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PATORPG

Every CHARACTER has four CHARACTERISTICS: Strength (STR), Dexterity (DEX), Intelligence (INT) and Charisma (CHA).

· STR: Physical aptitudes. Used to fight, perform strength or constitution checks
· DEX: Eye-to-hand coordination. Gymnastics. PARKOUR!
· INT: Problem-solving capabilities. Used to use tech or solve puzzles/pick locks.
· CHA: Leadership and social behavior. Lie, intimidate, negotiate, seduce...

- When creating a character, 10 points should be distributed between those 4 characteristics. No more than 4 can be
assigned in a level 1 character. Average ability is 3. Maximum being 6. No value can be lower than 0 under any
circumstances.
- The number in each characteristics indicates how proficient you are with it, or how many dice you will roll to
perform a specific action.
- If your STR value is 4 and you are lifting a weight, you roll 4d6 (4 six-sided dice).
- If you want to pick a lock and your INT is 2, you roll 2d6, and so on.
- To know if you successfully passed the check, the roll should be HIGHER than it’s difficulty, being:
EASY 5
NORMAL 10
HARD 15
EPIC 20
- The number of HEALTH POINTS of your character is determined by it’s STR value, being your HP, your STR x 4. i.e. If
your STR is 3, you have 12 HP.

COMBAT

1. DETERMINE INITIATIVE (COMBAT ORDER). Initiative = DEX
2. STR (Attacker) vs. DEX (Defender)
3. Remove HP

i.e. The attacker has STR 4, against the defender’s DEX of 3. Attacker rolls 4d6, and gets a total of 18. Defender rolls
3d6, and gets a total of 12. Attacker wins the roll (18 > 12), inflicting the damage to the defender.

- If the defender wears any armor (Body or helmet, depending on where got hit), must subtract the value of the
armor to the DMG taken (i.e. dealt 4 DMG, but wears a leather armor that gives ARMOR 2. Defender is dealt 2 DMG)
- If the defender wins the roll against the attacker, avoids all DMG and next initiative step takes place

LONG RANGE

- If you are performing a LONG RANGE attack (Shooting with bow & arrow or a gun), you must perform a DEX check.
Follow the table below to determine difficulty:

BODY SPECIFIC (i.e. HEAD)
CLOSE EASY NORMAL
MEDIUM NORMAL HARD
LONG HARD EPIC

- Apply DMG and ARMOR rules as previously stated.
- If the NPC is the one shooting, apply if required the following random table:

1 TORSO 4 RIGHT ARM
2 RIGHT LEG 5 LEFT ARM
3 LEFT LEG 6 HEAD

FALL DAMAGE

- If the character fails to perform a jump or is pushed through a gap, take a STR or DEX save, using the table below:

EASY <5m
NORMAL 5m-10m
HARD 10m-15m
EPIC >15m

- If the character fails the save throw, roll 1d6 DMG for every 5m fell.
- If during a fall, character gets dealt more than 5 DMG, roll to the next table. Character gets that body part damaged
and should be role-played accordingly:

1 BOTH LEGS -3 DEX 4 RIGHT ARM -1 DEX
2 RIGHT LEG -2 DEX 5 LEFT ARM -1 DEX
3 LEFT LEG -2 DEX 6 NOTHING N/A

WEAPON EXAMPLES

FANTASY MODERN FUTURISTIC RANGE DAMAGE (DMG)
Dagger Knife Force dagger - STR +1
Dagger (throw) Knife (throw) Force dagger (throw) 10m STR +1
Sword Katana Ionic razor - STR +2
Mace Baseball bat Plasma cub - STR +3
Stone (throw) Stone (throw) Stone (throw) 10m STR
Hunting bow Pistol Pulse gun 60m 5
Crossbow Assault rifle Pulse rifle 80m 7
Longbow Sniper rifle Railgun 120m 15
Fire ball (cast) Flamethrower Gamma rays cannon 20m (area) 10 (burnt)

*Poison can be added to any weapon to add DMG or ignore ARMOR

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