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Basilicus

BRPG Physical

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Basilicus

Worldbuilding
on a galactic scale

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This article is a part of Project RPG.



BRPG Physical (Acrobatics)Edit

  • Attribute Bonuses: Agility (AG), Strength (ST), Endurance (EN), Dexterity (DX)
  • Successes: +1 per 10 successes and/or 16 hours of study
  • Tutoring: +1 per 8 hours
  • Schooling: +1 per 4 hours
  • Duration: 2 moves
  • Application: All bonuses are added to the d10 roll against a difficulty roll whenever a character attempts acrobatics. Although other skills may add to this modifier, this skill does not improve any other skill. This skill may be modified by a GM for various circumstances.

BRPG Physical (Athletics Training)Edit

  • Prerequisite: Physical (Fitness)
  • Type: Specialized
  • Successes: +1/20
  • Tutoring: +1/16 hours
  • Schooling: +1/8 hours
  • Check Against: Difficulty
  • Difficulty Scale: 1-20
  • Modifiers: If the PC or NPC being trained has the Athletics skill, his or her bonus is deducted from the difficulty roll.

Description: Athletics (Training) is a skill used to measure a character's ability to teach, coach, and train another person's athletic ability. A bonus of 1-10 means that a character is mediocre at training and must often use extra time or help in improving the athlete, whereas a bonus of 10-20 means a character can often motivate and train an athlete in little time with little help. A successful skill check, rolled against a Game Master's difficulty roll, modified by the Athletics skill bonus of the PC or NPC who is being trained, means the training was effective and the PC or NPC in question receives a success on their Athlete skill.

BRPG Physical (Balance)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 difficulty roll whenever a character attempts to do an activity requiring balance. Although other skills may add to this modifier, this skill does not improve any other skill. This skill may be modified by a GM for various circumstances.

BRPG Physical (Climb)Edit

  • Attribute Bonuses: Agility (AG), 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 opposing character’s climb skill whenever a character attempts to beat him or her, or the skill is rolled against a difficulty score when trying to do a difficult climb. Although other skills may add to this modifier, this skill does not improve any other skill. This skill may be modified by a GM for various circumstances.

BRPG Physical (Deceive)Edit

  • Attribute Bonuses: Influence (IN)
  • Successes: +1 per 5 successes and/or 4 hours of study
  • Tutoring: +1 per 2 hours
  • Schooling: +1 per 1 hour
  • Duration: None
  • Application: All bonuses are added to the d10 roll against an opposing character’s Detect Deception skill. Successes are determined by accurately lying to, deceiving, or tricking the opposing character. Although other skills may add to this modifier, Deceive does not improve any other skill.

BRPG Physical (Detect Deception)Edit

  • Attribute Bonuses: Sanity (SN)
  • Successes: +1 per 5 successes and/or 4 hours of study
  • Tutoring: +1 per 2 hours
  • Schooling: +1 per 1 hour
  • Duration: None
  • Application: All bonuses are added to the d10 roll against an opposing character’s Deceive, Disguise, or Forgery skills. Successes are determined by accurately realizing the character is being deceived. Although other skills may add to this modifier, Detect Deception does not improve any other skill.

BRPG Physical (Detect)Edit

  • Attribute Bonuses: Perception (PE)
  • 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 opposing character’s Hide skill whenever a character attempts to hide. Although other skills may add to this modifier, this skill does not improve any other skill. This skill may be modified by a GM for various circumstances.

BRPG Physical (Escape)Edit

  • Attribute Bonuses: Rational Thought (RT), Agility (AG), 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 min per difficulty level
  • Application: All bonuses are added to the d10 roll against a difficulty roll whenever a character attempts to escape from bonds. Success is determined if a character gets free of the bonds. Although other skills may add to this modifier, Escape does not improve any other skill. GMs may modify this skill based on circumstances.

BRPG Physical (Fitness)Edit

  • Core Faculty: Rational Thought (RT)
  • Type: Basic
  • Successes: +1/2
  • Tutoring: +1/2 hours
  • Schooling: +1/1 hours
  • Check Against: Difficulty
  • Difficulty Scale: 1-10

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

Description: Physical (Fitness) is used when a character attempts to remember and/or apply basic health concepts, such as nutrition, exercise, and sports. A bonus of 1-5 means that a character is mediocre at remembering or applying concepts, whereas a bonus of 6-10 means a character can often remember and/or apply concepts without much effort. A successful skill check, rolled against a Game Master's difficulty roll, means the health knowledge was accurate and a failure means it was incorrect.

BRPG Physical (Hide)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 an opposing character’s Detect skill whenever a character attempts to hide. Although other skills may add to this modifier, this skill does not improve any other skill. This skill may be modified by a GM for various circumstances.

BRPG Physical (Horsemanship)Edit

  • Attribute Bonuses: Agility (AG), Alertness (AL)
  • 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 difficulty roll whenever a character attempts to dodge an attack on the horse/mount or the skill is rolled against a difficulty score when trying to do an extraordinary move with the horse/mount. Although other skills may add to this modifier, this skill does not improve any other skill. This skill may be modified by a GM for various circumstances.

BRPG Physical (Intimidate)Edit

  • Attribute Bonuses: Influence (IN)
  • Successes: +1 per 10 successes and/or 8 hours of study
  • Tutoring: +1 per 4 hours
  • Schooling: +1 per 2 hours
  • Duration: None
  • Application: All bonuses are added to the d10 roll against an opposing character’s Resist Manipulation whenever a character attempts to intimidate or scare a person into performing a desired result. Successes can be used to divulge information from a character, cause them to run, surrender, perform a task, etc. Although other skills may add to this modifier, Pick Locks does not improve any other skill. GMs may modify this skill based on how difficult the desired result is.

BRPG Physical (Jump)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 difficulty roll whenever a character attempts to do an extraordinary jump. Although other skills may add to this modifier, this skill does not improve any other skill. This skill may be modified by a GM for various circumstances.

BRPG Physical (Listen)Edit

BRPG Physical (Listen) is a skill used in the BRPG Roleplaying Game system. Skills are used in the BRPG System to account for what a character can or cannot do in a game and how well. Skills are based upon a character's Faculties and are generally added to a 10-sided die's roll compared to either a Game Master's roll or an opposing player.

Physical (Listen) falls into the Physical knowledge category which include skills directly having to do with a character's physical abilities, activities and knowledge.

Listen describes the character's ability to be aware of unusual sounds or audible disturbances that may have some meaningful affect upon that character. It can be used when a character is trying to "sense" if something is wrong or out of the ordinary, to detect quiet noises or disturbances, or uncover suspected characters that are sneaking.

A player can request a "listen check" against a Game Master for the prior mentioned reasons or a Game Master may simply roll one without player knowledge/request to anticipate an unexpected sound and/or foe. To complete a Physical (Listen) check, the player rolls the ten-sided die and adds both the Perception faculty score and any bonus to the Listen skill. The Game Master rolls a "difficulty" roll depending on how difficult the perceived sound. If the player beats the Game Master's roll than that is considered a "success" and the sound is heard. Successes are tallied and a bonus is awarded to Physical (Listen) every 5 successes. If the Game Master wins the roll then the sound is not heard and the player does not receive a success.

Players can also request to roll against other players for various reasons including hearing distant voices in other rooms, deciphering something that was said under one's breath or to make out unseen but audible activity. If an opposing player is trying to be "discreet" and unheard then they simply use the Faculty "Agility" as a bonus to the ten-sided roll. If they have the Physical (Sneak) skill then they can add that bonus as well. The listening player rolls just like he or she would against the GM and the opposing player is heard if he or she wins.

