Basic Roleplaying Universal Game Engine Quickstart
Basic Roleplaying Universal Game Engine Quickstart
FREE
RPG DAY
Basic Roleplaying
Quickstart
Greg Stafford officially founded The Chaosium on Friday October 31st, 1975.
While working from his crowded two-bedroom apartment, Greg kit-bashed the
company name by combining references to that house of chaos and its location near
the Oakland Coliseum. While Chaosium originally published wargames such as
White Bear & Red Moon, within a few years it shifted to creating roleplaying games, starting
with RuneQuest in 1978. As additional games, such as Stormbringer, Thieves’ World, Call
of Cthulhu, ElfQuest, and Pendragon debuted, they all shared a common rules system
adjusted to work best for each genre. Chaosium published a generic 16-page version of
those common core rules as Basic Roleplaying (usually referred to as BRP) in 1981.
More than 400 of Chaosium’s products have featured the BRP rules over the last
40+ years. The D100-based BRP system is one of the most adopted rules systems in all
of gaming.
In 2016, Chaosium first participated in Free RPG Day with the scenario ‘The Derelict’ for
its Call of Cthulhu horror RPG. For Free RPG Day in 2017, to kick off the new edition
of its RuneQuest fantasy RPG, the RuneQuest Quickstart debuted. The Call of Cthulhu
scenario ‘Scritch Scratch’ followed in 2018 to complete a trifecta of offerings.
In 2025, as part of Chaosium’s 50th Anniversary celebrations, this BRP Quickstart you are
reading gets added to that list. It provides a rapid introduction to an intuitive and fast to
learn rules system suitable to any genre or setting. As a company that loves playing out
stories at the gaming table, we hope you enjoy this opportunity to use our rules to tell your
own stories, hopefully for many years to come.
January 2025
Based on Basic Roleplaying: Universal Game Engine by Jason First American Edition, 2025, Version 1.00
Durall & Steve Perrin and the Basic Roleplaying system
created by Steve Perrin, Steve Henderson, Warren James, Greg Published in the United States of America by Chaosium Inc.
Stafford, Sandy Petersen, Ray Turney & Lynn Willis 3450 Wooddale Court, Ann Arbor, MI 48104
Scenarios: Anthony Warren (“The Prisoner of Richelieu”), chaosium.com
Nick Middleton (“Footsteps in the Dark”) & Troy Wilhelmson
(“The Lost Temple of Garthoon”) BASIC ROLEPLAYING
Special Thanks: Ken St. Andre, William Barton, Bill Dunn, UNIVERSAL GAME ENGINE QUICKSTART
Sam Johnson, William Jones, Ben Monroe, Gordon Monson, Copyright © 2025 by Chaosium Inc. All rights reserved.
Sam Shirley, Mark Morrison & Richard Watts, et al.
Basic Roleplaying is copyright © 1981, 1983, 1992, 1993,
Editors: Mike Curry, Christina Howell & Neil Robinson 1995, 1998, 1999, 2001, 2004, 2008, 2010, 2023, 2024,
Basic Roleplaying Line Editor: Jason Durall 2025 by Chaosium Inc.; all rights reserved.
Cover Art: Loïc Muzy
Producer: Neil Robinson Basic Roleplaying is the trademark of Chaosium Inc.
Design & Layout: Adam Szelążek
Internal Art: Giorgio Baroni, Grzegorz Bobrowski, Manuel Chaosium Inc. and the Chaosium logo are registered
Castanon, Charlie Creber, Shen Fei, Andrey Fetisov, Nicholas trademarks of Chaosium Inc., 2025
Grey, Ossi Hiekkala, Loïc Muzy, Naomi Robinson, Mark
Smylie & John Sumrow ISBN: 978-1-56882-542-7
Maps: Glynn Seal First Printing January 2025, Printed in Poland
Character Sheets: Dan Zappone
Chapter One:
Introduction
Welcome to the Basic Roleplaying quickstart, a playable M https://www.chaosium.com/content/orclicense/
introduction to Chaosium’s D100 game system. Basic BasicRoleplaying-ORC-Content-Document.rtf
Roleplaying (BRP) powers some of the most influential
roleplaying games published in the past 45 years Anyone can use these online versions of the rules for
(Call of Cthulhu, Pendragon, RuneQuest, Questworlds, and free and can modify them as much as desired, using them to
others outside those published by Chaosium). develop their own games, without restriction or any fees.
BRP’s rules are usable in nearly any setting you can imagine.
This quickstart includes basic character creation, the game
system itself, combat, basic equipment, and three ready-to-play What is a Roleplaying Game?
sample scenarios complete with ready-to-use player characters. This is a roleplaying game, a rules framework that allows players
The Basic Roleplaying: Universal Game Engine book is to enact stories of adventure, portraying the main characters.
a setting-free version of the BRP rules, with optional rules to These rules guide you with what can or can’t be done, and dice
allow gamemasters and players to customize any BRP-based rolls determine whether your characters succeed or fail at what
game as they see fit. Gamemasters can even use rules from BRP they try to do. In roleplaying games, one player takes on the
to modify their existing games, or vice versa, with ease. role of the gamemaster (GM), while the other players are the
Once you grasp the simple and intuitive mechanics of player characters (PCs). The GM also portrays the characters
the system, it’s easy to move between them, making it easy not guided by players—nonplayer characters (NPCs).
for players of one game to play the other with a minimum Roleplaying is a social game, like stage improv, as it can be
of time spent re-learning the system. Each BRP-based game largely made up as you go or more carefully planned. Player
has some differences, but they use the same fundamental game characters are the primary participants in an RPG: their PCs
mechanics at their core. are the protagonists the stories revolve around. A PC might be
Basic Roleplaying has been released under the ORC License a swaggering gunfighter, depressed private eye, mighty sorcerer,
and is available in full, for free, here, in text or .pdf format: brightly clad superhero, or a humble spacefarer trying to make
ends meet. The GM devises and presents the situations that
M https://www.chaosium.com/content/orclicense/ the players adventure through, describing the world where
BasicRoleplaying-ORC-Content-Document.pdf they roam and how that world is affected by the PCs’ actions.
While each player plays only one PC, the GM presents the
3
BASIC ROLEPLAYING quickstart
4
introduction
5
Chapter two:
characters
Each player must have a player character (PC). This is The Character Sheet
their representative in the game world and does not have to Each player needs a copy of the character sheet (presented on
be anything like the actual player. Your character can be the pages 8–9). It’s possible to just write everything onto a blank
exact opposite of you: strange species, exotic and dangerous sheet of paper, but the character sheet makes things a lot easier.
professions, or a different gender are only some of the The character sheet presented here is a simplified version of the
possibilities. The gamemaster (GM) may ask you to create normal Basic Roleplaying character sheet, which has additional
PCs suitable for a particular setting, so if the game is set in information not covered in this quickstart. The character sheet
the Old West, no spaceship captains, medieval wizards, or includes the following sections:
cavemen. (On the other hand, quite a bit of fun can be had
trying to get these wholly inappropriate characters into this M Identity: The character’s basic information, aspects
setting and seeing how they react to it.) that don’t have any game effects but help detail who the
The three sample adventures in this quickstart have character is.
pregenerated ready-to-play PCs, so they can be simply printed M Characteristics & Rolls: These values describe qualities
or cut out of this quickstart. They’re also available to download of the character, such as how strong, smart, fast, or
at www.chaosium.com. charming they are. Rolls are based on characteristics and
This section covers the process of creating a player are percentage values, rolled to see if the character succeeds
character. The full Basic Roleplaying book covers rules for or fails at a task.
creating nonplayer characters (NPCs), but the adventures in M Hit Points: A value measuring how many points of damage
this quickstart do not require them. a character can take before they die. Bigger and/or healthier
characters have more hit points (HP), while smaller and/or
frailer characters have fewer.
