RPG OpenD6
RPG OpenD6
Judy -...,•ens..on , whilt do you think ' hould we check Th .. of role11 a~ "' :i comhinatlon of interactive
out the flrt first or head to the \'illa~e.,- st Jn tellin~. actrn~ 1rnprov1sa11on. and dice-rolling.
're •u and ,·our friend .. are .,..:ritin~ vour O\m stories.
Chris: 0o I think the .;hip can make it to the hill and
filling them ....it h e..xot 1c locales. mter~tmg characters
Ulen ba<.k to the v1lla'!e:'
ar:d t'\:O<.'dtlvc scene:- . All you nt·t>d ls some paper a
Tim: \1ake a 'h1pu r1gh1 roll . pencil. dice. nnd your 11n11~inn1ion!
Chris: ( R<>ll' wrnt• UK<') l'h-oh. I onl) .-oUt!d a thr~.
Panicip<tth1s 111 a rolt>pl,1ymg game take' a slight
amount of knowledge <tbout how the ~anit:' works. CREATING A CHARACTER
\1ost of tlw tlnw you can rt>I:. on the gamemaster to
1. Make a photocopy of a character sheet.
coach vou throu~h. but it makes life a lot easier ir all
the playC'n know at least the basics. Z. Distribute attr ibut e dice.
The detail'> of the art>as cO\'cred here appear m thl· 3. Select :<:kilts and distribute skill dice.
rtst of the IXlOk (Player,, ~ou don"t na."d to \\Off) 4. Roll for body point" (If applicable).
about t ho:;l' chapters: only the ~amemaster has to kno'' 5. Determine personal Information (name.
the line points.) Once you"ve read thi' ~~t1un you"ll ~pecles, g~nder. height, weight
be anned and ready to lx~ome a part of .1 rolepla~inl.! appearance).
ddventure. The 06 ystem b :iesigned so that you can 6. Choose Ad\'antages and Disadvanta'!es
play in any ~enre (sc 1e1 t ·fiction fanta.•" cyberpunk
7. Record or select special abilities
\ 1ctonan, pulp. horror. et Ct'tera) \\ithout ha\1n~ to
(spell,, psychic po\\ers. et cetera).
C:!dl"r a m:-... 't"t ol rule~ for each one!
1\o'' let's begin your foray into the exciting world 8. Create hackwound and personality.
of roleplayini: j.!ames ... 9. Determine starting money and
purchase equipment
;r
J
CHARAC'fERS
To play t lw game you ·11 n<'ed a character r\ character ATIRIBUTES
1s an aller ego \'.hose pan you assume for the dura· AttributC"s rl'PH'M'nt a charn<:ter's basic ap111udes-
tion of a gmning :.ession Think of it as improvisational hl'r inlum:nt ll'vt'b of .ibilil v in various art:as. from
acting: you know the abilitie<: and personality of your 1>hysical strt•n!olth to !o~kal reasoning Your
C"haracter and vou dec1dl· hov. that character real·tc; ~:imema.;tt>r "111 provide you \\Ith either a character
to the s1tuatlo1ts presentt>d to him. Unlike most lrad1- ternplatt: (a p.utiallv created character that you can
t1onal games, which follov. set procedures for each customize to ust• a~ VC>Ur O\\ n) or a list of attributes
player's turn, roleplayin~ ~ames leaw all options that will be ust><I for his gaml' \\oriel (so you can cre-
open If !>t>llwonc shoots at your chara< ter. lor ex· <Hr a charactt·r Imm scratd1)
ample. you can decidl' to leap out of thl• way. or re--
turn fin•. or catch tht' bullrt in your teeth
£ y:ample: Space Opera Game Attributes
Okay, th,11 last opt ion sounds prell~ outlandish. but Strens..rrh rci.I ~rreri~th md lecel of
\\ hat if your character Ls a superhero? And then again, ph_~-stc(J/ cond1ttontn~
what ii he isn't'' Reflexe' r1•act1on tmte
So. w e need a way to quantify the character's abili· Coord111u11011 uim und halunre
tics-his aptitudes. skills. special power$ (magical,
l'ercc>ptwfl ohwn·a11011 and 'L\·th-s<:n.'e
p<;ych1c • .;upcr). et cetera . The D6 Syste'll represt-nts
Rt'Q,0'1111~ dPducuon und pmblem-,,o/n~
vour character's level of abilitv in eact. area \\ith a
die cod.-. a number of six-sided dice plus a number ol Knou'ie11J.,'<! ec/ucutmn (formul or informal)
-pips - For example. a dil' code ol 30· I mt'ans thrl<t' Characters ht~in \\ ith a t >lal number of dice dic-
s1x-sldt.>cl dice plus one pip (don't worry aoout wha1 tated by tltt' ~.1mcmaster. usudlly three din· per al-
vou do with these dil.' codt.•s for now: we'll cover that t nbute. In our example th<•n .i starlin~ character
a little later in the .;fftion titlfti .lfakm~ Dice Roi/.,). "ould ha"e a totnl of e1~h1t..-en dice (I 'D) \ou dt.'cide
All vou nt~d to knO\\ nl!ht now is that tht• more din· hu\\ thusc dice ::-houlcl be dn·ided among the
and the more pips. the bt•ttt!r the charactrr's exper- ch;iral·tn"s attrlhutt>s If }OU \\ant to create a space
tise in thl' particular aptitude or skill
smu~~ler. for t x.11nplt•. you'll probabl~ concentrate Charactl'rs u..,u;1lly bt•gan with 70 in skill dice. Oi-
your availablt• cl1Cl' on the character's 'trength. Re-- \'1de tht:>sc dkc amom: the skills the character pos-
lie:<~. and Percept ton attributes. the aptitudes most sesses <ll'fult'd by thecharactt·r template or selected
important to srn 1eo1 e \\ 1tt th'1t car~r. lr<Jm the skill list pr<mdl·d b~ tht: gamemaster) JUSt
like attribute.... cxt·ept 1h.1t the number of skiU dice is
£.xamplt: pace Smuggler Characler- 18 added to the b>1sc all ributc For e\'.ample. ,f the char-
Total Dice c.lCtt-r had a Ct.,orciination of 2() I and you spent 1D of
.\ln'n~tli llJ sk~I dKC on blastt'r (a futuristic weapon). he would
Refl1•.xe~ m have a total blaster dh: e<: de of 30-1 20-1 -
Coorrltr1<1twn .!/J
ID-JD •
Pcrc1>ptw11 1/J Example: Space Smuggler Character-7
Reamnuu~ .!/J Total Skill Diet
Kno11 lt•ci11e :!IJ Strl'fl~lh /[)
You miRht h,1v1• 11ntkt•d that none of these die codes R'"''st dumu~w ·II>•:!
have pips 'Al•ll. you rnn break up these dice into R1'fll'w.~ m '!
smaller units (Just lilw you can break ten into ten /Jmls.w m. :! ''"'''"" p1/oring SD
ones) Ead1 die cocll· has three levels of pips: 0. I. CoorrlmC1t11>11 :!J)+ I
ancl 2 Tlw progrl's~lon looks like 11lis: o. +I. +2, ID•O.
8/(1.\/er 3/)+ I
ID·I. ID :!.:m o.:m I ;m.2.:mTo.:m.t.3D·2.4D·O.
et cetera. Sim·t• ,1ny numlwr plus 7ern equals that Pc•ffef>tton //J
number drop tlw ·O pips lea\.·ing us ~;th: -1 •
Wl' t .in Con ;n I WCll'< II ·flJ•:!
•2. ID. ID· I. II»~. :m, :.m.
t et cetera. We can then Rt'l/\Ufl/111.! :!/J
d1vidt• one die (11>) into .;ub-units of three -l's. or a h/UJU fed~~ .![)
·I and a ·'.!. Ju~t remerntx.-r that three pips equals
.\tarport., 3/)
one d1e(ID .:\).(Don't \'\orr~ . it':-. not as complicated
'1S 1t sccrr " )
£xamplt>: Rt>t.is<·d Svacf! Smuggler Charac·
t~r-18 Tot al DiC'<'
.'ilrer1~1/1 1J
Hcfle.xe~ 30·1
C()(m/mutwfl :!O· I
l'c:rnp1wr1 ID
Ht·a~11nm~ 2/J
l\rmu feds.,'<' .!J)
Lets l ht•<:k our rn.uh First we'll add the dice
(4D·3D ,m ••m.:m.20 1iD) and then the pips
(2+1 3 IO)for.it<1t.11oflRO(l7D·ID~ l8D).
Attributl's typic:illy have a lower limit of 20 and an
upper limit or 4D. with :m the average. Special cir-
cumstnnct>s rnn chani.w th ose boundaries- ask your
gamernastt•r about them II you're Interested (or read
the Clwrum•r.. d1aptt•r of the Gamemaster Section)
Still with us'' Good Don't worry. the die code pro-
gression 1s the most d1Hin1ll part of the game. Once
you'vt• ~ol that , l'Vt>r) thing else is simple.
SIHLLS
At this point you' \-e quantif ed the character's basic
aputudcs But what about t t specific areas he has
eithl'r 5tud1cd, prarlll"C<!, or i><"t.'r trained m:' We need
some \\a) 10 ~pn·-.t•nt th~se acquiwd skills.
\\ell. let's think about this for a manUle. Suppose
\OU"' nt vour ch:ir.1ctN to h."l\'e a high level of ex-
p. rt s 111 j)lstol. If he starts off \\Ith a.high aptitude
i• han<K w t·oordinat1on, 1t stands to rt~a:>on then that
praellctn~ th ts particular skill ~111 raise his ability leYel
above that point .
"<>. ,,e'vc estahbhC'd thut the lcvC'I of expertise in
a particular .;kill is baq·d on tht' attribute that gm:-
erns it-1n our t•...:arnpll'. p1stol 1s based on Coordina-
tion.
Time to check the math. \\e spent 2 pips on II t rtCI (•r E?TOW II >OI )
re.mt dama1.w skill . lD on dod!!e ID-I on stars'111J r>i· What nrc h1" p.irC'nl5 like:'
lot1ng. IO on blcNer. ID~l on con. 2 pips on ..earcll.
and 10 on 'tarports. Add up the dice Ho\\ man~ slblmi.:s does he hcive. and "hat are
( ID• ID• IU· W· ID=5D) and the pips Z· 1-1-2=6 =20) the) ltkt•".'
and "e !-,'Cl " tota! of 70 (5D-2D- ID \\hat mor.-• cN'·~ '10t's his ramil~ ascribe to"'
~ote th;it lhl' standard limit on the number Of ,1,:111
d1cf' vou c:m add to am· one sldll for a startinc char- PERSOX.\LITI./PS\"CHOLOG\'
acter is 20. A~ain. the gamemaster may chan~t'. 1his
Dt fine \our t•naractcr :> c 1rrent psvchological state
rt•quirement. but she II tell you if that's the case.
You can also chan~c the number of skll dice by SL..
b~ con;mg up \-ath an"\"~rs to que;tions likt>:
le<.'tint.: \dva11te1ge:- and Disadvantages for your 1.:har- \\hat"" 1lw 010-.111nportant thmg in the character's
actt·r lift•'!
\\'h,11 1:-. his ~o.il m life'.'
CHARAC1'ER POll\"1.'S Wh,11 .irt· hi:-. immt."dwlt' auns'?
What i:-. lib normdl demeanor·,
Characters usually bci.:in play with five Character
Points (unlrss the gamemaster decides otherwisr). Wh.it <lul':-. lac h<11e'1
l'lie rolt• Ch,iracter Po111ts play an the game will bt.. V. llilt <lol's tw likt:'.'
come apµart•nt in the upcoming sections .\.faking Dtc<' Wli.tt w<1:-. hb must t·mbarassmg moment'!
