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Well thank goodness for that! Splitting up the various skill points was mildly nerve-wracking.
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![]() Thanks for the feedback, badcat. |
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Next up, two conflicting wuxia heroines. Built with the heroic stats option (2d6+6), but with normal skill point levels. I used the "complex" Skill Category Bonuses, too. I also used Step Six.
For these two, the highest level of Super Powers was used as well, with the highest stat (modified) serving as the budget. Super Movement and Unarmed Combat are expensive. HTML Code:
Name Zhang Jen, The Thief of Destiny Race Human Gender Female Age 16 Handedness Right Height 5'5" Weight 109 lbs. Distinctive Features Graceful bearing, High Cheekbones, Lithe Pulp Personality Type #2 (Crafty!) Profession Noble STR 10 Effort Roll 50% Hit Points 12 CON 14 Stamina Roll 70% Major Wound 6 SIZ 10 Damage Bonus none Power Points 59 INT 14 Idea Roll 70% Exp Bonus 7 POW 17 Luck Roll 85% Move 10 DEX 19 Agility Roll 90% APP 16 Charisma Roll 80% Skills Appraise 42% Bargain 25% Brawling 65% Craft: 32% Disguise 31% Dodge 75% Drive: Wagon 11% Etiquette 45% Fine Manipulation 50% First Aid 57% Grapple 50% Hide 30% Jump 50% Knowledge: Martial Arts History 52% Language: Mandarin 50% Language: Cantonese 20% Listen 34% Literacy 41% Martial Arts 51% Navigate 39% Pilot: Boat 31% Ride: Horse 25% Sleight of Hand 41% Status 75% Stealth 60% Sword 65% Throw 35% Powers Unarmed Combat 1 (20) Super Movement: Lightfoot 1 (10) Leaping 2 (2) Extra Energy 4 (4) Items Longsword (65%/65%) 1d8 Cloth Armor (1d2-1) HTML Code:
Name Yeoh Shu, Friend of Wudang Race Human Gender Female Age 30 Handedness Ambidextrous Height 5'4" Weight 104 lbs. Distinctive Features Bright Eyes Pulp Personality Type #3 (Outsmarter!) STR 13 Effort Roll 65% Hit Points 13 CON 15 Stamina Roll 75% Major Wound 7 SIZ 10 Damage Bonus none Power Points 24 INT 16 Idea Roll 80% Exp Bonus 8 POW 14 Luck Roll 70% Move 10 DEX 16 Agility Roll 80% APP 14 Charisma Roll 70% Skills Appraise 43% Bargain 35% Brawling 75% Climb 59% Club/Mace 45% Disguise 31% Dodge 75% Grapple 67% Insight 35% Jump 54% Knowledge: Accounting 53% Knowledge: Business 53% Listen 75% Martial Arts 45% Research 55% Sense 50% Spear 55% Spot 75% Stealth 59% Technical: Traps 33% Status 45% Sword 75% Throw 64% Powers Super Movement: Lightfoot 1 (10) Leaping 1 (1) Extra Energy 1 (1) Unarmed Combat 1 (20) Items 2 X Shortsword (75%/75%) 1d6+1 Cloth Armor (1d2-1) |
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Great work, Pao!
It's nice to see someone actually doing something with the new BRP. I did not understand your references to "step 6" until I went back to the BRP preview images thread and read it - straining my eyes - in the two-page character creation spread. Very cool idea, and one which will probably find some use in my games. These character write-ups also remind me of one of the things which I find most appealing in BRP: clearly readable, hassle-and-unnecesary-clutter-free stat blocks. |
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It's too bad that Step 6 is so easy to miss. It's a great concept and it really gives characters a nice little nudge in the right direction without forcing them into some straight jacket of a path. So far I've found that using it in conjunction with the "normal" level of skill points/caps allows characters to be competent in their core concepts but still have that nice little stretching out that non-class-based games allow. I'm certain my eventual players will appreciate that. Now I just have to decide what kind of character I want to make next. I think it's time to move on to a more modern era. We'll see what falls onto the page next. |
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Step Six comes just before you get into "real" skill selection. the gist of it is that you choose a (my words here) personality type for your character that addresses the way he/she approaches problems and get 13 skills at 20% for "free." In the book there are four types listed: physical/combat, craft/technique, outsmart others, and persuade others. One could easily come up with additional setting-specific options, of course, but those are the canned options.
So, if you're building a straightforward martial sort, you might opt for #1 and get a couple of weapons, dodge, climb, jump, ride and so on. Or if you're thinking con man, #4 is the way to go. And so on. This frees up some of your skill points (260 points, actually!) to allow you to focus on broadening your character. Or to allow you to excel at some stuff that you might not otherwise due to limited points and skill caps at the lower power levels. The book clearly lists this as an optional item and suggests it be applied to (paraphrased) those stalwart heroes of pulp action, space opera and high fantasy. So if you feel Step Six is overpowering you're not stuck with it being "on." |
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