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BRPG Combat

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Basilicus

Worldbuilding
on a galactic scale

About Basilicus | New to Basilicus? | Building guide | Basilicus Prime Galaxy | Star system list


This article is a part of Project RPG.



BRPG Combat (Activate Hollowstar Artifact)Edit

  • Attribute Bonuses: Dexterity (DX)
  • Successes: +1 per 15 successes and/or 32 hours of study
  • Tutoring: +1 per 16 hours
  • Schooling: +1 per 8 hours
  • Duration: 1 move
  • Application: All bonuses are added to the d10 roll against an artifact's difficulty level whenever a character attempts to activate a Hollowstar magical or pseudomagical weapon. Although other skills may add to this modifier, Hollowstar Artifact (Activate) does not improve any other skill. GMs may modify this skill based on circumstances.
  • Advanced application: Players may attempt to activate multiple artifacts in a single move. In this case, the artifacts' difficulty levels are added together and compared to the single DX+Skill+d10 roll.

BRPG Combat (Archery)Edit

  • Attribute Bonuses: Strength (ST), Perception (PE)
  • Successes: +1 per 10 successes and/or 16 hours of study
  • Tutoring: +1 per 8 hours
  • Schooling: +1 per 4 hours
  • Duration: 1 move
  • Application: All bonuses are added to the d10 roll against a character’s melee combat or traditional weapon combat roll whenever a character attempts to fire at an opposing character with a bow and arrow. The target must be at least 10 paces away to fire. Although other skills may add to this modifier, Archery does not improve any other skill. This skill may be modified by a GM for various circumstances.

BRPG Combat (Ballistic Pistol)Edit

  • Attribute Bonuses: Perception (PE), Dexterity (DX)
  • Successes: +1 per 5 successes and/or 8 hours of study
  • Tutoring: +1 per 4 hours
  • Schooling: +1 per 2 hours
  • Duration: 1 move
  • Application: All bonuses are added to the d10 roll against an opponent whenever the character shoots a ballistic pistol. Although other skills may add to this modifier, Ballistic Pistol does not improve any other skill. GMs may modify this skill based on circumstances.

BRPG Combat (Ballistic Rifle)Edit

  • Attribute Bonuses: Perception (PE), Dexterity (DX)
  • Successes: +1 per 5 successes and/or 8 hours of study
  • Tutoring: +1 per 4 hours
  • Schooling: +1 per 2 hours
  • Duration: 1 move
  • Application: All bonuses are added to the d10 roll against an opponent whenever the character shoots a ballistic rifle. Although other skills may add to this modifier, Ballistic Rifle does not improve any other skill. GMs may modify this skill based on circumstances.

BRPG Combat (Blast Radius Evade)Edit

  • Attribute Bonuses: Agility (AG), Endurance (EN)
  • Successes: +1 per 20 successes and/or 48 hours of study
  • Tutoring: +1 per 24 hours
  • Schooling: +1 per 16 hours
  • Duration: 1 move
  • Application: All bonuses are added to the d10 roll against an opponent whenever a character attempts to evade an explosion. This skill not only measures how quickly one can avoid an explosion, but how well a character can withstand the residual affects of a nearby blast, including sight, hearing, and small shrapnel. Although other skills may add to this modifier, Blast Radius Evade does not improve any other skill. GMs may modify this skill based on circumstances.

BRPG Combat (Body Check)Edit

  • Attribute Bonuses: Agility (AG), Strength (ST)
  • Successes: +1 per 5 successes and/or 8 hours of study
  • Tutoring: +1 per 4 hours
  • Schooling: +1 per 2 hours
  • Duration: 2 moves
  • Application: All bonuses are added to the d10 roll against a character’s melee combat skill roll whenever a character attempts to body check another character. Characters need a running start of at least 10 paces to do this skill. Although other skills may add to this modifier, Body Check does not improve any other skill. This skill may be modified by a GM for various circumstances.

