BrikwaRPG- a version that's actually complete
Posted: Sat Aug 18, 2012 7:54 pm
BrikwaRPG:
Alright, so I have combined the various ideas around the forums (credit to IV's adventurer and silva's own unfinished BrikwaRPG) into a single BrikwaRPG system. So far this is the only “complete” version that I know of that includes stuff like leveling up and other rpg stuff, but by no means is it final. You guys can suggest stuff and add stuff to this.
Skill, Move, Armor, and Leveling Up:
The Limit:
The most important thing for an RPG minifig is their limit. A minifig’s limit is calculated by taking their skill, equating their dice with its number of sides, and adding any modifiers. For instance, a minifig with skill 1d8+1 would have a limit of (8) + (1) = 9. This is used to determine various characteristics of the minifig later on.
Skill and Leveling Up:
Level 1: 1d6
Level 2: 1d6 + 1
Level 3: 1d8
Level 4: 1d8 + 1
Level 5: 1d10
In order to level up, a minifig has to score twice its level number in kills. For example, a level 5 minifig with 1d10 skill would have to kill 10 minifigs. Knocking off hit points off of a structure or larger creation will yield 1 “kill” for every hit point lost.
Now normally this would require paper and pencil, but that would be boring, right? So I took the nova sword as an inspiration, and recommend that to keep track of levels and kills you stack 1x1 cylinders to keep track of levels, and 1x1 round plates to keep track of kills. When your character levels up, get rid of the “kills” plates, replace it with a 1x1 cylinder, and start over.
Move and Leveling Up:
Upgrading move is very simple- when you level up and your skill dice changes its number of sides, you gain one extra inch of move. So for instance, a minifig would start out with 5” of move and 1d6 skill, but 2 levels later when he receives a 1d8 as his skill, he will also upgrade to 6” of move, etc.
Armor and Leveling Up:
A minifig, who starts out with 1d6 armor, gains one point to armor (+1) for every level he gains, and +4 armor automatically converts to another d6 of armor.
Attributes:
Attributes consist of a character’s abilities, supernatural dice, and specializations. The total point cost of all of a character’s abilities, SD, and specializations must be under his/her limit. As a minifig levels up his limit also increases, thereby allowing him to purchase more abilities as he goes along. Of course, it is not mandatory to have any abilities at the beginning of a game.
Abilities:
Abilities are classified as those “extra” things a minifig is able to do, like piloting and stealth. They are probably better defined as the additional stuff you put on the back of stat cards.
If you want to use a home-brewed ability then for now the formula is (4+ its cp cost). For now I have listed all the normal abilities in the rulebook.
Piloting: +4 points cost, gains Piloting ability
Riding: +4 points cost, gains Riding ability
Mechanikal Aptitude: +6 points cost, gains Mechanikal Aptitude ability
Pathfinding: +5 points cost, gains Pathfinding ability
Stealth: +6 points cost, gains Stealth ability
Tracking: +5 points cost, gains Tracking ability
Gunnery: +6 points cost, gains Gunnery ability
Compensating: +6 points cost, gains Compensating (aka Heavy) ability
50% off Scouting 3-in-1 pack: +8 points cost, gains Pathfinding, Stealth, and Tracking abilities
Medikal Ability: Coming soon in the rulebook. Homebrew something for now.
Leadership: +7 points cost, gains Leadership ability. *Only one character in a party may have this ability. Gamemaster reserves the right to ban this ability at his discretion.
A good source of ideas for more abilities is IVHorseman’s Plastik Armory thread, although the bad thing is it doesn’t feature cp costs.
*At any point you may sell an attribute and use the points elsewhere (i.e if you had gunnery, but leveled up to level 5, then you could sell gunnery and get the Scouting 3-in-1 pack)
Supernatural Dice:
Supernatural dice are explained in this thread.
1d4: +3 points cost
1d6: +4 points cost
1d8: +5 points cost
1d10: +6 points cost
1d12: +7 points cost
Specialization:
Need to spend a few more points to fill up your limit? Specialization comes in here. You can upgrade your skill to a weapon for its equivalent in points cost, i.e a +1 specialization in pistols would cost 1 point. Subtracting your skill on other weapons subtracts from the point cost by an equivalent amount, i.e if caveman bob get’s +1 to using his club but -1 to everything else, then he incurs no additional points cost. Obviously the gamemaster as well as the other players reserve the right to beat up any player who tries to abuse specialization. As a general rule, I would limit the net worth of a specialization to +2 (after adding all the positive and negative modifiers together).
Weapons and Equipment:
Once more, the limit appears! This time, a minifig can haul around as many weapons and equipment (like shields, armor, and newspapers) as he desires so long as their total cp cost is less than his limit. I’ve been trying to come up with an alternative approach but I think ultimately the minifig is also constrained by how much he can carry and use in a single turn so I think it works out.
Here be Supplements and Extensions:
In the future I plan to have a special brikwaRPG scenario that features higher skill levels and the heroic ego, as well as other variants. I also plan on maybe adding images and better examples and having someone help me put it in pdf form.