Rolls and I::1•t1'nng Characters. !Joe:- lw h.ivt• anv h.ibits or quirks?
conc<'ntrated vour attribute and skilJ dice on the at- und lundms: baC'k on yuur feet (a spectacular fi:al
tributes and skills that most applied to your 11 htch you u·ere able to accompltsh becau-;e yCJu
chararters hne or ""·ork. !:<'flt'fCJtl!U .\UCh u high total)
Don't worry about "hen you n=d to make a die
roll. your Ramemaster wiU let you know. He'll tell you
to make• a skill or attribute roll and give you a bask Note: The Wild Die applies to every
idea of the lcvt•I of difficulty of the task you are about skill , attribute. or damage roll you
to clttl'mpt For example. if your private detective ever make!
character 1:- tryinf.( to leap out of the way of a bullet.
tlw ganu:~mastt•r will tell you to make a dodge roll. You
th~n fin cl your dod?,e die code on your character tem-
pi.it<' (or shet•t) and roll a number ol six-sided dice
CIIAllAC'J'Ell POINTS
(thP kind you can steal from a Monopoly or Yahtzee Character l'omts comt- in handy when you attempt a
i.iame) equal to the number before the Jetter D If your skill and wmd up ~cnerating a low total. If the failurt'
thc: prlvalt: <.lett'<:live has a dodge skill of 30.1. you ur this at·uon rould s1~ll the death of your character
would roll thn..oe six-sided dice and add them together. or th( failurt. of your overall goal. you may choo~ to
l..ast. you add the number of pips to the total for a <;J>l>nd :1 Charactt>r Po111t to roll another die and add
final .,;alue. ""hich you then tell the gamemastt'r. Tht> th.it to vour total. The s,?amemaster will not tell you
total you ~enerated determines your success or !ail· the dft•cts ol your skill attempt until after you·n~ ei-
urt.' in dod~ing tht' bullet. ther spent your Character Points or decide you·re not
But \\hat if your character doesn·1 ha' e the dod~t! ~oini.: to spend dll} on this attempt (think of it like
skill? Don't wor!J', at doesn"t mean he can·l dodge. It ch~s~ : no mon .s 11al until you take your hand 01!
ju~t mc:.sn~ that he dOt":m·t '1ave an} particular ex- vc:-ur 'J•t."C'c. once vou \:c removed vour hand. YOU can·
1>ert1se 111 that area of the Relle.'les aptitude. lnstc.:ict ~ot c angc your mind ). • ·
he must relr on his basic Reflexes die code to gener. \ote: You can dtcide •o s~od Character Pennis
ate a total. Just rernt!mber. if a character doesn·t have aftl·r ~·ou ve made vour roll (unlike Fate Points-see
a skill, u~t. tht. die code or the attribute under"" hich bl'IO\\) 'tou can spend no more than two Character
th;it sklll lal's Points on d pc1rt1c:ular ~kill attt!mpt.
••••••••••••••••••••••••••••••••••••
J\1TRIB UTE: .\'frlUIU'TE: •
•
••
•
•
•
•
••
• EOl"JP)IE~T:
•
.tITRIBlITE: .\TIIUUliT£: •
•
•
•
• n.trliGROt "~D: - - - - - - - - - -
•
•
•
•
•
•
•
A rrnmt 'TE:
•
,.\TfRJBt n~: •
•
•
••
•
•
•
.tITRIRl1TE: ,\TIUllJl"TE:
: PEllSON.tUn':
•
•
••
••
: OBJECTn'ES:
•
•••••••••••••••••••••••••••••••••
SPECIAL .tBIUTIES •
Fate P o ints - - - - - •• ..\ Qt;OTE:
Character Points •
••
Move - - - - - - -
Bod) Points _ _ _ __ •
CO~NECTIO~
WOl'~O ST.\Tl' S •• \f ITD CD.UUCTERS: _ _
••
..J l Wound
•
..J 2 Wounds •
..J 3 Wounds •
•
=1 4 Wounds •
..J 5 Wounds •
INCREASING \'OUR SIULL cided that :.he should :.pend the Character Points to
buy lhc skill To do :.o. u:.c the same formula for in-
PllOFICIENC\' creas1nR the skill but use the du~ code of the attibute
To n•prcst>nl th1-. ~radu.i. t•arnini.t training, players to dct~rminc its initial cost. for t•xamplt>. if the char·
mav ::;pt:nd Character Points to increase their skiU die acter had a Coordination of 2D· I . it would cost two
codes fo increase a skill by one pip costs a numbc;:r Character Points to get the fo<kp1cktnR skill at 2D~2.
of Chararter Points equal to the skilrs current die
code. For example, 11 )OU v.ant to raise your
ch;iracter·:-; d'~ :.kill from 31>· I to 3D-2. you mw.t GET llE1.\DY 'l'O DAVE 1.,IJN
spc:nd three Character Po1n1s (be(·ause the number Th;1t ':. illl you need to kno'' IO pla~ a 06 !:iystem game.
in front of tht• Dis :n. To incn•<tSl' furthN. from 30-2 Don't worn: if you didn't understand anything ex-
to 40 1the next step in tilt' die code progression) plauwd aho\'e: your f,lamt>mastt>r <:hould be able t o
would cost another thre~ Charartcr Points. To move help you nut durm~ the ~ame .\nd vou don't have to
up to U> I from 40. hov. c\·cr, '' ould cost lour Char· mcmori1e anythin~ .\1ost of tht• information you·n
aclt:r Pomt:.. need durm~ an ad\'enturc appears on the character
\ou may ah;o chOQse to ~l\'e your character ne'' 1cmplatc or' ~t you'll bt'. u ... 111~ .
ddlb. pspec1allr tho"e v. hkh he ma~ ha\'t.> attempted II y ou w.:ir l tc learn more about the game's me-
durmi.: an ad\'cnture \\tlhout prior practice. For ex- chanac:s . or about lht> difft>rt>nt option" beyond the
p l' If vour rharaclt.'r didn' t ha\c the lockp1ckm~ basks h-.tc·d above. refN to the the chapters that
sk I and ~l'I managed to opc•n three locks using onl)' lollm' Othen~ise. put the book down and get ready
her Coordination attributl··s clit' code, you may de- to havt.> some lun!
Tlw f)t) System provides a framework upon which lo ~" \'OU tl'll tlw players that you're going to us<' the
bast• any gl'nre of roleplaying game you want In play· moo;t clt•tailt-d <:ombat options so that every move the
fantasv. space opera. hard science fiction post-holc>- t·har.icll•rs makl' lwcnmes e\1remely important to the
caust t·yberpunk horror or other exotica. Althou~h It outcom~ol the battle. rou·w spent a great deal oftimt·
may sound like 1u.st another generic rules system, 11 and t'ffurt to l(l"l to tlus point you want to sa\'or the
isn't. TI1e 06 '>ystem allows gamemasters to de\"clop mornPnt. not ~t:l 1t o\'er ''ith.
an cnlirl.' Ri!r' s'stem-not game world, ;;ame ~y~tr'm. If you \\ould hke to Ju_o;t start pla~ ing a 06 game
One potential ')roblem ,,.·ith generic rules system,, "ithout ha,·mi.: to crC'ate 'our own svst~m. don't
is that the\ force each w orl to fit into tht> confmc..-. "'-Orr). In Chaptrr Fl~wn y~u If nd a c~mplNt• ~am••
defined b\. the rule; themse ves. rather than all1m- system ;1lrcady dc\·clciped. pws a few character tem-
mg the wtjrld to mold the rules. \\ith Db. you decide plates for your pla)'t'r-;.
how the rules work 1n each world you develrJp or play
1n, with one unlfym~ aspect; all rules are ba-.ed on
the rolling of six-sided dice. l\1UAl1 HOES THE
One example of a D6 game S}stem is The tar Ila"
Rolt'plu.un~ Gume. Each area of the rules ch.iracttr GA~IE~l1\S'I'Ell no?
creation, combat. speciaJ powers. et cetera) \'\orks in 'lbt• i.:anwniaster fulfills man) roles. from referee to
a particular way-but each could work d1ffer('ntl) If ~.1111e world t·realor-and m the case of the D6 Sys-
you Wdflh:d to mc1ke the combat rules more mtra:atc tt•m t•wn g;mw rults dt•s1gner Some GMs maychoosl"
and dt•tailcd, for example. you could swap in one of tCJ pl;1y onlv one or two or these roles. ancl others
tht• t'omhat option packages provided in this book muv d10o~c to play ..ill of them Your level of involve-
or cwn dt:'vclop one of your own. Or what 1f you nwnt and tinw t·x1wnc11turc> remains entirely up to you
wanll•d to use body points rather than wound levels
for damagt:''' No problem. The entire game-and all IUUEt:l'OU
D6 ~amt:'s-are completely cusromizable.
Using t ht• D6 System you can also develop your own \s lhl' i.tamernaster. you set the stage for the players
rul~s from o;c-r1tth You choose the attributes. skills.
\ou tt·ll them about their characters· current sur-
method or combat resolution. magic or special µuwer rounclings lrom tht• time of day to the number and
rules, plus all other areas of game play so that the tcll•ntilit''> or lhc g,rn1cma..,tcr ChdraCters (those char·
nch.•rs not cont r<>llc:d by 1 he players present \\hen·
finishl'd s\stem matches the tone and fee of rnur
~ame world • t'\'t•r a play<'r·.,. t·harac 't:'r undertakes an acti<m you
The 06 ':>y.,.tem abo allows you lo incorporate the Inform her of the results of that action.
vanous opllonc: at any tune. If you play in your ~me To makt• thb part of the job t."asier. you ma~ wish
world for several months and decide you \'\'Ould lil.t• to to use props: maps player handouts. dim light in~ to
sunulatt• the darkne,..,.., of an underground complex.
add the combat speed option. you just tell the plaH·rs
for C'\amplc). mu.-.it (for theatrii:aJ eifect). or an~1hinl.!
and vou'rc read\ to ~o You don·t have to cham:e am·
char'iu:tcr staltsl11:s or otherniSt manipu]ate the !-?·une cl.;c that makt>s scno;e m thl.' ld\'enture.
rule..°"' in <111)' \\d)' You can e\'eu add in option.-. for ii
stn!o(h• t.'n<:ountc-r during an adventure~ For e:-;amplt•,
CUARACTER ACTOR
your group 'IX ncls fivt' ~ame sessions chasing do" 'l Th<• ~amcma ... tt r takes on tre roles of all the
an aliL•n creature that has escaped its confines and has i.:amt•m,1,,ter t'haraclt'rs speaking in their voices wht>n
~n wrt>akini: havoc at every turn. \\hen the charac- tht•y ronvcrst• .ind deciding ho\' they react to the
ters finally reach lht.'creature. you don't want the com- cl1ar.1ctt:r:.' action ... For example. the characters en-
bdt to l:w over ln juM a kw minutes. This :;hould be tht• counter a nwrc·hant trying to unload some illegal
dhm1ct1c, :;low-motion finale to the whole campaiHn ~oocls You mi~ht start ou t by saying (in a scratchy.
\\hhpcrcd "Oil l' "I le), you intcr~:.tcd m some great
merchandii.c:' Have I l(ot a deal for you • ,\s the play-
ers rt~pond in the vrnct> of tlwar charactt>rs. you con-
tinue to play the rolt• of tht' Merchant. If another
gamema:)tcr l'h.tracll.•r arrivt:s sa} a police officer
}Ou assume his role as ''ell, Pf r a)S '13)in~(in a v01ce
different from the ont• )OU use< or the merchant).
"'\\ 1iat's -.:n111 ~ on her ,.
llEFEllEE
As rdt-reevo 1dt•t1dt• what actions .rn.• possible based
on the ph~ sll'.s of tlw ~anw \\Oriel . If one of the char-
acters y.;ants to fire <1 bl<tsh:r through a rnncrete\\-all.
for c.x amplc. you JUcl~t· whNhcr or nut such an ac-
tion could on ur 1>.1sl·<I 011 your knowlc<lge ol the ele-
ment:; involved. Hcikplayinfol 1-1anw:. don't provide you
with an t•ncydnpcclia lull of po-:.;ihle drcumstances
so that vou can look tlwm up w lwncvcr a part icular
situatioi1 dewloµs You <ire instl'itcl called upon to use
your judgment a11d 1magi1wtlon to extrapolate on the
mformauon vou (lfl' i.:1ven .
Abo in vo~ir roh- ,;~ rdcn·\· vou determine the dif-
ficulty of ·th1• ta!o;ks the play1•~s· characters wish to
undt!rtalw. If a rh,1r.11: tt•r "'ant:-. to l'lunb a wall. lor
example. you decide the difficulty number he has to
beat to acn1mphsh that lt•.it If the \\all has no foot-
or hand-holds , vou rr .1'.
'>t I the d1fhcultv at DilftcuH
(l i'). If Instead ·11 ".ts .i br c. i. .s tructure-" ith strong
vines -..mdrng up to the roof. you mi~hl set the diffi-
cuhy at 1-:.'l,~ ( )
(Don' t \\orrv about the numbers or the diff:culty
QUaJiftcr.. for I 'l\\ f 10Sl' \\Ill be t!Xplained later in
the Gamemas•t-r ·t·tion )
\\'OIU.D CREA1'0R
;...., v.orld l·rc:.itor \OU dt.:!>llo:ll and develop the mi- j
lieu m wluch your p171yt.>r<: c haral·krs will adventure. §
You are n•spon-.iblt• lor <ll'tPrmininR t>very aspect of i:
this world. from its physic.-al nature to its politics to -
its populat•t• noc.•s ma~k l"<ist? If it does. is it t reated st ar ling w ith charactc:r s. and moving on to skills.
like a ~cil'nC'l' nr llkt• <1 su1wrst1tlon? \\ ho really con- magic and other µowt •rs systt•ms, ~u1pment, adven-
trols tht' world'! 1\re tlwrc v,1mpircs or cyborgs or d i- tures. c:omhat vt-h1clc c:ombat. and healing and ve-
nosaurs running amok'' Dci KlrC'cops from the planet hicle repair. w ith" sa111plt· game system at t he end o f
Bobe~n con:. t antly takc.- hum.in form and par ade the book. At e.1ch stt•p you lt·.irn lhc opll<ms avail-
around like insane.' monkt•vs? able and ho\\' l'.1C h works. so that vou t•an decide
Of c·ourst'. vou alwavs have thl' option of using an which vou want to ust• for your ~illTH' \\Orld·s rule.<;
established ~:cumi,:. t•ithN lrom a book. a television system.
show, or a mo,·1e ,·nu Ion'. o r from one of West End·s
olher game lint'.:. (hi.e Stur Han for example).
