Yet Another Role Playing System
- by David Allan Finch, Version 1.1
- Copyright 1994,2002 David Allan Finch, All Rights Reserved.
- Bushido is Trademarked by FGU and used without permission.
1. Introduction
- This is intend to be a simple roleplay system for use by Internet Roleplaying Gamers. This system can be used for any background, but the examples are all from a mythological japan.
2. Character Classes
- YARPS has no concept of Character Classes but it is advisable to have some idea of what type of character you are building. Here are some examples using the Bushido's character classes.
- Budoka, a man dedicated to Bugei skills (basicaly the Military Arts). Budoka, are normaly highly focused on unarmed skills and tend to be somewhat loners.
- Bushi, the classic Japanese warrior. The Bushi is realy trained to fight as part of a group. Historical bushi were both Samurai and Peasants (which are called Ashgaru)
- Shugenja, an oriental Wizard, litraly 'Fol- lower of Genja'. Shugenja are normaly tread as outcastes and could be forced out of town if 'The Crops Fail'.
- Gakasho, a priest. There are two Japanese Religons, Shinto (the way of the Hundreds of Gods) and Budhist. Budhist tend to have two factions the Wandrening Bronze and the Temple Clergy. The Shinto is a much losser Religon with most shrines looked after by Lay People (well there are a lot of them).
- Yakuza, this class of individuals cover a large section of people. It ranges to inculde every thing from Bandits through 'Robin Hoods' to Organised Hoods.
- Ninja, these are not player characters (no you can't have one even if you say please).
3. Character Attributes and Skills
- YARPS uses a unified Skill and Attribute system which is very simlar to the Fudge RPG. All characters have 50 point to spend on thier Attributes and Skills.
- Attributes are defined as all thoses things a Character would have by default and only change from the 'norm' ie Strength, Alertness, Pain Threshold.
- Skills are defined as things that you must learn and have no default value, ie Combat, Needlework, Engineering.
3.1. The Value System
- All skills and attributes have a Value which is bought using the following table.
Value Name Attribute Cost |
Skill Cost
|
............+................+............
Terrible -11 to -20 |
0
|
Poor -6 to -10 |
1
|
Mediocre -1 to -5 |
2 to 3
|
Fair 0 |
4 to 7
|
Good 1 to 5 |
8 to 15
|
Great 6 to 10 |
16 to 31
|
Superb 11 to 20 |
32 to 64
|
- If a character does not have an Attribute it is automaticaly at Value Fair and a skill is at Terrible.
3.2. Attributes
- A character must have at least the following Attributes marked down even if no points are spent on them:
Strength
Speed
Dexerity
Intelligence
Willpower
Health
Rank (Only in Backgrounds where relevent)
Honour (Only in Backgrounds where relevent)
- Other Attributes are at the player's and referee's descression.
3.2.1. Rank
- The Character Rank deturmines the level of society the character was born into. This maps in a Japanese Background to:
Terrible Eta, Yakuza, Ninja
Poor Peasent, Merchants
and Ordinary Artizans
Mediocre Ronin and Weapon Artizans
Fair Jizi-Samurai (Farming Samuria)
Good Samurai
Great High Status Samurai
Superb Noble and Daymos
3.2.2. Honour
- Honour is how the character thinks of themselves in relation to others in his 'group'. In any background like Historical Japan 'On' or 'Face' is probly the most important attribute. Starting with a low Honour is no problem, but any loss of Honour what ever the value is a great mental blow. In these backgrounds the Gaining of Honour is the main object of all characters. Note, that Honour should not be higher than Rank, if it is you will have to take every opertunity to increase your Rank.
3.3. Skills
- Example skills from the Bushido System.
