The Judges Guild Universal Role Playing
Adventures are designed for use with all game systems. They
require a separate rules system for use. The categories of
statistics listed here are carefully selected to be directly applicable
to the majority of the published rule systems but should not be
considered the only statistics open for use. Should the particular
game mechanics employed require the use of an additional term or
statistic not found in this format, the Judge is encouraged to add it to
the list. All unused categories may be ignored. The values
of the statistics given assume that the natural span of human
characteristics ranges between one and twenty with the normal person
averaging out at ten. Since adventurous characters are above
average, their beginning characteristics are generated with 3D6 to give
a range of three to eighteen. A comparison chart is provided below
to permit the Judge to quickly convert values on the 1D6, 2D6, 3D6,
1D20, and %D ranges from one to the other. Interpolation may be
necessary with some figures, but the Judge should keep in mind that
these are suggested values only and may be modified to best suit the
tone of the campaign he or she is moderating.
The basic assumptions on the rationale for Magic vary so widely from one
game system to another that one set of statistics cannot cover the field
adequately. Therefore, each spell or magical effect is given a
general name such as Stop Person or Invisibility. Unusual effects
or articles are described in the text where first encountered or in a
special section at the end. The Judge can then assign an
equivalent spell or effect from the specific game system being used.
During the initial reading of a Universal product, the Judge should note
the quantities and distribution of the treasure and artifacts.
Each game system and even each campaign within a game system tends to
run at a level of reward unique unto itself. The Judge is reminded
to adjust the amount of treasure available by adding or deleting to
correspond with the campaign he or she moderates.
CHARACTERS: Game "Characters" are given varying amounts of description
depending upon the importance of the character to the adventure.
Minor individuals are listed where first encountered in the text and
have only the most cursory details given. Major in dividuals are
listed where first encountered and have as much detail given as is
desirable for their intended role. In addition to the text
listing, an alphabetical listing of the characters and their game
statistics may be given in chart form at the end of the product.
The explanation of the complete list of possible character statistics
follows in the order given.
|
CLS: |
Class - an indication of the character's
profession or main occupation. Abbreviations are explained on a
following table. |
ALN: |
Alignment - an index of a character's
predisposition toward moral or ethical choices to be made during the
game. Alignment is abbreviated in descending importance from left
to right. The third letter indicates only a suppressed desire. |
LVL: |
Class Level - an index of the experience
and skill acquired in the character's main occupation or profession.
The first two numbers indicate the actual class level of the profession
while the last indicates the total number of occupations in which the
character has gained skill. |
HTK: |
Hits to Kill - the number of hit points
necessary to render a character unconscious when reduced to zero or to
slay the character when reduced to a negative amount equal to the
character's CON. |
ARM: |
Armor Type - a summary of the amount of
damage it is possible for the character to absorb due to the protection
of worn armor or clothing. Wearing a lot of armor will lower the
Agility (AGL) and Speed (SPD) of the character. During normal
combat, the amount of damage which can be absorbed per round is equal to
one-tenth the Armor Type (ARM) with all decimal amounts dropped.
For instance, ARM: 022 would provide 02 points of protection per round.
The Armor Type (ARM) is the sum of the pieces of armor listed in the
chart below. Each individual piece can be referred to by a
three-letter abbreviation in which the first letter is the construction
material and the last two letters indicate the specific item. |
PSL: |
Personal Social Level - an index of the
social standing. The first two digits indicate the level in the
area in which the character resides and the third number indicates the
level of notoriety within a twenty mile radius. |
STR: |
Strength - an index of the character's
ability to apply physical force. The first two digits indicate the
actual Strength of the character and the last number indicates the
number of times per day this characteristic may be tested without
checking for damage due to stress. |
INT: |
Intelligence - an index of the
character's reasoning power, learning ability, concentration, and
memory. The first two digits indicate the actual Intelligence, and
the last number indicates the number of times per day that this
characteristic can be tested to the utmost without checking for stress
damage. |
WIS: |
Wisdom - an index of the character's
intuitive judgment and knowledge gained from experience. The first
two digits indicate the actual Wisdom, and the third indicates the
number of times per day the characteristic can be tested to the utmost
without checking for stress damage. |
CON: |
Constitution - an index of the
character's ability to withstand pressure and physical hardships without
permanent harm as well as the recuperative or self-healing powers of the
character. The first two digits indicate the actual Constitution
of the character, and the third number is the number of times per day
this characteristic can be tested without checking for stress damage. |
DEX: |
Dexterity - an indication of a
character's coordination and manipulative ability. The first two
numbers are the actual Dexterity rating, and the third is the number of
times per day that the characteristic can be tested without checking for
stress damage. |
CHA: |
Charisma - an index of the character's
personal magnetism and persuasiveness. The first two numbers are
the actual rating, and the third number is the number of times per day
the characteristic can be tested without checking for stress damage. |
END: |
Endurance - a measure of the amount of
physical stress to which the character can be subjected. The first
two numbers indicate the actual rating, and the third number indicates
the number of times per day that Endurance can be tested without
checking for stress damage. |
AGL: |
Agility - an index of the character's
ability to maneuver the entire body. The first two digits are the
actual rating, and the third is the number of times per day this
characteristic can be tested without checking for stress damage. |
LED: |
Leadership - an index of the character's
ability to command the respect of subordinates, motivate others, and
boost morale. The first two numbers are the actual rating, and the
third is the number of times per day that this characteristic can be
tested without checking for stress damage. |
LCK: |
Luck - an index of the character's
relationship with the forces that control that character's fate and his
relationship to the fate of all others. The first two digits are
the actual rating, an the third is the number of times this charac
teristic can be tested without incurring the "wrath of the gods." |
PSY: |
Psionic Ability - an index of the
character's ability to channel and use psionic powers. The first
two numbers indicate the actual rating, and the third number indicates
the number of times per day this ability can be tested without checking
for stress damage. |
WPN: |
Weapon - an indication of the weapon
commonly carried and most likely to be used in combat.
Abbreviations are explained on a following table. |