# Known Universe RPG ## Basics The Known Universe RPG (KURPG) is meant to replicate high octane space opera adventures in the Known Universe Setting. As such, realism sometimes takes a back-seat to story telling. ## Stats and Skills and Subskills In the KURPG characters are represented by stats, skills, and subskills. Stats are the basic building blocks of a character. Skills are the broad categories of things characters can be trained in, and subskills are specific things within that category that a character is good at. See [[Stats, Skills, and Subskills]] for more. ### The Dice Pool & Dice Points #### The Dice Pool. The Dice Pool is how many dice a player rolls when trying to resolve an action. The Dice pool can be any combination of three of the following dice equal to the number of Dice Points relevant for the check: D3, D4, D5, D6, D8, D10, D12, & D20. #### Dice Points Dice Points is the total sum a Dice Pool adds up to. To determine dice points for most checks, you use a Stat + Skill + Subskill + Any other modifiers. ##### An Example Owen is a Federation Noble. He has a Charisma of 10, a Conversing of 4, and a Persuade of 2. When Owen goes to Persuade a fellow noble to make an alliance, the number of Dice Points he will roll is 16. 10 From his stat, 4 from the Skill, and 2 from the Subskill. He can use any combination of up to three dice to construct his dice pool. He choose 2D6 and 1D4. He could also do 2D8, 1D12 + 1D4, or 1D10+1D6. ### Bonus And Penalty Dice Bonus and Penalty dice represent changes in circumstance. They offer a bit of help or hurt to a give roll. For example, a Sigmarian Light-Seer trying to convince a common Deutchreian should receive a Bonus die because Deutchreians tend to trust members of the Church. Where as a Versian Commoner trying to convince a Noble to do something against the noble's interest should suffer a Penalty Die as a Versian noble oft does not care to listen to a commoner. Bonus and Penalty dice can stack. They do not cancel each other out. Each Bonus Die is an extra 1D4 which is rolled with the dice pool, and whos value is added to the sum total. Each Penalty Die is an extra 1D4 which is rolled with the dice pool, and whos value is subtracted from the sum total. ### Credit Rating & Money ## Combat ## Damage Multiplier The effect of the Combat Roll is compared against the Damage Multiplier table. If the effect is zero or more, apply the relevant damage to the targets HP, multiplying the damage by the relevant Combat Multiplier as based on the effect. | Effect | Multiplier | | -------- | ---------- | | 0, 1, 2 | x1 | | 3, 4, 5 | x2 | | 6, 7, 8 | x3 | | 9, 10, 11 | x4 | | 12, 13, 14 | x5 | | For every 3 | +1 | ##### Example Grayson, a Federation Marine, attacks a Germushian soldier with his AR-52. Grayson has a Reflex of 11, a Combat of 5, and a Slug Weapon of 2, for a total of 18 Dice Points. He builds a Dice Pool of 2D5 and 1D8. He rolls a 4, 5, and 7, for a total of 16. The Soldier has an AC of 10. The effect of this is 6 (16-10), netting him a Damage Multiplier of x3. The AR-52 already does a devastating 14 Damage, but with the multiplier the guard suffers 42 damage! The Guards Armour has a Protection of 4, reducing the damage to 38, which is still more than enough to obliterate the guard. ## Melee Combat ## Ranged Combat ### Range Bands Each Weapon has a listed Range, that is the range band in which the weapon is designed to operate. Most weapons work better when the target is closer - up to a point. The range bands are as follows: | Name | Range | | ----------- | ----- | | Point Blank | 0-2m | | Close | 3-5m | | Short | 6-20m | | Medium | 21-50M | | Long | 51-200M | | Far | 200-500M | | Extreme | 501+M | #### Bonus/Penalty Dice & Range When attacking, if your target is within your weapons listed range, you neither gain nor suffer any Bonus or Penalty dice. If your target is beyond your weapons listed range, suffer a Penalty Die for each range band beyond the initial the target is. If your target is one range band closer to you than the listed band, gain 1 bonus die, if the target is two bands closer, gain two bonus dice. For each nearer band after the second, instead of gaining any bonus dice, suffer a penalty die.