<strong>System – Q.U.R.P.S.<br/><br/>Starting; ten points for attributes. (max in any one attribute three,  and  one  must be spent on each attribute).  Ten points for skills with max for one skill three points.   five freebie points to round out the character.  They can be used for either attributes or skill points.  Finally Quirks can be taken.  Each one gives two more freebie point to be used.   A quirk is something that fleshes out and rounds out the character, that is prominent in the character and can be a hindrance.  (Example,  Linda's drug addiction.  Or perhaps another has a drinking problem.)  Max of three quirks can be selected. <br/><br/>                            Q.U.R.P.S. <br/><br/>                                                 Quick Universal Role Play System<br/><br/>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. <br/>         <br/>Attributes:  Cost at creation one for one.   Experience cost is x  current rating to raise.<br/><br/>Strength   (Used for lifting, throwing things and adding to melee attacks.)<br/><br/>Agility/Coordination    (Used in skills such as dancing, picking a lock or in use of a ranged weapon.<br/><br/>Stamina/Resistance  (This attribute is ones endurance.  And how one resists such things as poisons or diseases.)<br/><br/>Mental faculty  (Used for intelligent based skills)<br/><br/>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.) <br/><br/>Derived attributes;<br/><br/>Life points is 4 x  you Stamina/resistance attribute.   <br/><br/>(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)<br/><br/>(Blunt or stun damage heels back 1 per hour, while lethal damage heels back 1 per day or can be a week  Game masters decision.)<br/><br/>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. <br/><br/><br/> Skills:.  <br/><br/>Skills can be categorized into three categories.   Physical, knowledge and talent.  Examples for each type of  skill is as follows.  <br/><br/>Physical skills,  Athletics,  Dodge,  Pugilist, Martial artist,  Swimming, Wrestling,   <br/><br/>Knowledge skills,   Computers,  Marine engines, Knowledge chemistry, Linguist, Medicine     <br/><br/>Talent skills;  Perception, Investigative.  Fast talking,  Small Arms, Thespian,  <br/><br/>So basically for example the butler might have the talent steward.   Or the maid might have the knowledge skill cooking. as examples.   The lists is only quick set of examples unlimited possibilities exist. <br/><br/>A rank one skill is trained, rank two journeyman,  rank three an expert and at rank four or higher a master at that skill <br/><br/>To try something that you do not have skill in.  Is a unskilled check, that requires  the appropriate attribute applied.   <br/><br/>Combat;<br/><br/>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.   <br/><br/>Ranged combat, is adjusted as follows.  Minus one to attacker if target moving.  Minus one if attacker is moving.  Partial cover minus two, while full coverage allows no shot. This is accumulative, to figuring out the target number.   The opposed roll is one<br/><br/>For simplistic of game.   Any hand held weapon used gives a plus one to the attacker score.   Through depending  on weapon type, some may add only blunt while others deal lethal damage only.   In regards to range weapons.   The usual for handguns will be a bonus of two, while a shotgun adds a bonus of  four if at close range.   There is no armor, no ballistic flak jackets.  No reason for such in the game setting.  <br/><br/>Example of combat.   Character A has a collegian wrestling background.  So he is attempting to put Character B into a captive pin.  So with a skill wrestling 3.  His style of wrestling is his strength which is also a 3.  So applied to the average target roll of 11.  The total is now 5.  Before he rolls.   Character B, the target of the attack applies appropriate counter.   Character B is untrained wrestler and has no other hand to hand martial skill to put in  place.  So is going to use an attribute.  Agility/Coordination is best attribute at a 3.  So three is applied to the score.   Making the target number 8.   Which means of a score of 8 or better, character be is in a pin.  Every score above 8 causes life points to be lost. And also is applied as a minus to escape the pin in character B turn.  <br/><br/><br/><br/><br/><br/><br/><br/><br/></strong><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote"><br/><br/><span class="bbc_u">Character Sheet</span><br/><br/>Character:<br/>Player:<br/><br/>Description:<br/><br/>Background:<br/><br/>Attributes:<br/><br/>Strength -<br/>Agility/Coordination  -<br/>Stamina/Resistance -<br/>Mental faculty -<br/>Force of Personality.-<br/><br/>Life points:<br/><br/>Initiative:<br/><br/>Skills:<br/><br/>Quirks:<br/>[/b]</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>