BRPG Combat (Break Grip/Hold)Edit

  • Attribute Bonuses: Strength (ST)
  • Successes: +1 per 5 successes and/or 8 hours of study
  • Tutoring: +1 per 4 hours
  • Schooling: +1 per 2 hours
  • Duration: 1 move
  • Application: All bonuses are added to the d10 roll against a character’s melee combat skill roll whenever a character attempts to break a grip or hold that an opposing character has on him or her. Although other skills may add to this modifier, Break Grip/Hold does not improve any other skill. This skill may be modified by a GM for various circumstances.

BRPG Combat (Combat Tactics)Edit

StatisticsEdit

  • Core Faculty: Rational Thought (RT)
  • Type: Advanced
  • Successes: +1/20
  • Tutoring: +1/10 hours
  • Schooling: +1/5 hours
  • Check Against: Target

ModificationsEdit

Increases any combat skill roll by 1/skill level.

UsesEdit

Combat (Combat Tactics) is used whenever a character attempts any Combat skill against another player. When used, a bonus is added to the 10 sided die roll. The bonus is equal to the skill level.

BRPG Combat (Disarm)Edit

  • Attribute Bonuses: Agility (AG), Strength (ST)
  • Successes: +1 per 5 successes and/or 8 hours of study
  • Tutoring: +1 per 4 hours
  • Schooling: +1 per 2 hours
  • Duration: 1 move
  • Application: All bonuses are added to the d10 roll against a character’s melee combat skill roll whenever a character attempts to disarm something a character is holding or gripping. Although other skills may add to this modifier, Disarm does not improve any other skill. This skill may be modified by a GM for various circumstances.

BRPG Combat (Energy Claw)Edit

  • Attribute Bonuses: Strength (ST)
  • Successes: +1 per 15 successes and/or 24 hours of study
  • Tutoring: +1 per 12 hours
  • Schooling: +1 per 6 hours
  • Duration: 1 move
  • Application: All bonuses are added to the d10 roll against a character’s strength when attempting to use an energy claw. If the energy claw is unpowered, then use the 'One Handed Slash' skill instead.

BRPG Combat (Energy Pistol)Edit

  • Attribute Bonuses: Perception (PE), Dexterity (DX)
  • Successes: +1 per 5 successes and/or 8 hours of study
  • Tutoring: +1 per 4 hours
  • Schooling: +1 per 2 hours
  • Duration: 1 move
  • Application: All bonuses are added to the d10 roll against an opponent whenever the character shoots an energy pistol. Energy pistols are defined as pistols that do not use projectiles, such as tasers, lasers, particle beams, etc. Although other skills may add to this modifier, Energy Pistol does not improve any other skill. GMs may modify this skill based on circumstances.

BRPG Combat (Energy Rifle)Edit

  • Attribute Bonuses: Perception (PE), Dexterity (DX)
  • Successes: +1 per 5 successes and/or 8 hours of study
  • Tutoring: +1 per 4 hours
  • Schooling: +1 per 2 hours
  • Duration: 1 move
  • Application: All bonuses are added to the d10 roll against an opponent whenever the character shoots an energy rifle. Energy rifles are defined as rifles that do not use projectiles, such as tasers, lasers, particle beams, etc. Although other skills may add to this modifier, Energy Rifle does not improve any other skill. GMs may modify this skill based on circumstances.

BRPG Combat (Firearms Evade)Edit

  • Attribute Bonuses: Alertness (AL), Agility (AG)
  • Successes: +1 per 15 successes and/or 32 hours of study
  • Tutoring: +1 per 16 hours
  • Schooling: +1 per 8 hours
  • Duration: 1 move
  • Application: All bonuses are added to the d10 roll against an opponent whenever a character attempts to evade a firearm shot. These weapons are defined as anything that fires projectiles or energy. Although other skills may add to this modifier, Firearms Evade does not improve any other skill. GMs may modify this skill based on circumstances.

BRPG Combat (Grip/Hold)Edit

  • Attribute Bonuses: Strength (ST)
  • Successes: +1 per 5 successes and/or 8 hours of study
  • Tutoring: +1 per 4 hours
  • Schooling: +1 per 2 hours
  • Duration: 1 move
  • Application: All bonuses are added to the d10 roll against a character’s melee combat skill roll whenever a character attempts to grip or hold another character. Although other skills may add to this modifier, Grip/Hold does not improve any other skill. This skill may be modified by a GM for various circumstances.

