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Revolution D100

A new RPG from the makers of Stupor Mundi and Merrie England


    In case anyone was wondering how Revolution behaves in a sci-fi and cyberpunk environment, here you have another all-time favourite from the 80s. And I stress that it is the 1987 version, the one and only

    Officer Alex Murphy, "ROBOCOP"

    STR 30 CON 13 DEX 17 INT 14 WIL 18 CHA 9

    Might +4, Toughness 13, Life Points 31, Strike Rank 17

    Skills:  Athletics [Dodge, Roll, Take Cover] 70%, Close Combat [Brawl] 87%, Communication [Insight, Intimidate, Language: English, Detect Truth Stunt] 63%, Drive [Car, Motorcycle] 71%, Knowledge [Law Enforcement, Literacy: English] 73%, Operate [Computer Terminal, Net Infiltration Stunt] 61%, Perception [Search, Infrared Vision Stunt] 62%, Ranged Combat [Pistol, Rifle, AT Weapon, Cybernetic Aim Stunt] 94%, Survival [Detroit Area, Streetwise] 57%.

    Motivations: Part man, part machine, all cop 90%; Longs for lost life and family 50%; Conflict between duty and loyalty to OCP 60%.

    Innate Powers: Cybernetic (does not lose Life Points for fatigue and wounds); Extra Toughness 2; Resist [Radiation, Electricity, Heat/Cold] 2.

    Armour: Bionic body and limbs 16/all; Human Head with helmet 16/1+; no Encumbrance.

    Weapons                       SR         Cost          Damage             Notes
    Fist                                 17           3             1d4+4d2
    Net interface                    17           3             1d3+4d2              Impale (effect)
    9mm automatic                17           3             1d6+3d2              Impale (effect), burst 3 shots



    This is the updated table of contents for Revolution D100. Do not be intimidated by the number of subsections for chapters 4, 5 and 6, the core section is #3 and it contains as much rules materials as the others. I have just specified the number of plug-ins for the crunchy chapters to show everyone what sub-systems will be in the core book. In addition, the “Advanced Design” sections are by no means exhaustive; you will find many more information in future setting books.

    Revolution D100 Table of Contents

    1. Character creation

    2. Skills and Traits

    2a. Character Improvement

    3. Adventuring

    4. Basic Combat

    4a. Advanced Hi-tech Combat

    4b. Advanced Fantasy Combat

    4c. Advanced Vehicular Combat

    4d. Advanced Aerial/Space Combat

    5. Equipment

    5a. Advanced Hi-tech Weapon Design

    5b. Advanced Fantasy Weapons and Armour Design

    5c. Advanced Vehicle Design

    6. Powers

    6a. Divine magic

    6b. Arcane magic

    6c. Psionics

    6d. Alchemy and Weird Science

    6e. Power List

    7. Creatures

    The underlined sections are complete and more or less finalized; the others are undergoing revision for the upcoming release of November 15.


    And now, here is another favourite hero of all times. This is the old Merrie England version, updated for Revolution. For the new, Robyn Hode version you will have to wait for the new Merrie England.

    Robin Hood

    STR 15 CON 16 DEX 18 INT 16 WIL 18 APP 18

    Might +1, Toughness 8, Strike Rank 17, Life Points 34

    Skills: Athletics [Acrobatics, Dodge] 84%, Communication [Etiquette, Insight, Oratory, Noble Status, English Language, Norman Language] 84%, Close Combat [Brawl, Dagger, Shield, Staff, Sword] 93%, Knowledge [Literacy, Sherwood] 62%, Ride [Horse] 76%, Stealth [Hide, Sleight] 84%, Perception [Spot, Track] 84%, Ranged Combat [Bow, Marksmanship Stunt] 126%, Survival [England, Forest] 74%.

    Armour: Leather jerkin, boots and gauntlets 2/2+

    Weapon               SR   Cost     Damage    Par    Rng    Effects
    Broadsword           23     6/3     1d6+1d2    3                    Slash (auto), Impale (advantage)
    Quarterstaff           25     8/2     1d4+2d2    4            
    Long Bow              28    10/-     1d6+2d2             300(L)   Impale (effect)


    We are entering the last ten days and the funding is close to completion. Heartfelt thanks to all subscribers. But it is not done yet: there is still a 10% to fund, and stretch goals to aim for! More illustrations, and the Homeward Multiverse.

    Now more than ever Revolution D100 needs your help and support. The fact that you have become a fan of Revolution is great and gives us hope and Motivation (with a capital M of course), but we also need your help to find more fans. Spread the news, link the Ulule page on social networks, discuss the campaign on forums.

    You already believe that this game will be great, help us make it even greater!


