Professional Documents
Culture Documents
Combat
Artillery (various)
Brawl
Energy Weapon (various)
Firearm (various)
Grapple
Heavy Weapon (various)
Martial Arts
Melee Weapon (various)
Missile Weapon (various)
Parry (various)
Shield
Communication
Bargain
Command
Disguise
Etiquette (various)
Fast Talk
Language (specific)
Perform
Persuade
Status
Teach
Manipulation
Art (various)
Craft (various)
Demolition
Fine Manipulation
Heavy Machine (various)
Repair (various)
Sleight of Hand
52
52
56
58
60
62
68
69
70
70
78
52
53
55
56
57
66
71
71
79
82
50
54
54
57
62
73
78
Mental
Appraise
First Aid
Gaming
Knowledge (various)
Literacy (optional)
Medicine
Psychotherapy
Science (various)
Strategy
Technical Skill (various)
Perception
Insight
Listen
Navigate
Research
Sense
Spot
Track
Physical
Climb
Dodge
Drive (various)
Fly
Hide
Jump
Pilot (various)
Projection
Ride (various)
Stealth
Swim
Throw
50
58
60
64
67
69
72
75
80
82
63
67
70
74
77
78
83
52
55
55
59
62
63
72
72
75
80
81
83
Rating
Fluency
15
625
2650
5175
7600
Skill
Modifier
Characteristic
Modifier
Experience
Check
Automatic
Easy
Average
Difficult
Impossible
no roll
%x2
no modifier
% x 1/2
no roll or 1%
no roll
CHAR x 10
CHAR x 5
CHAR x 1/2
no roll or 1%
no
no
yes
yes
yes
GM Notes
Critical
Special
Fumble
0105
0610
1115
1620
2125
2630
3135
3640
4145
4650
5155
5660
6165
6670
7175
7680
8185
8690
9195
9600
101105
106110
111115
116120
Each+5
01
01
01
01
0102
0102
0102
0102
0103
0103
0103
0103
0104
0104
0104
0104
0105
0105
0105
0105
0106
0106
0106
0106
Etc.
01
0102
0103
0104
0105
0106
0107
0108
0109
0110
0111
0112
0113
0114
0115
0116
0117
0118
0119
0120
0121
0122
0123
0124
Etc.
9600
9600
9600
9600
9700
9700
9700
9700
9800
9800
9800
9800
9900
9900
9900
9900
00
00
00
00
00
00
00
00
00
Decent and sanitary conditions, restful environment, adequate care provided, moderate physical
exertion.
Combat Actions
Perform 1 on DEX rank:
Anytime:
Statements
Move
Parry OR Dodge
Power Use
Attack
Fight Defensively
Non-Combat Action
Speak
Weep :-)
Actions
Resolution
4150
5160
6170
7180
8190
9192
9394
9596
9798
99
0
Result
Lose 1D3 DEX. The maximum MOV is now reduced by the same 1D3 result.
Your character is still able to fight.
Lose 1D3 APP. The visible and unappealing deformity cannot be disguised.
Your character is still able to fight.
Lose 1D3 STR; this loss may change what weapons can be used. Your character is still able to fight with a weapon, but not a shield.
Lose 1D3 CON; maximum MOV is now reduced by the same 1D3, and hit
points may be lowered. Your character is still able to fight.
Listen and Insight max 65% OR injury to the head thereafter require Luck
rolls each time to use any Mental skills OR missile weapon skill ratings at
max 65% OR Communication skills max 65%; Lose 1D3 INT; this loss may
affect your characters ability to use any powers. Your character is still able to
fight.
Refer to 0110 + Loss of one or both arms or legs. Lose 1D6 DEX and reduce
maximum MOV by that same amount. Your character is unable to fight.
Refer to 1120 + Lose 1D6 APP; deformities cannot be disguised. Your character is still able to fight.
Refer to 2130 + Lose 1D6 STR; change hit points and damage bonus. Your
character is still able to fight.
Refer to 3140 + Lose 1D6 CON; may affect hit points, damage bonus, and
reduces MOV by that number of units equal to the 1D6 result rolled. Your
character is unable to fight.
Lose 1D6 APP; lower the Charisma roll respectively. Your character is still
able to fight.
