MR DUGAN'S
VARIABLE DICE ROLE-PLAYING GAME

COPYRIGHT 2001 - ALL RIGHTS RESERVED

Setting:
I have no setting, this is an offshoot of Stellar Sanctums - a project that I've been involved with for several years now. This is an "alternative rules set" for that game, as Mr. Bubar wants to use percentile dice to resolve things. So, rather than let the idea hang out in my noggin until it dies, I wrote it out here, for those of you that enjoy using/owning lots of dice.

Enjoy! Yours in Christ - James M. Dugan
Character Stats:
Notice, that (as of July 2001) the stats are the same - Basic Stats are: Stats are rolled on 1d10, or as an alternative you can use a Referee-Assigned number of points (Pool Points) to distribute as you see fit. You could decide the size of the Pool by any of several methods: At the time of this writing, Mr. Bubar and I are still defining the Universe that is Stellar Sanctums. I made allowances for Superhumans, but do not know if they wll actually appear in any form, same with "Superheroes". This is for those of you not gaming in the Stellar Sanctums Universe, or those of you that have stretched it to fit your own version of the "Real Universe".

Hit Points:
Hit points is the average of the Strength and Health Stats.

Skills:
I believe at this writing that the skills in Stellar Sanctums is going to be a real "laundry list" type of thing, something that I try to avoid - as (at least) it makes rules muchkins domminate, and the referee's job harder with more to keep track of. In a certain game system, they have what were once called "classes" - which in all actuality turn out to be skill sets. While I'm not using this idea, mine is similiar - I believe that several other RPG's use rather broadly defined skills instead of very narrow ones to preclude the "laundry list problem" I described above.

RULE: You cannot have more Skills than you have INTELLIGENCE (INT)

This means that (on average) you won't have more than a few skills, making the "laundry list" easier to manage. Here's where "Variable Dice" start to come into play:

Each skill is given a Die to roll to attempt performance of the skill, and each task is given a number to roll (or over it) to succeed at the task. An easy task might be a 2, an average task given a 3 and so on.

Depending on the level of your skill, your dice type (and eventually number of them) go up.

Skill Level Chart

Skill Level:
Cost to buy at creation, 
# XP to get there:
Dice to Roll:
0 - you know roughly what the skill *IS*, but not trained in it.
0/1
1d4
1- Associates Degree, a few years as an apprentice, Green Troops......
1/4
1d6
2 - Bachelor's Degree, Journeyman, Standard Troops...
2/8
1d8
3 - Master's Degree, Master at the Trade, Veteran Troops
4/16
1d10
4 - Doctor's Degree, Industry Leader, Elite Trrops
8/32
1d12
5 - Leader in the Field, Famed Leader, Crack Troops
16/64
2d6
6 - Tops in the Field, Legendary Military Unit
32/64
2d8
7 - Legendary 
64/128
2d10
8 - Inhuman
128/256
2d12
9 - Mythical
256/512
3d10

Skills Listing:
This is pretty much self-explanatory, and very general.

Skills Chart
Brawling:
Fghting with fists and handheld weapons
Jump: (E)
Not with feet, but with Dimensional Drives....
Cook:
Domestic Work
Guns: (E)
Six-Shooters, Carbines, 45's - guns...
Science:
Designated, one of the few that have more definition required.
Clean:
Ditto
Gunnery: (E)
Tank Weapons, Battleship Main Guns, Cannons.....
Language:
Pick one, another designated skill.
Organize:
Ability to place things in their most advantageous arrangement, be it stacks of paper, or skilled Generals.
Ride: 
Donkeys, Horses, Dragons......
Medical (s):
You may designate a specialy (ie Obstetrics) if you wish
Bow: 
Archaic Missile Weapons of all sorts.
Drive: (E)(M)
Chevy's, Fords, Tanks.....
Tactics:
This is bascially Military Thinking, used to accomplish short term goals in civilian life.
Pilot: (E)(M)
Airplanes, Mecha, Hovercraft....
Strategy:
Like Tactics, but considers long range implications of a decision. The "big picture"
Boat: (E)
Gondola, Canoe, Caravels.....
Investigate:
The ability to find clues and sort evidence in a reasonable manner. Not just for Crime, but also for doing research.
(E) - indicates the theres is an Engineering (skill) associated with this - design, repair, and upkeep
(M) - indicates there is a Military Version of this Skill, significantly differs from what is encountered in the Civilian Version.
(s) - Indicates that a specialty MAY be selected, but is not required.