In addition to successes, bonuses can be added to the Physical (Listen) skill if a player studies from professional materials for eight hours, learns from another character with a higher score for four hours or receives formal training from a professional for two hours (this could include military or law enforcement trainers).

Physical (Listen) takes one move to conduct in a combat round but requires no "time" in standard game play.

StatisticsEdit

  • Attribute Bonuses: Perception (PE)
  • 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 opposing character’s Sneak skill whenever a character attempts to hide. Although other skills may add to this modifier, this skill does not improve any other skill. This skill may be modified by a GM for various circumstances.

BRPG Physical (Perform)Edit

  • Attribute Bonuses: Influence (IN)
  • Successes: + 1 per 4 hours practice
  • Tutoring: +1 per 2 hours
  • Schooling: +1 per 1 hour
  • Duration: N/A
  • Application: This is a “soft” skill, meaning it is not rolled against a difficulty check or another character, but rather is an overall measurement of the character’s ability to do it. The higher the bonus, the more likely a character is able to make money from this skill. The following chart details how effective a character is at the skill with their respective skill bonuses:
  • 1-5: Amateur – not very good
  • 6-10: Amateur – okay
  • 11-15: Amateur – good
  • 16-20: Professional – average
  • 21-25: Professional – good
  • 26-30: Professional – very good
  • 31+: Master

Although other skills may add to this modifier, Perform does not improve any other skill.

BRPG Physical (Resist Manipulation)Edit

  • Attribute Bonuses: Sanity (SN)
  • Successes: +1 per 5 successes and/or 4 hours of study
  • Tutoring: +1 per 2 hours
  • Schooling: +1 per 1 hour
  • Duration: None
  • Application: All bonuses are added to the d10 roll against an opposing character’s Interrogate or Intimidate/Scare skills. Successes are determined by accurately refusing to comply with the opposing character’s wishes. Although other skills may add to this modifier, Resist Manipulation does not improve any other skill.

BRPG Physical (Run)Edit

  • Attribute Bonuses: Agility (AG), 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 an opposing character’s run skill whenever a character attempts to outrun another character. Although other skills may add to this modifier, this skill does not improve any other skill. This skill may be modified by a GM for various circumstances.

BRPG Physical (Sleight of Hand)Edit

  • Attribute Bonuses: Dexterity (DX), Agility (AG)
  • Successes: +1 per 5 successes and/or 4 hours of study
  • Tutoring: +1 per 2 hours
  • Schooling: +1 per 1 hour
  • Duration: 1 move
  • Application: All bonuses are added to the d10 roll against an opposing character’s Detect Deception skill. Successes are determined by accurately hiding, displacing or revealing a handheld object. Although other skills may add to this modifier, Sleight of Hand does not improve any other skill. GMs may modify this skill based on circumstances.

BRPG Physical (Sneak)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 an opposing character’s Listen skill whenever a character attempts to sneak. Although other skills may add to this modifier, this skill does not improve any other skill. This skill may be modified by a GM for various circumstances.

BRPG Physical (Swim)Edit

  • Attribute Bonuses: Agility (AG), 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 an opposing character’s swim skill whenever a character attempts to out swim another character. Although other skills may add to this modifier, this skill does not improve any other skill. This skill may be modified by a GM for various circumstances.

BRPG Physical (Use Artificial Bonus)Edit

  • Attribute Bonuses: None.
  • Application: This skill describes the number of active (as opposed to passive) special abilities that can be effectively used by a character. This skill only applies to abilities that are not a normal part of the character, and have been newly gained (for example by a Hollowstar pseudomagical weapon). The maximum number of such abilities that a character can use effectively is 2 + this skill. If the character passes this number, he must roll against a difficulty roll each time that he tries to use an artificial bonus.
  • Advancement: Each time a character reaches his maximum number of artificial bonuses, the Game Master rolls a d10. If the roll is lower than the number of active bonuses, the character advances in this skill.

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