    For today's update we might talk about fatigue and armour and other crunchy details. But I think we have already given you enough food for thought. From now on, I will try and provide you some interesting examples of characters you might want to play in a Revolution game. Let us start with everyone's favourite pulp hero.

    Professor Henry "Indiana" Jones Jr.

    STR 15 CON 18 DEX 19 INT 18 WIL 15 CHA 14

    Might +1, Toughness 9, Life Points 33, Strike Rank 19

    Skills:  Athletics (Climb, Dodge, Jump, Roll, Swim, Take Cover, Whip Stunts] 97%, Close Combat [Brawl, Knife, Whip, Whip Disarm] 84%, Communication [Hindi, Arabic, Greek, Teach] 62%, Drive [Car, Motorcycle] 67%, Knowledge [Ancient History, Archaeology, Written Sanskrit/Latin/Jewish/Greek/Arabic] 96%, Operate [Mechanisms] 67%, Perception [Search] 63%, Pilot [Airplane, Motorboat] 67%, Ranged Combat [Revolver, +2 DEX] 68%, Ride [Camel, Horse, Llama] 63%, Survival [Affluent Resources, Desert, Jungle, Streetwise, +1 CON] 63%.

    Motivations: I'm as good as my father when it comes to knowledge and skill 90%; Don't hate me, baby, but duty calls me elsewhere 40%; Nazis, Commies, no matter the name, I hate all those bastards 54%; In real archaeology, X does not mark the spot 30%.

    Weapon                     Cost       Damage              Notes
    Fist                             2            1d2+1d2
    Whip                           5            1d3+1d2              Entangle
    M1917 .45 revolver       3             1d6+3d2              Impale (effect)


    Today I wish to address a point that people have raised on different forums. D100 is traditionally a system that “does not get in the way” of roleplaying, letting you act freely until combat or some event requiring a skill roll occurs. A sort of freeform play dotted by some rolls the GM requires. Some people have argued that adding a conflict system that regulates the entire development of a sequence (for example debating a case in court, a typical example of a social conflict) will replace the exciting act of roleplaying with dry and boring rules about when to roll the dice and how to interpret them.

    To address this point, I will start with an example, and go on with a description of how the core conflict in Revolution actually promotes roleplaying.

    Some years ago, while playtesting my Mecha book, an episode occurred that showed me how D100 rulesets lacked a structured way of linking consecutive rolls to form a thrilling sequence that left players holding their breaths, with cliffhangers and just-in-time resolutions of dire situations. At a given point in the game, a player who had a techno-geek character wished to find information about a secret society over the Internet. We were playing in the Code Geass universe, an imaginary modern day Japan occupied by evil British invaders who rule the land with an iron fist. In this context, netrunning might be a very dangerous activity, as the cyberspace of an occupied country is supposed to be heavily guarded.

    Thus the player made her first Nethacking roll. I ruled that this meant she found a clue to the place in the cyberspace where the information was stored: giving everything away with one single roll seemed excessive to me. At that point, I realized that I lacked any in-game tools to represent the two important actions that were going on:

    • the player trying to get closer and closer to the information required, and
    • the British cyber-police becoming aware of the illegal net activity and locating the cybercafé she was operating from.

    I had an incredibly exciting situation at hand, one that pumps streams of adrenaline in the viewer’s blood when you see it on the big screen, and the only way the rules let me handle it was calling for more rounds of arbitrary Nethacking rolls and interpreting the results as they came. There was no way the player could be really in control of the situation – as an experienced netrunner should be in such a case – because everything depended heavily on GM fiat. There was only one real option for the player: watching the GM describe the action and making rolls when he called for them, never knowing whether that roll could only have a trivial result or could end the scene in triumph or disaster. This neutralized all potential cliffhangers, and the player had no way she could really impose her will on the situation.

    At that moment I realized that having scores representing the two core goals (the netrunner getting close to the information required, and the police discovering her) would have provided the real excitement that scene deserved, as the player watched her goal coming close to achievement but at the same time had to keep an eye on the impending danger. However, in order for this approach to be effective you must share its core concepts with the player. This means that you cannot leave it to improvisation and GM fiat: it must be a ruleset that the player can understand and master, too.

    The Revolution core conflict rules, however, do more than just creating one or two numeric variables representing how far you are from your goal. For each round of die rolls, the Narrator has “bonuses” to add to the opposition rolls, and he has to justify their existence with significant in-game events. In a word, the GM must spice up the description with extra obstacles instead of just rolling. The player, on the other hand, has to find a way to compensate these obstacles by applying bonuses of his or her own, and the rules require that he or she describe how this is possible, leveraging an existing Trait or making up an exciting description of what he or she is attempting. Each round you must introduce and describe a different set of events, or else there will be no bonuses for the players.

    As you can see, this does not replace roleplaying at all: it promotes it, and makes it the basis of your success in the conflict.


