Quick Universal Role Play System
The system is based on the bell curve of three six sided dice ( 3d6) with the standard target number of eleven (11) for average and in oppose rolls. With the starting target number for skills rolls before adjusted from the average to either routine mundane, which are easy tasks. At a eight ( 8 ) and the hard tasks at fourteen (14). Arbitrated by the game master.
The point buy is one for one, and can be adjusted to the level of the game and how experienced one wishes to start their game. For purposes of describing the break down of the point buy. Each player will get ten (10) points to purchase attribute traits. Ten (10) points for skills. Such stipulations as no more then at character creation that an attribute or skill can have no more then three points.
Strength (Used for lifting, throwing things and adding to melee attacks.)
Agility/Coordination (Used in skills such as dancing, picking a lock or in use of a ranged weapon.
Stamina/Resistance (This attribute is ones endurance. And how one resists such things as poisons or diseases.)
Mental faculty (Used for intelligent based skills)
Force of Personality. (This attribute is ones charisma and appearance traits. Used for such skills that are talents. Such as bluff, oratory and seduction as examples.)
Anything can be a skill. Depending on the time period of the game you are running. When performing a skill role. The appropriated corresponding attribute is used with the skill. The total is subtracted from the the target number. For example. Player A is a thief and is trying to break into the merchants iron chest. He is skilled and has open locks 2. His agility/Coordination is also a 2. The lock is a well crafted lock. So the game master sets the target as hard a 14. Now with a total of 4 for attribute and skill appropriate to the task. This is subtracted from the target number. Which makes the target number 10. The player rolls the 3d6 with needing 10 or better on three dice to open the lock.
Unskilled is based on just the attribute.
Combat is simple, again appropriate attribute with the martial skill. (Note in case of such skills as wrestling. A player can choose either strength or Agility/Coordination.) But can only choose one or the other to use. Not both with the skill. Now these skills are opposed by the others corresponding skill sets. To get the adjusted target numbers.
The combat can also be adjusted by weapon and armor. A simple way for this. Is that one handed weapons and range weapons give one point to the total. While two handed weapons give two points to your total.
For armor, partial 1 to defense, full armor gives 2. A shield adds 1, and a full tower shield adds 2 . This is added for the opposed score.
Example of combat. Player A has a large shield, and spear. He goes to attack player B with partial armor of breast plate and shield. Player A has a strength of 3, skilled in use of the spear 2, and 1 more for the spear itself since using it one handed with the shield. His total is 6. Now player B has a agility/coordination of 2, stamina/resistance of 3, partial armor of breast plate of 1 and shield of 1. His total is 7. So the target number is now 12. Unlike skills rolls hitting the target number is not success but a glancing blow of no damage. If player A rolls a 14, then he does 2 points of damage.
Life points is 4 x you Stamina/resistance attribute.
(Getting hurt is a disadvantage. 25% of life points is -1, 50% us -2 and 75% loss of life points is a -3. This is both for combat and skill checks to heal)
(Blunt or stun damage heals back 1 per hour, while lethal damage heals back 1 per day or can be a week Game masters decision.)
Initiative is 3d6 plus a persons agility/coordination and mental faculty added together and then divided in half and applied to the roll result of 3d6.
Gaining skills and raising attributes. For each 10 points gained, can purchase one skill or attribute point.