BRPG Combat (Hand to Hand)Edit

StatisticsEdit

  • Core Faculty: Strength (ST), Agility (AG)
  • Type: Advanced
  • Successes: +1/20
  • Tutoring: +1/10 hours
  • Schooling: +1/5 hours
  • Check Against: Target

ModificationsEdit

Increases any hand to hand related combat skill roll by 1/skill level.

UsesEdit

Combat (Hand to Hand) is used whenever a character attempts any hand to hand related combat skill against another player, such as punch, kick or some more advanced combat contacts like martial arts. When used, a bonus is added to the 10 sided die roll. The bonus is equal to the skill level.

BRPG Combat (Heavy Ballistics)Edit

  • Attribute Bonuses: Perception (PE), Dexterity (DX)
  • Successes: +1 per 10 successes and/or 16 hours of study
  • Tutoring: +1 per 8 hours
  • Schooling: + 1 per 4 hours
  • Duration: 1 move
  • Application: All bonuses are added to the d10 roll against an opponent whenever the character shoots a heavy ballistics weapon. These weapons are defined as any fully automatic ballistic weapon or weapon that requires fixtures and/or support to fire. Although other skills may add to this modifier, Heavy Ballistics does not improve any other skill. GMs may modify this skill based on circumstances.

BRPG Combat (Heavy Energy)Edit

  • Attribute Bonuses: Perception (PE), Dexterity (DX)
  • Successes: +1 per 10 successes and/or 16 hours of study
  • Tutoring: +1 per 8 hours
  • Schooling: + 1 per 4 hours
  • Duration: 1 move
  • Application: All bonuses are added to the d10 roll against an opponent whenever the character shoots a heavy energy weapon. These weapons are defined as any energy weapon that requires fixtures and/or support to fire. Although other skills may add to this modifier, Heavy Energy does not improve any other skill. GMs may modify this skill based on circumstances.

BRPG Combat (Kick)Edit

  • Attribute Bonuses: Agility (AG), Strength (ST)
  • Successes: +1 per 5 successes and/or 8 hours of study
  • Tutoring: +1 per 4 hours
  • Schooling: +1 per 2 hours
  • Duration: 1 move
  • Application: All bonuses are added to the d10 roll against a character’s melee combat skill roll whenever a character attempts to kick another character. Although other skills may add to this modifier, Kick does not improve any other skill. This skill may be modified by a GM for various circumstances.

BRPG Combat (Law Enforcement Tactics)Edit

StatisticsEdit

  • Core Faculty: Rational Thought (RT)
  • Prerequisite: Combat (Combat Tactics)
  • Type: Advanced
  • Successes: +1/20
  • Tutoring: +1/10 hours
  • Schooling: +1/5 hours
  • Check Against: Difficulty
  • Difficulty Scale: 1-10

ModificationsEdit

It is unnecessary to roll for this skill when the bonus is 10 or more.

UsesEdit

Law Enforcement is used when a character attempts to remember and/or apply Law Enforcement concepts. A bonus of 1-5 means that a character is mediocre at remembering or applying Law Enforcement, whereas a bonus of 6-10 means a character can often remember and/or apply Law Enforcement without much effort and, additionally a character knows how to research concepts he or she does not know. A successful skill check, rolled against a Game Master's difficulty roll, means the Law Enforcement knowledge was accurate and a failure means it was incorrect.

BRPG Combat (Martial Arts)Edit

  • Attribute Bonuses: Strength (ST), Dexterity (DX), Agility (AG)
  • Successes: +1 per 20 successes and/or 15 hours of study
  • Tutoring: +1 per 10 hours
  • Schooling: +1 per 5 hours
  • Duration: 1 move
  • Prerequisite: Combat (Combat Tactics)
  • Application: All bonuses are added to the d10 roll against an opponent whenever the character uses martial arts. Although other skills may add to this modifier, Martial Arts does not improve any other skill. GMs may modify this skill based on circumstances.

