The 1% System
DC20 Variance
This short document is system changes I am applying to my own gaming group.
I am presenting an alternate system to address extreme power level variance (inspired by DBZ, Superheroes and the Rifts TTRPG).
This system has been designed for those who would like to “Power Game”.
At the same token this system also addresses those who are “Generally weaker” than that is possible in the base system.
The design was considered a wide variation of potential and power.
The Prime Attributes may or may not apply based on the specific table, but for my own we don’t use prime (as intended).
Most systems (including Combat mastery) continue to apply to this set of alternate rules.
Mana & Psi are one Resource “Qi”.
CHALLENGE DICE
Rank/Step 1 2 3 4 5 6 7 8 9 10 11 12
Dice D3 D4 D6 D8 D10 D12 D16 D20 D24 D30 D50 D60
D# 3 4 6 8 10 12 16 20 24 30 50 60
#D: The Number of Dice for an Attribute (no more than 2 Dice) Critical Score (roll again)
D#: “Rank/Step” The Size of the Dice for an Attribute The Score of the highest number of a dice is made; an additional roll can be
#: “Rating” The Modifier to an Attribute made.
●: “Favored” grants +1 Edge (up to three times per Attribute
Rolling for Aspect
Depending on the nature of the specific task, any appropriate attribute can
DC20 Alternate be applied. It is up to the GM to decide of which of the three attributes best
Instead of d20, it’s d10, and all base values (added to other traits) are reflects the nature of the specific act being committed. Often the Soul
halved. Trait values are added as usual. Skill Points are +1 per Point. Attribute is used.
Noted Attribute Automatic Success
When a System only expresses the Single word statement of an Attribute, It is possible that a Test is automatic (even when the DV is higher than 0).
this will include the Number of Dice, The dice Rank, the #Rating of the That occurs when the lowest possible score on a test is equal or higher than
Attribute and the exponent tied into the Attribute. Remember that the Rank the listed DV. To calculate an automatic success, the total (lowest score
is a different number then the D# (the number of sides of the dice). possible) is half or more (rounded up) than the target DV.
Automatic successes generally do not apply to combat tests but may be
Challenge Dice applied if appropriate.
Challenge Dice are always applied with the “dice rating” of the appropriate
Attribute’s Potential (D#). The Challenge Die is usually a 1d10 (to resolve Botching
none-damage related tests). Roll a 1D10 and add appropriate stats to the If a “natural 1” is rolled, roll-again. If another 1 is the result, a critical Failure
roll, against the DV. If the result of the roll is below the DV then the test occurred (usually causes a negative or otherwise unpredictable outcome to
failed. If scored above, then the test is a success. When rolling challenge occur).
dice, add Attribute + Skill + other modifiers.
Grid Combat
Challenge Dice Variants This system was designed with the idea of using miniatures on a square or
The Standard Challenge Die (D#) is a 1d10, but the D# usually vary from 1d3 Hex grid. The measurement of each Square (S) is 1.5 meters.
up to 1d60. Any Dice-Rank above 5 (d10) is considered powerful. Dice Rank
of 12 (d60) is at a level WAY BEYOND most creatures and is considered at Values in Fractions
the highest possible Potency of the game. Fractions are often kept in the total calculation, or if there are two (or more)
traits that have fractions then the fractions can be added to produce an
Ratings additional +1. If a trait requires to be rounded up or down, it will be noted in
Ratings are Expressed as #. All Skills, Aspects and Attributes have # noted. the description. It’s possible to have an Attribute or Attribute related traits
The # are the Ratings that modify a Test. If the total Ratings exceed the DV of have fractions included.
the test, then the task can be made with an automatic success. (this may
also apply to combat test; if applicable). DV (Difficulty Value)
This is a none-contested difficulty rating, that
Combined Effort must be beaten to succeed in a test. DV is
Add All Ratings (#) of all relevant Traits together to form the total modifier to used for tests that are unopposed by a DV Difficulty
a Test. The Character rolls the relevant Attribute to see if the desired task creature, object or any other task (for 0 Automatic
succeeds or not (matching or beating the DV of the test). example, an investigation). The listed DV on 1 Very Easy
the chart is measured with a D# of 5 (d10). 2 Easy
Dice DV are usually equal to anybody attempting 4 Standard
When a Trait only notes the Name of the Attribute, it pertains to to accomplish a task, thus higher or lower 6 Challenging
The Dice Rank + # (modified by Exponent). scores are measure of difficulty to succeed in 8 Difficult
When D# is used as a reference, it pertains to the size of the Dice. the targeted task. The listed DV chart is an 10+ Very Difficult
When a Traits has Two Dice, it multiplies Dice Rank, and also Double D# abstraction and is an example of possible 20+ Nearly Impossible
(whenever necessary). difficulties. The DV can exceed the 20 DV
mark, depending on the decision of the GM’s
Grazing Damage judgement on how difficult a test can be.
