Utgardloki
Mongoose
Some of these ideas were posted before, but I think I am looking over my notes for adapting the Runequest system to the modern era again, and thought I'd see how everything looks when it's put together.
I like to start with creating characters. The relevant rule changes for creating modern characters include the following:
Also do the same [i.e. roll the dice] for the pseudo-characteristics Wealth, Training, Luck, Advantages, and Hero Points. You may swap scores freely among these characteristics and pseudo-characteristics.
I came up with the idea of using "pseudo-characteristics" for character creation to allow for players to create wealthy characters, characters with a lot of training, etc. In fact, the Training pseudo-characteristic largely replaces professions, because instead of choosing a profession, the players use the skill points granted by the Training to create a character with the appropriate skills.
Female characters make the following adjustments to their characteristics after all swaps are made: -2 to Strength, -4 to Size, +2 to Dexterity, and +2 to Charisma..
This rule was very controversial when I posted it before. My intention is to try to get a "TV Land" feel.
Wealth is used to determine your background, whether you were born in a rich family or just struggling to get by. It does not have a lot of effect on your current life, since you are assumed to be making a salary, and your equipment is supplied by Munroe Associates. But if you have a high wealth score, that means that you have substantial resources of your own. Your approximate net wealth at the start of the game is as follows:
Wealth
3-4 1d10 dollars
5-6 1d10 x 10 dollars
7-8 1d10 x 100 dollars
9-10 1d10 x 1000 dollars
11-12 1d10 x 10,000 dollars
13-14 1d10 x 100,000 dollars
15-16 1d10 x 1,000,000 dollars
17 1d10 x 10,000,000 dollars
18 1d10 x 100,000,000 dollars
19 1d10 x 1,000,000,000 dollars
20 1d10 x 10,000,000,000 dollars
21 1d10 x 100,000,000,000 dollars
Note that this includes the money in your bank account, any cash you have at hand, and the worth of all your property, but does not include your debts. Excessive debt can be bought as a disadvantage.
I do not know if I actually provided a way for beginning characters to increase Wealth to the 19-21 range, but Bill Gates would have a Wealth of 21.
Luck is used as an alternative to spending Hero Points to save your skin. Instead of spending a Hero Point to redo the die roll, you can roll your Luck or less on d20. If you succeed, the event being rolled does not happen (the attack misses, the bomb does not go off, etc) or else you somehow escape consequences from the event (you land on a soft substance instead of jagged rocks, you are propelled clear of the blast, etc), and your Luck decrements by 1. If you fail, the event does happen, and you’ll probably be rolling another character.
I do not know if I will be keeping Luck as a pseudo-characteristic.
Advantages are used to buy advantages during character creation. They may also be used to increase your characteristics on a one-for-one basis. Any Advantage points not used during character creation have no effect.
My concept is for TV-type characters who may have special abilities that are not easily modelled by a pure skill-buying system, although a lot of the advantages I came up with ended up being changed to skills.
To determine your skills, follow the following steps:
A. Graduate from High School: All PC’s (unless otherwise noted) are assumed to have graduated from high school in a modern country, and to have been at least motivated enough to pass most of their exams and pick up a basic background of knowledge. Thus, they gain the following skills:
Drive Automobile +20%
Lore (World) +20%
Lore (Science) +5%
Math +10%
Speak Native Language +(INT*10%)
Read Native Language +(INT*5%)
In addition, characters have INT*10 points that they can divide among different skills, with no more than 20 points going to any particular skill.
B. Use your Training: Multiply Training times Intelligence. This is the number of skill points you can divide among your desired skills as desired, but you are limited to using no more than 1/3 your skill points for defensive skills such as Dodge and Parry, and no more than 1/3 your skill points for attack skills.
C. Define your special interests: You get 70 points that must be used to define your special interests. These points have to be spent on the following types of skills:
Lore (any lore skills other than World Lore)
Craft skills
Sports or games
Hobbies such as photography or mathematics
Thoughts? Comments? Cries of outrage?