'l'DE D(; SYS'I'E~I
GA)IE DESIGNER
'1 EllPl~l'l'ES
1
(; lll~1l'l I () N
1
'I,1~111,1~1'r1~
CDAilAC'l'Ell INFOIUIA'flON
Species: _ _ _ _ _ _ _ _ _ _ _ _ __ DAMAGE SYSl'EH
.J Wounds #: _
Age Requirements: - - - - - - - - - - .J Body Points F o r m u l a : - - - - - - -
Groups: _ __ _ _ _ _ _ _ _ __ __ ADV1tN'rAGES AXD DISADl' ANTAGES
ATl'RffilJTES ~U SKIU.S
f11l)JI~
SYS'l l~)I
1
'11 I~ )JI•fJ\'11 I~
fMme\~mP . _ _ _ _ _ __ _ _ _ _ _ _ _ _ _ _ _ _ __ _ _ _ _ _ _ _ _ ~
Came Ot:s1~ner: - - - - - - -- -- - - -- - - - - - - - - - - - - - --
Genre. - - - - - - - - - - - -- -- - - - - - - - - - - - - - - - - -
World (l\'t>f\'il'w : - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Technolo~~ Level - - - - - - - - - - - - - - - - - - - - - - - - - - - -
PO\fERS SECTIOS CO)IU.\1' SEfTIOX
TIPE(S) DUUGt S\STUI
...l \1a1.: I(· :J \\ound~ =·_
..J Ps1on1<.· ...J B0<h 1 o t~ formula: _ _ _ _ _ _ __
..J Upt'r ROl \D STRITTl'RE
...l Olh<.•r ...J '-.r1 ltar cous
UlllTAflO~S A UESllUtllO~S .J lnittatl\'e rou"ds
.J C. ontinuous
Ol'TIO~S
.J Hit lrx.-at1on
...J '-pt>ed
.J \\ound Type
lllSCELL.\.~EOUS XOTES
~--~
./
I
DE\TELOl,ING 1\ l,EllSON1\L
CDAllAC'l'Ell CREA'l'ION I Nl~C, ll~IA'f I0 N
'l'E)IPLATE Ho'" would you 111 bout describing ont' of your
fnt•nd,., tn :rnothw'.' You m1i;:ht indicate his gender. hr:.
' nee chilractcrs stand al the center of an) rolepla)ing 1•v1• :ind ha r color. h1" '>a.,,c bod.; form tall shon.
~ame, you start des11:nin~ a game system bydeddmf: thm, H n:tcra). h1., age .1r d ti ie basics ol his person-
on the particular character ability values treni.:th, a lit). Thoul!h )OU think you \'e prO\ided enoug-h in-
Coordination. et cetera personaJ aualit P:<; sr Clt'S, formation about htm, ) our other friend may stilJ h.wc
gender, politkal C1.fhhat10ns and so on and skills :i <•Hnplett•I) diUPrt' nt picture of the person you'\'l'
(dodr;:e, archl'r.'~ cl1em1s/T\ and so forth) that nt't'd to <11tcmptt·d to dc.,~·nbe. So vou might then start add-
be reprt•sentP<l In your game From this information ing other dcfrmn<t fc:uurt>- or qualities until you· ve
plavers can create their O\\ n characters and you can t•ome to ;1 pomt \\hen.• this person cannot be illus-
111vcnt all of the ~amemaster characters (G \IC~). trated any further (of course you could aJ\\a) s dra"
Think of the Character lreation Temp!ak as a model a p1l· tur1• or pr1J\1dc a photo as well).
lor the scnuc11t bcm!o(::. in your game world You're \\. hl'rt clt•s11-1nini.? rolcplayrng game characters. vou
c!'i:>l'llllally dcvdopin~ a dossier with spaces to write Ii.ave tht· opt1rn1 of dt:finirtJ.: lite e:.:.ence of that char·
information about a particular charactt>r-name, :wtcr (all of the ciuahhes and quantities that mak<'
ran'. profloss1on. likes. dislikes. peculiarit1e:.. apti· him up) to .111:i- clt-gn'l' you 1>refer from a sketchy out-
tucles. skills. mystical powers.et cetera-and with the lirw tu a dL•tailc<l charactcr tr<"atment. Remember that
options available for each entry-species ( clfling. as you n•<1ct tht• n•st of the chapter. For example. you
mountain-man. goblin. and so on). gender (ft'mall'. may <ipc1clt• to list a <·haracter's a!.{e as 25. or as twenty-
male, neuter, none). profession (gangster, CIA agent. i~l 1. or 1101 .it 1111. Ju~I 111t1ke ~ure that the Character
arl•n:1 maRl', and so forth) When you create a new C'rc·atio11 fl·mplatc.• contains enough information for
charactt.•r. you 1ust $!<>down the list and till in the ap- pl:ivn-.; to 1·rpatt> thf'ir m"n characters.
propnatc words. numbers. and die codes.
First. make a photocopy of the 06 ystem Charac- SPECIES -~
Strengths:
Weaknesses:
l\t•t.>p a rL>cord of lht'se !(roups for your O\\ n use an,1 \s ment101 t'C Chapter Ont- a I or the skills m 06
PW\"lde pl;iycrs \\'JI ha hst and de.'>cript1on or the OOC'\ ,\..., em game." reh· upon hase attnbutes. .\character
of \\h1ch the\ l:clll become members. >trform any 'kill that lalls under a part1cwar ski I
b) u .. 111g the the code of the attrlbutt itsd1 rur ·x·
ample. C\'Cll though m) nw>tocrat doesn ·1 'l<wt.• an)
,i..:rn dit 1• m dnt.1~>. he can -.till attempt tc !t"ap <•ut ol
~ow ~ou ha\'~ 10 d~ld<' .... hid .. ptituoes you \\Ould the \\Ii\' tusmg hi' Reflexe-. dice. smce thats th~ at·
like the l·har.1cters m your game world lO quant1f\. tribute clod~ tall-.. beneath) It 1ust means rnat he
1 c .. \\ tuch attributes .... ill be assigned die codes that doc.,n"l h.ive an\ partt< ular expertise abo\"f". and tx"-
will <lt>lenmne whether or not a character sunet.'ds yond his b.1-.Jc aptltucle
at a p<!rlll'ular task dur1ri..; an ad\·enture. Char.1( lt>rs normal!) hc~m pla:-; \\ilh a number ol
\ttributes \:an ~pre::.t""nt an) abilil) from ph)"in1l attribute d1l·c t qual to the number of attribute.s timl:!s
'itrt•nl.(th to mental prowess to magical control. You thrL·t· (# of attributes .\ :J # of attribute dice). For
detl·rmitw \.\ hll'h ol thl'Sl' attributes applit•s to vour cxampll . if)< HJrhoos(• sewn attributes for the char·
world. and huw complex you would like your c.:har,1c- .1ctt•rs 111 this pJrttculc.irg<1me\\·orld. lhey\\oulcl each
lcn• to he ~or example. YOL may design a sdence bt•iiin with a tot<il of (7 x 3 21) attnbute clire. These
ftl·t1on u111wrse when.• magic doesn "t exist. and tlwre· C<lll b) split .11110111'( ,1 rl1<1r..ic.:lt-r"s attributes as dt:t«ilt'cl
ton". YOU clc111 t i11duclc ;\1agil as a character alt ril>utt• 111 tlw \ttrlhuh•s StTt111n of Chapter One.
Or \'Ol c·ould l'n•att• a fantasy world in which tlw Till' fnllow111i.: li'il of attributes includes an \ltn-
c•har,11'll'rs will SPl'IHI all or their time· crawlmg n;itt.• \;111ws t•ntry 'ou can opt to use one ol these
throu~h dun~wons ancl IJatthnt: monster4'. In tlm c;1sP namt.·~ H vou think 11 nmre clost>l\ matches tht' tone
'< >U clon't rcallv need am attributes other than Co- .incl It l'I of th<' parlinilclr ~ame \\~orld Ior which you
urcl1nation. ~.ndurance Reflexes. and 'trenqth-tht• .1n• cn·,1ting tlu., gJ.lllt' s~stt-m . Fur example. rather
purely ph~ sll·al aptitudes- since the players \,·on' t than using the 11.1mc K1 o\\J..·dge in ID'.'!- fantasy game.
can• about their ch.1ral'lcrs· ability to chann people ~nu in.ty m.,t<•:id 1·all 11 I mt>
or rl.'member tht> av~ra~ airspeed of an ,\frican swal- II ~uu '\:rnt to in1·orporate the ~ame mechanic ol a
lu\\ (or \\3" tha LLJropean?). particular abiltt\, but don't want lo add another at·
trrbute to your game. ~ou can aJways decree that the
abllll\ h CO\'('rl-cl b\ one of the attributes \'OU·\.·e al-
THE "NO ATTRIBUTES" OPTION rcnd). 'elected For c'amplc. you'' ant to us~ the dm.;-
'lou ran for~,~ u.~ use ol attnbuk.s dJld rnstead create charac· 111g -..kill '' luch fall, ur:dernt-<1t the :\le<-hanics at·
ters \\1th '"Ill diet ode-.. uni\ Treat dll :.kills as if thev had a base tribute. but vou alread,· have :.ewn attributes dnd
attnbutc equ;:il to the :-;pcciC.,, minimum of a particufu character \OU don't v.ant to ha\'c lo add another. So. YOL dL....
(for hum;ms use tht> ..;f;indard 20). Players then select the skill.; c1de that clm.:11~ no\\ fal sunder Reflexes <anattributt.:
l'vt• <1lrc.1<1v recorded on m\' Character Creation Tern·
ltte\ \.\1Sh to increase (folJm,ln~ the normal rules for distribution
Clf star ing skill dice). plate) Chapter four Ibis b~>th the standard attribute
upon wh1d1 a "kill 1-. basl.'d as well as alternate at-
Example: fourlluman barlxman charocJerhas /SD m ~l<lrt· trihutes 11 l."oulcl foll ~neath
mi: .1k1/I dice ><w tlende to apply SD of that to lifting. giun~
htm a total <Jf 7U tn lifting (the buse of 2D plus the SD rOU COUE A'l'TIUBU1'ES
!>pent), ·ID t<J hrawlin)(. gtl'lll!-1 u ffJICl/ of fiD in brawling ( tfte
Wht•11 t' rt.'at 111!( .1 l)(i ~ystem game. begin with the four
bas<• of :JIJ plu.~ llw 1D YOU vx•rtt), and the remain mg 6D to
c:nrt• all rihutl'S ·1hl'Sl' are the aptitudeg required rm
sword. f.!wmg u tot<1/ .;word skill of SD (2D ~ 6D)
tht· romlMt l'lll'OUlllcr~ referred to throughoLJt the
The recommended starling :;kill dice with the -No AttributesM rest of lhL· hook (Ir you plan not to have any baltlt::..
option 1~ I SD lncrca~e or decrease this die code depending on you don't 11Pl'CI t hPo;p abilit1c>s)
the tont: of vour gaml! world . Also. vou may allo\\ players to i~
nore the 20 six:ndtng limit per skill (as done in this example) COORDl~. l TION
You can trl!tll the attributes (Coordination. Reflexes, and so Alternat e '\ames: Aim. Ot>~ieritv
on) as skills since you·11 ne1·d th<:m for certam cases (like Endur· oord1r 1l111t represents a character's ab1l11y to pt.>r·
ance for resisting dama!(e). or you could create specialized skills fc1rm le.its that n ..-quarc manual dextent,i. or hand-e~e
that cover tho!>e areas (li ke the resisl damQRe skill rather than C<><,pcratlon, I e. fine molor skills. '.:)uch tasks include
Endurance). firlnu a bu\\ or gun. p1ckm1? a lock. iiDd thnm int! a
This option \\Ork:i extremely well for dimensiorrhopping, time-- ..,rt I IC:
faring. or !o:enre<ros!'.1ng game~. If a character arrives at a place '\otc.>: I 1 \fcJ1 lfol'.'>, the D{'xtcnty attribure encom-
(or time. or \\hate\'er where a skills e.xists, he can learn It and ' '~'t'" tt •>< rt t lH' a d Refle'.'\es.
lhe pla>er <:'dn add It to tus skill list You don·l have to worry
which attribute the skill falls under. You can therefore pick up EXDIJIL-L~CE
any game and JUSt use the skill names \\.lthout having to spend .\llern ate '\runes: lo11st1t 1tion ~tamma
time determining the attributes that govern each-in fact you F.ndur.111n s .1 measure of a character's bodil..: resiS·
don't have to worry about the attributes used in the game at all. tann., I t'. , h11\\ \H'll h s body stands up to ·.stt;ick
To determine the skill die code of any gamemaster character from \\ hl•tht·r from dlrt>ct injury or more insidious sourct:s
that game, just add use the sklll value listed (e.g. parachuting likt· po1.,u11, tl1H'tl...,t'. or 111<1.gical sickness.
