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Skill List by Category

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

Knows only a few dozen words, can count to 10. May


only communicate simple ideas. Complex communication (Bargain, Persuade, etc.) is impossible. For
example, Food. Sell me.
Gets across simple requests, enough to be understood
and survive day to day. Complex communications
(Bargain, Persuade, etc.) are Difficult actions. For
example, How much moneys for this leg of lamb?
Assured communication. One can speak better than a
stupid native, getting most ideas across. Communication skills are not restricted, but certain actions may
still be Difficult. For example, How much? But this
lamb was much cheaper yesterday!
Allows speaker to tell stories, sagas, songs, etc. Idioms and jokes become accessible. Your character can
pass for native. Complex communications are now
rolled at the speakers full skill. For example, Look
at this cut! The lamb was rotten before it was butchered, and is clearly not even worth the sweat of the
laborer who carried it here.
The language of poets, philosophers, scientists, and
diplomats. Not only can your character pass for native, he or she can mimic one or more local dialects.
Jargon and obscure forms of speech come easily. For
example, Surely the assessment of this specimen of
provender could be reevaluated in light of its advanced state of decomposition.

625

2650

5175

7600

Difficulty & Modifiers


Difficulty

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

Skill Results Table

Language Fluency Table


Base
Chance

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

Conditions of Medical Care


Medical Conditions

Effect on Healing Rate

Poorly equipped, unsanitary, and/or full of


stress-inducing elements; wounded character is
mobile and exerting self heavily (combat, rugged
travel, etc.); or no medical care whatsoever.

Caregiver (doctor, nurse, healer, self, etc.) must


succeed in a Difficult First Aid or Medicine
roll for any healing to occur. If successful your
character heals normally (1D3 hit points/week), if
unsuccessful your character heals no hit points.

Decent and sanitary conditions, restful environment, adequate care provided, moderate physical
exertion.

Your character heals 1D3 hit points naturally.

Excellent conditions and equipment utilized,


environment specifically conducive to healing and
restoration, full bed rest and therapy, top-notch
medical care provided full time.

Your character heals 1D3 hit points naturally; a


further successful First Aid or Medicine skill use
allows possible additional healing (as described
on page 209).

Combat Actions
Perform 1 on DEX rank:

Anytime:

Statements

Move

Parry OR Dodge

Power Use

Attack

Fight Defensively

Non-Combat Action

Speak

Disengage From Combat

Weep :-)

Actions
Resolution

Major Wound Table


1D100
0110
1120
2130
3140

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.

Attack Defense Matrix


Defender Success level

Order of
Actions

Critical
No Effect
Critical
Special Full Armor

Success

Attacker Success Level


Special
Success
AW 1 hp

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

Key: PW = parrying weapon; AW = attacking weapon; hp = hit points;


DF = defender; Roll = roll normal damage; Full = does full damage

Action

Notes pgs 190-192

Move
Attack
Disengage
Parry or Dodge
Fight DEF

30m only defend OR 6-15m at DEX rank OR 16-29m at DEX rank


On DEX rank, move up to 5m, each additional -5 DEX rank
Only Dodge or Parry, if succeed, move full move next turn otherwise
still engaged
Reaction, each -30% after 1st cumalitive, < 1% cannot Parry or Dodge
No Attack, extra Dodge no penalty

Special Success

Notes pgs 195-202

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.

Melee Weapon Attack Fumble Table


D100

Result

0115
1625
2640
4150
5160
6165

Lose the next combat round and are effectively helpless.


Lose the next 1D3 combat rounds and are effectively helpless.
Fall down.
Drop the weapon being used.
Throw weapon 1D10 meters away.
Lose 1D10 points of weapons hit points.
Vision obscured, lose 30% on all appropriate skills for 1D3
combat rounds.
Hit nearest ally for normal damage, or use result 4150 if no
ally nearby.
Hit nearest ally for special damage, or use result 5160 if no
ally nearby.
Hit nearest ally for critical damage, or use result 6165 if no
ally nearby.
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).

6675
7685
8690
9198
99
0

Missile Weapon Attack Fumble Table


D100

Result

0115 Lose the next attack or other activity.


1625 Lose the next 1D3 combat rounds or other activity.
2640 Fall down.
Vision obscured; lose 30% on all appropriate skills for 1D3
4155
combat rounds.
5665 Drop weapon; which slides or bounces 1D61 meters away.
Do 1D6 damage to weapons hit points (or use result 8185 if
6680
the weapon has no hit points).
8185 Break weapon; regardless of weapons current hit points.
Hit nearest ally for normal damage, or use result 5665 if no
8690
ally nearby.
Hit nearest ally for special damage, or use result 6680 if no
9195
ally nearby.
Hit nearest ally for critical damage, or use result 8185 if no
9698
ally nearby.
Blow it; roll twice more on this table (cumulative if this result
99
is rolled again).
Blow it badly; roll three times more on this table (cumulative if
0
this result is rolled again).

Melee Weapon Parry Fumble Table


D100
0120
2140
4150
5160
6175
7685
8690
9193
9498
9900

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).

Natural Weapon Attack and Parry Fumble Table


D100
0125
2630
3150
5160
6175
7685
8690
9194
9598
99
0

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).

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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

Object SIZ Examples


Object
Glass window
Door
Chair
Table
Manhole cover
Fire hydrant
Potted plant
Glass door
Desk
Lamp post
Home int wall
Home ext wall
Brick wall
Concrete wall
Concrete +
steel wall

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

The Resistance Table


1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24

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

Attempting a Combat Skill:


Attempting a Communication
Skill:
Attempting a Manipulation
Skill:
Attempting a Mental Skill:

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

Significant Time Intervals

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

Regenerate All Fatigue Points:


1 combat round or less.
Regenerate 1d3 Hit Points:
15 game minutes or several game hours,
depending on the specific skill.
15 minutes to 10 game days, depending Regenerate All Power Points:
on the specific skill.
Regenerate 1 Power Point
15 minutes to several hours, depending
After Reaching Zero:
on the specific skill.
Attempting a Perception Skill: 1 combat round to several hours, dependScene:
ing on the specific skill.
Attempting a Physical Skill: 1 combat round to several Game Turns,
Training Roll, Combat Skills:
depending on the specific skill.
Combat Round:
Training Roll, Non-Combat
12 seconds.
Skills:
Experience Rolls:
Travel Time:
1 game week or more, at the gamemasters discretion.
Game Turn: 5 minutes, or 25 combat rounds.
Narrative Time: variable, time spent roleplaying or describing actions.
Regenerate 1 Fatigue Point: 1 minute (5 combat rounds) of inactivity.

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

10 minutes of rest and inactivity.


1 game week (7 days).
1 game day (24 hours, or an equivalent).
1 power point per hour of sleep, and 1
per two hours awake.
variable, can include narrative time,
game turns, and combat rounds.
approximately 3 game weeks.

approximately 12 game weeks or less, at


the gamemasters discretion.
it is assumed that characters can travel
10 hours of time without significant difficulty, this varies with method of travel
and other circumstances.
Turn: see Game Turn, above.
Unconsciousness: usually around 1 hour except for special
circumstances, depending on origin.

GM Notes

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