Raising your Characters Skill Level:

Your Character earns Experience Points, but not like in some old TSR product. If you succesfully complete a skill, you get a number of XP's based on your level and how hard it was to do. You record each XP on your Character Sheet, and  once you've gotten enough XP's to get to the next level, you're at the next level - the number of XP's needed is seen on the "Skill Level Chart" shown previously. Once you've reached the next Skill Level, your XP resets to "0", for ascension to the next level of Skill. One last thing - you get only one chance to roll for XP's in an adventure or 1 week period.

SKILL LEVELS CHART
Success Target Target Description Skill Level 0:
1d4
Skill Level 1:
1d6
Skill Level 2:
1d8
Skill Level 3:
1d10
Skill Level 4:
1d12
Skill Level 5:
2d6
Skill Level 6:
2d8
Skill Level 7:
2d10
Skill Level 8:
2d12
Skill Level 9:
3d10
0 Routine or Automatic 0 0 0 0 0 0 0 0 0 0
2 Easy 1 0 0 0 0 0 0 0 0 0
3 Average 2 1 0 0 0 0 0 0 0 0
5 Hard 3 2 1 1 0 0 0 0 0 0
7 Very Hard 4 3 2 1 1 0 0 0 0 0
9 Stunning 5 4 3 2 1 1 0 0 0 0
11 Astounding 6 4 4 2 2 1 1 0 0 0
13 Legendary 7 5 4 3 3 2 1 1 0 0
15 Mythical 8 6 5 3 3 2 1 1 1 0

Combat and Weapon's Rules:

Penetration Typical Weapon Type: Example Weapon Damage Dice Scale Range
D4 Fist, Club Mace Large Mace 4d6 Melee HTH
D6 Dull Swords, Large Bullets, Shotguns Conan Sword 5d6 Melee HTH
D8 Sharp Blades, Knives, Spears, Arrows, Normal Bullets 45 Caliber Pistol  4d6 Melee 50M
D10 HEAP Ammo, Squashheads 12 Gauge Shotgun  6d6 Melee 25M
D12 Advanced Penetrators, Railguns Small Dagger  1d8 Melee HTH
D20 Lasers, Plasma Guns, Fusion Beams    Zulu Spear 3d8 Melee 30M
Apache Bow  4d8 Melee 40M
22 Pistol 2d8 Melee 100M
Armburst Antitank Gun
50 Cal MG
75mm Gun
105mm Tank Gun -
Antimissile Laser -
Ship's Railgun -
Hydran Fusion Beam -

Armor:

 Some Armor Types:
Armor Types Maximum Armor Value Tech Level
Antique Wrought Iron 8
  • If armor > 2 add a hull per armor point
  • If armor > 4 add 2 hull per armor point
  • If armor > 6 add 3 hull per armor point
  • Steel Based Armors 12
  • if armor > 2 add a hull per armor point
  • If armor > 4 add 2 hull per armor point
  • If armor > 6 add 3 hull per armor point
  • If armor > 8 add 4 hull per armor point
  • If armor > 10 add 5 hull per armor point
  • Chobham Based Armors 14
  • If armor > 3 add a hull per armor point
  • If armor > 6 add 2 hull per armor point
  • If armor > 9 add 3 hull per armor point
  • If armor > 12 add 4 hull per armor point
  • Ceramic Based Armors 16
  • If armor > 4 add a hull per armor point
  • If armor > 8 add 2 hull per armor point
  • If armor > 12 add 3 hull per armor point
  • BPC - yeah, that Steve Jackson
    Imaginary stuff
    18
  • if armor > 2 add a hull per armor point
  • If armor > 4 add 2 hull per armor point
  • If armor > 6 add 3 hull per armor point
  • If armor > 8 add 4 hull per armor point
  • If armor > 10 add 5 hull per armor point
  • If armor > 12 add 6 hull per armor point
  • If armor > 14 add 7 hull per armor point
  • If armor > 16 add 8 hull per armor point
  • Combat Mechanics - how it works: