brp dark sun house 2012

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  • 7/31/2019 BRP Dark Sun House 2012

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    DARK SUN for Basic Roleplaying[house rules -- updated 04-Aug-2012]

    Core Characteristics Changes

    1.Intuition is derived from Wisdom. Intuition rolls can be used torepresent your character's leaps in reasoning in-game. An intuitioncheck might give hints as to why something is (as opposed to what andhow something is, as revealed by an idea check). Intuition makes leapsin reasoning, and may read into things that aren't readily available.Intuition may reveal global contexts and tie loose ends together.

    2.Spirit is derived from Power. Spirit rolls are used to represent force ofwill, morale, and mental discipline. Characters with high POW tend to beadept at being effective leaders; their strong spirit carries them toplaces the meek will not go.

    Encumbrance

    Levels are used to track how much your character can reasonably carry. 1 ENCis roughly 1/6 of a SIZ point. Encumbered characters find it hard to be effectivelymobile, and are slowed by their carried equipment.

    Operable (carrying up to STR 2). No penalties to skill checks exceptDodge (see below).

    Encumbered (carrying STR 2 to STR 3) MOV is 3/4; Manipulation,Physical, and Combat skills are rolled at -20% or difficult (whichever isless of a penalty; this does not stack with penalties from wearing armor).

    Checks made to resist fatigue are -20% or difficult (again,whichever is less harsh).

    Overburdened (carrying STR 3 to STR 4) MOV is 1/4; All skills androlls are difficult (some are impossible depending on the scenario).Checks made to resist fatigue are difficult.

    Max Capacity (carrying up to STR 5) MOV is 1. Most skills cannot beused because of the weight being carried. Fatigue checks automaticallyfail.

    Dodging while encumbered: Subtract your ENC value from your Dodge skill.

    Fatigue

    Levels are used to track how fatigued your character is. Fatigue is also gainedby not getting enough food or water. Fatigue levels are as follows:

    Fatigued: Skill checks are at -10% (or difficult, whichever is less).

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    Very Fatigued: Skill checks are at -20% (or difficult, whichever is less). -2MOV (minimum MOV 1).

    Extremely Fatigued: Skill checks are difficult. -4 MOV (minimum MOV 1,this doesn't stack with previous MOV penalty).

    Fatigue and dehydration: Fatigue checks are often made each hour or evenmore frequently when characters travel outside during the sun's peak hourswith no water (10 am - 3 pm). Most characters can only go a day or so withoutwater before risking serious injury or death.