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Revolution D100

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

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    Today's update is about one of the favourite subjects of the average D100 player: customization, that is tailoring the rules to suit one's needs and tastes.


    Many, probably most roleplayers love to tinker with the rules of the game they play, sometimes rebuilding it from the ground, other times just adjusting some details that produce in-game results that the group finds bizarre. 

    Most multi-genre roleplaying games originate from the generalization of a system designed for a specific setting or genre, and thus may have a "sweet spot" in that particular genre. But this does not mean that a generic system cannot support different genres with equal efficiency. For instance, the original game that fathered all D100-based ruleset was tied to a gritty, bronze age fantasy world. Yet its most popular and successful derivative implementation is a modern horror game. Flexibility and modularity are the key factor in this department.

    The toolkit approach to designing a ruleset implies that the rules contain a wide array of gauges and switches devised to allow the players to choose beforehand among several options, with the rules suggesting which configuration and plug-in is the best for the particular kind of game the group has in mind.

    An example of how choosing a rules option might be important for setting the mood of a game is the decision, quite common with D100 rulesets, of whether to use hit locations in combat or not. If your game is about a zombie apocalypse, you can easily figure how having quick rules for blowing up pieces of undead might be extremely appropriate. However, if you are playing a superhero game, describing the position of a wound in detail, or in the most extreme cases handling the loss of a limb, is almost always out of context. And what about a space opera game? Normally you would say that locations are not very useful here, but if I ask you to name a famous sci-fi franchise where the protagonists get their hands cut off every other movie, you might suddenly realise that there are contexts where they might be more than appropriate.

    This example can easily show you that there is no quick and easy "right answer" to the question "Should I use this option in my game?".  An inflexible, option-less ruleset that tries to make choices for you might lead to an unsatisfactory game. With a toolkit ruleset, instead, when creating a campaign for a game world that the system does not support natively, the job of the GM is not that of adapting the world to the ruleset, but rather that of tailoring the ruleset to the world; either by following the suggested guidelines, or by trying unexplored paths for the most creative and daring GMs.

    And this is the reason why the so-called "toolkit approach" is so popular with D100 roleplayers.


    While tinkering with the rules is one of the favourite sports of our usual customers, it is also true that some players prefer to have a simple, straightforward set of rules that they can apply without selecting options beforehand. They want to take the game out of its (metaphoric) box and start playing after reading the rules, without any preliminary choice to make. To them, options are an unnecessary complication that hampers their reading and understanding of the rules  of the game.

    Yet Revolution will be a "toolkit" ruleset. How to make it appealing to this kind of players, too? It is quite simple: we will use the "open" part of the rules, the reference implementation (SRD) that we make available for free in electronic format, to provide an "out-of-the-box" version of Revolution, one that does not contain any option but heads straightforward for the explanation of the default rule. In this way people who dislike choosing among options can stick to the SRD, and yet have a useful resource in the commercial edition of the game to handle those rare cases when they need a variation of a rule - a need that this kind of player usually feels only after multiple sessions of play.

    But how can we be sure that the default configuration that we propose in the Revolution D100 SRD is the one best suited to the tastes of players who prefer not to tinker with the rules? Well, in fact we cannot be sure that it will suit everybody's tastes, but by adopting the option configuration that was most popular during playtest we can at least ensure that there is a high chance that the rule default presented in the SRD will please the majority of those players who want to play Revolution "out of the box". And this is exactly what we will do: use the most popular options as the default for the SRD, and leave the description of the other options for the commercial edition of the game.



    Something juicy for today's update! Someone asked us whether the statistics for creatures and characters will be compatible with those of other games. Well, now you can see with your eyes. Some details are missing, but the stat blocks should have a familiar look.

    Here is the general information about two creatures. The information for Advanced Fantasy Combat is included in the creature entries.

    And here are two opponents, in the basic version.

    And in the Advanced Fantasy Combat version.


    Do not forget to share these updates on social networks! We already have a good coverage on forums, but we need other channels to spread the news!

    Skills and Traits

    Revolution uses a mixed approach to skills that hybridizes the classic percentile skill system with a talent-based approach. A limited list of percentile Skill exists, each of which has a base percentile obtained by adding two base Characteristics. Each skill represents proficiency in a broad, general area (e.g. Athletics, Ranged Combat, Stealth…), and base scores for beginning characters are limited, rarely going beyond 50%. Skill proliferation is discouraged, and replaced by Traits that complement skills and add a standard 30% bonus to obtain the final score at which players roll action attempts. Each Trait represents basic competence in a very narrow and specific field, often related to the character’s origin and profession, and has no number attached: it is an all-or-nothing attribute.

