‘Basic Roleplaying’ Character Generation

Posted: 2026-08-13
Word Count: 3414
Tags: brp character-generation d100 rpg

Table of Contents

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About Basic Roleplaying

Basic Roleplaying: Universal Game Engine (BRP-UGE) presents a cross-genre, highly customizable version of Chaosium’s well-known house RPG system. In BRP-UGE the primary mechanic is a percentile die roll against a skill or other value. If the dice are below or equal to the skill an action is a success; if above, a failure. A dice roll equal to or less than a fifth of the target indicate a Special Success; a value equal to or less than a twentieth of the target is a Critical Success. On the other hand, a value at or close to 100 (a 00 on d100) indicates a Fumble, which brings additional penalties besides failure.

When a character succeeds at a roll at a critical or dramatic moment, the player can put a check mark beside the skill. At the end of an adventure. the player makes an Experience Check: roll 1d100, and if the roll is above skill rating + Experience Bonus the character adds 1d6 points to that skill. POW, a characteristic (see below), can increase in a similar manner when the character psychically wrestles a stronger foe and succeeds.

I’m leaving out a lot of nuances and details, but that’s the core of BRP.

About the Example

Below I will create a character for a setting I’m tinkering with, code named “Lamplighters”. I’m using it merely as a framework for creating a character.

Notional Setting

Monsters are real: vampires, werewolves, fae, demons, and even stranger things. For millennia monsters preyed on humanity, and hunters tried to exterminate or banish them. A century ago, however, representatives of the hunters and the monsters came together and signed the Rosewood Covenant: monsters will no longer prey on mortals, and mortals will no longer hunt monsters.

The Lamplighters, a secret society, arose to verify adherence to the Covenant, and investigate suspected instances of monsters harming humans … or humans harming monsters, come to that. To that end the Lamplighters employ not only investigators but, should a violation occur, hunters who can put down a monster run amok. They also employ lawyers who can explain instances of vigilante justice to the Rosewood Covenant Council, a board of rational monsters and monster-aware humans.

Not every Lamplighter has Psychic Powers, but those with powers are highly valued. Psychics are considered “human enough” to work on humanity’s side of the fence, although every psychic must submit to mandatory psychological evaluations. No one wants to see a psychic led astray by their powers.

Options Used

The BRP system has a number of predefined options to customize the system to any genre, setting, or GM preference. Here are the ones I’m using.

Options I’m not using include the EDU (Education) characteristic and the SAN (Sanity) attribute. While the setting is modern day, I expect it to have more hardened warriors than nervous antiquarians. Education will be reflected in a character’s Skills, and characters know basic facts about the world – no roll required. When in doubt, the Game Master may call for an Idea roll.

Skill Simplification

To cut down on the number of Skills, I’m going to merge or eliminate some of them. Maybe I’m not delivering the full BRP experience, but by my count there are upwards of 50 skills, not including the ones that have required specialties like Knowledge (type), Art (type), Craft (type), Science (type), etc.

Skill Merged Into Notes
Energy Weapon (weapon) none No Energy Weapons.
Fly none PCs can’t fly unaided.
Literacy (language) Language (language) PCs can read any language they speak.
Parry (weapon) Melee Weapon (weapon) Parrying is part of learning a weapon.
Projection none PCs can’t project energy beams.

Character Generation

Step 0: Campaign Power Level

BRP-UGE defines four rough power levels for a campaign: Normal, Heroic, Epic, and Superhuman. The description of Heroic states

Characters have a few strong powers or a wide range of mid- to low-level powers. This is suitable for games featuring inexperienced, costumed heroes or apprentice wizards in training, the mutated survivors of a radioactive apocalypse, vigilante heroes, or a high fantasy world of wizards and warriors.

The Lamplighters are essentially vigilante heroes, tangling with werewolves, vampires, and stranger things on a daily basis. They’re superior to “normals” but not truly superheroes either. I am therefore choosing the power level of Heroic.