40· l) and treat all other skills (skills that would normally rely on '1ote: In .\tar ~i(1rs. the 'otrcni:,<th attribute encompassc~
an attribute die codt>) as having the minimum species dice. both '>tn•ngth ,111d Fnduran<'<'
Alte rnate '\ames: \~11t1y, B.il-
ance
, Rerlexts ~au~t'" a l'harac:tcr...
qross motor nx1rdmat1or 1 th ...
abih'\ of his m111cl ancl Ins m 1sdC's
to reac:t to a potcnti•ll ti rNI ' a
sudden occurn•ncc. Examplt·-; of
~kilb thdl rc:>h on Rdl<.•xt•s ·ndudt"
dodgini.: an att;it k f1..:htin~ ''Ith a
melee '"capon (.1 sword. a kn1ll'. l.'t
cetera) and balancmi.: on a t1~ht rope.
Note: In Stur iiu~. the l>cxtcritv at-
tribute enrompassl'S both Coordina-
tion dncl Rl'fll•xt·s
S'l 'UENG1'11
Alternate Names: At hlt•t 1cs. Physique
Streng! h n·1>r~Sl'lll:. t1 rhararter's phys I·
cal power-tus ability to lilt heavy oh-
1ects ancl to mlhn d;.1111,u~e wtth a hand-
held weapon ( like ii sword or n knife).
~ote: In "tar ~t(J" tlw "-trt'nglh attrihutP
encompas-;es both ~trl·n~th and Endur-
ance
OPTIONAL A1'TRIBU'fES
In dt>s i:mr ~ a .;,1mc s\stt•1n, you must de--
tenn m· \\htch aptltuclt s other than tht:
core) most afk'<'l pl;1y. II ;.our ~ame \\Orld has
magic. \'ou ma~ "':mt lo include the Ma~ic
attributt• in d1ar.1t lt•r c rc,1tlon. If \OU want the
players to rely on their nv. n kno\,·lcdge--if, for
examplt>, you\·l• -;c•t your q.1mt' m the real world
v.hcrc the plityt·r~ take on ttw roll•s or charac-
ters ~irnilar to themsdve~-you "'on't include
the Knowll'<l!t<' attribute
Choost• thost• .1pt1tudt•s th.11 you v.ould like to
have rt>flc•ctc-d bv die- rnd<.>s 1.e. abilities that re-
quire a die roll 1(1 determine their success or fail-
ure. If. for example. dlilractcrs ln your ganie world
can ust• p:.ionk powc•rs consistently with no po-
tential for lailun•. tht•n don't mdu<le th e Psionic
Power ,lttribull'. just tt•ll the pl.1yers that they have
the abilitv and may usl' il without fail. subject to
whatever otlwr rt•:;tra1nts ynu have imposed (once 1ni: uttrih11te., Criorclinut1011. Endur-
per da\ onl\ during .i full moon, and so forth). <mn• Reflt'H'' .Vri•nRtl1. l\n1111 ledi.:t" J/a~1c. Per-
Example: fou 'n• creaf<•d a game u·nrfd 1ha1 c1•pr1ofl, cmcl recluwlo',{\' fou rl'<'Ord f/1e'e nume:.
combm"' luma., 1 1ntli '<'ll'nt "'fictwn m~1C'fXJU.,_ in the 'fKlC1'" pmt 1dl'1i 11n tile C1wrw ter Crl!ulmn
ercd technolm~· l''(l't' in 'mull quanlllie.,· char- Template
ucten curr.' ""''''-\ aneten1--.tyle u:eapons \ ou WJU deft n111rlt' tht• \lnrtmR uttnhut•• dice
(su~Jrd., k1111 e• and other blude\) and most >011 hate e1~ht attr1but<! u h1cl1 mu multiply by
people hm·e mme uff1111~ for ma~1cal btndt~' tlln•e to ~" I a total of JI/) m ,/artmR dlCe
}(Ju he!WI creut111~ u churarter creation 1em- 'mu ma) opt to include none. some. or all ol the
plu1t• b.1 wft•t fin~ 1/w cori; 'rtr bures Coordina- l1lllO\\ mi.: attrlbuk'
1/on tncJurance, Reflexes ancJ .\fn·:~h .Yexi. -y.·ou
decule to lfl< bu.le• Kriou.led~t \fur;.t·. Pt"rr:ep11on. IXTEU.ECT
and "frchnofo~, fou 'i <! optt•d to ulluu: the pla.' • tjternate 'iam elllgent·e. R\.",1~omn;
,.,... 111 rP/\' on tl1eir ou n mtt'llect und deduction flus .i.ttr I 1'1 t s ire~ the nMthtematical. concep-
ab1l1t1e,, 'und th<? re'/"' tliP utmhute~ don I apply tu, I .11ci ciedurt1\C cap:ib1litles 1>f a character Typi-
/O /ht 1,'Ufll<' U'<>rfd cal -;k lls v.hkh it rould J.:oH•rn include estimation
S" churacter.o. m tl11s game (/ht.\ part1Cular tn· (m(llt a I;. fii.,'tmn!-t nut' .1lm·~). dc.•c1phl.'ring languages.
wmut11m cJf tlw ~Ulllt' ul h•u.,t J ltuL I' tlw follou- or codc.>-br~aklng
Alternate ' amcs: Lore.\\ 1Sdom. ~1ence \lte r nat t- '\ame~ Tcchn ' '!."-
The Knm• lt.'d~e attribute represents a character·-. The T~ ~ 1tlnbute rt ~url'S a character...; npt1-
level of educat o 1 various fields. from "cicntanc tude lor technolrn?1cal L'Q p :er . from computers to
pursuits l1kt• ptl\:sics to philosophical concepts. from eh..'l.·tronk hstemn~ de\ice; to electronic secunt\. as
history and lan~uages to magical lore and planetar) \\ell a!\lhosesk lls that reqwrea combination of l\nowl-
svstcrr_s. \nv lnformauon a character could know m 1.'<I~ and Coordmauon. hke f1N wd and ftJ~'T).
the ganw '" ~rid ('ould fall undernearh rhb aarlhute.
Again. if you're playinq in a uni\·erse where combat
rules the dav and thinking takes a iar second. then Alter nate Namcs: \h•ntt1l Forltt udt> \1ind ;:.par l
youse ain't i.:onna care 'bout Kh-no-hgee (l's hates \ <. iaral lt•r '\\ 1ll1><>wer reprt!sents his abilitv to~ 1rh
dost• silt•nt lt•tters-nm' where·s my big \:Un'.'). ~1;in<1111,•11t.-il .11 .tcks. wht!ther thev come from s1tu-
a11onal pn·ssurt•s hk1..• stress or d.irect assault. like
HA.GJC lllil).:il ,ii or psvd1i1 pht.•11omencl
Alternate Names: Dwt>omercraft. ~lystic1sm, Witd1
craft
Ttw Magil' attribute gau~es a character's affinity for Sl\ll""'tS
tlw ust• of mvsti<'al forces. Most skills based on this l lwptt•r ~our contains a comprehensive. though non-
attribull• ar~ spells. though others do exist for ex· t•xhaustiw list of -;kills and the attributes upon which
am pk. t hl" <1bilit~ lo determine what incantation <1n· lht·v 1.m• b;1:;cd. Ch.1r<Klt'rs bt!gin play with ID ( tht'
otlwr drnrat·tcr is attempting to perform "<'<' Cha1>- li;\1 rn.1y .iltt•r tl11s valm• fnr a parttrnJar game world}.
ll•r' \ix mcl Flevt•n for more information on ma!lk
svstems and their ~ame mechanics.
llECBA,'°"ICAL ~I0\7 E
Alte rnate "liames: \ 1echanics ensory f.xtcns1on. The mo\ e entn· repr1 '...r to; he distance a character
!°>) mbot < Attachment of a certam SJ>t.'C'1 ~, can travel 10 meters e\·ery f1\·c
Mcchamc:s repre ...ents a character"s ability to repair -.econds (011 ·combat round). Humans normally ha-.c
machinen. \·chicles. weapons. armor. androids. and a mo\'C of 10
so on. It can also measure abilitv in skills \\h1d1 rL"-
quire a combination of Reflexes and Kno"A h.·i~t· 1kc
CHAllAC'l'Ell POINTS
shit•ld operation. ndln<;?. and dri,in~ (you r- s rst
lc:-ctrn llo"A to operate the de,ice. but then )11 u~t Ch, ·tt ·~ P<Jints ilVl' two purposes l. to inc:reasc
r;,
rely on quicknl·ss to use the device to its potcnti.11). cit roll' and 2 to lm·rC'a"e character skill di~ code's
as m1·ntio11ecl 111 Chapter One) \ormally. charactt>rs
PEllCE.PTIOX lw~111 \.. ith five Charal'll'r Points. but feel free to sP-
Alternate Names: Awart!ness. Cognition. ObsenJtion. l~c·t .umtht·r startmg \"aluc if il would better fit in with
..,('nSl' your ganw worlcl .
~mcllmt's ,1 d1<1racter may have the opportunity to
not kt• s<>mcthing in his surroundings that might pro-
vidt> ;111 important piece of infor mation For t'xarnplt., 141\'l'E t•OIN'l'S
a d1<1r<1('tt•r might spot a bulging pockd on an advt·r· FnlP f>11i11h c·.111 \«i...tlv inlluence an encounter and
sar y. which may indicate the presence of a con<:ealed sh11ulcl t lwrdorP not IX.- distributed casually. The num-
Wt'apon Thr Perception attribute covers such in- hl•r of 1";1tt• 1'0111ts ~·ou ;.u,s1!(11 lo starting characters is
st<ull'c~ as well as those skills that require the ablllty up t11 you (thouj<h ~1v1ng one point is tht' recom·
to r,•ad the emotions or logical reasoning oi another nwmkd :->t.111<1ard)
like bar~nminR. commanding or persuading
CONFIDE~CE \
7
E'l'Ell1\N POIN'fS
Alter nate '\ames: Charm. Presence
\ Pli.'r:m Points han· no impact on game pla) or char-
This attribute rcprest!nts a characters personal ef-
M'tcr ad\'anl'ement \\ hatsoever (refer to Chapter
ft""Ct on others. It includes such slillls ~ oration. ac-t-
Ont'). The~ allo,.. )<>U a.s gamemaster to quickly dt'-
in~. and gmon !-'
tem1inc the overall ability level and expt!rit'llCt' ot a
PS IO~,C POl\~ R chara~tcr. for e..'amplc If one character has 30 \l-t-
cr.. n Pc uni.. .ind nnolht•r has only 15 you can 1mmt~
Alternate '\amcs; t'sych c Abiut~
I 1kl \1,1g1 t '11s attribute applies only in game \\Orlds d1:1lt.'h ''-e that the firs: character ha." partic1pa1ecl
whl·rc tills pht·nomt•non exists. and represt·nts ;i
m more and or harth:r adventurt!S.
