secondary skills cost 0.5 cp for skilled (1), 1.5 cp for expert (2), 3 cp
for master (3) and 5 cp for grand master (4, only with permission
from the GM).
- Knowledge about different creatures of the fantasy world,
especially supernatural ones.
- Skill to fluently speak about subjects not known to character
or to get victim to do things he would not normally do, especially
despite of social attribute.
- Skill to inspire, lead and manipulate large masses. While high
social attribute and outlook is generally useful for this kind of
actions, this skill means training in psychology, persuasion and
- Training to read and write languages specialized in.
A master level can read like a modern man, a skilled one must
still read aloud and spell each word.
- This must be specialized to certain creatures. The character
can ride and control creature in extreme conditions and get
it to perform some non-standard actions like jumping.
- Spirit Lore
- Knowledge about the spirit world and spirits therein.
- Skill to move silently and hide effectually and to assess
situations, slip from narrow places, climb trees or walls,
and in general move silently and smoothly. Urban and
various rural environments should be trained separately.
- Skill to survive and adapt to trained environment, like
deserts or arctic conditions, including knowing
local normal animals and how to track and trap them. Can include
swimming skills if typical to specified environments. Combines
well with Herbalism.
Characters can take, for free, any number of skills of little use
at suitable levels to enrich their past and education. Skills
that add extra flavours to basic attributes or other skills but
do not work without those prerequisities can also be classified
as free skills.
Free skills include, but are not
limited to the following: Acrobatics,
Area Knowledge*, Artistry, Cooking, Dancing, Etiquette, Language*,
Local Politics*, Religions*.... Those marked with asterisk (*)
need to be specified to certain subsection, instead of using
These skills can be added to character profile when needed later
during game, if approved by the GM. No character should have many free
skills at higher level than skilled (1), especially if character has
not studied for many years. Also remember that free skills do not
apply for limitations.
In general, characters should be limited to 5-10 free skills,
depending on age, profession and career path, and of which no
more than few are on expert (or higher) level.
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. More background options are found from the bestiary
Most background options are advantageous, and thus cost character points,
while some of them are disadvantages, and the character having them
gets more points to be used on other things. Note that
if a disadvantage is not a disadvantage, it is worth no
For free, the character may have:
Any standard equipment, like armor, weapons and utilities
applicable for previous career. Even a plate mail and a horse
is allowed, if appropriate, as is some consumable magic items.
Characters with herbalism can be assumed to carry around a
bag of various helpful magical herbs if available in the campaign
world, but these basically decay or lose potency over time, and need
- Artifact (0.5 cp or more)
- The character has a lost artifact. He has gained, stolen or
been granted this item, and knows most of its functions.
- Avatar (x cp)
- The character is possessed by a friendly spirit or part of a
greater spirit entity, giving him extra powers to use.
Any number of cps can be used on the avatar, and the character
then gets 50% more to be used in attributes, skills and
innate powers bestowed by the spirit. Note that normal
racial limits can be bypassed.
For example, if 6 cp is used in avatar, choose 9 cp worth of
attributes and skills. Note that negative attributes can be chosen,
and if modifiers to standard attributes are chosen, pay for
the difference. A typical use for avatar is to pick some
- Cultural Stranger (-1 cp)
- The character is not native to the campaign area and does not
know local habits, laws or culture. The character cannot pick
relevant free skills and might run into various problems
with law or customs. Native language is usually different, or
at least different dialect.
- Haunted (occassional -1 cp, continual -2)
- The character is haunted by some spirit or spirits, for
reasons unknown or known to characters. These spirits may be
simply annoying or they can be plain deadly.
- Magic Items (0.5 cp or more)
- The character has an enhanced item, created by some magician.
The cost varies, according to powers possessed by the
item. See magic items in trappings.
Note that comsumable items are normally handled by magic reserve
and appropriate magic skills.
- Poor (-1 cp)
- The character is very poor and does not have standard
trappings, just a few rags and practically nothing
else. Normally there must be a good reason for this state,
and a reason why it lingers.
- Shunned (-1 to -3 cp)
- The character is part of oppressed, feared, or otherwise
prejudiced group of people in the campaign area. This causes
constant problems with credibility, relations and may even
result in violence, arrests and so on. Consult GM based on
the race/gender you have selected - in many places, wrong
gender (a male magician?! A female warrior?!) might create
issues (-1), while in some places, all dwarves are constantly
kicked, pushed and harassed (-2). Note that character can
also be a cultural stranger.
- Wealthy (2 cp)
- The character has collected, gained or stolen a vast fortune,
and starts the game with almost anything, except for magic
items and artifacts. Note that this can include some limited
lackeys, chambermaids or similar.
No optional things can be taken unless approved by the GM. Only
following are usually used in Fantasy campaign, others (like Lucky)
are only allowed in special cases.
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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