M Skills: The abilities the character has some innate
knowledge, training, or education in. Each is expressed as
a percentage chance, rolled to see if the character succeeds.
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characters
M Weapons: These are weapons the character uses, along with Strength (STR)
descriptions of how they do damage. Strength is essentially how strong one is. It doesn’t necessarily
M Armor: Any armor worn by the character, which may mean raw muscle mass, but how effectively the character can
reduce any damage from an attack. exert that muscle to accomplish a strenuous physical feat.
Constitution (CON)
Identity Constitution is a measure of how tough and resilient one is.
The character’s basic information is fleshed out here, covering It helps aid in resisting diseases, but the most significant aspect
aspects of their existence, though with little (if any) game of CON is determining how much injury a character can suffer
effect. These are roleplaying aspects—they define the character before dying, in the form of hit points (see page 10).
and are not characteristics or skills.
Fill this information out now in full or part, and skip to Size (SIZ)
characteristic and skill generation, or wait until you know Size is a measure of how large one is. It doesn’t necessarily
more about the character’s game aspects. translate to raw height—it’s instead a general guide to physical
Identity includes the following: mass. A high SIZ character could be very tall (and thin), or
short and thick, or average height and overweight.
M Name: A suitable name for the character. You can wait
until you’re done to do this, seeing how they come out first. Intelligence (INT)
M Species: “Human” (or a human equivalent). Nonhuman Intelligence is how smart one is, not necessarily as a measure of how
characters are not covered in this quickstart edition. much information the character has memorized but as reasoning
M Gender: Write your character’s gender, if desired. power, intellectual acuity, problem-solving ability, and intuition.
M Height and Weight: These can be specific, like actual
pounds/kilos and feet/inches/centimeters, or a general Power (POW)
build, like “tall”, “average”, or “heavy”. Use the Size (SIZ) Power is an almost intangible measure of willpower and
characteristic as a guideline, with higher SIZ ratings being spiritual energy. A high POW character is a beacon of energy,
larger/taller. is lucky, and is forceful in presence.
M Description: A brief physical description of the character,
which might include coloration (hair, eyes, skin), attitude, Dexterity (DEX)
style and mode of dress, etc. Dexterity is a measure of hand-to-hand coordination, physical
M Age: Pick an appropriate age based on the plan for the speed, and overall agility. DEX determines how quickly one
game. The effects of aging are not covered in this quickstart. may act in combat.
M Distinctive Features: Use the Charisma (CHA) characteristic
as a guide. Does the character have any notable features such Charisma (CHA)
as an impressive scar, a broken nose, an exotic hairstyle, or A measure of several aspects, from charm, grace, and beauty.
an unusual mode of dress? Make up a few as desired. The A high CHA character is noticeable in a crowd because of an
higher or lower your character’s CHA, the more and the intangible combination of presence and presentation.
more distinctive the features should be.
M Profession: The character’s career or occupation prior to or
during the adventure(s) (see pages 14–15). Determining Initial Characteristics
Characters are heroic, above average, and can even be
superhuman. To determine your character’s ratings in each
Characteristics characteristic, roll 1D4 or select one of the following sets of
Characters are measured in a variety of ways. The most numbers. An 18 is best, and 9 is slightly below average. Assign
fundamental are their characteristics—innate abilities such as them to the desired characteristics, to suit your preferences:
how smart they are, how tough, how charismatic, etc. These are
not learned abilities but can sometimes be increased through 1. 17, 16, 14, 13, 13, 12, 10
training and successful practice. 2. 16, 16, 15, 13, 13, 12, 10
Normal humans have characteristics ranging from 3. 16, 15, 15, 13, 13, 12, 11
3 (abysmally low) to 18 (the pinnacle of human potential), 4. 18, 17, 14, 13, 13, 11, 9
averaging at 10 or 11. The higher the characteristic, the more
potent the character is in that ability. The characteristics are Think about the numbers when assigning them. Is the
Strength, Constitution, Size, Intelligence, Power, Dexterity, character strong and clumsy? Small and fast? Average? Are they
and Appearance. All humans have all these characteristics, more a thinker than a physical sort? If the numbers just don’t
while nonhuman NPCs might lack some. match the type of character you want, ask the GM if it’s all
They’re described in more detail in the following section. right to start over and pick a different set of characteristics.
7
BASIC ROLEPLAYING SYSTEM
10
characters
Some skills have specialties, as noted in parenthesis. Drive (by vehicle) (20%)
Specialties are specific sub-skills that define the skill. Piloting a ground vehicle, either motorized or drawn by
animals. Each type of vehicle (Automobile, Cart, Chariot,
For example, a character may have Knowledge (Law) 70%. Truck, etc.) is a specialty.
This does not mean they know all Knowledge skills at 70%, but
instead know Law at that percentage. Energy Weapon (various) (% by weapon)
Pointing and shooting an energy weapon at a target. Each type
All other skill specialties, unless skill points are spent on of Energy Weapon skill is a specialty, such as Energy Pistol and
them, are at the base percentage chance. Energy Rifle.
A character with 05% or below in a skill is a hapless novice.
Someone with 06–25% in a skill is a beginner with an amateur Etiquette (05%)
level of proficiency. Skill in the 51–75% range indicates Knowing what to say and how to behave in a particular
a competent professional. Experts have skills in the 76–90% situation, as well as understanding the various niceties of
range, and 91+% indicates mastery of a skill. This does not a particular social class.
mean that someone with 25% in a skill will on average fail
three out of four attempts at using the skill—it means that Fast Talk (05%)
under stressful situations (like adventuring, combat, etc.) the Talking one’s way out of a rough situation or bluffing when
character will succeed only 25% of the time. there is no time for a reasoned argument or debate.
If desired, the GM should modify the skill list to make it
more appropriate to a particular setting. Feel free to eliminate
skills, rename them, or introduce new skills.
Appraise (15%)
Judging the value of an item or determining some aspects of its
capabilities that are not immediately apparent.
Bargain (05%)
Negotiating financial matters successfully. A successful use of
this skill lowers the price of an item from one value category to
the one below (at the gamemaster’s discretion). Value categories
are discussed in the Basic Roleplaying core rules.
Brawl (25%)
Hitting someone in hand-to-hand combat, whether with
a punch, head butt, kick, or a even bite. A successful Brawl
attack by a human does 1D3 points of damage to an opponent.
Climb (40%)
Scaling a wall, rope, or other difficult surface.
Dodge (20%)
Getting out of the way, essentially avoiding being struck by
a weapon or physical attack.
11
BASIC ROLEPLAYING SYSTEM
12
characters
13
BASIC ROLEPLAYING SYSTEM
14
characters
Warrior: Brawl, Dodge, Grapple, Melee Weapon (any), Missile Final Touches
Weapon (any), and five other skills from the following list: Any major aspects of characterization or background should
Climb, Firearm (any), Hide, Listen, Jump, Language (Other), be decided at this point. The GM may wish to learn more
Martial Arts, Ride, Spot, Stealth, Swim, Throw, Track. about your character’s background for use in a campaign.