,\bn. ~ou can add up the \'eteran Points of all player
d1;ir,ic:ll'rs ;ib1l1ty to\\ 1cld psychic powers from dan-
~n st•nw to pyrott:!chnics to telekinesis :-t.·f:' C'hap-
clwr.1rtns takmg part in an adventure to get a gtx>cl
t<•rs !'-ix and [lt.>ven for more information 01 psionirs. 1dt•a of hm" chlht·ult vou should make the obstaclt•s
the\ mu:-;t oven.:omc ( st>e Chapter !>even for mo rt· in-
form,111011 on .11l1usting adventures based on chara<·-
ll'r t''l>t.•ri1•111.'t• ).
metaboht: rates, therl.'by rl.'clucin~ the character's a t-
tnbute sC'on•s b~ 1 for t•ac:h day she i.:oes without (on
the first dav. an attribute of 11) \•ould fall to 30-2 on
DA~IAGE SYSTE)IS the seconci 1t ''ould fall to 3D· I . and so on). After
one \\L"Ck ( more or lc's at th~ G\l s d1scre11on the
The 06 'wsh'm has l\\o 't.ir <J..aro "'a)s to represent
c.:haroc.:tcr ha-. defeated twr add1l· tu>r 11 :.he ever par-
the amount of d.1111.11.t ·a character can suffer (" ':lt::ther
>akcs of till' furmcrl\ <1dcl1l tlvc a<·t1v11v an the future.
from ph~ sic al assault , ma~1t'al spells, poison e·
cekra) hc!orc d~m~. Chtlll't· the s~stem that must
she has a ;;o ( t-:i on~ mil of ID) chance of becom-
coincidl'5 ,,llh the ri.itur~' ur ~our um,crse (though in~ add1CtL'CI a~am.
this partkular C'ho1< ·· rl'la-... mur•• on personal prefer-
ence than an\ thmi.t l ls1·) \n<I clon t forget to record
0
BlackouL<t (+20): l>unni.? ht~h pressure s1tua11nns this lnfra"ision (-30): ( 'har<1<'ll'r" bom "" ith this enh:mcNI
<. har H tr h.is tcn<lencv to blackout lor st:\ nal mm· ' sJ ac utt-. c. l see into the infrared spectrum,
Ull'S ..., t i.ts no ri.:colleetion of this lost time. In g.unc t I l "l'b\ s ·n.., i.: 111.:at JMltt'rn:.
ter 0 s •charaCtlr blacks 0111 \\hene,er "h• rolls a Lo\\ 5etr-e.--tet'.m (•20): T'l s ·haracter h~ a o\\ c1pm-
I in th \\ 'c' • 'D minutes
k t.-r,eH "I l cons ct 1' I\ berate~ her<>e I, hari>-
Center or Con\en,ation (~ID): This character l1·c s mg ( ri her h in CJ Ml t s
tht: net• 1 ' . l"•I\" >< in the m.ddlt: of t:\l:r) <OJ \Cr· \lanic Oepressi\e (+:JO): This character slips 11110
sat1on ~ml \dl) not. He ah,ays knows exactl\ \\ h.11
llt'l'p. lon!-Hasl 11 c.; dt•press1ons He doesn ·1 Crtrl' about
to sa;.-.1 it st t IMt "s "''Ml hf' think-.
.111v1hing d11n11g thcsP times The player ma~ clt-t'ldl•
Compuhiht· Tt'ndcndcs (+30): \t any 111111 . tla· 1 har· "hl·n the l hu1-.1< ttr foll:. into depression dllcl whl·n
:ictN Ill.I\ dt•< Hit• to do or say som1•thi11g that -<lw ht• t'Xtric:ate" hi1mwll lrom it II the player nt'Vl'r ll'I:;
woulcl 11ot normall\ clo or sa)o under till' rirrum· his rharactt•r lapsc• 11110 1 his sliltt'. th e GM should takt'
stances For 1•x.1111plc. during a \'.Oll\'ers.1t1on with a llll mit1aliv~.
head of ..1.1tc ttw chnr.icter might blurt out ·1nur \ledical Problem (... :m): 1 r 1s character sufft>rs from
"' ft" is much U!.!lit'r than I expected.-
l lment th,11 rcq r· ·s she take medicine l'\'l'r\ l J\
Curse (+30): l"hi-. cha C''Pr e1t hn mhcr l<'d or to treat the lllnes" The player and G..\ I should work
!Jroui:ht upon hcr,cH a ( urst 111e ptm·cr mu-.1 de- together 10 de\(~lop the s(ll>cll1cs ol the problem. tht'
ciac the spec1hc" of tht t:x. ">Ut knQ\\ n cur"'-"" in· appropriate lllt."Clldnc. muJ the ramiUcauom ol fall-
dude uncontrollab c -.hapE'-Changm!-! a \ wlcnt rc:ic- ing to take the medic 1
tiun to :o.•imethmg the charnl~ter IO\ e:-. .ind ronstant \tigra.ine Headachl'S (-20): The character has c1 B
failure at a g1,cn task
( 1-'.! on a roll of ID) <'h<tn<. e per day to suffer t 11.' 111-
Debt(+ I 0 to .-:m. dPpt>nding on the si:te oftht> dt'bt): rt,lentln~ pain t>f a ..e\' .. r<' m1qraine headache In ~ame
1 his ch.1raCll'r c1thrr tnht•nted this debt Jr bnrW\' eel krms. tlw charal ter Tl'Ct•ives a -ID penal!} to ;ill of
a .;uhst.mtial amount of mone)· "h ·has a tim1_· hrml his at:nbutc.., f 'lr lh1.• rl•mainder of that dav.
tor rl'paylng the loan
\1oUon . iC'km-ss ( + I 0): \\ ht·nt>\·er this chara<·tt•r riclt•"i
Ddusion~ o r Gr.mdeur (-1 D) : Thi:' bl:'sl th mg In C\ l r a neatureor. vt I dP. she must make an Endurance
happen to the'' orld That.., hm' character' ''1th th1-. cl1t..'(k a~a111st .in f ...1sy (Ill) difficult) or immt'chatt•I\
DL-;ad'l:antat?c \1C" themsel,·es. ~o one can surpass ~m to shake and' nm1t. ~i\'ing her a - ID penal!~ to
h1 r f)ro'' cs-.-the\ :-houldn't even bother ll\ mg .1 lc.:tlons u dtr ~kt·11 \\hilt> still ridmg.
E.'traordlnar~ Hearing (·20): The construe I ion oft hL-. '\ightmare:. (... ID): \lmosl everv night. this c har.ir-
c~ 1r.1ctcr·~ sour:d n11lectors (ears. u"uall~ ). h." 111· ·r ...uttt•rs lr<•lll horrlbll.' nightmares. usual!) rel<tll'd
creased !11,.. ab1ht) to d1stin~u1sh llet\H'l'll .. m11l.ir to .in unsi.11 islicd issue in his life though not llt'<.:t"'·
sounds. tit •1t•rm1111• 1lw cii n•ctinn of tht· sou n l' ol 1host s;1rih.. As t1 result, t lw character needs 10 hours of
:munds. me! 1m·k up whispers from a cll.;1:111n• sl1•1•J> pt•r cf,\) F.1ilun• to l!el the required amount of
Extraordinary M<'mory (-1 D): This rharact1•r t'.1n r<' n•st n•sults in u lll pt:>nalty to all skill and alt rlbul<.'
cc:JI Ion~ a.io l'\'t•nts or t:'suteric iat ts with t'i1w In rolls for that cl<t~
game ll·rms "he i.:ams ID to an~ Kno~ crli.:l'-l>asl'cl '\oble Birth (· ID): l111s character fell into luxurv-
skrll roll burn nt<>.t \\Call It\ .w rh<ips noble. family. ~he'' antc.<1
fatraordinar~ ight (·20): The !>hape and genetic lor notntn!!. attending the best schools. ordenn!ol wr-
makeup of t s •.:rs C')l'.S enable her to '('C
L •
vanb around. and ha\ n~ C\ t'r~thing she Ot'sm-cl Tl<t
three ttme' n' far a_, a normal memtwr ol her 'Pt'" character b~1n.s pl.1\ "Ith double the amo l.lnt of
ch 11 rt i. \ ~ < ~t lrtin~ characters
C•l'"
t..'lremtl'.\ Competithc (... ID): To this character l'\• '\o •lf<onfidcnce ( • 20): The character ha.'I no con·
....-rvtl in., 1", omp1 l1t1on. She al" d's \\dill:- 111 rnn ll0t'l1<°t' In r lfi '>• f \\ hf•llt'V!:'r he has 10 perform an
the otht:r char<al'ter,, lt t e '>attie. put hcr:-df in more un1)(1rtam t.1sk tmaktnl! an accurate shot. nel!ot1at-
dan~t r 1h.111 a11v11111• t'lsr 'Incl '>lo"h drn.. nth<· 1110..1 111~ '' ith a hosl<1ge. l't n·h'ra). he has a 50 " ( 1-3 on cl
drtn~ '\helm lflt 1 1m dm'n a C'hallu1!!e
roll ol ID) eha1m.> of los nj.l confidence. tr he falls this
roll. he redun:s his ch.mce ol !>Uccess m tht• currt>nl
Fall bad. Plan ( •20): Tt11 ... charactE'r cannot furH tlnn t· ·~· 1.. l \ or b~ 2()
unit 's ..,, 1 I '' dl'\ 1st•< a backup plan for C\ 1·n s!tu.1-
tio11 "he pub herself into This applils tu cvcn"tllln!:l Ob*S>i\'e Tendencies (·20): \\ henever this c hara1·-
lwm comb.it to rcla11.,nsh1ps. tt·r c ·<.. uc.., on a cour'c ul action. she <"0111101 hl'lµ
hut h~l·ome totally locus1_•d on that action. i~noring
Fanatic (+30): This character holds to .a pl11loso1>h1- a. II htr s-. lt'S II ht•r hfl•
1
cal 1( t'al. tht• . . om 1 f which ma) be a -.1•ct •• 1 11n-
t1cm. or a p1•r:-rn "hl· \\Ill aJ\,ays dt'l1•11<l th1s u 1..11. Paranoia (... :JD): f.wryono: wants to destro" this thar-
t'Vl'll tr.icl11 g lll'r lift' ft •r its prest'nal1on.
atlt•r .\t lt•<1.;t. that's what "he believes. Sht> must
constanth· look O\ er her :.houlder check every inch Targeted for .\ssassination (+30): .. omcone has put
of her slcc p1111.: t 1 \ 1ronment. a 1d scrutini1e e\·er~ out d contratl on this d u. cttr s re Tht> assassin
acquaintunl'• "'it tc\·cr kn<m s \\ ,·n her enemies \\ill could be an~one and could strike at am time.
stnk<> llltravision (-30): Beings of man~ sp ·1.: 1t s ha"e been
Pathological Liar (· I 0): tw. character cannot stop born\\ Ith abnormal sight o~ans. l>~W characters
hiins t ( l\1n~ c 'lsi. ! I\. ~o matter ,,·hat the situ- \\llh ultr:t\1s1on ha\ e the ab1ht v to s. ,. 'lto the ultra-
ation. uc 1s 1.:u°mpcllcd to c\,1g~crtttc. f b. and outright "mlet spt.:t:! r ·
lie. Wanted for a Crime (• 20): \nation, ci ty-state. or
Phobia(+ I 0): Thl' <Ill' nxle ot 1 s ) ~dvantage var- culture h.as <I t t t'<I this charal tcr ,1 criminal. The
ie:> dcpendm~ on thdcvd 01 ti 1.: l harncter·s fear (,,;th character mav or nm\ n• •t ha' t~ <·omrmtt<'d the crime
a ma,1m11m of .~n>) \t 1I> tht•<·haract<-r a\.'oids thf' tw has bt>en <:h.1rg('(i \\1th. hut nt'\'Prt h1 f(";, the au-
objt>e! of hi\ lt•.ir as oltt·n <lS 1>>ss1blc. but has no pro~ thontws haH· l>l't.!Ull :heir 't·arch for him.
lem deahn!-: \\ llh 11 ''hut lhl· time comes. At -30. the
chMacttr wlll rwvc•r put himst'll in a situation where
he has 1<> ropt• with llts fl•<ir. It ht· does wind up In l)ll()l~ESSIONS
sui.:h a ~itu<1tio11. lw frl·t·zc:-. c111d rt·main::. unmoving
until lht- obwrt nf hi-: fl';ir .;ub-:ides Fears includc> You mav \\cllll lo prml<k plawrs With a list or pos-
heights. watt•r. rt>rtain tn•aturt'!->. darkness. open sible prnfl'ssions llll'v can dwost from {or a list of
spares. c rnrnpt•d sJ><Kt·s. rn.1g1t. thunder. lightning. careers they rmmol 11$t') hast•d on tht• l'nvironment
and sn on. of vour t.!clllll' world B1•Jow vou'll find an assortment
of ~hanJ<:t~·r rn•t•up.1lion:. hut <"r<'illl' your own as you
Physicall) Impaired (+:JO): Tht• t'haracter suffer" Sl'f' f1l. l\:oh• th.it th<'"'' prof •.. sum-. do not offer any
from .t problt n of th1 hoc!\ Hl' m:w he blind deaf or l!ame lx·nelit. thev .1rt• 111ti•nclccl merelv to \?l\"can idea
mute {or any otht r •1 p urnwnt you can de\1se) for v.hat l~(>e." of skills 'ud1 a char.1cter would most
Poor Memor) (+ ID): ( harnctcrs v.1th this problem ht.t'I\ havt!.
ha\·e trouble rer r> ·r ng. In game terms whene\'er "k I'" \\Tlttcn ''lthln greatcr·thanancl less-than signs
the character Im' to rl't all c111 lrn1x1n 11 •• p:cxe of in- rc.p ,;ent a ~1.:nenc t" pc of""'"" h1l"h ::.hould be sub-
formation, her chnnces of dom~ :.o drop by 2D (for stitute-cl \'1th an actual "kill
an} t\.nm• leclgt>-tm.... ecl 'kill roll) Exampfr: \ d1uratlr.!r l1t' f fe."ron 1/1at
Prcx-m.<;tin.1tion (+ 10): Thi:. f'.har.:ict~r nl.,..n:_1.s puts mc/ud;• language 05 CJ U.<: ' The pla.H!r
e\eQthm~ off f. \t•n \\hen ..nmc:hingcannot wait. ht> dt>Clrlt ' to "'IPCI Ru""m a' ( mc.ufar lun-
st.l' 'et,, 1t .:o until It's too lt1lc. ~uaf.!C h1' character k11ou ' llt> could have JU't a.,
u ell prckPd E11~/t~h ·'POnt\ll Japan<'''" or any
Qu.ick Ora"" (-20): Tht• character may dra\• a type of
ot11er /Or!J.!UO~
v.e... >on (S\\or<I. rifle. bl,1-.tcr.•ind so fort m.med1-
atel\, 1.e. 11 does not <'ount a~ an .tl t <1n dunn~ a com- .\I.CHEMIST
..
bat fOUIKI. ~ole that I hi" factor ap11ht'S only to-a single Usual . kill-.: ,..,"' A. 01 It dgt' '1chi>m1cal Concoction
v.~apon typt'. If you 'A:tllt yuur character to be able
lden11fr ."iuf>.\lunce, C<im'o< I 1'111\1111 /clent1fv Poison
to qukl- dr,1.,.. il ""on! .met .i k11if1.:• ht· must take thb
O~anic ·\lclwm}. /nrir}i<lfll< ,\/chen/\: f'lflllt! \fathemat-
fatlor tw11·p (for ·1 t umul~!l\t' -11> penalty!.