Step 1: Name and Characteristics

We’ll name our Lamplighter something random, like “Jonathan Barker”. (I literally used a random name generator.) We’ll find out more about Jon in the steps below.

Since I’m using Higher Starting Values and Choosing Characteristic Values, I’ll roll 2D6+6 seven times and assign them to the seven characteristics of BRP:

Without those options I would roll 3D6 for each characteristic except SIZ and INT, for which I would roll 2D6+6, and assign them in order.

I rolled 17, 16, 16, 15, 12, 12, 9 in descending order, and I’ll assign them as follows:

STR CON SIZ INT POW DEX CHA
12 16 9 15 17 16 12

Jon is a small man, but very smart, very healthy, very dexterous, and gifted with profound supernatural potential.

Step 2: Powers

Lamplighters are only allowed Psychic Abilities. (Monsters may have other powers.) So let’s give Jon some.

There are 20 Psychic Powers, which in the BRP system are skills that work and improve like regular skills. According to BRP-UGE (p 71), a Heroic character starts with four Psychic Powers with a base skill of POW×1%. We will raise them in a later step.

The four powers I’ve picked are as follows:

All powers are defensive and/or sensory; no Telepathy or Telekinesis. My thought is that a Lamplighter is more of a detective than a warrior, so I avoided powers that provide advantages in combat. Jon will have to use mundane skills to defend himself.

Step 3: Age and Experience

By default Jon is (17+1D6) 22 years old. However, I imagine him as somewhat older, perhaps in his 30s. According to the rules (BRP-UGE p 10), in a Heroic game Jon would gain +20 Professional Skill Points for every decade he’s above the default age, dropping fractions. We’ll return to this in a later step.

Step 4: Characteristic Rolls

Nearly each characteristic has a “Characteristic Roll” derived from multiplying the characteristic roll by 5%. That gives us:

Effort Stamina Idea Luck Agility Charm
STRx5% CONx5% INTx5% POWx5% DEXx5% CHAx5%
60 80 75 85 80 60

Step 5: Derived Characteristics

BRP also defines a number of Derived Characteristics, most of which relate to combat:

Step 6: Personality Type Option

BRP-UGE presents four “personality types” which gives characters a bonus in certain relevant skills. (The Game Master can create his own.) From the options in the book I’m going to choose Cunning, which gives me +20% each in the following skills: Appraise, Bargain, Disguise, Insight, any two Knowledge skills, Listen, Research, Sense, Spot, Stealth, any one Technical skill, any one Combat skill.

The net effect is to increase the default for the listed skills. Here are the skills, including my choices.

Skill Default P. Type
Appraise 15 35
Bargain 05 25
Disguise 01 21
Insight 05 25
Knowledge (Law) 01 21
Knowledge (Forensics) 01 21
Listen 25 45
Research 25 45
Sense 10 35
Spot 25 45
Stealth 10 30
Technical (Computer Use) 05 25
Firearm (Revolver) 20 40

Putting on my GM hat, I’m going to rule that Science (Forensics) is the skill for actually doing lab work. Knowledge (Forensics) covers how not to mess up a crime scene, how to collect evidence, etc.

Step 7: Skill Point Allocation

This step is the longest and most complicated step. Here we allocate two pools of points, Professional Skill Points and Personal Skill Points, among 50+ skills.

In a Heroic-scale setting, Jon has 325 Professional Skill Points, plus the +20 for his extra decade, so 345. Personal Skill Points are equal to INT x 15, exercising the Increased Personal Skill Points option, so Jon has 225. (BRP-UGE pp 11, 16.)

Professional Skill Points may only be spent on skills appropriate to the character’s profession. BRP-UGE pp 22-31 lists a number of professions (interspersed with sidebars and tables). We’ll say that Jon used to be a Detective for the police. This means his professional skills are the following: Firearm (Handgun), Knowledge (Law), Listen, Persuade, Spot, Research, and any four of the following: Art, Brawl, Disguise, Dodge, Drive, Fast Talk, Firearm (any), Grapple, Hide, Insight, Knowledge (any), Language (Other), Language (Own), Medicine, Ride, Science (any), Technical (Computer Use), Stealth, Track.

