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BREAKING BAD: THE TABLETOP

RPG
official and real. this is canon to breaking bad

● This image goes hard and was made by


Who up grinting their vast malice rn?

● The Attributes
○ In BBTTPRG, there are six attributes; three are normal attributes, those which
are reminiscent of other TTRPGs, while the other three are what we call
METHALITY ATTRIBUTES.
■ ATTRIBUTES
● Vim - VIM
○ Vim defines not only your physical strength, but also your
endurance. How hard can you punch, and how well do
you resist when you’re punched back? Vim is the attribute
you use when you attack others with either physical
attacks or guns.
● Pulchritude - PUL
○ Pulchritude is your charisma. How well you can talk it out
with folks, trick people, and general charisma stuff; this is
what pulchritude dictates. However, pulchritude also aids
you in spell-casting.
● Imagination - IMA
○ Imagination is as it sounds like; the attribute of
imagination. What can your brain concoct? How creative
are you with problem solving? How tough is your mind?
This is all that imagination dicates. However, imagination
also aids you in spell-casting.
● At character creation, you have 3 points to allocate to the three
attributes. As they all start as 1, you may reduce ONLY one to 0
to have another point to allocate to another attribute. Initially, an
attribute can only be raised to 3.
■ METHALITY ATTRIBUTES
● Ham (Good Actions)
○ Ham is what you earn for performing good deeds, and
function in a spectrum with Grint. While you still have
Ham, you can’t have Grint and vice-versa.
○ You can spend Ham to add a +1d3 bonus to a nearby
ally’s roll. As you level up, the bonuses you can add to
rolls increase.
● Grint (Evil Actions)
○ Grint is what you earn for performing bad deeds, and
function in a spectrum with Ham. While you still have
Grint, you can’t have Ham and vice-versa.
○ You can spend Grint to add a +1d3 penalty to a nearby
enemy’s roll. As you level up, the penalties you can add to
rolls increase.
○ Endurance Stats
■ Health
● Health is 20 + VIM.
○ You can recover HEALTH by consuming food or resting.
○ If your HP is reduced to 0, you need to execute a final
EXISTENCE check. You add all your current EP to a 2d6
roll, and if it surpasses 12, you survive, and receive
another Purpose point.
■ Depending on your situation, you may receive
bonuses or penalties.
● Each level up, roll 2d6 + VIM to increase maximum HP.
■ Existence
● Existence is 4 + IMAGINATION. You can expend two Existence
Points to add +2d6 to either dice checks, attack rolls and
damage rolls. Your Existence limit is the same as your initial
Existence points.
○ As you level up, you may instead expend four EPs to add
+4d6 instead.
○ You can recover EP by performing actions that remind
reality why you should exist.
■ You have a limit of how many EPs you can recover
per session equal to your IMA.
■ Ex: Better Call Paul, after expending 4 EP to add
+4d6 to his damage roll, began fading. Instantly
after this, he made a silly joke to lighten the mood
and inspire his allies. The GM likes this and thinks
that it was a good play, so they grant Better Call
Paul +1 EP, and he stops fading.
○ If your EXISTENCE is reduced to 0, you are under the
status of FADING. Once you participate through THREE
entire scenes under the Fading condition, you are erased
from existence, and sent to the Void. Refer to
CHARACTER DEATH.
■ Purpose
● Purpose is what keeps you alive. Purpose is the only thing that
can keep you from dying when the tides seem to turn against
you. It’s your only chance. You only have ONE Purpose, and you
lose it by failing a Final Existence check after reaching 0 Health.
○ You can acquire more Purpose points - with a limit of 3 -
by passing Final Existence checks. If you reach 0 HP
again and you fail, you’ll lose the extra PP, but you’ll
survive. Once you truly reach 0 Purpose Points, you die.