This can include origin, family, education, religion, past
As an alternative to the established professions, the actions, or goals.
gamemaster may allow a player to create a new profession. To Generally, the more someone knows about their character,
do so, pick a suitable title for the profession and ten appropriate the more “real” they become in play, though this is not
skills to allocate the same skill bonuses to them. always necessary. However, it’s just as bad to create too much
background as it can be to create too little. A one-shot scenario
probably doesn’t need a lot of character background, while
Personal Skills a campaign certainly does. Ultimately, though, you can flesh
Not everyone is entirely defined by their profession, and out a character as you play them, learning more about their
a character shouldn’t be so narrowly envisioned. For each background as you improvise details and events in their life.
point of INT your character has, add +10% to any skill of Create as much background as feels comfortable for you
your choice, so for example, an INT of 15 means add +10% and the gamemaster, and let the rest emerge naturally.
to 15 skills.
For this step, you can improve existing skills or even choose
skills not from your character’s profession, if you want to give
them a bit more depth or illustrate an unusual talent or hobby,
such as a cowboy who enjoys singing or a detective who enjoys
sailing in their spare time.
You can choose the same skill multiple times (increasing
it by +10% each time), but no skill modified during this step
may start at a chance above 75%.
Equipment
Now that your character is almost finished, they need some
gear. This can include weapons, armor, or other important
items used for a particular profession. During the course of
adventures, there may be many chances to get more equipment,
but each starting PC will have in their immediate possession
the following:
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BASIC ROLEPLAYING SYSTEM
Following is an example of character creation. Here the GM has allowed the player to choose any character they’d like to
play. They can pick from any potential genre, as the plan is for a cross-genre multiverse-style game.
After discussion with her GM and asking some questions about the upcoming game, Lindsay has an idea for her
character. Since the game is set in a sci-fi future, she’s decided to make a tough-as-nails bounty hunter named Adrianna
Adams, more commonly known as “Aces”.
After looking over the available backgrounds, she narrows her options down to Hunter, Lawman, or Warrior. She looks
over those three backgrounds and the skills they offer and decides to go with Lawman. While her character isn’t really a
member of law enforcement, the idea of a bounty hunter tracking down criminals and bringing them back alive fits well
enough, and the skills offered fit her mental image of Aces.
Lindsay decides to use the second array for characteristics, which gives her the following scores to assign: 16, 16,
15, 13, 13, 12, 10.
To begin, she thinks about what Aces needs to be successful in her work as a bounty hunter. She needs to be able
to handle herself against bounties that try to get physical with her, charismatic enough to talk them into surrendering,
smart enough to track them down, and good enough with a weapon in case things get too messy. Lindsay decides to
put her best scores in CON and CHA, so each one gets a 16. After this, she’s a bit torn between DEX and INT, but in the
end decides on INT. She’d rather Aces be a little more street-smart and savvy, relying on wits rather than raw reflexes.
Lindsay assigns a 15 to INT and a 13 to DEX. Aces doesn’t strike her as particularly strong or large, but maybe she’s
a little scrappier than one would think at first glance, so Lindsay puts a 13 in STR and a 12 in SIZ. Her last score is a 10,
which she assigns to POW. She decides that if magic and the supernatural do exist in this world, Aces doesn’t trust them
and keeps away from them as much as possible. Maybe it will even turn into a phobia, a fun roleplaying opportunity!
Next, Lindsay records the skills for Lawman and their starting values. She decides that the most important things
for Aces to know are Track (so she can find her targets), Fast Talk (so she can convince them to surrender), and Grapple
(so she can put them into cuffs when they refuse). She increases each of these by +50%; her Track becomes 60%, her
Fast Talk becomes 55%, and her Grapple becomes 75% (nice one!). Now Lindsay gets to determine what skills Aces
uses to support her job, or when her main plans fall apart. Dodge, Listen, Spot, Knowledge (Streetwise), Insight, and
Pilot (Spaceship) are her choices. After increasing each of these by +25% she has Dodge 45%, Listen 45%, Spot 45%,
Knowledge (Streetwise) 30%, Insight 30%, and Pilot (Spaceship) 45%.
Finally, Lindsay is ready to pick personal skills for Aces. With an INT of 16, Aces picks things up quickly and can
increase any skill of her choice by +10% for each point. Lindsay decides she wants Aces to be a bit better at Fast Talk
(increasing it to 65%) and Track (increasing it to 70%). Next, she wants to know more about the underworld and decides
to increase her Knowledge (Streetwise) twice, to 50%. She wants to be better at reading people, so she does the same
with Insight, increasing it to 50% as well. Next, she decides to pick up another language, one that’s commonly spoken in
the underworld by criminals that she’s likely to chase. Her GM tells her that the Ganymede Syndicate (from the moon of
Jupiter) and the Martian mafia are both powerful fixtures in the underworld, so she assigns +30% to two languages and
adds Language (Jovian) 30% and Language (Martian) 30% to her sheet. Finally, Lindsay decides to assign the last four
bonuses of +10% on Hide, raising it to 50%.
Finally, Lindsay records her derived characteristics. Her combination STR+SIZ of 23 gives her no damage modifier,
but no penalty either. Her MOV, like all humans, is 10. Lindsay wishes that she was a little faster, in order to chase down
fugitives when they try to get away, but maybe she can convince the GM to let her buy a pair of sweet cybernetic legs
after play begins. Her CON+SIZ divided by two gives her 14 hit points, making her just a little bit tougher than average.
As the very last step, Lindsay fills out what equipment Aces starts with: a cool space suit that acts as light armor, several
pairs of magnetic handcuffs, and the keys to her personal spaceship (since she has a decent Pilot score, the GM agrees
to allow Aces to start with a small, no-frills spaceship with a small holding cell for bounties).
16
Chapter three:
system
Routine game actions in routine situations almost always Results on page 5. Characteristic rolls are described on page
succeed. The player shouldn’t have to roll to determine if 10 and use the same system as skills and combat (following
their character drove successfully to work or cooked a basic and pages 23–27).
meal. However, when the action becomes dramatic or
extraordinary, players and the GM should roll dice for the
resolution. It is important to know whether characteristics Skill Rolls
and skills succeed when danger threatens, or if they Player characters and NPCs alike have skills as described in this
fail miserably in the face of stress. Dice allow conflicts quickstart (page 10–14), a rating of 00% (no chance of success)
and decision points to be resolved without the constant to 100+% (almost always succeeding). A character’s various skill
intervention of the GM. Dice rolling is what turns Basic modifiers determined during character creation are added to the
Roleplaying into a game system, not just a case of “Mother skill’s base chance for a chance of success. The process is simple: the
May I?” with the GM taking the role of mother. player or GM announces that a character (PC or NPC) will attempt
a skill. A percentage dice roll is made. If the roll is equal to or less
than the chance of success, the skill succeeds (with appropriate
Success or Failure? results). If the roll is over the chance of success, the skill fails.
The most important questions in a roleplaying game are: There are two other conditions to keep in mind when
“Do I succeed, or do I fail?” and “How well do I succeed or attempting a skill roll: difficulty and critical success. These are
fail?” Basic Roleplaying provides an easy-to-understand system described below.
to measure these chances, using dice rolls to determine whether
an action succeeds or fails. Some skills (especially combat skills) Difficulty
are inherently dramatic and dangerous, and always are rolled The use of a skill isn’t always cut and dry. It’s more difficult to
for. Players and the GM will use percentile dice (D100) most drive a car in the dark during heavy rain than it is to drive it
of the time to determine success or failure. in the middle of the day in perfect weather. A wide variety of
When it’s necessary to determine an attempted action’s conditions (weather, distractions, equipment, etc.) can affect
success or failure, the players and/or the GM need to make whether it’s easy or challenging to use a skill. To simulate this,
a percentile dice roll as described in Dice and Reading Dice skills can be modified in the following ways:
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BASIC ROLEPLAYING SYSTEM
M Automatic: When it’s completely certain that the character Skill vs. Skill
will succeed, and when there’s nothing major at stake Often, one character will attempt a skill that must be countered
(no life-or-death situation, no challenge, etc.), the skill by a nonplayer character. This is known as an opposed skill roll
automatically succeeds. Don’t even bother to roll. and describes a situation such as a PC using Stealth to move
M Easy: Some combination of circumstances, conditions, or undetected versus an NPC using Listen to detect intruders. In
other assistance has made it easier to perform the skill. these cases, both acting characters should make the appropriate
In this case, double the skill chance. Dice should still skill roll and compare the results:
be rolled even if the skill chance is over 100%, as there’s
still the chance of a critical success or a fumble (both are M If both parties fail, neither achieves what they are trying to
described following). accomplish.
