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Character Creation.

Posted by Nuke DaddyFor group 0
Nuke Daddy
GM, 1 post
The Bastards
Finally Did It
Tue 8 Dec 2020
at 05:05
  • msg #1

Character Creation

AMFERPS (Aaron Mullins Field Expedient Role Playing System)

Full disclosure I am not Aaron Mullins and I did not write AMFERPS. However I do think it is a very good rules lite system for playing games on RPOL and so we'll be using it for this game.

There are six basic attributes that will be used to do everything in game. This comes from an era of the late 90's early 2000's when simple systems evolved into games like FUDGE, Fate, Apocalypse World, and so on.

Athletics: Covers physical tasks that rely on strength, coordination, endurance, etc.
Combativeness: Covers actual fighting in all forms.
Eloquence: Covers social interactions in all forms.
Ingenuity: Covers tasks relying on knowledge, hand-eye coordination, creativity, etc.
Perception: Covers understanding situations, intentions, clues, etc.
Serendipity: Covers the use of luck, divine intervention, happenstance, sheer will, etc.

Each attribute has a rating from 1 to 10, the rating offers a modifier used in the die roll mechanic used in the game.

The minimum for each attribute is 1, the max is 10. A character starts with 33 points to distribute among these attributes.

Attribute modifiers are as follows:
1    -2
2-3  -1
4-5   0
6-7  +1
8-9  +2
10   +3

Attributes can be increased over time through game play. Characters will earn experience points, a attribute can be risen for an number of XP equal to the new attribute. So, to raise a 4 to a 5 would cost 5 XP.

For each attribute with a positive (+) modifier the character will have an area of expertise as defined by the player. These a simple, using a couple of words to describe. Here are a few examples:

Athleticism: Long Distance Runner, Sprinter, Mountain climber, Cliff diver, Horseman/woman, Free runner, Power lifter, Freight Handler, and so on.

Combativeness: Martial artist (Historical European or Asian, up to you), Wrestler, boxer, Pit fighter, Close Quarters shooter, Pistolero, Sniper, Seasoned hunter, Trap Shooter,  Shotgunner, Fencer, Street fighter, and so on.

Eloquence: Merchant, Negotiator, Fast talker, Matchstick man, Seductive, Interrogator, Charismatic speaker, Singer, Actor, Spoken Word Poet, Storyteller, and so on.

Ingenuity: Doctor, Healer, Surgeon, Mechanical engineer, Fabricator, Gardener, Wilderness survival, Primitive living, Mechanic, Weapon Smith, Armorer, Gunsmith, and so on.

Perception: Keen eyesight, Acute hearing, Empathic, Detail oriented, Insightful, Observant, Cold read, Reads situations, Paranoid, and so on.

Serendipity: Bold, Brash, Hard headed, Strong willed, Gambler, Good with animals, Heroic, Hold my beer, Power of Positivity, Faith, and so on.

These aspects of an attribute should work with the character's backstory.

For backstory please keep in mind a few things:

Age: please keep all character between 18 and 50 and have them be age appropriate to their background.

Family: Does the character have family? Did they survive the apocalypse? Does the character know of their where-abouts?

Profession: What does the character do for a living to feed, cloth, and shelter themselves in the post-apocalypse? Hunter, Scavenger, Gourmet Rat Chef, Mechanic, Ditch Digging Labourer, Mercenary, Troubleshooter, etc, etc.

Survival: How have they survived to this point? How has it affected them?



The basic die rolling mechanic in the game is as follows:

Describe the action being taken, use the modifier of the appropriate attribute, roll 3d4 and add the modifier to the result.

Eg. if I had a Combativeness of 6 (+1) and wanted to shoot a bow at a Nuke Rats's skull I would roll 3d4+1 for and outcome of 4 to 13.

This is how it works out;
 on a total of 6 or less, the action fails and the GM assigns a bad outcome
 on a total of 7 to 9, the action is partially successful, some good for some bad
 on a total of 10 to 12, the action is successful as stated
 on a total of 13 or more, the action is so successful their is some extra benefit

Now, when you make a roll and the action falls under the expertise you have you can re-roll a failed roll, once. So, in the above example if I was a competitive archer then I could re-roll a missed shot with a bow. Now, as a GM you can expect me to throw in a few caveats like, well you're using a cheap reflex bow made of fiber impregnated plastic from Walmart and not a custom target bow so no re-roll or since you are using a fully decked out target bow with custom arrows I would allow a re-roll to every shot taken. You get the idea.



Equipment:
We'll work on this together based on your character's backstory. It's been some time since the world blew up and pre-nuke weapons and tech are fairly scarce.

Any questions just hit me up.

Code Word: Rival
This message was last edited by the GM at 01:26, Wed 09 Dec 2020.
Nuke Daddy
GM, 11 posts
The Bastards
Finally Did It
Wed 9 Dec 2020
at 02:05
  • msg #2

Character Creation

Species available for play:

Humans: The humans that are still around are a hardy and highly resistant race that possess some level of protection from the radiation and toxins existing in their world and a significant level of resistance to mutation.

Stat Requirements: No stat requirements.

Human's come in all varieties.

Any number of Human's will be allowed in the initial group.

Human Mutants: Some folks were affects by the environment of the Dark times more than others and there physiology has attempted to adapt to the blasted world they now live in.

Stat Requirements: No stat requirements.

Mutants generally possess a couple of beneficial mutations and one that isn't beneficial. The better a mutation is the more stat point will be deducted from your pool of 33. The more interesting the non-helpful mutation is the more stat points will be added to the pool.

Only one Human Mutant will be allowed in the initial group.

Androids: Both EXOCET and the Abductors possessed android technology and both branches of the family have survived in some form or fashion. PCs will be descended from EXOCETS "Makers" though it is unlikely they are aware of it.

Stat Requirements: Athletics 6+ and Ingenuity 6+

Only one android will be allowed in the initial group.

Mutant Animal: Some animals have actually been "Uplifted" by the circumstances following The Nuke becoming far more intelligent and (usually) humanoid than previous.

Stat Requirement: based on the base animal (eg Bear would require Athletics of 8+).

Mutant animals usually possess abilities inherent to the base creature they evolved from but often to a lesser degree than their ancestor (function similar to human mutants as far as stat pool is concerned).

Only one Mutant Animal will be allowed in the initial group.

Other: Got an idea I didn't list here? Hit me with it and I'll say "Yay" or "Nay".

Note: Rule of Cool! Anything that triggers my deep and abiding love for the Rule of Cool may be rewarded in various ways up to and including extra XPs or outright extra stat pool points.

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