BRPG Combat (Melee Dodge)Edit

  • Attribute Bonuses: Agility (AG)
  • Successes: +1 per 5 successes and/or 8 hours of study
  • Tutoring: +1 per 4 hours
  • Schooling: +1 per 2 hours
  • Duration: 1 move
  • Application: All bonuses are added to the d10 roll against a character’s melee combat skill roll whenever a character attempts to dodge another character’s melee strike. Although other skills may add to this modifier, Melee Dodge does not improve any other skill. This skill may be modified by a GM for various circumstances.

BRPG Combat (Military Tactics)Edit

StatisticsEdit

  • Core Faculty: Rational Thought (RT)
  • Prerequisite: Combat (Combat Tactics)
  • Type: Advanced
  • Successes: +1/20
  • Tutoring: +1/10 hours
  • Schooling: +1/5 hours
  • Check Against: Difficulty
  • Difficulty Scale: 1-10

ModificationsEdit

It is unnecessary to roll for this skill when the bonus is 10 or more.

UsesEdit

Military Tactics is used when a character attempts to remember and/or apply Military Tactics concepts. A bonus of 1-5 means that a character is mediocre at remembering or applying Military Tactics, whereas a bonus of 6-10 means a character can often remember and/or apply Military Tactics without much effort and, additionally a character knows how to research concepts he or she does not know. A successful skill check, rolled against a Game Master's difficulty roll, means the Military Tactics knowledge was accurate and a failure means it was incorrect.

BRPG Combat (One Handed Bludgeon)Edit

  • Attribute Bonuses: Agility (AG), Dexterity (DX), Strength (ST)
  • Successes: +1 per 10 successes and/or 16 hours of study
  • Tutoring: +1 per 8 hours
  • Schooling: +1 per 4 hours
  • Duration: 1 move
  • Application: All bonuses are added to the d10 roll against a character’s melee combat or traditional weapon combat roll whenever a character attempts to strike an opposing character with a one-handed bludgeoning weapon. Although other skills may add to this modifier, 1 Handed Bludgeon does not improve any other skill. This skill may be modified by a GM for various circumstances.

BRPG Combat (One Handed Crush)Edit

  • Attribute Bonuses: Agility (AG), Dexterity (DX), Strength (ST)
  • Successes: +1 per 10 successes and/or 16 hours of study
  • Tutoring: +1 per 8 hours
  • Schooling: +1 per 4 hours
  • Duration: 1 move
  • Application: All bonuses are added to the d10 roll against a character’s melee combat or traditional weapon combat roll whenever a character attempts to strike an opposing character with a one-handed crushing weapon. Although other skills may add to this modifier, 1 Handed Crush does not improve any other skill. This skill may be modified by a GM for various circumstances.

BRPG Combat (One Handed Pierce)Edit

  • Attribute Bonuses: Agility (AG), Dexterity (DX), Strength (ST)
  • Successes: +1 per 10 successes and/or 16 hours of study
  • Tutoring: +1 per 8 hours
  • Schooling: +1 per 4 hours
  • Duration: 1 move
  • Application: All bonuses are added to the d10 roll against a character’s melee combat or traditional weapon combat roll whenever a character attempts to strike an opposing character with a one-handed piercing weapon. Although other skills may add to this modifier, 1 Handed Pierce does not improve any other skill. This skill may be modified by a GM for various circumstances.

BRPG Combat (One Handed Slash)Edit

  • Attribute Bonuses: Agility (AG), Dexterity (DX), Strength (ST)
  • Successes: +1 per 10 successes and/or 16 hours of study
  • Tutoring: +1 per 8 hours
  • Schooling: +1 per 4 hours
  • Duration: 1 move
  • Application: All bonuses are added to the d10 roll against a character’s melee combat or traditional weapon combat roll whenever a character attempts to strike an opposing character with a one-handed slashing weapon. Although other skills may add to this modifier, 1 Handed Slash does not improve any other skill. This skill may be modified by a GM for various circumstances.