M Normal: This is the standard, meaning that any conditions, M If only one party succeeds, the successful skill is
circumstances, etc. are negligible and won’t affect the accomplished without opposition.
chance to use the skill. M If both succeed normally, the highest successful roll is the
M Difficult: If a skill would be made more difficult by some one that achieves the desired result.
circumstance, condition, or other situation, divide the skill M If the rolls tie, the party with the highest skill is successful.
chance in half (rounding up). M If one party succeeds with a critical success and the other does
M Impossible: If it’s simply impossible for the skill to succeed, not, the results are shifted. If the other party rolled a normal
such as a normal human attempting to leap 100 meters success, it becomes a failure, and the critical success becomes
into the air unaided or solve a crossword puzzle in absolute a normal success.
darkness, no roll should be allowed. The skill attempt just
fails, with any appropriate consequences. The GM may Think of levels of success as a three-stage affair: critical
either declare no roll is needed or allow a roll and present success > success > failure, with the “>” meaning “is greater
the chance of a fumble (see following). than”. When comparing levels of success, one level of success
essentially cancels an opposed level of success.
The section on Spot Rules on pages 28–29 cover a few
situations where difficulties are applied, though for the most M Critical Success vs. Critical Success: Each degrades by two
part, these should be obvious and assigned by the GM where levels of success and become failures (though experience is
appropriate. allowed, as the rolls are still “successful”).
M Critical Success vs. Success: The critical success becomes
For example, the GM may announce that fighting in a success; the (normal) success becomes a failure.
near-dark makes all skills Difficult, or half their normal chance. M Critical Success vs. Failure: The critical success achieves
double the intended result (as appropriate) and is
Critical Success unopposed by the failed roll.
Not all successes are equal. Sometimes a skill use is exceptional,
and the result is better than normal. In this case, the result is The Basic Roleplaying core rulebook covers opposed skill rolls in
called a critical success. A critical success is equal to one-tenth considerably more detail. This quickstart presents the simplest
(1/10) the chance of success, rounded up (use the final chance method of resolving opposed skill rolls.
if modified by a difficulty).
For example, a skill of 60% means that any roll of 01 through The Resistance Table
06 is a critical success, as 6 is 1/10 of 60%). If a 60% skill Some actions require more than skill or natural ability:
is Difficult, modified to ½ normal, the chance is 30%, and obstacles must be overcome for the character to succeed. In
a critical occurs on a roll of 01–03. Similarly, a 60% skill with these cases, refer to the resistance table and call for a resistance
an Easy modifier is 120%, so the chance of a critical is on a roll roll. Resistance rolls pit characteristics or other measurable
of 01–12. quantities against one other.
In normal skill use, a critical success means that the skill For example, a heavy rock might be SIZ 15. To lift it,
succeeded especially well and should have an enhanced result. a character will need to roll their STR versus the rock’s SIZ on
The exact result should be left up to the GM to determine, the resistance table.
but as a rule of thumb, it should be twice as good as a regular
success. In combat, a critical success does additional damage To make a resistance roll, cross-index the active characteristic
and is described in Critical Successes in Combat on page 25. to the passive characteristic on the resistance table. The active
characteristic is the party or force trying to influence the passive
characteristic, the one resisting any change. The cross-indexed
value is the percentage chance each acting force has of success.
18
system
1 50 55 60 65 70 75 80 85 90 95 – – – – – – – – – – – – – –
2 45 50 55 60 65 70 75 80 85 90 95 – – – – – – – – – – – – –
3 40 45 50 55 60 65 70 75 80 85 90 95 – – – – – – – – – – – –
4 35 40 45 50 55 60 65 70 75 80 85 90 95 – – – – – –
RANGE OF – –
AUTOMATIC
5 30 35 40 45 50 55 60 65 70 75 80 85 90 95 – – – – – SUCCESS – –
6 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 – – – – – – – – –
7 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 – – – – – – – –
8 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 – – – – – – –
9 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 – – – – – –
Passive Characteristic
10 05 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 – – – – –
11 – 05 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95
12 – – 05 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95
13 – – – 05 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95
14 – – – – 05 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95
15 – – – – – 05 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95
16 – – – – – – 05 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90
17 – – – – – – – 05 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85
18 – –
RANGE OF – – – 05 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80
AUTOMATIC
19 – – FAILURE – – – – 05 10 15 20 25 30 35 40 45 50 55 60 65 70 75
20 – – – – – – – – – – 05 10 15 20 25 30 35 40 45 50 55 60 65 70
21 – – – – – – – – – – – 05 10 15 20 25 30 35 40 45 50 55 60 65
22 – – – – – – – – – – – – 05 10 15 20 25 30 35 40 45 50 55 60
23 – – – – – – – – – – – – – 05 10 15 20 25 30 35 40 45 50 55
24 – – – – – – – – – – – – – – 05 10 15 20 25 30 35 40 45 50
For success, roll D100 equal to or less than the indicated number.
19
BASIC ROLEPLAYING SYSTEM
For success, roll D100 equal to or less than the indicated To pick any of these things up, a character would match STR
number. If the passive force is not attempting to resist, then it (the active characteristic) against the object’s SIZ (the passive
does not roll. characteristic). The resistance table isn’t just for picking things
up, however. Use it in a DEX versus DEX race to determine who
For example, a character with STR 13 (the active wins between two characters with an equal MOV characteristic.
characteristic) will have a 40% chance of picking up that SIZ Following are some other ways to use the resistance table:
15 rock (the passive characteristic). The rock doesn’t do anything
to resist, so it’s not going to roll against the character. If the roll is M Arm wrestling is straight STR vs. STR.
40 or below, the rock is lifted. A roll of 41+ means the rock is just M Squeezing through a hole in the wall pits a character’s SIZ
too heavy. The character can rest and try again later. against the hole’s SIZ.
M Drinking someone under the table would be CON vs. CON.
Below is a list of the sizes of average objects: M A psychic battle (or even a stare-down) would use
POW vs. POW.
Object SIZ Examples M Trying to resist a poison would pit the poison’s potency
(as a value) against the poisoned character’s CON.
Object Full SIZ Segment SIZ
Glass window 3 3 The resistance table is invaluable for use when a raw characteristic
Door 4–8 4–8 is pitted against another. The rest of the time, use a skill versus
a skill, opposed characteristic rolls, or best judgment.