● Rolling Philosophy
○ When dices are mentioned, always assume the dice is a six-sided die, otherwise
known as a d6.
■ Rolling dice/making a check is executed in this way: In case you have 1-
3 in the attribute you’re making a check with, you simply roll your six-
sided die and sum the results. However, while rolling checks with
attributes over 3, you pick the three highest results and sum them all.
● In case you roll a 6, you reroll the amount of dies with the result of
6 and add that result to the first result.
■ Modifiers are always applied to the final result.
● Ex: Jesse Bruce “Pink” Pinkman uses two of his Ham points to
grant a +2d6 bonus in Bone Man’s result. Bone Man rolls a 14,
and Jesse rolls a 6. Bone Man’s result is now 20.
○ Rolling is almost always made against a certain value, called a Damnitthisishard
Class, otherwise known as a Difficulty Class or DC. When a character executes
a dice roll against a DC, they aim to get a result equal to or higher than the DC.
■ Ex: Upon seeing the horrors of the world, Detroit Man makes an IMA
check to not panic. The GM decides that, as a normal man, Detroit Man’s
DC to not piss his pants is 12. He expends a few EPs to have +2d6, and
he rolls a 3. With the 2d6, he receives +12 in his roll, and passes the test.

● Special Skills & Drawbacks


○ Two Special Skills + One drawback; replaces class system
■ You can get more Special Skills as you level up, but you also get more
drawbacks.
● You can acquire either ONE Special Ability at certain levels or
TWO Special Skills and ONE Drawback.
○ If you choose to acquire 2 Special Skills/1 Drawback, you
can choose to either remove a Drawback, but add another
new Drawback, or expend one Special Skill to remove a
Drawback.
■ Special Skills allow you to do many things, only limited by your creativity
(and your GM’s opinion on how balanced it is). Despite this, you can
always opt to use Special Skills to add +2 dice to a roll of a specific stat
in a certain situation.
● Ex: Carlos Bartolomeo, a beginner wizard, has the Special Ability
Beginner Majicks, which allows him to cast two tier 1 spells; Fire
and Alter Heat.
● Ex: Bonelius, a skeleton who works on Wendy’s, has the Special
Ability #FuckNecromancers. When Bonelius makes a roll to attack
or harm someone who learns necromancy, he has +2 dice in his
roll.

● Forces of Methality
○ SKULL BOY is signifying a great sin. He’s a recurring character in all campaigns
of BBTTRPG, and appears whenever someone commits terrible crimes against
the universe.
■ If Skull Boy manifests, all characters with at least one Grint skill receive
+10 Grint. However, while in Skull Boy’s presence, those characters also
receive a -2 penalty in every check not related to Grint.
● Skull Boy can be summoned many times, but when he is
summoned, he stays present for one day.
■ Once Skull Boy appears, he cannot be banished. He has 100 HP and
may be killed, but he always returns two days later.
○ BONE MAN is signifying a great virtue. He’s a recurring force of nature in all
campaigns of BBTTRPG, and manifests whenever someone executes a great
virtue for the sake of the universe itself.
■ If Bone Man manifests, all characters with at least one Ham skill have
their Ham quantity multiplied by 2, but their Grint quantity is temporarily
reduced to 0, without a chance to increase it.
● Bone Man sticks for a whole day. He may be summoned again,
but only once every week.
■ Bone Man cannot be killed, unless he either consumes Bone Hurting
Juice or has the juice thrown at him.
● Uses of Methality
○ During a moment of rest, characters may expend their Methality points - except
for Sand - to acquire Methality Skills. Methality skills may be either passive skills
or active skills, and you can only acquire one Methality skill per rest.
■ Ham Skills
● Tier I
○ Healing Laser (2 HaP): Once per round, you can cast a
healing beam that heals 1d6+4 HP to the target.
○ Calcium (3 HaP): Your HC increases by 1.
○ Flames of Justice (3 HaP): You can expend 2 HaP to add
+1d6 damage to a firearm until the end of the battle.
● Tier II
○ Vigor of Ham (6 HaP): You add your current Vim to your
defense. You cannot buy this skill if your Vim is over 8.
● Tier III
○ Angel Form (12 HaP): As an action, you can enter your
angel form. While in it, you cannot cast any spells or
attack any other way than casting Light of Life and Purify
Body, Tier III spells based on damage and healing,
respectively. Your spells have a +4 bonus in
damage/healing rolls.
■ Complete Angel Form (9 GrP): You now cast an
aura of beneficial energy. It reaches allies in close
distance and recovers 1d6+IMA HP every turn for
those around. Requires Angel Form.
○ Anti Creepy Weapon (11 HaP): This weapon serves to
uncreep those who are hit with it. Expending 2 HaP, you
can shoot a character with at least one Grint skill and
cause 3d6+6 damage. The weapon causes 1d6+6
otherwise.
● Tier IV
○ Rights Beam (21 GrP): You can cast a beam of pure civil
rights. It causes 4d6 damage to enemies and heals 4d6 to
allies.

■ Grint Skills
● Tier I
○ Creepy… (2 GrP): All your physical damage rolls have +1
dice.
■ Creepy Aim (3 GrP): All your ranged damage rolls
have +1 dice.
○ Please Don’t Hurt Me (3 GrP): Your supposed innocence
fools others. When you perform a PUL check, you can
expend 2 GrP to receive a +3 bonus on your roll.
● Tier II
○ I Love to Kill! (4 GrP): Once per combat, when you kill a
target, you can expend 1 GrP to receive an additional
action.
○ I’ll Face Myself (5 GrP): Once per combat, you can cast
your distorted desires and cold heart in a figure known as
a Shadow. It has 15 HP, can cast 1 spell of your wish and
you can expend an action to take full control of it. If it dies
while you’re in its body, you take 2d6 damage.
○ CONSUME (7 GrP): When you kill an enemy, you can
expend an action to consume it, and receive 2d6 HP.
Whether you’re allowed to consume the enemy is up to
the GM.
● Tier III
○ Alternate Form (12 GrP): As an action, you can enter your
dark form. While in it, you cannot cast spells and must
only perform either physical or ranged attacks. Your
attacks have a +4 bonus in damage rolls.
■ Complete Alternate Form (9 GrP): You now cast an
aura of malicious energy. It reaches characters in
medium distance and causes 1d6+PUL every turn
they remain around. Requires Alternate Form.
○ Eyebeams (11 GrP): You learn a Tier III spell called
Eyebeams. You cast it with your casting attribute, and as
a side effect, it pierces through whatever it is aiming at in
case at least one 6 appears in your roll.
● Tier IV
○ Anti Breaking-Bad-RP Weapon (25 GrP): This weapon
serves to completely erase a character. Instead of
reducing HP, this weapon reduces EP, and its damage is
2d6+2, and you have to expend 3 GrP to use it.
○ Almost Red Miles (20 GrP): You evoke beams of almost
red metaphysical streaks of malicious sorrow. They hit
every target in distant to close range and cause 4d6+IMA
damage.
○ Vast Malice (22 GrP): Your malicious purposes are known
to everyone that can see you. Once you activate the Vast
Malice with 5 GrP, you receive +2 dice in every roll, and
every check made against you receives a -2 penalty.
● Level-Up Stuff
○ Characters in BBTTRPG level up as they progress through the story; the so-
called milestone leveling method.
○ Each level grants a reward. Read the table below to discover which rewards are
granted.
● Combat & Damage
○ Once you enter a combat, make a 2d6 roll, and add any relevant modifiers. This
will be your initiative. The turns go in descending order of the initiative results.
■ Each turn is made up of one action and a movement. With a movement,
you may move one category of distance; from close, to medium, to
distant, or the inverse.
● You may expend your own action before it is your turn by
reacting on someone else’s turn. You can’t react if your turn has
already happened in that round.
○ To hit someone, you roll with the attribute assigned to the type of attack;
■ Physical and ranged attacks: VIM
■ Magical attacks: IMA/PUL (the type is decided by the player)
● Physical attacks cause 1d6+VIM damage and have to be made in
close range.
○ The damage caused can be increased as you level up.
● Ranged attacks cause 2d6 damage, can be made in distant
range, but they need to be recharged after using the gun 4 times.
(Alterations on damage and recharge can be made depending on
the type of gun).
○ The damage caused can be increased as you level up.
● Weak magical attacks (Tier I-II) cause 1d6+(Casting Attribute),
and have a cooldown of 1+Tier.
○ Strong magical attacks (Tier III-IV) cause 3d6+(Casting
Attribute), and have a cooldown of 1+Tier.
■ Supreme magical attacks (Tier V) cause 6d6+
(Casting Attribute), and have a cooldown of 6.
○ Cooldown means a certain amount of turns you cannot
use the spell.
○ Every character begins with 7 Hit Class, which follows similar rules to DC.
■ There are few ways to increase HC, such as a few skills, Special Skills
and spells.
● Enemies
○ Enemies are those who you fight during your campaigns. They are built similarly
to player characters, but have some major differences.
■ Enemies have the same main stats as characters: VIM, PULCHRITUDE
and IMAGINATION, although they do not have methality stats and only
have HP.
● There are no limits to how many points can be allocated to a
certain attribute.
■ Level is replaced with THREAT LEVEL, and it is what you use to define
their stats. It represents how much of a threat these enemies are to your
characters.
● 1 are enemies who are, by all intents and purposes, pathetic, but
may be formidable enemies for characters at Level 1.
○ Phys. Damage: 1d6+VIM, Rang. Damage: 2d6, Majick
Damage: 1d6+PUL/IMA
● 2 are enemies who Level 1 characters may find relatively difficult,
although they are not really that much of a threat to all other
levels. They are somewhat tougher.
○ Phys. Damage: 1d6+VIM, Rang. Damage: 2d6, Majick
Damage: 1d6+PUL/IMA
● 3 could almost be described as miniboss-level-difficulty. They
either tend to be pretty resistant or pretty harmful, and this is the
TL where some characters have a chance of dying.
○ Phys. Damage: 2d6+VIM, Rang. Damage: 3d6, Majick
Damage: 2d6+PUL/IMA
● 4 are even tougher, and definitely might get close to killing at
least one character.
○ Phys. Damage: 2d6+VIM, Rang. Damage: 3d6, Majick
Damage: 2d6+PUL/IMA
● 5 are powerful creatures, capable of taking hit after hit and spit
out sizable damage.
○ Phys. Damage: 3d6+VIM, Rang. Damage: 4d6, Majick
Damage: 3d6+PUL/IMA
● 6 are those whose power is unbelievable. Confronting them might
as well be suicide, but if hope remains, perhaps you might remain
as well.
○ Phys. Damage: 4d6+VIM, Rang. Damage: 5d6, Majick
Damage: 4d6+PUL/IMA
■ Enemies have special skills, classified as Actives and Passives. They
allow the enemy to do different things as indicated by that special skill’s
description.
● Ex: Spamton G. Spamton (Base Form) has the passive [Hyperlink
Blocked]. The description is “Your enemies can’t use reactions
against you.” This is a passive skill, while the skill [[Pipis!!!]], with
the description of “As a movement, you may invoke Pipis, blue
eggs that do nothing but bother others just a little. Any enemies
around your wave of Pipis have -1 in their attack rolls.” is an
active skill.

THREAT LEVEL HIT CLASS ATTRIBUTE HEALTH RECOMMENDE


POINTS POINTS D PLAYER
LEVEL

1 5-7 5 10-15 1-4

2 8-9 8 25-35 5-8

3 9-10 12 40-50 9-12

4 9-12 15 60-70 13-16

5 11-14 18 75-85 17-18


6 15-20 21 100-120 19-20

● SURPRISE! I’ll make a very [[Specil]] example enemy to help you through this system.
○ Let’s call him Spamton G. Spamton (Base Form), shall we?
○ He’ll be a [[Weakling!]], so he’s a TL1 enemy.
■ Based on the table above, I’ll give him 12 HP.
■ As TL1 enemies have 5 attributes, I'll allocate 3 points to PUL and 2 to
IMA. His final attributes are VIM 1, PUL 4 and IMA 3.
■ His HC, as indicated by the aforementioned table above, is between 5-7.
Because of his small size, I decided he’ll have 7 HC.
■ As a TL1, his physical damage is 1d6+1, and his magic attacks are
1d6+4.
■ He has two special skills, one passive and one active;
● [Hyperlink Blocked] - Your enemies can’t use reactions against
you. (Passive)
● [[Pipis!!!] - As a movement, you may invoke Pipis, blue eggs that
do nothing but bother others just a little. Any enemies around
your wave of Pipis have -1 in their attack rolls. (Active)
○ There is no limit of how many special skills an enemy can
have. The only limit is your own morality.
○ And there we have it! Spamton G. Spamton (Base Form) is real and can be used
for your campaigns!

Level-up Table

LEVEL REWARD
1 Starter Level, Tier I Methality Skills

2 +HP (2d6+VIM)

3 +HP (2d6+VIM), +2 Special Skills/+1


Drawback or +1 Special Skills

4 +HP (1d6+VIM), +1d3 Stat Points to allocate

5 +HP (1d6+VIM), Ham & Grint: 2d6

6 +HP (1d6+VIM), Tier II Methality Skills

7 +HP (2d6+VIM)

8 +HP (2d6+VIM)

9 +HP (2d6+VIM), +2 Special Skills/+1


Drawback or +1 Special Skills

10 +HP (1d6+VIM), +1d6 Stat Points to allocate,


Fully heal Health and Existence points,
Choose between +2 damage dice for
physical attacks, +2 damage dice for ranged
attacks, or the capacity to learn a higher tier
of spells than your current one.

11 +HP (1d6+VIM), Tier III Methality Skills

12 +HP (1d6+VIM)

13 +HP (2d6+VIM)

14 +HP (2d6+VIM), +1d3 Stat Points to allocate

15 +HP (2d6+VIM), +2 Special Skills/+1


Drawback or +1 Special Skills, Ham & Grint:
3d6, Existence: 4d6

16 +HP (1d6+VIM), Tier IV Methality Skills

17 +HP (1d6+VIM)

18 +HP (1d6+VIM)

19 +HP (2d6+VIM)

20 +HP (2d6+VIM), +1d6 Stat Points to allocate,


Fully heal Health and Existence points,
Choose between +2 damage dice for
physical attacks, +2 damage dice for ranged
attacks, or the capacity to learn a higher tier
of spells than your current one.

● Character Deaths
● Go to Death’s Realm, unless killed by an Anti-Breaking-Bad-RP Weapon, then go to
The Void.
○ In certain cases, like with Bonjovi and Eyes, characters will become edgy ghosts
○ This will be discussed by DM and Player in a private videogame lobby at
Midnight whilst wearing fancy suits and with dark red mood lighting for
intimidation factor
● The Void
○ Once you’re erased from reality through an Anti breaking-bad-rp Weapon or
Fade away after reaching 0 Existence points, you are sent to the Void, where
you probably will stay forever. Reaching the Void is 99% of the times considered
to be permanent death.
● Death’s Realm
○ Upon a “normal” death, a player’s character is sent to Death’s Realm, where
Death awaits their arrival. Players can choose to bargain with Death to return to
life, where Death will challenge the player to a game of DEATH’S LUCKY DICE.
If the Player wins, their character is brought back to life, and transported to the
party’s current location. If they lose, they stay in Death’s Realm, and must wait
until 1d6 in-game hours have passed before attempting to bargain again.
■ DEATH’s LUCKY DICE is simple. The Player and Death each roll 2d6.
Whoever rolls the higher number wins the round. The first person to win
3 rounds wins the game.
● Players can still alter the results of the dice rolls using the
respective Ham and Grint points accordingly. Expending Ham
adds 4 points to the Player’s roll, while expending Grint halves
the result of Death’s roll.
● If Death and the Player roll the exact same number, they both
reroll their dice, and all Ham and Grint spent is refunded to the
player.
● If Death or the Player roll a natural 1, it counts as 2 wins for the
opposing player, ignoring buffs.
○ Alternatively, when Death’s back is turned or his attention is focused on
something else, one can attempt to sneak out through Death’s Door, back to the
place of their death. If they’re caught, Death may begin to put up security
measures to prevent any more breakouts.
● Extra Information
● Resting
○ A “rest period” is defined by the GM, and while in it, all player characters
recover HP equal to their Level.
○ During the rest period, characters may expend their Ham or Grint to acquire
Methality skills to become stronger.
● Multiple Characters
○ Differently from other TTRPG systems, it is encouraged that you have multiple
characters in BBTTRPG, to maintain the spirit of what inspired it. You can have
at most 4 characters, and can only play as one of them at a time.
○ There will be checkpoints at certain periods of the story (and as such, defined
by the GM) where you may switch between characters.
○ Unless specified, assume any level up one of your characters has is shared with
the other characters.

● The true rule.


○ Every character is on the autism spectrum (required(but not raaly))
■ Better Call Paul approves this!
■ Sweet Bro bbrp approves this!
■ The Guy who gets revenge approves this!
■ FUNNT NAME RILE
■ Robux is money

The void of the

damned
The🐈 void cat 🐈

cBALLShunky

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