(edited skill tiers)
(edited leveling up to be a bit more practical)
(edited attributes so in-game modification is now explicit)
Alright, so I have combined the various ideas around the forums (credit to IV's adventurer and silva's own unfinished BrikwaRPG) into a single BrikwaRPG system. So far this is the only “complete” version that I know of that includes stuff like leveling up and other rpg stuff, but by no means is it final. You guys can suggest stuff and add stuff to this.
Skill, Move, Armor, and Leveling Up:
The Limit:
The most important thing for an RPG minifig is their limit. A minifig’s limit is calculated by taking their skill, equating their dice with its number of sides, and adding any modifiers. For instance, a minifig with skill 1d8+1 would have a limit of (8) + (1) = 9. This is used to determine various characteristics of the minifig later on.
Skill and Leveling Up:
Level 1: 1d6
Level 2: 1d6 + 1
Level 3: 1d8
Level 4: 1d8 + 1
Level 5: 1d10
In order to level up, a minifig has to score twice its level number in kills. For example, a level 5 minifig with 1d10 skill would have to kill 10 minifigs. Knocking off hit points off of a structure or larger creation will yield 1 “kill” for every hit point lost.
Now normally this would require paper and pencil, but that would be boring, right? So I took the nova sword as an inspiration, and recommend that to keep track of levels and kills you stack 1x1 cylinders to keep track of levels, and 1x1 round plates to keep track of kills. When your character levels up, get rid of the “kills” plates, replace it with a 1x1 cylinder, and start over.
Move and Leveling Up:
Upgrading move is very simple- when you level up and your skill dice changes its number of sides, you gain one extra inch of move. So for instance, a minifig would start out with 5” of move and 1d6 skill, but 2 levels later when he receives a 1d8 as his skill, he will also upgrade to 6” of move, etc.
Armor and Leveling Up:
A minifig, who starts out with 1d6 armor, gains one point to armor (+1) for every level he gains, and +4 armor automatically converts to another d6 of armor.
Attributes:
Attributes consist of a character’s abilities, supernatural dice, and specializations. The total point cost of all of a character’s abilities, SD, and specializations must be under his/her limit. As a minifig levels up his limit also increases, thereby allowing him to purchase more abilities as he goes along. Of course, it is not mandatory to have any abilities at the beginning of a game.
Abilities:
Abilities are classified as those “extra” things a minifig is able to do, like piloting and stealth. They are probably better defined as the additional stuff you put on the back of stat cards.
If you want to use a home-brewed ability then for now the formula is (4+ its cp cost). For now I have listed all the normal abilities in the rulebook.
Piloting: +4 points cost, gains Piloting ability
Riding: +4 points cost, gains Riding ability
Mechanikal Aptitude: +6 points cost, gains Mechanikal Aptitude ability
Pathfinding: +5 points cost, gains Pathfinding ability
Stealth: +6 points cost, gains Stealth ability
Tracking: +5 points cost, gains Tracking ability
Gunnery: +6 points cost, gains Gunnery ability
Compensating: +6 points cost, gains Compensating (aka Heavy) ability
50% off Scouting 3-in-1 pack: +8 points cost, gains Pathfinding, Stealth, and Tracking abilities
Medikal Ability: Coming soon in the rulebook. Homebrew something for now.
Leadership: +7 points cost, gains Leadership ability. *Only one character in a party may have this ability. Gamemaster reserves the right to ban this ability at his discretion.
A good source of ideas for more abilities is IVHorseman’s Plastik Armory thread, although the bad thing is it doesn’t feature cp costs.
*At any point you may sell an attribute and use the points elsewhere (i.e if you had gunnery, but leveled up to level 5, then you could sell gunnery and get the Scouting 3-in-1 pack)
Supernatural Dice:
Supernatural dice are explained in this thread.
1d4: +3 points cost
1d6: +4 points cost
1d8: +5 points cost
1d10: +6 points cost
1d12: +7 points cost
Specialization:
Need to spend a few more points to fill up your limit? Specialization comes in here. You can upgrade your skill to a weapon for its equivalent in points cost, i.e a +1 specialization in pistols would cost 1 point. Subtracting your skill on other weapons subtracts from the point cost by an equivalent amount, i.e if caveman bob get’s +1 to using his club but -1 to everything else, then he incurs no additional points cost. Obviously the gamemaster as well as the other players reserve the right to beat up any player who tries to abuse specialization. As a general rule, I would limit the net worth of a specialization to +2 (after adding all the positive and negative modifiers together).
Weapons and Equipment:
Once more, the limit appears! This time, a minifig can haul around as many weapons and equipment (like shields, armor, and newspapers) as he desires so long as their total cp cost is less than his limit. I’ve been trying to come up with an alternative approach but I think ultimately the minifig is also constrained by how much he can carry and use in a single turn so I think it works out.
Here be Supplements and Extensions:
In the future I plan to have a special brikwaRPG scenario that features higher skill levels and the heroic ego, as well as other variants. I also plan on maybe adding images and better examples and having someone help me put it in pdf form.
(edited skill tiers)
(edited leveling up to be a bit more practical)
(edited attributes so in-game modification is now explicit)