THE PENGUIN RP SYSTEM
Last Update: 10-12-03
    Welcome to the Penguin RP System, a simple two-dice method of role playing. The purpose of this system is to provide a quick and easy way for players to create characters and use them to battle others. All that is required is two dice per person, a piece of paper, a pen, and a minute of your time.
-News-
-FAQs-
-Character Sheets-
    To learn about the Penguin RP System, just take a moment to explore this site. It will explain to you how to create a character and battle. I hope you enjoy it.
-Tournament Sheets-
-Heroes of Pengland-
Current Version- 1.5
-Character Creation- -How It Works-
To create a character to use with the Penguin RP System, just follow a few simple steps:

1. Choose a Birthplace for your character from the
Creation list.

2. Choose a Home for your character from the
Creation list.

3. Choose a Species for your character from the
Species list.

4. Optionally, you may take a sword, shield, and suit of armor from the
Armory list.

And you're done. Now all you'll have to do is put your character together and battle. Unfortunately, I can't supply a friend to fight. You'll have to find your own.
Each character has several attributes that will determine their chances for victory and defeat. They are:

* Hits- The amount of damage you may sustain. When this number reaches zero, you lose.

* Strength- Strength is the amount of power you can call upon when inflicting physical attacks. Characters with higher levels will deal more damage than lower levels.

* Stamina- This is the physical conditioning of your character. Higher stamina means you will take less damage from attacks because of your improved defence.

* Speed- Which ever character has the highest speed attacks first. If both characters are near death, this can mean the difference between victory and defeat.

* Mind- Characters specializing in magic forsake physical offence for that of the spiritual. The higher a character's Mind, the more damage their magical attacks will do and the less an enemy's magic can inflict upon them.

* Special- Every Species has an inborn Special Ability. Although you will not be able to attack the turn you use your Special, the benefits can outway the loss.

Your choice of Birthplace, Home, Species, and Weapons will determine your skill in each of these areas.
-Battles-
Fighting involves a simple set of rules taking advantage of two six-sided dice per player. Here's how the process works:

1. Player 1 and Player 2 both roll one of their dice. We'll call this the Attack Dice since it is how your attack is formulated. The damage you do is equal to twice the number rolled plus your strength. (ex: A character with 10 strength who rolls a 5 would do 5 x 2 + 10. That comes out to an attack of 20.)

2. Both players roll their other dice to determine how much damage they blocked, which we can call the Defence Dice. The fomula is the same, only with the addition of stamina instead of strength. (ex: A character with 10 stamina who rolls a 4 would do 4 x 2 + 10. That comes out to a defence of 18.)

3. To find out how much damage each player took, just follow this formula: Player 1's Attack - Player 2's Defence = How many Hits Player 2 looses. Player 2's Attack and Player 1's Defence determines the damage Player 1 takes.

4. Remove the damage taken from the character's Hits and roll again for another round of combat. Once one player reaches 0 or below, they are defeated. If both characters hit 0, then the player with the greater speed wins, as his blow would have landed first.

5. Special case 1: If your character uses his Special Ability during combat, you will only be rolling your Defence Dice.

6. Special case 2: Certain weapons will come with different methods of battling. For example, the Magic Wand relies on your Mind in place of your Strength and your opponant's Mind in place of his Stamina when attacking.

7. Special case 3: If at any time before or during the battle one of your character's stats goes below zero, it should be set back to zero. You can't go lower than it.
-Specials-
There are four types of Specials:

* OTS- One Time Specials may only be used once per combat.

* Temp- Temporary Specials may be used repeatedly, but only last for the round they are used in.

* Temp2- Temporary Specials that last 2 turns. These tend to be Specials that are used to temporarily improve your attack, since you can't attack on the turn you use the skill.

* OTS/Temp(2)- OTS/Temp and OTS/Temp2 are Specials that can only be used once and only produce a temporary effect.
Copyright 2003 Notnicepenguin Eqv. with all Rights reserved by Author
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