Lose 1D6 DEX; from now on your character can only use one-handed melee
weapons. Your character is still able to fight using his or her remaining arm.
Nerve damage to left or right arm (roll 1D6; a result of 13 is the left arm,
46 is the right arm). Lose 1D6 DEX; hereafter your character can only wield
weapons or equipment in his or her undamaged arm. Your character is still
able to fight using his or her remaining arm.
Nerve damage to both arms. Lose 1D6 DEX; though the legs are fine, neither
arms nor hands can wield anything. Your character is unable to fight, unless
using his or her legs or head butts.
Lose 1D3 points each from APP, DEX, and CON, and describe the results.
Your character is unable to fight.
Remove 1D4 points each from any of four characteristics (gamemasters discretion as to which) and describe the results. Your character is unable to fight.
Order of
Actions
Critical
No Effect
Critical
Special Full Armor
Success
AW 2 hp
PW 2 hp
Full Armor
PW 4 hp
No Effect
AW 1 hp
Roll Armor
PW 2 hp
No Effect
Full
Full Armor
Roll Armor
Full
DF Fumble
Full Armor
DF Fumble
Roll Armor
DF Fumble
Failure
Fumble
Failure
Fumble
No Effect
Attacker
Fumble
Action
Move
Attack
Disengage
Parry or Dodge
Fight DEF
Special Success
Bleeding
1hp (+1fp) per round per wound, end of round; staunch = actions are
Difficult, Dodge cancels
Dmg +1 level, Stamina roll or stunned 1D3 rounds, Dodge or Parry =
Idea roll, attacks vs. target = Easy, Dmg vs. weapon hp Res Tbl to break
Success Dodge/Wrestle negates, Requires 3m space, target no move
current and next round, Grapple effects, Agility roll or STR vs. STR to
break
Doubles (only) rolled Dmg, Difficult weapon skill to remove, success -3
DEX ranks pull out, fail = stuck, self remove try STR vs Dmg rolled on
Res Tbl
Unarmed throw/shield attack, target SIZ vs. Dmg Res Tbl, fail 1m per
pt Dmg, hit obstacle +1D6 Dmg, Agility roll remain standing or Prone
Target = Easy attack, target attack or parry = Difficult, no 2-hand weapons, no +Dmg bonus, -Dmg applies, successful Difficult Dodge target
stand + attack OR successful Dodge then Agility roll = stand no attack
Crushing
Entangling
Impaling
Knockback
Prone
BRP GM Screeen - 4 Panel Landscape by Trentin C Bergeron - version 1.0 June 2011
Basic Roleplaying / BRP are Copyright and Trademarks of Chaosium, Inc. This is a fan work produced and distributed for free. This work is not endorsed or supported by Chaosium, Inc.
Corrections or suggestions can be forwarded to trechriron10@yahoo.com.
Result
0115
1625
2640
4150
5160
6165
6675
7685
8690
9198
99
0
Result
Result
Lose the next combat round (or this one if no action has yet
been taken), and are effectively helpless.
Fall down.
Drop weapon being used.
Throw weapon 1D10 meters away.
Vision obscured; lose 30% on all appropriate skills for 1D3
combat rounds.
Wide open; foe automatically hits with normal hit.
Wide open; foe automatically hits with special hit.
Wide open; foe automatically hits with critical hit.
Blow it; roll twice more on this table (cumulative if this result
is rolled again).
Blow it badly; roll three times more on this table (cumulative if
this result is rolled again).
Result
Lose the next combat round (or this one if no action has yet
been taken).
Lose the next 1D3 combat rounds (this includes this one if no
action has yet been taken).
Fall down.
Fall down and twist ankle; lose 1 meter/DEX rank of movement for 1D10 full turns (and all combat turns within them).
Vision obscured; lose 30% on all appropriate skills for 1D3
combat rounds.
Miss and strain something; lose 1 hit point (in the attacking
limb if hit locations are being used).
Hit nearest ally for normal damage, or use result 7685 if no
ally nearby.
Hit nearest ally for special damage, or use result 7685 if no
ally nearby.
Hit hard surface; do normal damage to self (in the attacking
limb if hit locations are being used).
Blow it; roll twice more on this table (cumulative if this result
is rolled again).
Blow it badly; roll three times more on this table (cumulative if
this result is rolled again).