1n J11em11Klmu11111'
Relea:.ed Coankt (• ID ): :--onwt1me during this Role: rht• t1ldwmlst s1·rVt·s many purpost•s through-
char:it·h·r s lift• lw w.1" < onvi< tecl of a crime (which out thC' lands Sh<• ('n•at<'S dwrnical compounds used
he may or 11i.1y not haVt• 1·01111lllltl'<I) After servini;i a for ev<•rythi111o1 from food pn•s1·rv.tt1v~s to potions
1all sentl'IH't'. lw w;is n•lt•ased and no~ must battle infused with 111.1).l1tal <.'llilos. to explosive devices.
lhe slllo(llld .1!,!.1111st t':\·<"111\VJ<"IS l'hou!o(h thl:' .1kht•1111st lrequc-nlly plaet~s herself in
\ 1.h
.. nS(' (-20): I h"' d1.1rat•tcr has an innate dan-
dan~er sht 111<1\ rt .1p hu~t· rt•\\tirds from her work.
t:er svnsl I It\ 1wrn·nt (I-:~ un a roll of lD) of the .UU' UAEOU)GIS1'
time an al.mn ~ocs oil 111 hc:.>r head \\hen she comes
w11hln CJ lei' seconds of .1 <filnl.(crous situation. The l 'sual kills: \1 m1111lllR I rdo k. Reud n nte ·Lun-
G\I roll' thb cht.:(·k "ccrctl\ ancJ alerts the player gm ~ , r ""·' ~a l\rw11 IP<ige Chart Constellauon.
V. it I' Slll"C'C"fuJ Heraldn.. c.arroRraph\ lf1,tor.\ <Jf <Area• Hwory of
<.\pec1c:~ 1/1,tor~ of \aT1011u/ll\ l1bran £;,e, CW>-
Skdeton in tht• ClOSC't (·20 or more): Tlus charac- tr:m, of Rl•f,!1011 Pt'<JP <' \stmrmm1cal £tent'. Arch1-
,. a., clcmenb of hi' pa'! th; u~,, no wait ,, '1. t• ldt rill(\ .'fJ<~lt.:' /clent1(1 Pwfll
anyone to unearth lne pla~er should d )Se as~ Ro le: Thl" archn1.'<>log1st bears much m common with
cific "si.cleton· and lie It In\\ 1th the chardcter:. his- I •xplorN though v. lth .i grN1tt•r mtt>rf'-;t m intel-
tor~" i'\o matter \•hat, 111: must nc\cr rc\.'ea. this se- lectual d1sCO\er\ than In treasure rt.•cm·el).
er t ''il > arm to either him or those he 1..iVl:'S
UOD\'GU.\RD
worn Enem~: 1, C'l1<1racter has for -.omc reason
I~ led a~ > < (' per,on or creature ( • l D) or a spe- Usual l..illi.: ol f!(lfHJI, Ul'UflO/l/t'" fi~llllfl!!, Srylt!>.
cie:; (.:~I>) ol l rt•atufl':-. ,ts lwr <hret t ctd\t'(Sdr~ \\'hen· L,_,,, 11, Trip., hsume fd<'r1t11"), llltndfu,:httn!!,
ever he l'<J111cs 111 c1111t.Kt .,.. 1! h sut:h a being. he im· Role: \\l•alth~ 1111rd1.mh or nohlt•" oft1•n hiT<' skilled
mrch:1ll'ly .111.wks mt•rrcn.ir1es "tor 11101t 1·11011 Tht·st~ hodvguards tvpi-
c.tlly pm,.,t-,., -,k b iri at east one \\eapon plus (m
nm ''"orlds !hut have nla~ic) some knm' led~eofthc
arcane arts lsual I.ill~ lden//h .\/ ' u.1~ Ltbran ·". Iden·
llf) ' '' IJ1agno'e \lulu"'? Anatom\ UT!.'<Jnu: H·
C.\RUSB.UlPER \ Ct•llulcu l\riuu l<'d~<· • "'
Ro l e: Corporcaltsh share the awl' of anatomv that
l ual ':>kills: \•1,·uk. ·h~ut"'e;> ldent11) ••-tppraNng C<1n-
-.. role 1g1-.1s po'"e'' Rut. unlil-e thPir count ..m.u '
1m ' ' C.tm l rhun Geo~ruph_\
tOe\ behC\l' m the sancllt\ or all life. re<~arc' ~ss l'f
If,..
Role: ·1 he 'had) t ardsharper '" chea~ anyone out
kingdom da........ or 'f>L"Cle.... ·
:>I .in) thin~ tlwy m1~ht possi:ss. usuall~ throush out-
Corpon:ahsts stud: the r 1-'f-l\(>rkmgs o h\'IO!'.:
right tnrkery or subtle deceit \laO\ ol tht·s1 «>OS
being..... learn mg t11c1r st rens hs as wcl a' t IJeir wectk·
lll\olw s1111ple ~amin~ especial!) \\ith cards ht1Kt'
llt "l'>t':- The\ •I\ t ol:- ii rCJ'OUn:l' to healers pro" 1d1m,
th<' nanw) v. hi le otht.:rs revolve around eliihor;11t•
them w Ith detailed dc,criptions oi the knO\~ n eff,•cts
schcml's th.ti rl•quuc large amounts 01 time to com-
plcll'
of Cf'rt.1111 suh ... t;rnn•s on II\ 1ng tissut:'S The
l'orpon•,1hst .tlso clt'\'otes a Jar!{c amount of her limt.:
CARTOGRAPHEB t11 tlw rntl'gorintion of lhl' va~rious sµec1es that rt'·
s11h• througho11t tlw un1verst;>--and some ha\t' evt>n
Usual kills: Clwrt ConMellat1or1. Canoqraphy. An /11
IH'gllll tlll' l l.t:-.i.lfll.llto11 11( lrt:'cttures from bevoml.
lecture. Crt•e1/1t <' 1b1/1f:» ( Drmung) Urban (ie111~ru·
pin
To this l'nd llH'V join ,;t·outing and cxplor~lory
group.; I hat c!Pln• 1111(1 rPi.tions ne\·t>r before st•t>n hv
Roh': nw rarto}:r..tpher has one purpost'--to clr.1\1
hUl1l1llllt\" •
111.ips. Thl'St' 111<1µ ... 'crvc a variety of funclions-11"
floor pl:ins dirt•<"tions to secret caches of tre<1 ... 11rt< DEHOX HUNTER
or :is polit it·.il boundary markers . .\1an~ front it:rsnwn
l s ual ~kill'>: lkopon .\n!!uk. l nluck. Rt'ad II 11tt'
\\ould p:t\' well for such maps. and therdorc, cartoi:-
l.u 1 • lrrf<.Jm1al1<.n Gathenn..; 4.o;/ru/ En·nt<
raphcrs often join t!Xpedit1ons into unknown temtOr)
\1•/ •r/1J11' ltlem1fr \etliercr~oture
Rolt.•· Ttw cll'rnon. hunter abh 1rs demonic creatures
' 1· rcature,; not of thb difi ens1on \\ho threaten to
erao ca't' hf1') and tho-.e '' l• ' " ... d ha,·e dl'ahnt;s
,,,th llH•.,e dark lll'nd... lhl'\ scoek out uet en,ordl\
occurn.:ncc., c1IY> it) s -.e<irt r 1.,, lor lht'ir ..o rec 1n
ho~,, of C\'Cnt uall~ climmatln~ 1t
E\'OC~lTOR
Usual Skills: U!!CJf>Oll>. fol' l\J111u·/edge. Blmdfu,!hlm~
\f1/1tm' foct11' Anune Um•
Role: Lvm'iltors pore over hundreds or spel sin tht•ir
ltlt·11nw,.,, -,dn·tin!o( only thost.• lhat have the power to
t .iu,,l! ~rl··H t·onf1.1~r.ition" or devastation. The~ pt•r-
sunily ttw most volatill' of wi1ards. sometimes cast-
ing t h1•1r grt•atl'sl mai.i1r on a whim They believe lh1•ir
powt•r prl•vcnl:-. lht.'ir unt1mt'ly death. and as i.I re::.ult.
l1.1vc t•arnt•<I rt·putat1ons a:- fearless warriors who can
t"t."ilY t u111 tht• t tdt• of lhlttll• •1 ith the lousing of a sin~t..:
spdl upon thl· t'IWl1l\ S111cccvocators bold powt•r .:is
llw 1>inn:1d1• ol hf P aC'hi1•\.·l:'mt>nl they typicall:. mas-
lt>r Sl'Wrnl \wapon ..... pro\.iding them with anolht•r
tnl•,111i. to :.urprhc tlwir opponents
EXPLOltER
U'>ua l S l..ill:.: llt 1)(1 5u m1rr:in;: Coukmg Fm•
J\rir. ~ l.1~1.•11. Trap' Chart Con<./Pllatmn Cartt>g-
rtipl•\ fir..t Atd \IJLtl!Q(IOfl Pilot <.\ e:;:oef.... Tl!rrum
R •< J.C/1111btt1~
Roi<': Tho'c I cart~ .;ouls ''ho a
.re to becom<.> ex:>lor-
l ,., ., >encl vcar... 111 lhe \\1lderr ~~- e1cher on sea. lane!.
01111.'f star l>) !>lc111:-. or In thrfere1 t d men$ions. Wht:11
the' do rc•n·h , ., .1 ~ < T"as. thev cievote much of
tlw;r tnni.' to hhr.1n rt ..;t·• rch. sea;chmg ior th<" next
1!reat COllUU ,.
llEAl.Ell/APOTDECUIST/DOC'fOU
l s uaJ kllls: f"lf\t \1CI, flt'a/1m~. Anutorm. ltlf.'ruif1 1'111·
\!Ill /JwK""''" \/ulc11.,1 O~cin,1c Alchem:v
Rol e: lh•al1•rs, .1ls11 known a::. apothecrists in sonw
areas ol the \\orld lll·dKatl· thems<' ves to the curing
of \"ar1ou-. malad1t "· from clist>ast•s to lacerations. LsuaJ k ills: a, <1fl II R1 r11/ It me <Language>.
The\ possess an Intimate ~nm' kd~e of anatomv and ·°'Dl'<Jk I <tn.,.tus:e Ch<1rt 0111,,1,•llatmn R1d11~ <Crea-
can""'"'' Imel ''ork ''here, er they travd. - turt. Tcnu111
1xnLTIL\TOR Ro le: On!) t '"" c irmg souls\\ ho risk t t'ir hves on
pt•nlous ext r' • s ;wross thl• untamed wilderness
lsuaJ l.ills: l~eupon . /.l'I• n Rt•ud Wnt <Lan ma;. call then Sl ' ·s true outndHs. I hl'se loners of-
!:Ua,,. 'I' J l.a11~ua~es A"umP /dentin· .'>l>ct ter man~ m\alual>le scnice,.; to th~ people ol the ands
K.nnu letlg(' f//<JUl'/t(' cu,tt nl\ " ' < Re~wn. Pet pie ancluclnu.: mi:ss.1~e ,, cl ,.mall obic<·t dcli\'CT~.
Fore" nwu/11(\
Role: Tlw mhltr JI< r 1s tht· abilitvtoassume the iden- PEUFOR~IEU
llt" nI any pcrsc n '-I t' oil en hnds '' ork as a ~PY or as LsuaJ kills: .\m•1Jk Jui...f!.flllt.: Anunal Trainm~. Theat-
double lor ,1 nob It 1111111 rat ors u:;uallv can talk their
no /tlu.,11n \fui:u
v.ay into ,111vth111~. l rom tlw c:onliden~c of the king lo Rol e: rtwugh perlornwrs rornt• 111 many types. they
lhe ~<'cn•t 1111ctnchamtwr of a wt>althy merchant. all have rnw go.ii-to l'Jllt•rt,1in ,1nv \\ho care to watch.
