Statless RPG
Statless RPG
Statistics
This RPG system does not differentiate statistics and skills, everything is looked at as a skill whether it be sword attack,
search, perception, whit, strength or toughness everything uses the same basic d100 based skill resolution mechanic.
Skills start at a base level determined by the skills inherent difficulty, most common skills start at 30% (Swim, Climb, etc),
rarer skills tend to start at 10 to 20 % (Sword, Ride, Etc) and finally obscure and very specialist skills tend to start at 0%
(Arcane Lore, Magic, Etc). Skills are adjusted by a racial template (EG: An Elf gets a bonus to stealth and awareness and
a minus to toughness). Note that a racial adjustment does not apply during experience spending and advancement (EG: an
elf with a –10 to toughness disadvantage, trying to advance from 33 toughness must treat the advancement as if he were
trying to advance from 43 toughness instead). Finally a player can use increments to improve the beginning characters
skills.
A player gets 100 experience points (Eps) to spend on the character, spending a maximum of 15 on any single skill.
Racial templates should be modified to suit your individual campaign; they can be balanced in terms of modifiers (like all
the examples I provide below) but need not be. Some advantages or disadvantages may be noted as exceptional powers or
skills outside the normal skill set.
Wood Elf
High Elf
+20 Awareness, +10 Stealth, +10 Attractiveness, +10 Arcane Lore, -20 toughness, -20 Strength, - 10 Streetwise
Dwarf
+10 Strength, +20 toughness, -10 Running, -10 Climbing, -10 Jumping
Orc
+10 Strength, +10 toughness, +10 Intimidation (Physical), -10 Stealth, -10 Awareness, -10 General Knowledge
Troll
+30 Strength, +20 toughness, +20 Intimidation (Physical), -30 Stealth, -20 Awareness, -20 General Knowledge
Lizard Man
+10 Strength, +10 Quickness, +10 Stealth, -10 Constitution, -10 Charm, -10 General Knowledge
Fairy
+20 Dexterity, +20 Quickness, +10 Stealth, +10 Flying (New Racial Skill), -30 Strength, -30 Toughness
Statless RPG Rules – Task Resolution
Task Resolution and Skills
There are two types of task to be resolved resisted and un-resisted. When a skill roll is required a character can use either
the appropriate skill or a related one at a –30 modifier. For example if a character is missing his normal 1 handed sword in
combat he may use another weapon (an Axe, or 2 handed sword for example) at a –30 to his broadsword skill. The same
rule applies if a character wants to use a related skill to achieve a task. For example using the Conversation / Whit skill to
make a seduction roll would be at a –30 modifier.
Un-resisted Tasks
Resisted Tasks
Characters Skill +d100 + Modifiers and try to beat their opponents roll
If the roll on the dice is < skill level and is a double (EG: 33, 44, 66, etc) a special success has been achieved, the player
can roll the dice again and add the new roll to the total. This new total must still beat 100 or the opponents total as
appropriate
If the roll on the dice > skill level and is a double (EG: 33, 44, 66, etc) it is a Fumble, and something bad happens (EG:
Player Trips Over, Offends the person they where trying to charm, etc) a roll of 00 is always a fumble even if the
characters skill is 100 or over.
Each character should get about 5 to 10 Experience Points (EP) per session.
Improving Skills
The improvement of skills depends heavily on the resources available to the character in terms of a proficient teacher.
Many skilled teachers charge extortionate prices for access to their expertise, generally equivalent to their current total skill
level in coppers per week. A character must train for a week per skill increment increase.
Note that a racial adjustment does not apply during experience spending and advancement (EG: an elf with a –10 to
toughness disadvantage, trying to advance from 33 toughness must treat the advancement as if he were trying to advance
from 43 toughness instead), By the same token a troll with a +30 strength advantage would count his 75 strength as 45 for
the purposes of advancement.
Each increment purchased with Eps improves a skill by a set amount dependant on the characters current skill level
A Character can buy hero points by spending experience points (Eps) on a 5 Ep = 1 Hero Point Basis. Hero points can also
be given to a character by the GM for exceptional play.
At any point a character feels the need to improve his chances in a situation they may spend a hero point to increase the
result of a roll by adding an extra d100 to the total.
Statless RPG Rules - Combat
Sequence of combat
1. Initiative: Character with the highest melee attack, ranged attack or quickness skill goes first or may opt to go later
in the round.
2. Declaration of attacks: A character decides on what and how many attacks they are to perform; each extra attack
(or defence) applies a –20% to all actions in the combat round EG: 3 attacks = -40 on all 3 attacks. The second
and subsequent attacks occur at the original initiative number –20 per attack. EG: First attack is on 75 (Attackers
Sword Skill) second attack would be at 55, third at 35 and so on.