BRPG Combat (Operate Mobile Weapon System)Edit

  • Attribute Bonuses: Rational Thought (RT), Perception (PE)
  • Successes: +1 per 15 successes and/or 32 hours of study
  • Tutoring: +1 per 16 hours
  • Schooling: +1 per 8 hours
  • Duration: 1 move
  • Application: All bonuses are added to the d10 roll against an opponent’s applicable “operate vehicle” or “evade firearms” skills. These weapons are defined as anything that fires projectiles or energy that is mounted and immobile. Although other skills may add to this modifier, Mobile Weapon System (Operate) does not improve any other skill. GMs may modify this skill based on circumstances.

BRPG Combat (Operate Seacraft Cannons)Edit

  • Attribute Bonuses: Rational Thought (RT), Perception (PE)
  • Successes: +1 per 15 successes and/or 32 hours of study
  • Tutoring: +1 per 16 hours
  • Schooling: +1 per 8 hours
  • Duration: 1 move
  • Application: All bonuses are added to the d10 roll against an opponent’s applicable “operate vehicle” skill whenever a character attempts to fire a Seacraft cannon. These weapons are defined as anything that fires projectiles or energy that is mounted to the deck of a seacraft. Although other skills may add to this modifier, Seacraft Cannons (Operate) does not improve any other skill. GMs may modify this skill based on circumstances.

BRPG Combat (Parry)Edit

  • Attribute Bonuses: Agility (AG), Strength (ST)
  • Successes: +1 per 5 successes and/or 8 hours of study
  • Tutoring: +1 per 4 hours
  • Schooling: +1 per 2 hours
  • Duration: 1 move
  • Application: All bonuses are added to the d10 roll against a character’s melee combat skill roll whenever a character attempts to parry another character’s melee strike. Although other skills may add to this modifier, Parry does not improve any other skill. This skill may be modified by a GM for various circumstances.

BRPG Combat (Resist Charge)Edit

  • Attribute Bonuses: Strength (ST), Endurance (EN)
  • Successes: +1 per 5 successes and/or 8 hours of study
  • Tutoring: +1 per 4 hours
  • Schooling: +1 per 2 hours
  • Duration: 1 move
  • Application: All bonuses are added to the d10 roll against a character’s melee combat skill roll whenever a character attempts to stop an opposing character’s tackle or body check. Although other skills may add to this modifier, Resist Charge does not improve any other skill. This skill may be modified by a GM for various circumstances.

BRPG Combat (Resist Damage)Edit

  • Attribute Bonuses: Endurance (EN)
  • Successes: +1 per 20 successes and/or 48 hours of study
  • Tutoring: +1 per 24 hours
  • Schooling: +1 per 16 hours
  • Duration: 1 move
  • Application: All bonuses are added to the d10 roll against a difficulty score whenever a character wants to take a move to focus on distributing damage taken. The character uses this skill to reposition or prepare his or her body for the impact, thus numbing its effect. A success in this skill results in taking half of the damage that is given. This skill is only usable after a character has been hit and damage is certain. Although other skills may add to this modifier, Blast Radius Evade does not improve any other skill. GMs may modify this skill based on circumstances.

BRPG Combat (Resist Disarm)Edit

  • Attribute Bonuses: Strength (ST), Endurance (EN)
  • Successes: +1 per 5 successes and/or 8 hours of study
  • Tutoring: +1 per 4 hours
  • Schooling: +1 per 2 hours
  • Duration: 1 move
  • Application: All bonuses are added to the d10 roll against a character’s melee combat skill roll whenever a character attempts to stop another character from disarming him or her. Although other skills may add to this modifier, Resist Disarm does not improve any other skill. This skill may be modified by a GM for various circumstances.

BRPG Combat (Sharpshooting)Edit

  • Attribute Bonuses: Perception (PE)
  • Successes: +1 per 20 successes and/or 15 hours of study
  • Tutoring: +1 per 10 hours
  • Schooling: +1 per 5 hours
  • Duration: 1 move
  • Prerequisite: Combat (Ballistic Rifle)
  • Application: All bonuses are added to the d10 roll against an opponent whenever the character uses Sharpshooting. Although other skills may add to this modifier, Sharpshooting does not improve any other skill. GMs may modify this skill based on circumstances.