I’m also going to choose Jon’s Personal Skills at this time. The final tally is the following.

Skill Default P. Type Prof. Pers. Total
Appraise 15 35 35
Bargain 05 25 25
Disguise 01 21 21
Dodge {DEX×2} 32 +35 67
Firearm (Revolver) 20 40 +30 70
Insight 05 25 +25 50
Knowledge (Law) 01 21 +50 71
Knowledge (Forensics) 01 21 +25 46
Language (Own) {INT×5} 75 75
Language (Spanish) 00 +50 50
Listen 25 45 +30 75
Persuade 15 +50 +10 75
Psychic Ability: Danger Sense 17 +15 32
Psychic Ability: Intuition 17 +10 27
Psychic Ability: Mind Shield 17 +15 32
Psychic Ability: Sensitivity 17 +15 32
Research 25 45 +30 75
Sense 10 35 35
Spot 25 45 +30 75
Stealth 10 30 +30 +15 75
Technical (Computer Use) 05 25 +30 55
Track 10 +30 +45 75
TOTAL 345 225

Having done this a few times over the years, one pro tip is to allocate skill points in blocks of 5 or 10.

All points are allocated, and no total skill is over 90% (as appropriate for a Heroic Power Level).

Step 8: Armor and Equipment

Adapting the list on BRP-UGE p 16, Jon has the following:

Step 9: Distinctive Features Option

As noted before, at SIZ 9 Jon is short and slender.

BRP-UGE p 25 contains an optional rule to generate distinguishing features randomly, but I’m going to pass for now.

Step 10: Background and Final Pass

Based on the above, we can infer several things about Jonathan Barker.

Character Sheet Equivalent

Since the character sheets in the book are likely considered Reserved ORC Content, here’s the equivalent information in a long text block.

Personal

Name: Jonathan Barker

Player: ???

Culture Gender Handedness Height/Weight Profession Wealth Age
21st Century American Male Right 158cm / 50kg Detective Average 32

Description: Short, slight build, quiet, watchful

Characteristics

STR CON SIZ INT POW DEX CHA
12 16 9 15 17 16 12

Characteristic Rolls

Effort Stamina Idea Luck Agility Charm
60 80 75 85 80 60

Derived Characteristics

Damage Modifier Hit Points Major Wound Level Power Points Experience Bonus Move (MOV)
+0 13 7 17 8 10

Skills

Name (default) Rating (%) Check
Appraise 35
Art (any) 05
Bargain 25
Climb 40
Command 05
Craft (any) 05
Demolition 01
Disguise 21
Dodge 67
Drive (any) 20 or 01
Etiquette 05
Fast Talk 05
Fine Manipulation 05
First Aid 30
Gaming 32
Heavy Machine 01
Hide 10
Insight 50
Jump 25
Knowledge (any) 05 or 00
Knowledge (Law) 71
Knowledge (Forensics) 46
Language (other) 00
Language (English (native)) 75
Language (Spanish) 50
Listen 75
Martial Arts 01
Medicine 05
Navigate 10
Perform 05
Persuade 75
Pilot (any) 01
Psychotherapy 01
Repair (any) 15
Research 75
Ride (any) 05
Science (any) 01
Sense 35
Sleight of Hand 05
Spot 75
Status 15
Stealth 75
Strategy 01
Swim 25
Teach 10
Technical (any) 05
Technical (Computer Use) 55
Throw 25
Track 75

Note: Skills marked (any) are defaults. If the character learns a specific skill, it must be noted after the entry. Only specific skills can receive Experience Checks.