IN\'ES'flGA'fOR Tht:v tr;m:I till' land t•arn1ng a i1v1ng through their
efforts
Usual kills: l~h1p1111 . m•apm1/p,s Fighting Style >,
Sneak. l.1.~cen. f'fllll< 11, •h\UllW Identity, /11formarwn PltO'f
Gatlwrm,.:. Cortl<lt /,, Tailing '/'rack1ng. Scaling Urban Usual kills: HCJ/w1n• C'llart Ctm~tella11on, Cartogra-
Cenqrar/11. Crm11nolnR1· • p/11· .\uc 1'.[CJllOn. !'1/<>f I <'·'·'c I . Trml<• R11t1lt':t Tt'rruin
Rol e: Thl' ht\'t•st1~.1tor. unlikt• tht. shl'ri(f works for (.WUJ
pn-.att•ritlll'lls in ncl·d t)f a number of st.rv1ces. From Ro le: l'o .;c<·ure a .;:if1· jourrwy. p1lors '-Pf'Tid a S?Teat
tracking to spying to the solving of m\steries these dt>al of tnnt• mapping out t lw1r intended routes. Skills
lndl\'lclu<1ls tai.e ,1<1v;u11,1ge ul \ .1rlow: r ..~ources. in- m navigation and cnrto~raphv ,,, ''ell as Imo\\ edge
dudm!: sh.ul~ t.011t.1t ts ,1nd fncnd" m h gh place:;. of t c onstell.itions unprm I' their chance.; ol suc-
J(~IGllT cess m ht:.-.c endeavors The pllCJt may cho •se "hich
' • •f the ,c.,sd-,t."<ifann~. ice.farm~ sky-farins.
l'sual ~ill<;:
< l\1 tJ/Xlll Jleraldr. Ride <Creature> !>pace-fanng. or 11111<.'-fctnng
'I r • tic' \/tl1111n Command ·
Role: The lm1ght belongs II> a ~roup of people who S.\UOTEt "R
<J he ~.m c ol>jct I \cs. mumb. or code. Typically. L.Sllal kill- .:"' ak. l.J\1111 I nloel< Truf>\ .\."uMe Iden-
&n) 1"m~ht .... ho bctra\'~ th~ code oi her order will //(' \ t· 1 1, / Concoc11on f.ngmeerir.. xc. ng. ite-
endure har-.h pun1.;hnwnt-from dishonor to t::ille to liu1 ' Pit rmodv11<11111c ~
death. ~lam t'01hicler l·aughts nt>atures of noble 0
.. ....-
Thi~ chapter <'ontam<: a li,.;t of ~kills u<:ahle in a vari-
elv or l!t'nrcs \s \\ 1lh f:.'\"t'n.1hlng els<: In the 06 -, :;..
C1\l.1l..INCJ l~Oll Sli.ILIJ
tein. this cat,1)0J: ,:1vcs you a starting l>Oint create llOltS
new skills as the m't·d :mses. and alter cxistmg skilb
to suit ~our !-(cum.: \.\oriel \\ hcnevcr a player\\, nts her rharartcr to do some-
Record till' sl\tlls ~ou '' ish to u~t· fur i.l particular tl11ng. )OU rnust ckuc!c '' hethcr or 1101 to l'all for a
game world bcrlt'alh their appropnaw attributes on "kill roll. Just u"c vour common sense. If a ft'at has a
!ht> Chararln t'rt•<1tion TrmplC1tP (11vn1 don't havt> chall('f? of failurt>. ,1sk t ht• playt>r to makt• a roll . he
enough room. vou ma\ want lo'' rite them on a sepa- then s1mp.v roll' her rl1te (after takmi.: Into account
rate piece of paper any modifier.... like 'pent Fate Points or target range
;'\ote t di ... on.c sk, b m tall under different at- and tells you the total 'he ~eneratcd for that skill at-
tnbut~ '- 1 l·c the ''~tt>m allo,,s \OU to sde<."l tempt from thl.'rc. )u't folio\\ the simple rule higher
\\h1ch attr· l>utcs '"'>'"'" I l vour ~amc "orld, vou rnav '"better
\\'1lnl to t't' .i -.t..lll tlt,11 j, ha,<>ct on .in ,11trib.1ie you·~.
not usm~. To allt•\'1C1tt• this probll•m. som1: entries con-
tain several poss1bl •attributes Just ·1se the one that
llldkt-s the ntosl M'11st• II you find a sl..111 t at ''ould ht .ll feat ma rolcp!<1~ 111c: ~ame ha' .i1 'soclated dif-
!x>ncr bcnt>ath .in .mrloutc not listed 1111ts t:' tr). U1en f1rult) number-the \'lllue the player mu:.t roll equal
b) all mt·ans put ii .,.. here you thmk 11 hdn'lg:.. Don I to or 111\?her than to ...ucreed m that allempt. To de-
feel obhqatcd lo blmdly ;1ncp1 \\hat )<•u find here. tt>rrmne the Ulffk Uh) of a slo.111 attl'mpt. ~OU l."an refer
No mfle\1bll• ~aml' '>vstem can fit cverv conceivable to tht.• 1•xamµlc~ g1v1•n lwm•ath the skill or you can
~ame world so iii orlt' point or another you·re going makc ont> up on t ht• flv
to have to rlclJU:il llK• infor111at1011 prov1clt'U. ...,ome tasks do not rt•q111 rr a skill roll. and therefo re
clo not han• a diffirnltv numbC'r. This includes C' \'erv-
t hin!-l from talkm~ an cl \\ alkini? to eat Ing and sleeP.
Ing. "<>metimcs l'Vl'fl thcst• tasks t:an rl'qulrt' a diffi·
Some skills Ml br;1( k1:tt:d by lcs:Hh.m and greater· cult\· ho" ever. Fnr C'.l:,1mplc. a character may want
than si~n" ( ~ ). Thi' notation irulic.1tt>" that the sl.:ill to spt•;ik to ;ir111tht>rt 1 r.wtt•r in a lan!{l.J:l~t·ntht>rthan
name hstecl as al'tuall~· a skill t\JW (for example. Ian h s native tonl.!ut "11Kl' that abiht v does not come
gua~>) You must t'hoo:-e a sµenlH skill from this naturally lo him lw must make a skill roll to see
general typt•. l.t'.. don't just \Hilt' <lw1guu~t'> or <mt'· whether or not he stHTl'L'cls
lee 1£eupon on your character shl'Ct. Instead you Dt'lerminmi.: a dllfll'Ult'.> numbl·r 1s simple Just de-
:1hould "rilt.> ·Russ1c111· or ·:;,H>rd • rcspcct1\'cly. cide hm' dill <.'ult \OU think a task 1s from \l r) Easy
You may" 1sh lo r...~•>rd the possIble foci for these to Heroic·. 'ee belo") and then select a number
si..:sll types \\hen you hst them on lhc> Character Cre- \•ithm the a.:.soc1att'<l ran"e.. For e\:ample. a player
atmn Ternplatt!. for example. m a 20th<entury spy character wants to search for a conn•ah·d door ~ ince
~ame you 1111::ht ''rite ·,peuk lam~uu~,. (any cur- \OU feel the door \\Oulcl l>t> ,·en· d1H <·ult to find. vou
rent!~· spoken 1.111gu,1gt'): and ·<mL''''' u ·apon p1s- look up\ er~ L>1lht·ult on t tw chart bclo\\' and see that
1ol, rirlt!. 111<1t h1111·i.:un. i.:rl'nade).· In ,, font:is) garn~.
0
11 IMs <1 range of 21 to 2:> You dt>ddl' on the number
h<1w1:v~r. )OU 111 ~ht \Hilt! -\fX!Uk l<Jn~uu.;e '"Elfin. 2 t then Iell the pla\ d to make his q•urc-h roll tr he
0\\arvish Troll Ci1ant 1sh: and • nw/,>(' u·et1[1tm asks hm' dif11cult lus d1:ir.1rt<'r ti 1 1.:s th< tct~k might
(each ,,·eapon ha.., Its 0\\ n skill. blo\,!lUll. 00\\ cross- Ix>. ~ou c;in tell tum that he tt1 r ks 11 s \'t n difficult.
bcl\\. and so forth):
\eri. ~..as} 1-5 \\'hen n player rolls a I 1e \\ i d r e. y1 u ha\'t"
l::.<.c.\ t>-10 l\Hl 01>tions. ~ou can eit11er trl:'at 1t as a crit1c:al lail-
~1<o<krate 11-15 ure ancl hct\it! somt>thm!o( extrl'lllt'ly bad happen to that
()if lt'Ult 16-:!0 charal 1t•r, or you can 111..stcad tell the pla) er to lee!\ e
\en; U1fficu!t :!1-25 out th•·\\ 1ld Die and th<' hh~hcst die.
Heroic :?6-30 f'l;.1 nple· \llkl' '> d1aractt•r. Secret A~cnt Tomlin.
0
.. BAL.t.XCE
Based O n : Perception. Re-
.. fll'\Cs
Time Required : ~ seconds
Description: This skill ht:lps a
l l1<1r<1cter maintain her bal-
ance.· whether on a tishtropc
or bt•ing tripped by an oppo-
1wnt in combat
BU~DFIGBTING
B as1:d O n : Perct:pt ion Rc-
flcxc.•s
Tim e Required: 5 seconds
Description : A character \..i t h
blindf1~htmg can operate or
battle in dark o r other\\ 1se re-
duct'd-s1ght conditions 1>117·
J"ards bl ndfol ded. and so
lorthJ. (( haractt>r in combat
nur m<1lly suffer a -2D 1>t:nalty
during full darkness condi·
t10ns e Chapter Eight: Cum·
bat for more inlorrnat1un) The
l h,uactcr must mi.Ike a
h/11ulf11~h11ng roll every .'l M~C
onds to con tinue to en10~ the
skills effect.
~·n.,t 1.)(. .iticm d1ml11att• \loderare
of bein~ blindncs~
p••nalt,·
Lo<:atc inanimate Diliicult
OhJe<'h
CAR'l'OGR.\PO\'
Based On: lntt•l it·<'I Pt rcept 111n, { oordmauon
TI.me Rcqulrt:"d : \Mil'"
Descriptio n: T 'w (arto~rup/ly skill allo,.-i, characters
to rt>ad ancl c·n•;11t· maps ol v;1nP11s typt>s. lrom topo-
llraph1<:al lo puhtK·al
Action DifficuJty
Re<1d nwps ;111d ickntafy symbols V<.-ry Easy
Crcatt• snwll M'•lk mnp:-. Ea:;y
Create lei r.1i11 m.ips Moderate
Cn.•alt• worlcl 111,1p" Difficult
Crt>.ih: d1111l·:.ion.1l ",1Mn· 111<1p-. \cry Difficult
Actloo Dlfficut~·
sneakmR character ( usually throu<:h a Perception
roll )
5calt surface with manv
hand- and footholds • \loderate SPIUH <L..\~GUAGE>
!>cak surface\\ 1th lev. Based On: I\ o\\ t<h,l r tt.lkll . Puception
llcmd- and fo<1tltolcl-. Dillicult Time Required. >e1>cncl-. on l~ns,:th of conversation
!Xa1e surfa(·e \~Ith no Description: r l1l character may converse with any
hand- or footholds \cry Difficult other creature \,;ho "r>t•ak~ the o;pecified langauge.
Hi!o'lh levels of prohc1enc\' tn the skill indicate a great
Stop a 1,111 Heroic fluenQ. 111cludin~ arrent . intonation, and connota-
lion. Fa1hnl( ask II check results in some orrr ol nll'··
cornmunintion the cxten• )j whil.:h is determined oft <I \ .. r~ Easy
b\ the amount b\' "'h1ch the character m1s;;e., tlte
Gr a"' land Eas"·
<lifhcult~ · Forest :\\oderate
Action Difficult~ Rain fon.~ ...1 D1f11cult
Dc-•en \ ery Difficult
Convcv and inm.rstand
simple thou,..t ls Easv lnl'rt:a..,I.'. the d1f 1cult\ b\ 1e lt>\d !or each da~
" nee the per-. on or creature \: ss"'1 through tht> area
Conver"" c<.isua ' ''ith
native speaker • :\lodcratc 'fRAJlS
Conwv .ind understand &i.-..·d On: 1'1•rccpl1on Rd exes
c:ornplcx thm11ihts Difficult fiml' Requlr<•d : l»1wncls on romplexit~ of trap
C.1pturc .1lTt•nt. intonation. Ot•scription: The traps "kill represents a charactt•r's
ancl co11not.11 mn of prollt'h·m \ 111 St'tlini.: locating and disabling traps.
