Bleyjo's Universal Roleplaying System

A fast, rules‑lite D100 roleplaying system designed for quick, engaging freeform RP combat.


STATS

Each character has three stats: ATK, DEF, and HP.
You have 10 points to allocate to these stats. Each point increases a stat's score by 10. HP starts at 10, ATK and DEF start at 0.


COMBAT FLOW

Combat alternates between teams, the Player team and the NPC team. The GM decides which team goes first.


PLAYER ACTION TURN

Players may choose Attack or Support on their action turn.

ATTACK

Target a valid enemy listed by the GM. Roll D100 + ATK. Compare your score to Damage Check (DC) set by GM:

  • If roll < DC → 1 DMG.

  • If roll ≥ DC → 2 DMG + 1 extra DMG for every 10 points above DC.

  • Roll of 100 → Double total damage.

SUPPORT

Choose 1 of the following:

  • Restore an amount of HP up to your maximum HP, spread across anyone in your team.

  • Roll D100 + HP and add the result to another player's Attack roll this turn.


PLAYER DEFENCE TURN (NPC ATTACK TURN)

Skip this turn in PVP; alternate Action turns instead.

The GM states which NPCs are attacking and who they are hitting. Roll D100 + DEF. Compare your score to the NPC's Attack Power (AP) set by GM:

  • If roll ≥ AP → 0 DMG, or take half the damage (minimum 1) that an ally would have taken, and they take no damage.

  • If roll < AP → 1 DMG + 1 extra DMG for every 10 points below AP.

  • If roll = 1 → Double total damage taken.


PLAYER VS PLAYER

Player teams take turns being the Attacker and the Defender. Defenders roll D100 + DEF to set the DC for attackers. Attackers perform Player Action Turn as normal. Players can amicably work out which team goes first, or have each side roll D100 and start with highest roll first.


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