Chair 4–9 4–9
Table 4–12 4–12
Manhole cover 5 5 Experience and Advancement
Once an adventure is complete, each PC that participated and
Fire hydrant 5 5
survived may improve any skills they successfully used in that
Potted plant 2–5 2–5 adventure. See the rules covering experience and advancement
Glass door 8 8 for Basic Roleplaying, available for free on Chaosium’s website:
https://www.chaosium.com/orclicense/
Desk 10–20 10–20
Lamp post 30 10
Home interior wall 25–35 8
Home exterior wall 25–45 12
Brick wall 30–50 20
Concrete wall 30–50 20
Concrete and steel wall 35–55 25
Small air vehicle 40 10
Automobile 50 12
Vault door 60 20
Medium land vehicle 60 12
Steel beam 65 30
Air vehicle, jet fighter 80 18
Medium tank 80 30
Heavy tank 90 35
Locomotive 100 20
Air vehicle, jet cargo 100 15
Air vehicle, bomber 105 15
Air vehicle, airliner 110 15
20
Chapter four:
time
In Basic Roleplaying, time is an important factor, mostly The Turn
to determine what happens in what order, so that game When it’s important to take note of the exact passage of time
mechanics are applied when they should be. Remember that outside of combat, time is measured in turns. Each turn
in-game time is usually not equivalent to time spent playing. equals five minutes (25 combat rounds). Turns are used for
Sometimes, the GM may need to summarize the events of general movement when there is no conflict or event that must
many days in a single sentence, such as “It takes you a week be handled on a moment-by-moment basis. The turn is also
to reach Constantinople”, while at other times, particularly a general measure for how long certain activities will take,
during combat, the actions of only a few seconds of time can such as picking a lock or finding a book in a library. In these
take several minutes or longer to resolve. cases, the GM may rule that a certain task takes several turns
Following are the important distinctions of game time. to complete. See Skill Time (following) for more information.
21
BASIC ROLEPLAYING SYSTEM
22
Chapter five:
combat
Combat is often an inevitable part of most adventures. In 1. Preparation (DEX)
combat, it is often essential to know exactly what happens 2. Social (CHA)
when, who can act at a particular time, and what actions are 3. Ranged (DEX or weapon length)
possible in the amount of time provided. This section addresses 4. Movement (DEX or weapon length)
the wide variety of actions that occur during a combat round. 5. Close (DEX, INT, or SIZ)
23
BASIC ROLEPLAYING SYSTEM
M Use DEX to determine the order that characters move in. Dodging
M If long weapons are being used, use DEX, but if tied, Dodging is essentially getting out of the way of an oncoming
use the weapon’s approximate length to determine who attack. A Dodge attempt is determined after the attack roll
strikes first. is made. If an attack fails, it does not need to be Dodged. If
the attack is successful, the attacked character may wish to
Close (DEX, INT, or SIZ) Dodge it. To Dodge, the character must be aware of and be
The final phase of the round is the Close phase, where able to see the attack coming. Determine a successful Dodge
characters have the chance to attack, use First Aid, or otherwise just like an attack roll, by rolling percentile dice below the
do something physical to affect someone else. Dodge skill chance.
A critical success (described in the following section)
M Depending on what characters are attempting to do, use means an especially good Dodge and is required to fully avoid
DEX for combat actions, and INT for actions that are not an attack with a critical success. It is Impossible to use Dodge
directly offensive or defensive. against firearms or high-velocity weapons, although the GM
M For unarmed characters fighting hand-to-hand, use SIZ to may allow the character to Dodge arrows and thrown weapons
determine whose greater reach lets them go first. as if the task were Difficult (½ normal skill level, rounded up).
Dodging can be performed during any phase, but only
once per combat round, and a Dodge attempt takes the place
of an attack, so if a character has already attacked in a combat
round, they cannot Dodge, and if they have Dodged, they
cannot attack.
24
combat
M A successful attack can be parried or Dodged with Axe, Hand Axe 15 1D6+1+dm 1H 12
a successful roll. If the defense fails, damage is as normal.
M A critical attack roll requires a critical parry or Dodge to
Brawl Brawl 25 1D3+dm 1H n/a
Club, Heavy Club 25 1D8+dm 2H 22
avoid entirely. A normal successful parry or Dodge makes
the critical a normal success but the parrying weapon or Club, Light Club 25 1D6+dm 1H 15
shield takes damage equal to the critical hit’s damage. Dagger Dagger 25 1D4+dm 1H 15
Halberd Polearm 15 3D6+dm 2H 25
In combat, when a critical success is achieved, it means that Hammer, Great Hammer 25 1D10+3+dm 2H 15
the attack was exceptionally well-made, striking deep into the Knife Dagger 25 1D3+1+dm 1H 15
opponent’s body or hitting perfectly, bypassing any armor
Mace, Heavy Mace 25 1D8+2+dm 2H 20
protection. A critical success can often be a killing blow to
most normal opponents. Mace, Light Mace 25 1D6+2+dm 1H 20
When a critical success is determined, roll damage Pike Polearm 15 1d10+2+dm 2H 15
normally (including any modifier for the weapon) Staff, Quarter- Staff 25 1D8+dm 2H 20
and double it, then add the damage modifier (if any).
Spear, Long Spear 15 1D10+dm 2H 15
The resulting amount of damage is then delivered to the
opponent without any armor protection. Sword, Broad Sword 15 1D8+1+dm 1H 20
Sword, Great Sword 05 2D8+dm 2H 18
25
BASIC ROLEPLAYING SYSTEM
Armor Shields
Armor reduces hit point damage inflicted on its wearer, and Essentially, a shield is a movable barrier used to block incoming
is defined by armor points (APs), equaling how many points attacks. Parrying with a shield follows the same rules as parrying
are subtracted from damage, and a skill modifier describing with a weapon, and like weapons, shields are described by base
any effect wearing the armor has while worn. Physical skills chance to parry or attack with, armor points and hit points
are Climb, Dodge, Hide, Jump, Stealth, Swim, and Throw and (AP/HP), and by damage done if used as a weapon (a shield
the Agility characteristic roll, and Perception skills are Insight, bash, etc.). All shields use the Shield skill.
Listen, Sense, and Spot.
Light armor stops a little damage, and heavy armor stops M Shield hit points begin identical to their AP but are reduced
a lot of damage. when they take damage from a critical hit. As a shield loses
HP, it loses an identical amount of AP as it is whittled
For example, soft leather armor stops 1 point of damage, while down and damaged, lessening its ability to deflect and
full plate armor stops 8 points of damage. absorb damage.
M Characters can use shields to parry low-velocity missile
When taking hit point damage, subtract armor points from weapons (thrown, arrows, etc.) if aware of the attacker and
any damage that has been indicated. Damage above and beyond still able to act defensively in the combat round (such as
the armor points bypass it and are suffered by the target. not having already parried during the Ranged phase).
Below is a an abbreviated list of armor types available in M Generally, a target shield has a straight 15% chance to
Basic Roleplaying, which covers other types of armor, ranging parry a missile weapon, a full (heater, kite, or round) shield
from primitive hides to personal energy shields. has 30%, and a large (hoplite or riot-style) shield has 60%.
If a character kneels behind a large shield, the chance
Armor becomes 90%.
Name AP Skill Modifier Shields
Bulletproof Vest 8 –5% to Physical skills Name Base Chance AP/HP Damage
Chain 7 –20% to Physical skills Full Shield 15% 22 1D4+dm
Flak Jacket 4 –10% to Physical skills Heater 15% 20 1D3+dm
Clothing, Heavy 1 None Hoplite 15% 26 1D4+dm
Helmet, Heavy +2 –50% to Perception skills Kite 15% 22 1D4+dm
Helmet, Light +1 –15% to Perception skills Riot 15% 16 1D3+dm
Leather, Soft 1 None Round 15% 20 1D3+dm
Leather, Hard 2 –10% to Physical skills Target 15% 15 1D2+dm
Plate, Full 8 –25% to Physical skills Basic Roleplaying provides many other types of shields from
Plate, Half 7 –20% to Physical skills a variety of historical and genre sources.
Quilted 2 –5% to Physical skills
Riot Gear 12/6 –10% to Physical skills
26
combat
Healing
Humans usually heal 1D3 hit points per game week, meaning
that at the end of a seven-day period, the GM rolls 1D3,
and each injured character has that many hit points restored
to their total, up to maximum hit points. If the character is
in a hospital under ideal conditions and receiving top-notch
medical treatment, the GM may choose to allow the maximum
healing of 3 points rather than rolling 1D3.
Successful use of the First Aid skill will heal 1D3 hit points
per injury. Keep track of each injury separately; the First Aid
skill can be applied to wounds to reduce their severity, restoring
lost hit points. Successful use of First Aid can only heal the
total hit points in damage for an individual wound.
27
Chapter six:
spot rules
Spot rules cover a variety of situations that might occur Cover
during or apart from combat. These include environmental Partial cover makes attacks Difficult. If the roll is above the
issues, damage from other sources, or modifiers that may normal attack chance, the attack misses the cover entirely.
affect gameplay. If it hits between the normal attack and the reduced chance
of success, the attack hits the cover. If it makes sense to roll
to see if the cover is damaged or bypassed, roll for damage
Ambush and compare it to the material of the cover, as provided in
Successful Stealth rolls allow surprise attacks. If the would- Object SIZ Examples (page 20). Damage more than the item’s
be ambusher fails their Stealth roll, the intended target can SIZ/HP per segment may penetrate the cover to hit the target.
attempt an Easy Listen, Sense, or Spot roll to detect them.
A successful ambush lets attackers with missile weapons get
free Easy attacks in the first round. Hand-to-hand attacks are Darkness
Easy and Dodge or parry attempts are Difficult if targets fail If fighting in near-total darkness (without any night vision or
their perception rolls. If the attackers are unseen, the targets equivalent), all combat skills become Difficult. In pitch-black
cannot Dodge or parry and may need to wait until the next darkness, all combat skills are Difficult or at a base of 10%
Preparation phase to draw any weapons if they are not already (whichever is lower).
readied. If the target is aware, all rolls are normal.
Disarm
Backstabs To disarm an opponent, make a Grapple roll. If successful, roll
The first attack from behind or from an unexpected source STR vs. STR to wrestle the weapon out of the target’s hand.
during combat is Easy. Targets who make a Difficult Listen or If using a weapon, make a Difficult attack roll. If successful, roll
Sense roll may attempt a Difficult Dodge or parry. Attacking damage and use that in a resistance roll vs. the target’s STR.
helpless targets (unconscious, restrained) is also Easy with no
defense possible.
28
spot rules
Falling
A falling character takes 1D6 points of damage per 3 meters of
distance, rounded up.
Grappling
The Grapple skill is used to seize, immobilize, or maneuver
an opponent bodily, or even cause them harm. If successful in
an opposed roll, the target can be immobilized with a further
STR vs. STR resistance roll, knocked down if they cannot
make a successful Agility roll, or harmed through brute force
(1D3+dm). Break a grapple with an opposed Grapple check or
a STR vs. STR resistance roll. Up to three people can grapple
a single target, adding their STR together.
Knockout Attacks
It is possible to attempt to knock another character
unconscious rather than killing them. To knock someone out,
make a Difficult attack and roll damage as normal, subtracting
armor. Compare the damage done against the character’s hit
points (total, not current). If the damage is equal to or greater
than ½ the character’s normal hit point total, the character is
knocked out, with no actual damage being done. If the damage
rolled is equal to or less than ½ the normal hit point total, the
attack does minimum possible damage (the lowest the dice can
roll, including the minimum damage modifier) in hit points,
and the target is not knocked out.
Tripping or Knockdown
Use a long weapon, like a spear or staff, to cause a target to
stumble. The attack is Difficult and does minimum damage,
but the target must make an Agility roll to remain upright.
To knock someone down, make a successful Brawl attack
or shield bash against them. Damage is minimum, but the
target must succeed in a roll of their STR vs the attacker’s SIZ
to remain upright.
29
BASIC ROLEPLAYING SYSTEM
An Example of combat
In an unlikely turn of events involving time travel, dimensional wormholes, and alternate realities, the charismatic starship
captain Taiwo finds herself a sudden ally of convenience with the elf scout Jonan. After investigating their strange
surroundings, they realize they are trapped within some sort of prison. It seems advanced and futuristic to Jonan but
downright ancient in Taiwo’s eyes. During their investigation, they raise the ire of the prison’s guards. Upon spotting two
strange people wandering around their jail, the guards move in to attack.
The first round starts with Jonan and Taiwo facing off against two prison guards. The two groups are about ten
meters apart, at either end of one of the prison’s cell blocks.
Jonan’s DEX is 19, Taiwo’s DEX is 09, and the guards’ DEX is 12.
With the highest DEX, Jonan declares his action first in the Preparation phase. The guards go second, and Taiwo
third. Jonan draws his bow and readies an arrow. The guards have their weapons already drawn, so they don’t need to
prepare for anything and declare their intention to charge at the heroes. Taiwo unslings and readies her laser rifle.
No actions are declared for the Social phase, so it’s skipped.
Next is the Ranged phase. Jonan acts first. He shoots his bow at one of the guards, with a 60% chance to hit using
his bow. He makes a D100 roll and gets a 79—a miss.
The guards are wielding clubs and swords and are out of range (they will move in the Movement
phase), so they cannot attack just yet.
Taiwo acts next. She levels her laser rifle and pulls the trigger. She has a 55% chance to
hit and rolls a 26, a hit! The guard tries to Dodge the shot with a 25% chance of success, but
fails with a roll of 77. Taiwo rolls 2D8 damage for her laser rifle and gets 11. The guards
are wearing armor that reduces the damage they take by 1, so Taiwo deals 10 damage to
a guard. A telling blow, but the guard is still up!
In the Movement phase, the guards draw near to the heroes and engage them with
their hand-to-hand weapons. As the heroes do not have long hand-to-hand weapons
and have already acted in the combat round, they are unable to attack the guards
before they draw near.
The Close phase begins. The guards both swing their swords at the two unlikely
allies, with a 40% chance using their rapiers, dealing 1D6+1 if they hit.
Each guard attacks one hero, rather than doubling up on them. The
one facing off against Jonan rolls a 08, a success! Jonan decides
to try to Dodge and has a 40% chance to succeed. He rolls an 18,
so he nimbly avoids the attack. The second guard attacks Taiwo and
rolls a 30, another hit! Taiwo attempts a Dodge and fails. The guard
rolls poorly for damage, however, and only deals 3 points, entirely
deflected by Taiwo’s futuristic 8-point armor.
None of them have any actions remaining in the Close phase, so the
first round ends.
At the start of round 2, everyone returns to the Preparation
phase. Jonan plans on shooting at the guard attacking him so
he readies another arrow. The guards declare their intention
to continue to attack the heroes, and Taiwo draws her sword,
anticipating hand-to-hand combat. Though her laster rifle is used
two-handed and her sword takes up another hand, the GM allows her to
draw her sword and use it, as she will not be firing the rifle this turn.
As no actions were declared for this round’s Social phase, it’s skipped.
In the Ranged phase, Jonan fires his bow, though the attempt is Difficult (half
normal chance, rounded up) for shooting while both attacker and target are in
30
spot rules
close combat. He rolls a 02, a critical, and the guard fails to Dodge. A lucky damage roll total of 8 means the guard takes
16 points of damage, without armor protection, and falls back, dead.
No actions are declared for the Movement phase, as everyone is in close combat range at this point.
