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Simply Roleplaying!™ to Active Exploits Conversion
Notes for converting characters from Simply Roleplaying!
Contributor: Precis Intermedia @Created: Aug 23, 2004Modified: Jan 16, 2019System: Active Exploits Diceless

The following information should assist in moving characters from Simply Roleplaying!™ to Active Exploits Diceless Roleplaying.

Abilities
Stats in Simply Roleplaying! must be converted to abilities. First determine which stat(s) corresponds to which ability. First determine the abilities to which stats correspond. If one is listed as non-existent, use your best judgement.

AE Ability Simply Roleplaying! Stat 
fitness average of strength and coordination 
awareness intitiative bonus* 
creativity non-existent 
reasoning intellect 
influence presence** 
special abilities most likely non-existent 

* See the Initiative Bonus Table below.
** Use your best judgement with this ability.


Some flairs may also be applied at the director’s discretion.

AE Flair Simply Roleplaying! Stat 
fitness: muscle strength 
fitness: dexterity coordination 
fitness: agility coordination 
fitness: flexibility flexible* 
awareness acute/impaired sense* 
influence: appearance appearance* 
reasoning: memory photographic memory* 

* Use your best judgement when characters possess the indicated Simply Roleplaying! abilities/disabilities.

Next, consult the table below to determine the relevant ratings for each ability. The Discipline aspect is determined by the health stat.

Simply Roleplaying! Rating Ability Special Ability Aspect 
0-2 -1 0 0 
3-4 0 0 1 
5-6 +1 +1 2 
7-8 +1 +2 3 
9-10 +2 +2 4 
11-15 +3 +3 5 
16-20 +4 +4 6 
21+ +5 +5 6 



Initiative Bonus AE Awareness Rating 
1-2 0 
3 +1 
4 +2 


Skills
Skill descriptions can either remain the same or be consolidated into skills from the AE core rules. Consult the table below to determine skill ratings.

Simply Roleplaying! Rating AE Rating 
none unskilled 
familiar novice 
capable proficient 
professional/expert expert 


Principles and Convictions
Simply Roleplaying!’s abilities and disabilities can be converted to AE’s principles or convictions. Simply consult the table below. Conviction ratings will need to be improvised by the director.

Simply Roleplaying! Ability/Disability AE Principle AE Conviction 
eccentricity faults any 
fear faults fears 
secret faults fears, values, or beliefs 


Gimmicks
Some of Simply Roleplaying!’s abilities and disabilities can also be converted to AE’s gimmicks. Consult the table below.

Simply Roleplaying! Ability/Disability AE Gimmick 
acute sense of direction internal compass 
ear for language multilingual 
wealth/massive wealth wealth 
resistance/immunity to aging longevity* 
sponsor connections 
enemy enemies 
regeneration regeneration* 
allergy vulnerability 


* See The Shaded Veil.

PlainLabel Game System™ and Simply Roleplaying!™ are trademarks of MicroTactix Inc and are used with permission. Portions of Simply Roleplaying!™ and other core rulebooks of the PlainLabel Game System Copyright 2002 MicroTactix Inc. More information at http://www.microtactix.com/plainlabel

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