3.3.1. Bugei
- Atemi-Waza (proto-karate), Bajutsu (horse), Bojutsu (Staff), Chikujo-Jutsu (fort and seige), Hayagekejutsu (force march), Hojojutsu (binding), Iaijutsu (fast draw), Jittlejutsu (iron truncheon), Jojutsu (baton), Jujutsu (proto-judo), Kamajutsu (small rice sickle), Karumjutsu (climbing leaping), Kenjutsu (swords), Kyujutsu (bow), Ni-To-Kenjustsu (two swords), Nunchaku-Te, Senjo- jutsu (battle), Shinobi-jutsu (stealth), Shuriken- jutsu, Sojutsu (spears), Sumai (proto-sumo), Tanto-jutsu (knife), Yadomejutsu (arrow cutting), Yari-Nage-jutsu (javelins)
3.3.2. Fine Arts
- Acting, Armoury, Bowyer, Calligraphy, Classics, Dance, Divination, Go, Hawking, Heraldy, Medicine, Music, Meditation, Painting, Poetry, Rhetric, Tea Ceremony, Theology
3.3.3. Practical Arts
- Commerce, Crafts, Fishing, Forgery, Gambling, Hunting, Lockpicking, Massage, Tracking
3.3.4. Mystical Arts
- The schools of magic are only selectable by Shugenja and Yoga by Gakasho. Any character that has these will get spell or powers allocated in proportion to the Skill Level.
3.3.4.1. The Five Schools of Magic
Hi-do School of Fire
Mizu-do School of Water
Hyashi-do School of Wood
Kane-do School of Metal
Tsuchi-do School of Soil
3.3.4.2. The Five Yogas
Karma-Yoga Yoga of Will and Destiny
Gnana-Yoga Yoga of Knowledge
Hatha-Yoga Yoga og Body
Prana-Yoga Yoga of Breath and Purification
Raja-Yoga (Royal Yoga) Yoga of
Balance and Control
3.4. Attribute and Skill Improvement
- All skills and some attributes can be improved (also insome cases reduced). To impove an attribute (at referees descression) requires one month with the correct facilities to gain one point. To impove a skill which matches a character's type and with a teacher will take one week to gain one point. In other words it will take 8 weeks to train a skill from Good to Great. If there is no teacher, no school or the skill is outside the character's type then the time take doubled for each hinderence.
- Note, at character creation it is acceptable to spend points to be on the way to the next Value. This denotes that your character has had more training, but not enought to get the next level. This will be taken into account in comparing users of skills.
4. Action Resultion
- There are two types of actions, thoses that are apposed by something else and thoses that arn't.
4.1. Unapposed Action
- The character skill or attribute is cross referenced against the dificult of the action on the following table. This will produce a result. S = Automatic Sucess, CS = Critial Sucess, F = Automatic Failure, CF = Critical Failure.
- Any number is the chance out of 10 that the action is a sucess and can be role for on a d10.
Terr Poor Med Fair Good Great Superb
Trivial-2 S S S CS CS CS CS
Trivial-1 7 S S S CS CS CS
Trivial 5 7 S S S CS CS
Simple 3 5 7 S S S CS
Routine F 3 5 7 S S S
Difficult F F 3 5 7 S S
Hard CF F F 3 5 7 S
Very Hard CF CF F F 3 5 7
Imposable CF CF CF F F 3 5
Imposable+1 CF CF CF CF F F 3
Imposable+2 CF CF CF CF CF F F
4.2. Apposed Actions
- This uses the same table as above by the skill that is being used to apposed that action is maped to the difficulty. Terriable = Trivial etc.
4.3. Modifiers for actions
- Modifiers increase or reduce the effective difficulty. For example using climbing equipement will reduce a difficult climb to a routine climb and Armour increase the difficult to hit.
4.4. Combat
4.4.1. Armour
- Armour affects the defenders skill. An unarmoured person is -2, a light armour is -1, normal armour is 0, full armour is +1 and heavy armour is +2.
4.4.2. Weapons
- Weapon affect the attackers skill. All unarmed attacks are at -1, small weapons at 0, swords are +1 and large spears are a +2.
4.4.3. Normal Combat Round
- The first attacker is the one with the highest speed. If the attacker does not win then the defender gets to attack and so on until one is wins.
4.4.4. Result
- Unless a character is killed with a Critical Success then the character is not dead only 'out of combat'. If you are looked after by first aid after the combat is finished then you make a Heatlh at Routine to see how badly you are affected.