For the Close phase, the remaining guard attacks Taiwo, still considering her as the real threat. He rolls a 03, a critical
hit! Taiwo tries a desperate parry with her laser rifle. It’s not typically used for this and is a two-handed weapon being
used one-handed, so the GM says the parry attempt is Difficult, half her skill. She fails with a roll of 83.The guard rolls
a 6 for damage, rolls a 1 on 1D4 for his damage modifier, with a total of 7. Then, because the attack was a critical, the
result is doubled for a staggering 14 damage, bypassing Taiwo’s armor. She is reduced from 18 hit points to 14 in one hit,
but she survives. She can’t take another critical hit, though.
For the Preparation phase for Round 3, Jonan decides to create some space between the guards and himself. Taiwo
looks like she’s almost out, and decides to only perform defensive actions this turn. The guard declares his intention to
try to finish off Taiwo, as he doesn’t know how badly she’s hurt.
For the Social phase, no actions were declared, so the phase is skipped.
In the Ranged phase, Jonan fires his bow, achieving another hit. This guard fails his Dodge and Jonan inflicts 6 points
of damage, minus 1 for the guard’s armor. In the Close phase, the guard misses and Taiwo attacks with her sword.
The guard’s parry is a miss and thus Taiwo’s blade strikes true, finishing off the guard after damage is determined.
The round ends.
The heroes hear more guards approaching. Time and numbers are not on their side.
They need to get out of this prison quickly!
31
Basic Roleplaying is the easy-to-use, intuitive,
UNIVERSAL GAME ENGINE and accessible game system used in acclaimed
Visit games such as Call of Cthulhu, RuneQuest,
Pendragon and countless others!
https://www.chaosium.com/basic-roleplaying/
Adventure in an Iceland
of myth and legend!
Visit
“...a land very squalid to dwell in, but noteworthy for marvels, both
Hear the call of glory and honor, journey proud across your land free
from the tyranny of kings and queens—enter the Age of Vikings!
Chapter seven:
adventures
This chapter presents three scenarios to illustrate the breadth of Basic Roleplaying. Each provides a glimpse into what could be
a longer campaign, a succession of adventures played out over several sessions. Use these vignettes to gain experience playing BRP,
or use them as seeds to craft further adventures of your own.
The GM should read each in full, taking note of the Gamemaster Tips sections at the end of each. Copy and/or download
and print the character sheets, and let players pick the one they’d like to play.
Read or paraphrase the small section at the beginning of each adventure to set the stage, and let the game begin!
33
BASIC ROLEPLAYING quickstart
34
adventures
Once the message and Treville are recovered, the PCs must
escape. They could use Stealth to sneak out or fight their way
through the guards. Maybe they could steal a horse and Ride
away. If the guards realize the PCs are trying to escape, they
may lower the prison gate, needing Demolitions or two PCs to
lift the gate with Effort.
Whatever happens, success brings the Queen’s gratitude,
along with the enmity of Cardinal Richelieu (and Viceroy
Renault, if the PCs didn’t destroy his coffin, stake him, or
otherwise deal with him with finality).
Gamemaster Tips
Look for opportunities to give your players hints as to the
Viceroy’s true nature. When the PCs rescue Treville, point
out that he seems weak and feeble, much more so than
a royal messenger should. If Balizarde samples any food in the
Viceroy’s house, point out that it is stale, rotting, bland, and
is clearly not being consumed on a regular basis (it’s only for
show). Describe mirrors in the home covered with sheets or
conspicuous in their absence, and if the PCs eavesdrop on any
guards, make certain that they understand the guards are afraid
of the Viceroy. Have one of the guards even call him a monster;
they could be using it as a euphemism for a particularly evil
man, but in this case, they are being literal.
If the PCs escape without dealing with the Viceroy, have
him appear on a balcony as they ride away with glowing red
eyes, simply watching them. Try to make the Viceroy a part of
the atmosphere even when he isn’t present; describe a shadow
that passes in the corner of their eye, but when they look
more closely there is nothing there. Tell the PCs they can hear
footsteps around every corner, or that they feel as if they’re
constantly being watched. Feed into Frederic’s sense of secrets
and paranoia by singling him out to hear strange noises or see
things he cannot explain, giving the other PCs an opportunity
to tease or comfort him.
In combat, the Viceroy is extremely difficult to kill, but he
enjoys playing with his victims and tries to draw things out.
He might climb the walls and ceiling, using Stealth to come
out of unexpected places and ambush the PCs. He recoils
from D’Agneau’s cross if confronted with it, giving the PCs
a potential means of fighting him off. Ultimately, he flees if
faced with destruction, perhaps to strike back another day.
Perhaps Treville has been turned, and suddenly hungers for
blood... just as the PCs are in the midst of their escape!
Don’t worry about keeping the fact that the Viceroy is
a vampire a secret from the players; it’s far more important that
their characters are surprised and thrown into a situation that
they’ve never encountered before. Use your judgment on when
to clue the players in on Viceroy’s identity, but don’t worry
about the players figuring out it early, as it will only heighten
the potential for suspense.
35
BASIC ROLEPLAYING quickstart
M Move: 10
STR 13 Effort 65% M Hit Points: 14
CON 16 Stamina 80% M Armor: 2-pt. leather
M Attacks: Rapier 40%, 1D6+1+dm
SIZ 12 Damage Modifier +1D4
Musket 55%, 3D6+2 (1 shot only)
INT 17 Idea 85% Musket (swung) 55%, 1D3+2+dm
POW 12 Luck 60% M Skills: Dodge 35%, Disguise 50%, Etiquette 50%,
Listen 45%, Persuade 55%, Ride 40%, Spot 35%,
DEX 12 Agility 60% Stealth 50%.
CHA 11 Charm 55%
36
adventures
M Move: 10
STR 17 Effort 85% M Hit Points: 16
CON 14 Stamina 70% M Armor: 2-pt. leather
M Attacks: Musket 35%, 3D6+2 (1 shot only);
SIZ 15 Damage Modifier +1D4
Grenade 55%, 4D6 all nearby (6 carried)
INT 12 Idea 60% Rapier 50%, 1D6+1+dm
Headbutt 65%, 1D3+1+dm
M Skills: Demolition 50%, Dodge 30%, Fast Talk
POW 13 Luck 65%
DEX 11 Agility 55% 65%, Listen 15%, Ride 40%, Spot 30%,
CHA 16 Charm 80% Stealth 40%, Throw 65%.
37
BASIC ROLEPLAYING quickstart
38
adventures
it, the skiff can be fixed with a Repair roll and driven with If the players defeat the sentry robots, they can gain access
a Drive or Pilot roll. Traversing Route A takes 3 hours, or to Chimera’s station. Under normal circumstances this would
1 if the players successfully repair and drive the skiff. be difficult, as the facility (despite being abandoned) is top
of the line. Once its guards are defeated, however, Chimera
Robot, Utility (4) happily allows the PCs entry. Inside, they find plenty of the
DEX 11, Damage Modifier +1D6, Move 8, Hit Points 10, supplies and materials they need to repair their own vessel.
Armor 4 They also find the computer banks storing Chimera itself,
Attacks: Brawl 30%, 1D3+dm; Power Tools 50%, 1D6+dm a charming and intelligent AI with one goal: to survive at all
Skills: Listen 75%, Stealth 75%. costs. It is otherwise defenseless and the computer bank it
is stored in can be easily destroyed. What they choose to do
b. Route B is the most direct but leads over extremely regarding the AI is entirely up to them.
hostile and difficult terrain. Successfully traveling
Route B requires a Climb roll each hour and a Stamina
roll every other hour. Failing a Climb roll causes 1D3 Gamemaster Tips
damage to the character as they become exhausted The first time the players encounter enemy robots, make sure
and succumb to minor injuries, bumps, and bruises. to point out that they look high-tech but old and in disrepair.