Weapons

Name (default) % Dmg Range Atks Length Hand HP Check
Revolver, Medium (20) 70 1D8 25 1 - 1h 10
Brawl (30) 30 1D3 - 1 Close 1h -
Grapple (25) 25 spec - 1 Close 2h -

Armor

Armor Armor Value
None 0

Powers

Psychic Ability % Range Duration PP Cost Notes Check
Danger Sense 32 17m inst/1 combat round 0/1+ sense imminent threats
Intuition 27 100m/PP 1 full turn3/PP 1+ sense person or item
Mind Shield 32 self 1 full turn3/PP 1+ block mental powers
Sensitivity 32 self instantaneous 1 sense psychic or supernatural activity

Commentary on BRP

Characteristic Rolls

Characteristic rolls for nearly every characteristic are, I believe, new in this edition. Earlier versions had the Luck and Idea rolls, but the others are completely new. I’ll have to delve deeper to understand when to use them and when to use a skill.

Derived Characteristics

Derived Characteristics have changed little in the last forty-ish years since the original system’s debut. Except for the Damage Modifier table, I could do them in my sleep.

A Lot of Skills

Coming back to BRP after a long time away, I was struck by how many skills it has. Granted, BRP-UGE is attempting to fit all genres and all settings, but even with my trimming there are 50+ skills, not including the ones with mandatory specialization. You could consolidate them even more, e.g. group Listen, Sense, and Spot into a single Perception rating. On the other hand, perhaps spreading them out prevents skills from rising too fast under the Experience Check rules.

Furthermore, the defaults for skills seem arbitrary. OpenQuest calculates the default as the sum of two characteristics (usually); Cepheus defines the default of any skill not listed as -3. I had to look up defaults for every skill, although I only really need to do that once.

Finally, I opted not to use Skill Category Modifiers (BRP-UGE p 22) just to keep skills simple. If I had, these would have been the modifiers:

Category Influences Modifier
Combat DEX, ½INT, ½STR +10%
Communication INT, ½POW, ½CHA +10%
Manipulation DEX, ½INT, ½STR +10%
Mental INT, ½POW, ½EDU +9%
Perception INT, ½POW, ½CON +12%
Physical DEX, ½STR, ½CON, -SIZ +11%

These modifiers would definitely make a difference. Skill modifiers also count toward the cap on initial skills, which in Heroic games is 90%, so I could have shaved off a point or two above. On the other hand, other BRP-based games get along just fine without Skill Modifiers, and Jon is already highly skilled to the point of being overpowered.

Comparison With OpenQuest

Inevitably one compares BRP-UGE to OpenQuest. OpenQuest has a smaller and tighter list of skills, albeit optimized for Bronze Age and Iron Age fantasy. While BRP players use the Experience Check, OpenQuest players gather Growth Points and spend them on improving skills. BRP’s method leads to an arbitrary number of skills advancing based on the number of checkmarks and the success of each roll. Increasing skills becomes harder and harder in BRP as the skills increase, while OpenQuest must impose an asymptotic curve for the Growth Points required for each progressive skill level.

Which is better, I cannot say. Letting skills improve with use appeals to me, but tying advances to goals accomplished during an adventure is equally compelling.

Summary

Honestly I would really like to play BRP again. This new version is heavily based on the Big Gold Book released in 2008, so I doubt there would be much of a learning curve … at least for me. Other players may find the skill list a little too large, skill defaults arbitrary, and the Experience Check system clever but subject to GM determination as to whether the use of a skill was “significant”. I’m convinced, though, that with a little coaxing most players will pick up BRP-UGE far more easily than some of the competition. Its rules are reasonably consistent, with only minor exceptions for special situations and corner cases. I’ve played it off and on, in various editions and iterations, and it truly is a Universal Game Engine.


  1. The probability curve roughly matches the curve of the standard D&D method – roll 4d6, drop lowest – without the possibility of rolling lower than 8. ↩︎

  2. I would house-rule that Sensitivity picks up all supernatural activity: magic, psychic powers, or sorcery. Possibly even mutations or superpowers if they’re consciously activated, or defined as supernatural. ↩︎

  3. 25 combat rounds or 5 minutes of game-world time. (BRP combat rounds are 12 seconds long.) ↩︎ ↩︎