    The number of traits a character can possess is limited. Each skill provides “slots” that can host the Traits that the skill uses. The number of slots depends on the character’s current skill score, and on whether the skill is prominent for that character.

    Traits are listed under a specific skill that provides the “slot space” for them, but can be applied to other skills if this makes sense. For instance, assume your character is looking for tracks in the Siberian taiga, and he does not have the Track trait. Normally the character would roll his Perception skill without the 30% standard bonus, usually a very poor chance, but if he has the Taiga trait in the Survival skill he can apply it to Perception, too, thus raising his chance.

    Stunts and Powers

    Not all Traits represent competences and proficiencies in normal activities. Some traits represent the supernatural powers that a fantasy or sci-fi character possesses: Fireball, Telekinesis, Darkvision and so on. In this case the Trait represents both the fact that the character possesses the power, and the percentile at which it uses it – usually calculated by adding it to a skill specified in the power description: Concentration for psionics or magic spells, Perception for magical senses, Athletics for the power of Flight, Close Combat for magical weapon-like appendages, etc.

    Other traits do not represent a simple competence in a specific area, but a particular mundane feat that you can perform by leveraging another trait you have. Such Traits, defined as Stunts, do not normally alter the chance of successful use of a skill, but allow the use of particular techniques. For instance, a samurai who has the Kenjutsu trait might also learn the Iaijutsu techniques in order to attack with his katana directly from its scabbard.

    With this very simple approach, Revolution D100 guarantees that you can describe all the competences appropriate to your game world with a single, streamlined system. Are you fond of detailed combat techniques? Create new stunts. Do you want a magic-rich environment? Go full throttle with powers. The rules will support you in any combinations of the two, and much more.


    It is now time to disclose the proposed table of contents for Revolution D100:

    • 1. Character creation
    • 2. Skills and Traits
    • 3. Adventuring
    • 4. Basic Combat
    • 4a. Advanced Fantasy Combat
    • 5. Equipment
    • 5a. Advanced Weapon and Armour Design
    • 6a. Advanced Vehicle Design
    • 6. Powers
    • 6a. Believer magic
    • 6b. Arcane magic
    • 6c. Psionics
    • 7. Character Improvement
    • 8. Creatures

    If you have read our previous updates carefully, you might have already guessed that the chapters labeled with a letter are "plug-ins" that build on the general concepts provided in the basic system, which is described in the chapter with no letter. New and very detailed plug-ins will be added by supplements and settings - for instance, believer magic will get a more detailed treatment in both Merrie England and Homeward - but those provided in the core book should be enough to run a classic fantasy adventure or dungeon crawl. On the way to publication we hope to add more support for science fiction.

    Going Viral

    A point on a different note now.

    The campaign has reached an important point in its progress and is nearing 50%. Funding proceeds steadily as we explain what will be in the game. The first wave of backers, "the enthusiasts", is already on board or has planned to pledge as soon as finances permit.

    However, for a campaign to be successful it cannot limit its action and its appeal to the most enthusiastic supporters. It must rather leverage their enthusiasm to get other people's attention and persuade them to contribute. In other words, the enthusiasm shown by the first wave of backers must turn into a marketing machine!

    I am therefore asking you, the early birds, to help Alephtar Games going viral on each and every social media about Revolution D100. Here are some simple actions you can take to ensure that Revolution is funded and that as many options as possible are also funded and made available to you.

    • Put a link to the revolution D100 campaign in your signature on the RPG forums you visit regularly. Here is an example taken from the signature of one of our existing backers:
      [url=""]Support the [B]Revolution D100[/B] crowdfunding campaign![/url]
    • Use the Revolution D100 campaign image on Facebook and G+. It is a great fantasy picture, which our cover artist Tiziano Baracchi graciously granted us to represent the campaign before we commission the real cover for the game, so it will definitely add to the attractiveness of your profile.
      Here is the avatar version
      And here is the cover image version.
    • Share the updates that Alephtar Games posts on Revoution D100 on social media. Do not be afraid of annoying people: social media are about exaggeration, if it does not go viral to the point that someone feels "fed up with it" you are not doing it right. And the social network software will wisely choose which of your contacts to show the link to.
    • And above all: talk about Revolution D100 to all your roleplaying loving friends. We are sure that we will end up answering the question "why should I choose Revolution?" for one thousand times. If you send us one friend of yours, that will be 1001 times - but we are still willing to accept the challenge!