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URPG Rules System

This section will give you a short overview of the rules system used to play URPG. The UniversalRPG engine is aimed to achieve a certain set of goals:

  1. Universal: can be used in any game world from High Fantasy to SciFi? without conversions or add-on rules
  2. Plausible: do produce results that are close to what you would expect from reality, unless you change it to your preferences
  3. Detailed: as much Details as you may ever need – if you decide to want it
  4. Fast: quick conflict resolution, not slowing the Game progress too much
  5. Intuitive: easy guidelines for difficulties, effect sizes, etc. for GM, all tasks resolved with the same types of roll
  6. Expandable: construction kits and tweaking guidelines to add your own Vehivles, Creatures, favourite weapon or magical Spell, you are not limited by the settings presented here


To determine if a task or event is successful and how successful or failed URPG uses a d100? roll. The d100? provides a lot of detail and can easily be pictured as a percentile chance. This roll has to reach or overcome the difficulty of the task and is modified by the factors influencing the outcome. The GM sets a difficulty, adding and substracting all factors that are not character based like enviroment, distraction, complexity of the task. The character attempting the task has to reach or overcome this difficulty with d100? plus things that influence the outcome of the task, on character side, like wound penalties?, good equipment, etc.<br> The if the task is resolved, it can be determined, how successful or unsuccessful it was by looking at the total score the character was above or below the difficulty and a learning roll for learning by doing? can be made.


If a task is resolved successfuly, or if something just effects something else, an Effect Roll can be made, for example:

  • after a successful weapon hit, how much damage is dealed to the target?
  • are the repairs done effective enough to keep the boat from sinking or the equipment repaired from malfunctioning?
  • how fast does a fire burn down a door or will a character survive exposure to vacuum?
  • will the blast of an explosion damage the wall of the building? the car outside? the characters inside the car?
  • does the spell to charm the Guard work effectively to get the characters inside the city?
  • will the successfuly done campaing against a politician be effective enough to ruin his career?

All these and more Effects can be resolved with the same, scalable and easy to use dice roll. Effect rolls are performed with multiple d10?, one dice for minor effects, 10 dice for huge effects. Each effect has a modifier that is added / substracted to the roll, for example armourpiercing bullets add to the damage dice, outdated tools substract to the effect dice of a repair. Each dice has to overcome the Effect Resistance?, usualy ranging from 1 to 10. Each effective dice then deals an amount of effect points, for example damage to the Constitution? of a Character, restores points to the Construction points? of an object, or caues other effects per point dealed. <br> if additional level of detail is wanted, effective dice can be re-rolled (for example for a projectile traveling on after dealing damage or a blast still having energy left after breaking down the wall of a house).<br>Effects are modified by technology level and size of the effect: vehicle or construct sized effects gain a bonus to effect penetration / resistance as well as the amount of points done, since vehicle armor can take more punishment then personal armor and construct sized repair tolls (a factory hall or repair shop) will be able to repair more and more difficult things then a swiss army knife.


Sometimes not only the success or effect of actions is important, but also in which sequence they take place, for example:

  • Which cowboy draws his gun first?
  • Who will reach the finishing line first in a running contest?
  • Does bomb squat man manages to cut a wire before the detonation? (if he cuts the right wire or not can be resolved with a success roll)
  • Will the fortress gates be locked and bolted before the first attackers reach it?
  • Will enough information be downloaded, before the hacker will be forced offline?

These and similar tasks are examples of events which require critical timing. The rules provide two ways to resolve timing of events.

Time Bar

The Time Bar system of resolving critical timing is more intuitive then the Turn System, more detailed, more thrilling and almost as easy to use. Timing is resolved by assigning an amount of timing pulses to each task: long tasks use up more TP. Fast Characters need less TP for the same task, since they perform them faster. Tasks are resolved by progression on the time bar, TP per TP and characters are done with their task, when they performed it for the ampunt of TP needed. Other then the Turn based timing, characters may decide to sop the action the are currently performing and react to new or changed situations and tasks of different length are not all "one turn" long. It is highly recommended to use this system, for beginners as well as for advanced players. See: example_timebar?


The Turn System is a conservative, old fashioned way to resolve the order of events and is intended for experienced gamers that play URPG for the first time and want to learn the Success/Effect rules first and for groups that do not need or want more detailed timing. It is determined once, who acts first, second, third, and so on. Then timing is resolved by acting, when it's your Turn, until every involved character and thing has acted. If you decide to use this system, you will have to convert all timing statistics given in Timing Pulses (TP) to turns. 12 TP (3 seconds) equal 1 Turn. See: example_turns?

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Page last modified on Thursday 01 of November, 2007 13:07:37 CET by admin.

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