3. Roll Attack: Attacker rolls d100 and adds his weapon skill plus modifiers, the possible results are as follows
a. Roll is not a double, if roll is 100 or over defender must parry or dodge the attack.
b. Roll < Skill level and is a double (EG: 33, 44, 66, etc), the result is a special success, the player can
choose to:
i. Add a second roll to the attack total (attack must still beat 100 or defenders roll if > 100)
ii. Ignore opponents armour
iii. Choose a specific Hit location, arm, leg, head, etc.
iv. Try a special maneuver for free (EG: Disarm, Knock back, Break Weapon, Etc)
c. Roll > Skill level and is a double (EG: 33, 44, 66, etc) is a Fumble, Player must make a Dexterity roll vs.
100 or something bad happens (EG: Drops/Breaks weapon, Trips Over, Cannot Parry this round, Etc)
4. Note Hit Location: The units dice on the attack roll indicates the location hit by an attack. Armour may be
different on each location.
Units Dice Location Hit Maximum Wound
0 Head Deadly Wound
1 Right Arm Critical Wound
2 Left Arm Critical Wound
3–5 Torso Deadly Wound
6–7 Right Leg Critical Wound
8–9 Left Leg Critical Wound
5. Roll Defenders Defence. Roll d100 + Skill level and compare to enemy attack roll. If defence is higher than
enemy attack, then the attack is parried/dodged. Otherwise the attack was successful and damage should be
figured. Also if
a. D100 Roll < Skill level and is a double (EG: 33, 44, 66, etc) is a special success, player can:
i. Roll an extra d100 and add to his defensive total.
ii. Try a special maneuver for free (EG: Disarm, Knock back, Break Weapon, Etc)
b. D100 Roll > Skill level and is a double (EG: 33, 44, 66, etc) is a Fumble, Player must make a Dexterity
roll or something bad happens (EG: Drops/Breaks weapon, Trips Over, Cannot Parry this round, Etc)
6. Figure Damage: Amount attacker beat defender by + Strength + Weapon Damage – Defenders Toughness and
Armour, EG: Average strength (30) Attacker rolls a 115 total for his 1 handed sword attack, the defender (also
with average toughness of 30) wearing no armour rolls a 75 total for his shield defence. Damage total is 115
(attackers total) +30 (attacker strength) + 30 (Sword damage) – 75 (defenders total) –30 (defenders toughness) =
total of 70 or a serious wound. Each time a character takes more damage the damage total is used to figure the
results. EG: First wound does 26, second wound does 78, total damage = 104 (a critical wound).
7. Repeat stages 3 to 5 until all attacks are resolved, and then start a new combat round.
Statless RPG Rules- Weapons
Master Weapons List
Weapon Name Base Skill Damage Reload Range Cost Notes
Punch Attack 30 -20 N/A Melee N/A Max of Serious Wound
Grapple Attack 20 -20 N/A Melee N/A Max of Serious Wound
Dagger 30 0 N/A Melee 30 cp
Short Sword 30 +10 N/A Melee 70 cp
1 H Sword, Axe, Hammer, Spear 20 +30 N/A Melee 100 cp
Bastard Sword / War Hammer 10 +40 N/A Melee 300 cp
Great Sword / Great Axe 0 +50 N/A Melee 500 cp
Buckler Shield 30 -10 N/A Melee 50 cp Shield WS mods are
Kite / Round Shield 20 -10 N/A Melee 100 cp For parry. WS Mods
Large Shield 10 -5 N/A Melee 300 cp For attack in brackets
Thrown Dagger 10 -10 1 action 10 yards 30 cp
Thrown Short Sword 0 0 1 action 10 yards 70 cp
Thrown Spear 20 +20 1 action 30 yards 100 cp
Short Bow 20 +20 1 action 50 yards 100 cp
Long Bow 20 +40 1 action 150 yards 300 cp
Light Crossbow 20 +20 3 actions 50 yards 100 cp
Heavy Crossbow 10 +50 5 actions 100 yards 300 cp
Black Powder Pistol 10 +40 10 actions 50 yards 300 cp *
Black Powder Musket 10 +50 10 actions 100 yards 400 cp *
Black Powder Carronade 10 +80 15 actions 100 yards 3000 cp Needs a 2 man crew *
Black Powder Cannon 10 +100 20 actions 200 yards 5000 cp Needs a 3 man crew *
* Black powder weapons require the “Black Powder Use” Skill at 40% or more, the users attack % is reduced to the level
of his “Black Powder” Skill for the purposes of targeting.
Armour Type Damage Stopped (Sharp / Blunt / Missile) Encumbrance* Cost for a new full suit
Light Leather Sharp -10 / Blunt 0 / Missile 0 None 30 cp
Heavy Leather Sharp -20 / Blunt 0 / Missile 0 None 100 cp (1gp)
Ring mail Sharp -30 / Blunt -20 / Missile 0 None 400 cp (4 gp)
Chainmail Sharp -40 / Blunt -30 / Missile –10 -10% modifier 2000 cp (20 gp)
Platemail Sharp -50 / Blunt -50 / Missile –30 -20% modifier 5000 cp (50gp)
*The encumbrance applies a modifier to appropriate physical tasks (EG: Climbing, Running, Jumping, Swimming,
Etc)
Statless RPG Rules - Magic
Magic is treated like any other skill a magic using player must roll a resisted or un-resisted skill roll with the appropriate
modifiers and beat either 100 (for un-resisted magic) or the defending characters roll (for resisted magic). After a spell is
cast the caster must then make a drain roll using his willpower statistic Vs the total of his magical attack roll.
Magical Drain
The drain inflicted on a caster is the result of the spell attack total minus the casters Willpower and a d100 roll, then look
up the result on this chart. If drain causes a characters willpower to temporarily drop below 0% then the character is
rendered unconscious until their willpower goes back above 0%. As with physical damage these drain effects stack. EG: 2
minor drains gives a –20% effect regained at 10% per day. EG: A Caster with 65 willpower threw a lightning bolt spell
with a total attack value of 130. The drain the receive would be 130 – (65 +d100) so if the drain roll was 50, the drain total
would be 130 –115 = 15, a minor drain.
A wizard or other spell user must choose a number of spells when a character is generated. Each sphere of
magic the character is competent in will allow the character to design 1 spell relevant to the sphere per 10% skill
in the sphere. EG: A wizard with 45% attack sphere could choose 4 attack spells. These 4 spells could be as
varied as lightning bolt, asphyxiate, poison cloud and Phantom dagger. The main thing being that they are all
spells used to attack an enemy. The player designs each spell at the time of character generation with the help
of the GM, a spell name needs to be a general but descriptive such as “Flame Strike” the actual effect will be
worked out by the casters skill and willpower when it is used.
Spell affects are determined in much the same way as for skills and combat. The caster chooses a target and a spell effect
required. The GM decides what the appropriate spell skill is and then the caster rolls d100+ spell skill vs. 100 or the
defenders resistance (willpower, constitution, braveness, etc) + d100. Special casting rolls (doubles under skill) are dealt
with in the same way as in combat as are fumbles.
EG: A wizard wants to throw a lightning bolt at an enemy to cast the spell he must roll d100+ Attack skill vs. the targets
d100+ dodge roll. A sickness spell might be resisted by d100 + constitution, a fear spell d100 + Cool/Braveness, etc.
Effects
Spells effects are figured much like combat damage. Add the amount attacker beat defender by + Willpower - Defenders
Willpower/Constitution/Etc and Armour, EG: Willpower (50) Wizard rolls a 115 total for his sleep spell, the defender
(With average willpower of 30) rolls a 75 total for his resistance. Effect total is 115 (attackers total) +50 (attacker
willpower) – 75 (defenders roll) –30 (defenders willpower) = total of 60 or a serious effect. If a spell deals direct physical
damage it can in theory be dodged using the dodge skill, and after it hits it must take armour into account before damage is
figured and applied on the standard combat damage result chart. Non-directly physical spells results allow the caster to
apply a modifier of half the effect total to the target for the duration of the spell.
EG: A caster after all modifiers gets an effect total of 80 on his sleep spell. This means that the target of his spell is
essentially asleep to the tune of a -40 modifier in all his in all his awareness skills for the duration of the spell. Anything
that would wake someone up from his or her sleep (being attacked, shouted at, etc) will still wake the target up.
Magical items
The maximum enhancement a caster can place in an item is 1/3 of their current skill in the sphere of magic they wish to
enchant into the item. Each spell the creator wishes to place into the item costs a further 5% of the creators skill/willpower
to enchant into the item obviously the spell must also be known to the items creator. Any spell or enhancement built into
the item can have a trigger associated with it this trigger must be known to the user. These types of item take a month to
create per 10% enhancement in the item, the caster must sacrifice an amount of the magical sphere or willpower skill equal
to ½ the items power level during the items enchantment and then make a successful skill roll for the sphere the item is
built to enhance, if the roll fails the enchanter looses half the normal power cost and the materials are wasted, if he fumbles
the item will be created as normal but will be cursed in some way (decision of the GM) The cost of manufacturing such an
item is equal to 100 cp per percentage enhancement in the item.
EG: A wizard decides to create an enhance defence sphere ring for himself, his current defence sphere skill is 80%
therefore he can place a maximum power of 27% (80 / 3 rounded up) into the item. A 27% item will cost him 14% of this
defence skill or willpower skill and 2700 copper pieces to build. It will take about 3 months to construct. If the wizard
wanted to place a “stop arrow” spell into the item it would cost an extra 5% of his skill / willpower to enchant into the item
as well as the extra cost/time. This spell could now be used by anyone instructed in the use of the item.
Statless RPG Rules - Magic
Creating Magical Items cont’d
Spell books
The maximum level of teaching a spell caster can put into a spell book is equal to the average of his magical sphere skill
and his read/write skill for the language the book is to be written in. A book of this nature takes a week per percentage of
teaching to be placed within it to write and costs 10 cp per percentage.
EG: A wizard with Illusion 75% and read write common 55% could write a manual for illusionist magic up to 65%. It
would take 65 weeks to write and would cost 650 cp in materials.
Character Sheet
Name: Personality:
Age: Appearance:
Race:
Experience Points:
Hero Points:
Gear:
Cash (CP):