If the Attacker’s and Defender’s result is a tie, damage delt is halved
(rounded down). It is possible to not cause damage as the result, yet there
is still some effect on the body of the Target of the attack (GM’s Discretion).
1
Character Creation
Baselines
• Average Humans (baselines) have an Attribute limit of 1d10 and Skill/Attribute Limit of 5#
• A baseline is a “real-life” human
Attributes (#)
Baselines (Dice Pool)
Attribute Dice “Ranks” 3 to 5 = 1d6 to 1d10
An Attribute “Rating” (-1# to +5#)
Note: When selecting an attribute to have +#D (number of Dice) the D# (Rank) is reduced by two steps down.
The total Dice Rank cannot be lower than d3… or else the additional +1 dice cannot be added.
Example of D# improvements
1d10 = +Rank
2d6 = +Rank + Rank/2
EXAMPLES
Attributes Example Rank #
Finesse Agility, Balance, Dexterity, Reflexes, Speed Speed & Base Defense Acrobatics
Intellect Logic, Memory Skill Points Skill Test
Perception Alertness, Awareness, Insight, Intuition “Spot Check” Perception Test
Vigor Physical Recovery, Resilience, Stamina, Strength HP HP & Test of Strength
Willpower Self-Explanatory Mental Defense Mental Resistance Test
Wits Creativity, Charisma Initiative Act of Creativity or Persuasion
Base Attributes Experience Points (Xp.) and Creation Points (CP)
#D +1 Experience Points are points acquired through living and surviving threats and overcoming other challenges.
Base D# 1d8
D# +6 Ranks These points are often rewarded for luck and skill.
Base # (Each) -2
Point Pool (#) +15 Creation Points are gained by +1 CP for each 3 Xp.
ADV +1
Creation Points are used to grow and adapt as the player character gains Xp.
Size HP Human Scale CP are used to purchase additional ratings in various selected Traits.
1 +0 Child
2 +1 Short CP Costs on the development Table is the DP cost for each additional +1 to a selected trait.
3 +2 Average
4 +3 Large
Development Table
Power Levels Trait CP Cost
PL Bonus Points Level (+1) 5
1 + 5 CP Exponent +1 5
2 + 10 CP Attribute Dice (2D#) 5
3 + 20 CP
Attribute Rank (D#) Rank
4 + 40 CP
Attribute Rating (+1#) 3
5 + 80 CP
Skill# 1
6 + 120CP
Skill, Specialty 1
7 + 240CP
Feature 2 × Lv.
Feat (+1) 5
2
CHARACTER DEVELOPMENT
Power Development
Some Affix and Aspects have varying costs of CP, listed when the specific Power is selected.
Potential Limitations
The Standard limit for all Traits (for Baselines, and weaker Metas is all traits not being able to exceed 5).
The Five Point limit also would apply to the highest Level of being [Link] 5 point limit is only addressed to
give the GM and the players a reference point of how powerful creatures can get. Higher values can be
allowed Depending on the nature of the game and if the GM permits it.
Gaining XP and DP
• Ultimately the actual number of Xp, Acquired should be relevant to the concept and pace of the game.
It’s advisable to err on the side of giving out less Xp.
• Each player in each Session usually gains +1 to +5 Xp. (GM’s Discretion).
• Additional Xp. Can be acquired during active play (GM’s Discretion).
• Each 3 Xp. Gained is transferred to 1DP.
P. Lv. (Power Level)
• Baseline P. Lv. is 0 Milestone Gains
Additional abilities can be acquired, by reaching a pivotal moment in
• PC Starting P. Lv. is 1
the Adventure. The Character’s gains can be decided by the choices
• Each P. Lv. adds +1# to a selected Attribute of the GM.
• Each P. Lv. grants +5 Points to Allocate to the five resources
• Each P. Lv. add +1# to all possessed Aspects It is important that the GM be fair to their players.
• Qi output is +1 per Lv.
Exponent (Ex.)
The Following modifiers are relevant to a Relevant Attribute that uses an action that relates to the level of Exponent for the act. The exact Attribute
required to do a specific act is decided by the GM. If two or more competing characters have an Exponent above 1 then Exponents are reduced in effect
to the other target with higher Exponent. The limit of Exponent that can be reached is Seven. Specific Exponent on the list maybe selected again for
additional effect, costing 3DP for a single selection of an Exponent effect. None supernatural creatures cannot select Exponent of 1 (baseline).