BRPG Combat (Strike)Edit

  • Attribute Bonuses: Agility (AG), Strength (ST)
  • Successes: +1 per 5 successes and/or 8 hours of study
  • Tutoring: +1 per 4 hours
  • Schooling: +1 per 2 hours
  • Duration: 1 move
  • Application: All bonuses are added to the d10 roll against a character’s melee combat skill roll whenever a character attempts to punch another character. Although other skills may add to this modifier, Punch does not improve any other skill. This skill may be modified by a GM for various circumstances.

BRPG Combat (Tackle)Edit

  • Attribute Bonuses: Strength (ST), Agility (AG)
  • Successes: +1 per 5 successes and/or 8 hours of study
  • Tutoring: +1 per 4 hours
  • Schooling: +1 per 2 hours
  • Duration: 2 moves
  • Application: All bonuses are added to the d10 roll against a character’s melee combat skill roll whenever a character attempts to tackle another character. Characters need a running start of at least 10 paces to do this skill. Although other skills may add to this modifier, Tackle does not improve any other skill. This skill may be modified by a GM for various circumstances.

BRPG Combat (Target Demolitions Device)Edit

  • Attribute Bonuses: Perception (PE), Strength (ST)
  • Successes: +1 per 5 successes and/or 8 hours of study
  • Tutoring: +1 per 4 hours
  • Schooling: +1 per 2 hours
  • Duration: 1 move
  • Application: All bonuses are added to the d10 roll against a difficulty roll whenever a character throws an explosive. This skill measures how accurately a character can aim his or her throw to achieve the desired affect. If successful, all those in the explosive’s blast radius, must roll Blast Radius Evade to avoid being damaged. If it is a failure, the target area is under or over thrown and the effects happen on that area instead. The GM can decides either randomly or arbitrarily the effects of the explosion.

Roll for failure:

  • 01-50% Explosive is overthrown by 30 feet
  • 51-00% Explosive is thrown short by 30 feet

Although other skills may add to this modifier, Demolitions Device (Targeting) does not improve any other skill. GMs may modify this skill based on circumstances.

BRPG Combat (Two Handed Bludgeon)Edit

  • Attribute Bonuses: Agility (AG), Dexterity (DX), Strength (ST)
  • Successes: +1 per 10 successes and/or 16 hours of study
  • Tutoring: +1 per 8 hours
  • Schooling: +1 per 4 hours
  • Duration: 1 move
  • Application: All bonuses are added to the d10 roll against a character’s melee combat or traditional weapon combat roll whenever a character attempts to strike an opposing character with a two-handed bludgeoning weapon. Although other skills may add to this modifier, 2 Handed Bludgeon does not improve any other skill. This skill may be modified by a GM for various circumstances.

BRPG Combat (Two Handed Crush)Edit

  • Attribute Bonuses: Agility (AG), Dexterity (DX), Strength (ST)
  • Successes: +1 per 10 successes and/or 16 hours of study
  • Tutoring: +1 per 8 hours
  • Schooling: +1 per 4 hours
  • Duration: 1 move
  • Application: All bonuses are added to the d10 roll against a character’s melee combat or traditional weapon combat roll whenever a character attempts to strike an opposing character with a two-handed crushing weapon. Although other skills may add to this modifier, 2 Handed Crush does not improve any other skill. This skill may be modified by a GM for various circumstances.

BRPG Combat (Two Handed Pierce)Edit

  • Attribute Bonuses: Agility (AG), Dexterity (DX), Strength (ST)
  • Successes: +1 per 10 successes and/or 16 hours of study
  • Tutoring: +1 per 8 hours
  • Schooling: +1 per 4 hours
  • Duration: 1 move
  • Application: All bonuses are added to the d10 roll against a character’s melee combat or traditional weapon combat roll whenever a character attempts to strike an opposing character with a two-handed piercing weapon. Although other skills may add to this modifier, 2 Handed Pierce does not improve any other skill. This skill may be modified by a GM for various circumstances.

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