Succeeding a Stamina roll allows them to heal any PC Some players may even try to negotiate with the robots; let
for 1D3 hit points, as they quickly bounce back from them try and honor their successes if they get them. Perhaps
exhaustion, share their supplies, offer encouragement, the players might Bargain with the robots trying to repair the
etc. Traversing Route B takes 4 hours. skiff or trick them into thinking that they’re a repair team sent
c. Route C is the farthest route but holds the least obvious to help. The robots may even try to convince the players to
threats. Hazardous gasses pool in the valleys here, leave or offer them the repair materials they seek in return for
which the PCs space suits identify once they are close simply leaving the planet.
enough. Finding their way through the valleys without Chimera will do anything, promise anything, in return for
suffering any ill effects requires a Listen, Science, being rescued from Nayan. Many of the promises it makes are
or Spot check each hour. Failure causes 1D3 damage lies. Chimera cares nothing for anything or anyone but itself,
as the character’s space suit is damaged and they and allowing it to leave Nayan will surely lead to no good.
breath in toxic fumes, are burned by superheated gas, There is little stopping the PCs from choosing whatever course
or experience some other natural hazard. Traversing of action they desire. Chimera has no robot guards under its control,
Route C takes 3 hours. and, in truth, can offer nothing of concrete value. It promises to
serve the PCs as their resident AI and digital assistant, as their
When they reach the signal station, the PCs are confronted ship’s navigator, as as anything it believes they want. Successful use
with a small contingent of security robots, clearly better armed of skills such as Bargain, Fast Talk, Insight, Persuade, and Science
and in better repair than others they may have encountered. These can offer the PCs information about Chimera, what it wants
robots attack the players, desperate to keep them from meeting with (freedom), and if it can be trusted (it can’t).
Chimera. In the end, however, the decision is left entirely up to them.
Chimera could certainly prove to be a powerful and knowledgeable
Sentry Robot (3) ally, gifted in Science, Strategy, all manner of Technical skills,
DEX 13, Damage Modifer +1D4, Move 8, Hit Points 11, Knowledge skills, and Navigation… but at what cost?
Armor 4
Attacks: Stun Rifle 45% 2D8+3* rng 60m; Vibroknife 50%
2D4+1D4
Skills: Dodge 35%, Listen 50%, Spot 45%, Stealth 40%,
Track 50%.
* Roll for stun rifle damage, then have the target make a resistance
roll with their CON vs. the rolled damage (minus any armor). If
the stun roll is successful, the target is knocked out for 1D3 combat
rounds and takes 1 HP damage (no armor protection). If they
resist the roll, they only take the 1 HP of damage.
39
BASIC ROLEPLAYING quickstart
Captain Taiwo
Taiwo is easy and approachable, popular for her reliability and charm, oozing an effortless likability that wins her no shortage of fast
friends. As Kehinde’s older twin, Taiwo is extremely protective of her “little brother”. She has been augmented into a massive apelike
form and moves either upright or on all fours, though slowly.
M Move: 10
STR 11 Effort 55% M Hit Points: 13
M Armor: 1-pt. leather
M
CON 14 Stamina 70%
Attacks: Blaster Rifle 60%, 2D8+3, rng 60m
SIZ 12 Damage Modifier None M Skills: Climb 45%, Dodge 50%, Pilot (Grav Car)
INT 14 Idea 70% 50%, Repair (Grav Vehicle) 45%, Navigate 50%,
Listen 65%, Spot 45%, Stealth 40%.
POW 12 Luck 60%
DEX 16 Agility 80%
CHA 10 Charm 50%
40
adventures
41
BASIC ROLEPLAYING quickstart
42
adventures
5. Guardian Statue: A statue of a brutish man stands here. The treasures that Garthoon’s cultists gathered are also
A Knowledge (Nature) roll shows that this is a statue of an stored here, and the ghostly knight will direct the players to
orc. A Knowledge (Ancient Lore) roll reveals that Garthoon where the riches can be found (a hidden alcove at the base of
is a god of tyrants and conquerors and is known to raise the the statue) before she fades away, her spirit finally laid to rest.
dead to serve him.
6. The Temple: Bones are scattered across the floor of the Gamemaster Tips
domed chamber. At the far end of the room is another Do your best to build an atmosphere of unwelcoming dark
statue of Garthoon. However, there is no sign of a golden magic. This place has long-faded bloodstains in the stones, the
idol. As the players begin to investigate the room, the scent of rot faintly in the air, audible gusts of wind even when the
bones begin clattering and form into several skeletons! One air is still, and unintelligible whispers just at the edge of hearing.
skeleton is a bit larger than the rest and wears a full set of You can also hint at the ghost knight’s plight by having
armor, with a sword and shield. her whisper to the characters, pleading with them to leave
this place. Perhaps she appears to them beforehand, watching
Skeletons (3) silently then moving away, deeper into the temple’s darkness.
DEX 11, Move 10, Hit Points 13, Armor 1 Don’t have the knight make threats, but instead almost beg
Attacks: Sword 55%, 1D8 them to leave, with statements such as “Be gone from this place
Skills: Dodge 40%. and save yourself ”, or “Please just go, you do not know what he
will make me do.” The knight may even beg the characters to
Skeleton Knight leave even as she tries to kill them, hinting that even in death,
DEX 13, Damage Modifier +1D4, Move 10, Hit Points 18, she is not in control of her own actions.
Armor 2 Once the knight has been defeated and its spirit freed, the
Attacks: Sword 70%, 1D8+1+dm; Kite Shield 55%, 1D6+dm characters might try to conduct a ritual or rite to cleanse the
Skills: Parry 50%, Spot 45%. temple. If they do, make sure to reward them with a sense
of calm, peace, and serenity. You could even have the statues
Once the skeletons are defeated, the ghostly image of of Garthoon break and shatter as the darkness holding a grip
a knight appears before them, wearing the same armor as the on this place is broken.
skeleton knight. The knight thanks them for freeing her spirit
from Garthoon, as she was captured, tortured, and sacrificed
in a dark ritual that bound her soul to protect this place. The
ghost knight removes her helmet and offers it to the players in
thanks. The helmet, despite being ghostly and see-through, is
fully functional as armor (see page 26).
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BASIC ROLEPLAYING quickstart
Each time Aagarth casts a spell, he loses 1D6 POW. If he tries and fails to cast a spell, he instead loses 1D3 POW. If Aagarth
falls to 0 POW, he falls unconscious. He regains 1 POW per hour of rest.
44
adventures
45
Call of Cthulhu
The definitive roleplaying game of horror, mystery,
and investigation!
https://www.chaosium.com/call-of-cthulhu-rpg/
runequest
In RuneQuest, you enter a world of Bronze Age fantasy
where the gods are real and everyone can use magic.
In RuneQuest, the god you worship and the cult you join determine
not just the spells and skills you have, but also how your adventurer
views the world and where they fit in society. Channeling the power
of the runes—the magical building blocks of life itself—you and
your fellow adventurers will fight back against the dread legions of
Chaos, and the wicked military might of the Lunar Empire.
https://www.chaosium.com/runequest-rpg/
pendragon
It is the age of Pendragon! What kind of knight
will you become?
This standalone product is an excellent introduction to Basic Roleplaying-powered games, and introduces the fundamentals
of the system in an easy-to-use format. With this quickstart, worlds of wonder and imagination await!
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