Character Creation: Disadvantages: Characters
willing to take real disadvantages could earn a few extra points to
build their characters. There would be three levels of disadvantages:
Minor (seriously inhibits character about 1 session in 3)...2 points Major (seriously inhibits character about 2 sessions in 3)..4 points Severe (seriously inhibits character about every session)...6 points
Design Note: Personally, I prefer just to give people enough points to build their characters to start with and keep character disadvantages to the character descriptions instead of the game rules. However, for those who prefer otherwise, this simple system should do. The GM must approve all disadvantages and ruthlessly use them in play, of course. The skill point bonus is based on the suggested 15 free starting skill points. If your campaign's starting skill points are lower than 10 or greater than 20, you will probably want to adjust the number of extra skill points disadvantages give.
Character Creation: Reduced Body: Characters
can reduce their starting Body up to 50% (e.g. down to 10 for character
starting with 20) getting one additional skill point for every point of
Body they give up. If the option Experience rule about increasing Body
points is also used, the reduced Body value is the starting value. For
example, if a Character started with a Body of 10 (getting ten
additional skill points), the maximum the character's Body could be
increased to with adventure Points would be 15.
Design Note: This is a disadvantage, but it is a self-enforcing one -- not one the GM has to constantly work to include in her game sessions. It's also an excellent way to create older, more experienced characters or scholarly characters who have spent their life with their nose in a book. Again, the skill point bonus is based on the suggested 15 free starting skill points. If your campaign's starting skill points are lower than 10 or greater than 20, you will probably want to adjust the number of extra skill points each point of reduced Body gives.
Skill Resolution: Automatic Success/Failure: The
GM may rule that a natural roll of 1 always fails and a natural roll of
20 always succeeds, regardless of modifiers. However, this may not be
used to accomplish truly impossible tasks. For example, even a natural
roll of 20 would not allow a character to flap his arms and fly (at
least in most universes) nor would it allow an unconscious character to
dodge someone trying to slit his/her throat.
Character Development: Increasing Body Points: Characters
may increase their Body points by as much as 50% over their starting
value (e.g. to 30 for a character starting with 20) by spending
adventure points: 5 Adventure Points or Skill points per point of Body increase. This would represent toughening though training.
Design Notes: In some types of campaigns, some way to allow a limited increase in a character's ability to take damage could be very useful. This rule, allow with the rule for reducing Body in starting characters also provides the variation in the amount of damage people of a similar size and mass can take which is seen in the real world.
Modifications and additions Copyright © 2013 Brannon Hollingsworth
Repost from: http://www.retroroleplaying.com/other/fastrpg.php
Copyright © 2008 Randall Stukey
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