Power Point
Recovery Rate
Max PP
Asleep
Awake
01-24
25-48
49-72
73-96
97
1/hour
2/hour
3/hour
4/hour
+1/hour
1/two hrs
1/hour
1/40 min
1/30 min
1/(time )
Armor Protection
Type of Substance
AP
1 cm of glass
5 cm thick door
3 cm of hardwood
12 cm of concrete
3 cm bulletproof glass
3 cm of steel plate
Large sand bag
1
3
6
9
22
28
20
Full
SIZ
Seg
SIZ
3
48
49
4-12
5
5
25
8
1020
30
2535
2545
3050
3050
3
48
49
412
5
5
25
8
1020
10
8
12
20
20
3555
25
Passive Characteristic
1
50
45
40
35
30
25
20
15
10
5
2
55
50
45
40
35
30
25
20
15
10
5
3
60
55
50
45
40
35
30
25
20
15
10
5
4
65
60
55
50
45
40
35
30
25
20
15
10
5
5
70
65
60
55
50
45
40
35
30
25
20
15
10
5
6
75
70
65
60
55
50
45
40
35
30
25
20
15
10
5
7
80
75
70
65
60
55
50
45
40
35
30
25
20
15
10
5
8
85
80
75
70
65
60
55
50
45
40
35
30
25
20
15
10
5
Active Characteristic
9
90
85
80
75
70
65
60
55
50
45
40
35
30
25
20
15
10
5
10
95
90
85
80
75
70
65
60
55
50
45
40
35
30
25
20
15
10
5
11
95
90
85
80
75
70
65
60
55
50
45
40
35
30
25
20
15
10
5
12
95
90
85
80
75
70
65
60
55
50
45
40
35
30
25
20
15
10
5
13
95
90
85
80
75
70
65
60
55
50
45
40
35
30
25
20
15
10
5
14
95
90
85
80
75
70
65
60
55
50
45
40
35
30
25
20
15
10
5
Movement Rates
15
95
90
85
80
75
70
65
60
55
50
45
40
35
30
25
20
15
10
5
16
95
90
85
80
75
70
65
60
55
50
45
40
35
30
25
20
15
10
17
95
90
85
80
75
70
65
60
55
50
45
40
35
30
25
20
15
18
95
90
85
80
75
70
65
60
55
50
45
40
35
30
25
20
19
95
90
85
80
75
70
65
60
55
50
45
40
35
30
25
20
95
90
85
80
75
70
65
60
55
50
45
40
35
30
21
95
90
85
80
75
70
65
60
55
50
45
40
35
22
95
90
85
80
75
70
65
60
55
50
45
40
23
95
90
85
80
75
70
65
60
55
50
45
24
95
90
85
80
75
70
65
60
55
50
Rate
Round
Turn
Hour
Day
Walking
Marching, forced (fat?)
Running, normally
(fat?)
Running, sprinting (fat?)
Swimming
Riding, walking speed
Riding, gallop (fat?)
Land vehicle, drawn
Land vehicle, vintage
Land vehicle, modern
Land vehicle, future
Boat, small rowed
Ship, ancient rowed
Ship, vintage sailing
Ship, modern cruise
Ship, future
Train, steam engine
Train, bullet
Train, mag-Lev
Air vehicle, dirigible
Air vehicle, propeller
Air vehicle, jet
Air vehicle, future
Space vehicle, modern
Space vehicle, future
10m
12m
30m
250m
300m
750m
3km
3.6km
9km
30km
36km
90km
50m
1,250m
15km
150km
5m
125m
1.5km
15km
12m
300m
3.6km
36km
60m
1.5km
18km
180km
10m
250m
3km
30km
200m
5km
60km
600km
400m
10km
120km
1,200km
1.2km
30km
360km
3,600km
40m
1km
12km
120km
10m
250m
3km
30km
20m
500m
6km
60km
200m
5km
60km
600km
600m
15km
180km
1,800km
200m
5km
60km
600km
1.1km 27.5km 330km
3,300km
1.6km
40km
480km
4,800km
400m
10km
120km
1,200km
600m
15km
180km
1,800km
3.25km 81.25km 975km
9,750km
1.75km 43.75km 525km
5,250km
100km 2,500km 30,000km 300,000km
Varies
Varies
Varies
Varies
GM Notes