    Character creation in Revolution is simpler than in most D100 rulesets. There are fewer point pools to distribute: while you still have some choice in where you put percentiles, gone are the days of spending hours carefully deciding where to allocate points. The limited number of skills and the nature of traits facilitates character creation while allowing you to obtain a good competence level for starting characters – around 70% for their most important skill(s). As is traditional for a D100 game, the culture from which your character comes and the profession he or she has practiced before the start of the game have a heavy influence on his or her skills and abilities.

    Let us try building a human adventuress – Frida the Viking warrior – as an example.

    First, we assign the standard values 17, 15, 13, 12, 10, 8 to Frida’s characteristics as we see fit; we could have rolled her but we have a concept in mind so we go with deliberate assignment of her stats. The result is STR 13, CON 15, DEX 17, INT 10, WIL 12, CHA 8. Frida’s low CHA means she cannot attract the attention of young lads in her village like her female friends, but since she wants to be a warrior herself she does not care much about this problem. And indeed her other characteristics make her an exceptional fighter.

    Let us calculate Frida’s Attributes: she has +1 Might from her STR of 13, Toughness 8 because both STR and CON give them a +1 to her basic 6. In Basic Combat she has 16 Action Points (average of DEX and CON), in Advanced Combat she has 27 Life Points (CON + WIL) and 15 Melee Strike Rank (average of DEX and STR).

    We could now calculate her basic skills by adding up the characteristics marked on the character sheet, but we will do this while adding the Traits for her basic culture. In Revolution, belonging to a culture does not give you a bonus to skills but just some traits: you know the basic facts about the subject, but have no extra training.

    Here is the trait list for a Barbarian culture as described in the core rulebook: Athletics [Brawn] or Ride [Mount], Close Combat [Brawl, Axe, Hammer, Mace, Sling or Spear], Communication [Clan Language], Knowledge [Home Region], Knowledge [Religion/Folklore]. By picking one of the available options or putting in the actual name of the region or culture, and then calculating the base percentile for the relevant skill, we determine that Frida has: Close Combat [Spear] 60, Communication [Norse] 50, Knowledge [Scandinavia, Viking Religion/Folklore] 54, Ride [Horse] 55. In order to start defining Frida’s personality we also pick one of the suggested Motivations for barbarians, Love Freedom and Independence. It fits the personality of a girl who prefers going Viking to getting married.

    We have determined that Frida wants to be a weaponthane, so she give her the profession of warrior. Professions, unlike cultures, provide skill percentile increases and not only Traits. For warriors, the skill improvements are Close Combat +10%, Ranged Combat +10%, and 5% more to one of the latter or to Ride, player's choice. The Traits gained are instead: Dodge, Brawl, pick three among 1H Axe, 1H Flail, 1H Hammer, 1H Sword, 2H Axe, 2H Flail, 2H Hammer, 2H Sword, Bow, Crossbow, Dagger, Polearm, Shield, and three among Craft [Armourer, Weaponsmith], Stealth [Camouflage], Ride [Mount], Communication [Streetwise]. After adding the percentiles and picking the options we have the following additions to Frida’s skills: Athletics [Dodge] 62, Close Combat [Brawl, Spear, 1H Sword, Shield] 70, Craft [Armourer, Weaponsmith], Ranged Combat [Bow] 74, Ride [Horse] 60, Stealth [Camouflage] 59. We need not pick a Motivation among those suggested as we have already chosen one among those provided for the culture, but “Become a hero of great renown” fits Frida’s concept so we decide to personalize it into “Prove that even a woman can become a hero of great renown”.

    Finally, we can take the value of one characteristic (we pick the highest, DEX) and split it among skills which have it among its base characteristics (we choose to add 10 to Close Combat and 7 to Ranged Combat), and add two more Traits, with a limit of only one combat trait. We choose Dual Wield (a weapon stunt that the Narrator has allowed to pick) and Pilot [Boat], a perfect fit for a Viking warrior. The resulting skills/traits are then:

    Athletics [Dodge] 62, Close Combat [Brawl, Spear, 1H Sword, Shield, Dual Wield] 80, Communication [Norse] 50, Knowledge [Scandinavia, Viking Religion] 54, Pilot [Boat] 59, Ranged Combat [Bow] 83, Ride [Horse] 60.

    Now Frida really looks like a competent warrior, on par with most men. We decide that Frida is not wealthy so we give her the Status/Wealth Trait “Average” and equip her with a bow, a sword and a standard “Hauberk and helm” armour. She has also a knife, but not being trained in knife fighting she uses it at her raw Close Combat skill of 50 in case of necessity. We have just to assign her a third Motivation and split 60 points among the three, and she is ready to go adventuring.

    Here is Frida’s character sheet.