Exponent Selections
The Exponent rating affects any traits tied to it. No more than 10 traits can be allocated to Exponent.
Exponents tied to a selected an Attribute is the multiplier to the Attribute’s Rating (#) and also is the measure of additional MoS (above two) equal to the
multiplier in additional “MoS steps”.
Exponent Speed Strength HP Attribute Qi Damage DR Range Area Duration # of Targets HR Rec. Test Result
● ×1 ×1 ×1 ×1 ×1 ×1 0 ×1 ×1 ×1 ×1 ×1 ×1 ×1
●● ×2 ×5 ×2 ×2 ×2 ×2 +1 ×2 ×2 ×2 ×2 ×2 ×2 ×2
●●● ×4 × 10 ×3 ×3 ×3 ×3 +2 ×3 ×3 ×3 ×3 ×3 ×3 ×3
●●●● ×6 × 50 ×4 ×4 ×4 ×4 +3 ×4 ×4 ×4 ×4 ×4 ×4 ×4
●●●●● ×8 × 100 ×5 ×5 ×5 ×5 +4 ×5 ×5 ×5 ×5 ×5 ×5 ×5
●●●●●● × 10 × 500 ×6 ×6 ×6 ×6 +5 ×6 ×6 ×6 ×6 ×6 ×6 ×6
●●●●●●● × 12 × 1000 ×7 ×7 ×7 ×7 +6 ×7 ×7 ×7 ×7 ×7 ×7 ×7
Damage Reduction & Damage Divider (DR & DD)
On the Character Sheet PDR, EDR and MDR are noted by # and “Dots”.
The # is the number of damages reduced from an attack
The Dots are the Divider to damage suffered
When calculating damage suffered using this system is Damage Divided (first)
Then the damage is then reduced… essentially having the possibility of damage being reduced down to 0.
3
RESOURCES & PHYSICAL TRAITS
Qi Strength Scale
Qi is the hidden power of potential that all quantifiable existence is The Strength Scale is measured by Athletics + Body/2 (rounded up).
comprised of. Those who cultivate Qi are batteries of pure potential. This When using a feat of maximum Strength, the subject can only move at a
Potential can be used to fuel magical effects and other feats of supernatural speed of up to 1m per AP.
ability. This energy can also be acquired by tapping into Ley Lines, sacrificing
living creatures to gain double the mana from the point of death, or through Rank D# Lift Drag/Push Carry
meditation and self-care. 1 1D3 5kg 10kg 1kg
Base Qi is +1. 2 1D4 10kg 20kg 3kg
3 1D6 15Kg 30kg 5kg
Tac (Stamina Points) 4 1D8 20kg 40kg 10kg
This Trait is the Character’s Tactical awareness and ability to execute 5 1D10 25kg 50kg 20kg
effective combat tactics. Each Point in Tac adds a +1 Tac Point that allows
6 1D12 30kg 60kg 30kg
to be use for a Technique. The Cost of AP and Tac are noted in the
7 1D16 40kg 80kg 40kg
Technique and Maneuvers section(s).
8 1D20 60kg 120kg 60kg
Hit Points 9 1D24 80kg 160kg 80kg
Hit points are the number of points of damage that can be taken before 10 1D30 100kg 200kg 100kg
being incapacitated or even being killed. 11 1D50 150kg 300kg 150kg
12 1D60 200kg 400kg 200kg
Hit Points Values
• Base HP of Size + Vigor Rank + #
• Additional HP (with GM’s Discretion) can be gained by Leveling and/or
Vigour Rating (#) Lift Drag/Push Carry
Additional Feats/Features -1 1kg 5kg 1kg
0 5kg 10kg 5kg
Standard Healing Rate 1 10Kg 20kg 7kg
Baselines and Metas, have a healing Rate of 1 + Lv. HP per day. And cannot 2 25kg 50kg 10kg
recover from Catastrophic damage, unless medically treated (or through 3 50kg 100kg 15kg
supernatural means). Depending on the Type of Catastrophic Damage 4 100kg 150kg 20kg
suffered such damage can be healed (usually leaving a scare) at a rate of 1 5 150kg 200kg 30kg
HP per Week (or slower, GM’s Discretion).
6 200kg 400kg 40kg
7 250kg 500kg 50kg
Hit Points by Location
Instead of rolling for an aimed shoot, the GM narrates the effect of damage 8 300kg 600kg 60kg
based on the amount of damage suffered. The greater the damage the 9 350kg 700kg 70kg
greater the effect of damage explained by the GM. 10 400kg 800kg 80kg
11+ +100kg +200kg +20kg