I like to start with creating characters. The relevant rule changes for creating modern characters include the following:
Also do the same [i.e. roll the dice] for the pseudo-characteristics Wealth, Training, Luck, Advantages, and Hero Points. You may swap scores freely among these characteristics and pseudo-characteristics.
I came up with the idea of using "pseudo-characteristics" for character creation to allow for players to create wealthy characters, characters with a lot of training, etc. In fact, the Training pseudo-characteristic largely replaces professions, because instead of choosing a profession, the players use the skill points granted by the Training to create a character with the appropriate skills.
Female characters make the following adjustments to their characteristics after all swaps are made: -2 to Strength, -4 to Size, +2 to Dexterity, and +2 to Charisma..
This rule was very controversial when I posted it before. My intention is to try to get a "TV Land" feel.
Wealth is used to determine your background, whether you were born in a rich family or just struggling to get by. It does not have a lot of effect on your current life, since you are assumed to be making a salary, and your equipment is supplied by Munroe Associates. But if you have a high wealth score, that means that you have substantial resources of your own. Your approximate net wealth at the start of the game is as follows:
Wealth
3-4 1d10 dollars
5-6 1d10 x 10 dollars
7-8 1d10 x 100 dollars
9-10 1d10 x 1000 dollars
11-12 1d10 x 10,000 dollars
13-14 1d10 x 100,000 dollars
15-16 1d10 x 1,000,000 dollars
17 1d10 x 10,000,000 dollars
18 1d10 x 100,000,000 dollars
19 1d10 x 1,000,000,000 dollars
20 1d10 x 10,000,000,000 dollars
21 1d10 x 100,000,000,000 dollars
Note that this includes the money in your bank account, any cash you have at hand, and the worth of all your property, but does not include your debts. Excessive debt can be bought as a disadvantage.
I do not know if I actually provided a way for beginning characters to increase Wealth to the 19-21 range, but Bill Gates would have a Wealth of 21.
Luck is used as an alternative to spending Hero Points to save your skin. Instead of spending a Hero Point to redo the die roll, you can roll your Luck or less on d20. If you succeed, the event being rolled does not happen (the attack misses, the bomb does not go off, etc) or else you somehow escape consequences from the event (you land on a soft substance instead of jagged rocks, you are propelled clear of the blast, etc), and your Luck decrements by 1. If you fail, the event does happen, and you’ll probably be rolling another character.
I do not know if I will be keeping Luck as a pseudo-characteristic.
Advantages are used to buy advantages during character creation. They may also be used to increase your characteristics on a one-for-one basis. Any Advantage points not used during character creation have no effect.
My concept is for TV-type characters who may have special abilities that are not easily modelled by a pure skill-buying system, although a lot of the advantages I came up with ended up being changed to skills.
To determine your skills, follow the following steps:
A. Graduate from High School: All PC’s (unless otherwise noted) are assumed to have graduated from high school in a modern country, and to have been at least motivated enough to pass most of their exams and pick up a basic background of knowledge. Thus, they gain the following skills:
Drive Automobile +20%
Lore (World) +20%
Lore (Science) +5%
Math +10%
Speak Native Language +(INT*10%)
Read Native Language +(INT*5%)
In addition, characters have INT*10 points that they can divide among different skills, with no more than 20 points going to any particular skill.
B. Use your Training: Multiply Training times Intelligence. This is the number of skill points you can divide among your desired skills as desired, but you are limited to using no more than 1/3 your skill points for defensive skills such as Dodge and Parry, and no more than 1/3 your skill points for attack skills.
C. Define your special interests: You get 70 points that must be used to define your special interests. These points have to be spent on the following types of skills:
Lore (any lore skills other than World Lore)
Craft skills
Sports or games
Hobbies such as photography or mathematics
Thoughts? Comments? Cries of outrage?