11.11 IVl' :-.1wokers
I rap ~t Locate Difficult)'
S\VDDllNG 1 YP<' OirriC'ultj Difficulty Disable
BM('d On: Fnclurancc I'll Vt•ry Fasy Easy Easy
Time Req uired: 5 l>C'rnnds ...lltlrl' r:isv \.1oderate Easy
Description: Tl1osc who dare to tread 111 tht• dl't'p I rip\\ iri: r<1sy Difficult \'er) Easy
,,,\ll'r" of laht!.-. ri.,,ers and oceans must li.t\ l' t he l.ork Ill l'Cllc I )lff1rnlt 01fikult Difficult
.~11'1111t111n~ .~kill or w II ri!c>k drowning
\\all llart \tn· \ery Very
\ctlon Difficulty D1ll;l'U 1 Difficult Dill 1cult
"" m 111 dear. calm \\aler \en _...s~
lillB.lX GEOGR.\PBY
"' 111 in chopp~ water Eas~
Ba~d On· Rno.... ledge. mtc•iL"l:I. Pt'rception
"''° 1 in rough "a\ e.; Moderate
Timl' Rt"quir<-d: ;) seconds
..,,, l dunn" a hea'1 storm Difficult De~criptioo: A character \\hO knm' s urban
"· H. another drm,nmg character \'cry Difficult ~orgrapll) can loc<1tc public transportation. govern-
mental build ng... ancl other -.pedfac structurt'S Pro\\·
THEATRICS c.-... m th1' si..111 nllo\\' ham to na'l.i'.!ate ~id st l'l:-.
~ On. Perception, Presence sub\•U)S. and city »C\'l.Cr sy,tem<:. A su~ces•d 'kill
Time Required: Ot!pends on length of pt>rformancc dwck 111eam that the character can find his ''a\ to
Description: This :;!..,II measures a character\ abilit\ hh cfc,tinatmn 111 h.ilf the nonnal amount of lime and
to fool others into belicvmg he is someone clo;c rhc \11thout ~t·lling lo't. Failure means he t:"ither simply
themnn skill total ~eneraced for a given attt•mpt l~' t.111nol h><:<1tt• hts cle!>tana11on or he becomes utterl~
l'omc:. thl dlffil·ully nt!t!ded for another (.'har11ctcr to Ju..,t
Sl'C throu~h till' pl'rformance (usually a Pt•rn•pt1011 Difficulty
l yJW of Knowledge
roll)
Ct•11t•rk lily l<1youl Very Easy
'l'DEURGY l.on1l 11>11 ol SfH't'ifil' buildings
Based On: l\nowledgc Intellect. piril and o;t rut ll1rt•s Easy
Timt> Required: 5 seconds c;oocl ~llCI had Sl'('(IOllS Moderate
DeS<'ription: Thl" theurgy skill represents a charartcr"'• "1 rt•t'l SUIJ\\cl\' 1141\'l~atlllO Difficult
knowll'tl~,!l' ol ma~lc<tl incantations and item:. "t'\\ t•r 11:1\ 1~.it 1un \'ery D1flicull
AC'tion Difficult~ :\lo<hf~ the difficult~ ba:;ed on the congeskdm."-'s
k.nov. h..'<lt!e of ('ommon spell Ea.-.~ and u ... e o t c1,·1l cng111 rm~ m a particular c11~
Knov.kd~e of uncommon spell :\loderate <\.ESSEI> PILOTIXG
Kno" lcd~e of rare spell D1fikult Ba.wd On: Perceptlo1.
ldl nufy .spell as it I'; ca."t by 11mt.' Requirt.'d: ;; .., !Co cs
another character \er~ Oafftcult Description: \ charac t r ust maKe .. p1/Q1111:!_ roll
ldtmhfy enl·hanted items Herok v.hi'ncH•r h attempt-- to 1ertorm a stunt (se(.' the
"\chide Combat- chapter ). P1lotin!? a vehicle under
TRACIHX6 normal urcum-.tanccs doe-. not require a roll. Types
8a,s(-d Oo: Pt"r<:t..piton of \e.;,els 111cludt> star!'h ps boat~- hovercraft. and
Time Required: 5 ..,t'conds car' trud.....111<1 mntorr) t les ir which case the s ..111
Description: Truck1f!R allows a character to follm' tht• l'an be t.·alled clmini.:).
markin~s ldt by a person or creature. The difficult\'
depends on lhe terrain and the amount of t,nw 11t.11
ha~ P<l'M'<I ... 111ce the quarry madt> it:; tr..1cks.
<WEAPONl.ESS FIGH1'1NG STYf. .E> \\resthn~ h;is <1rh.1•n out of a dcc;irl' l o disable an
oppo11e11t without 1:ausinJ.l too mud1 physical harm
Ba...ed Oo: Rdkxcs Though some have str;1y1•d awa) from this ideal. most
Time Required : 5 wnmcb y, ho pr;iclice wrestling forns on grapplin!-l their ad-
Descriptio n : l l1rl'c st:111dard forms of \\'eaponless versary and phys1c·ally 1nh1b11111g his movt•mt.'ntS.
f1~htmgexist 111 tht• known world m;irtlal arts. \\'rt'S- Br,l\,Jlng. the k·,1st formul,ul." of the thret" Includes
thni:. and hrav. lmg. the 1vp1cal tavt>rn-h\,lht tal't1Cs-from wild haymaker
Martial arts , tht· li~htln,., art <I llw <1r11·1c ts cen- punl:hes tu kid;..<; IMl!<:tt•d at an opporwnt's shins (o r
terson a person's 11m;1tl' ab1ltty to control her muscles otllt'r, more [rag1lt• areas) Most characters that
in :.ud1 d \'\<I\",,, to l 'fl'.tlc ~rt•.it po\n:r in hcr strike:;
dwnse a weapon!Pss fl~htm~ style will usual!} learn
('hilractcr's pru1·t1nm:: a rnarti<ll .irt employ a variety brawlinl.!. the t•asltst of lhl thrt.>t' to mastt•r
oi mo\'t'S , from frontal sl nkes dm>ett•d at lht' solar
plexu' to spinmni?. high kicks to the head
Charactl'rs m•cd equipment to help them survive ;md
suc-ct.>cd in their Hoal!i during adventures. Wnich 1tern,;
J\lltlOll
are available depends entirely on the game" orld. hut \rmor provide" charac-ters with added defense
bt.>low you'll hnd a basic list to Q1ve vou an idea <•f again-.t atta<'ks. The Ot>fense Bonus applies to Endur-
ho\' to create your own. - ance rolls" ht•n rt:s1stmf'l damage see Chapter E.tght.
~combat: for mor nformation)
You 1·.i11 tn·,lt m<.1Hktl.1 ::.pells as static erfects, I.e .. .tll l'ht• s1w1•d of tilt• "P"ll (which can be a negativ~ num-
"P<'lls .1lwavs work l!Xactly the same way no matlt'r ber) Is lht•n .ulclt>d to the total to i:ive a ne"' value. If
the clrcumstanct:'S surrounding the casting Or you the ch.ar<Klt•r suffers damdS.:t' at any point beh,een
wuld allow t·haracters to manipulate incantations on the first valu1• (tilt• l<l'flexes total) and the second
thC' Cly V<Jllll' (tlw Kt>fh•Xl'S lot<SI plus the Spt'll"S speed). Lh('
Tlw mt·rhanlc:; for this technique a.re not as com· <.'\lst<•r losl'S llw spdl
1>lir,1ll'd tis llwy ml~ht seem Essentially. the difficulty &:amp/(•: IH1/1er tht II 1~ard has engaged a
of cast in!-{ a sp\'11 increases depending on th<' amount ~mup <11 haruht' 111 huttle On tlm combat mund.
of altt'ration from ii!> standard version See tlw l;\pt'll Hult. 1 plun' to dt•\lrr>y the ruffian\ urth a fire·
~hapin!,? Ta bit• f>tolow IH1ll {1r/11< h Ila' " 'f><'ecl <Jf ...,._.:;) The player run·
lllllR liulti>r tnClke., 11 Reflt•xe~ roll tu determine
SPELL SHAPING TABLE u;he11 Jn, d1uructer !!l'ls to take an act10n He
pell Attribute Difficulty Increase W'Tll'rato a Ji 'nit lxmdus fas a ~up) mil u
lulu/ of JI \mi" Halter ~eneruted tlie l11!(ht•r
&>• ,.cf ct 1r st' -1 per time-unit
u1lu he :!-.'<.>e' ftrst JA 'l<J.rt..< cat>llfl!! at 15 and
R r~c('ham:e • J per distance-unit u•1/I Ltmlmut• to ra't unlll //me> ualue \t>t'f'n ( 15
Area ol Effect -1 per radius-umt or ( Ua/tPr ~ Reflt'~·e, roll)- '(the firehoft:.;. .;.peed)
number-of-target:. () f."ut n character u.flo m<n tuke un actMn
change dunn:,: that time penrxl (uh1ch m this case df)e.'
l>uratmn chcm~e · I per time·umt mcluclt• tilt bar1d1t.' u I/CJ rollet! ar1 11) l1u., u
cllam·e to mfl1c1 Jamcn.,'(! un Hafter and 1hercb\
A unit rclcrs to the measure used lor that part1cu·
C<lll"' lum to Jn"' hi'> firehol/
l<1r spell. For t!.\dmple. an incantation,., ith a ran~e o!
12 f,•et could be extended or contracted at the rate of
I pt•r foot To limit the range to nine feet . tht'n, would DOW HA~T\' Sl)ELIS DO
lnt:rt'ilSl' tht• d1ffkulty bv three. A spell with a ran~t·
of t•ight .wrds could be extended or contracted at the BEGINNING CHARACTERS
rate of • I per vard. To increase its range from ci~ht GET?
yarcb to 12 yMds, then, would raise the difficult)' hy
four. The number of spells (or other powers ) that
Spt•cial consideratrons: diaractcr:; receive during character creation
dcpt'nds on I h<• game world. The recommended
Speed: Thi:' lame required to cast can be redutl'd numl><>r 1s four. In a world with little magic. how-
or N.:p;indf'd by the time unit given. If the speed' :iluc· ever. charo(. tcrs may slait with only om:: spell
is a numbcrwath no lime measurement qualifier. then or even with none at all Or in a world over-
the difficulty an creases at a rate of ~ l per one step flowmit with magi<' characters may start with
frorn the dc'a~nated ,•aJuc a speed of nine. therefore. cii.:ht or t!\'en ten :;pells.
('OU Id be reduced to a speed of se\"en ''1th a d1fhculty
1ncn.:a!'>l' of I "-O.
\rea of UfKt: Increasing or decreasm~ the num- ARTIFAC'fS
ber of ta~cts of the ~pell 'fur those spells that i:ivc Mam fant.1s\' ad\'entures- uo,els mm·ie... and
the .1rea of effcl't J.s .i number of targerts) rm:>c:> the rolc1}ta\lnt.: garnc...-rc\'o \'e around the que.st I >r a
difhrult:. at 1h1• ral'° of -1 per additional target s."ICn..'<i or ma~1\ al tn:. ::.ure ::;uch de• ic~ can co111t•
in a .. ariet) <>I form,,,, from \•andi; and potion;; tc "'' ..
DISllUPTIXG SPEllCASTI~G chanted blades and crvstal balls. The magic of tht>s"
'ou mav <: hoose to disallow the disruption 01 spells item" U!>uallv I.alb mto one of the follm,;ng catego-
while tht•\ .m.• beint.: cast. \\:henever a character at- ric..<;
tempts tc) c.tst a sp~ll. he may do so'' ithoul Mi ·ry-
SPEU, SDIUL:.\.TIO~
ln~ about another char acter preventing bim from sue:·
cccdmg. '-mm: artil,1t'h sunply duplicate the effects of a spell.
II vou would like to add an extra level of complex using till' s;1m1• \'ilhH's dt•s1gnated by the incantation'-;
ity to vour U<1me (and assuming you select either the t•ntr;. \\ith m.a~ic;al items howe\'er. a roll against the
"i>t-ffs d1llicult) 1s nut n:qmrcd. t t t ku occurs at 1.hao.. ~tre.sm. creating a conduit throu~h which pure
the w1l'lder's command ("' l11ch rrM~ require a com- chaos l'nerx.\ flows into thl' caster's body. If the "chaos
e
mand \\Orel Abra cadahra · ) or gi'..;ture (rubbing thP hindpr" lost•, nmlrol of her "Pt'll \\hilt• l·ashng. she
l;irnp)) unleashes chaos energy directly into her environment
with unkmmn results.
ENOAi" CED POWEil on 1•noWESS
Other artifacts scrvt! to lnl wc1sc till' power of a char- GAME MECHANICS
arter in some 'Aay. Sometimt'> tht item alfccts tht. Thi~ 111.ig1c :.vstern uses thefollo\\ in~ spdl all ributes:
c haractcr himsdf. cor\\'eymg a ·II> lo "-1 rength. for ch!ficu I~ "l>'-'<'<l. range. area of effect . and duration.
exampll•. An 1km could. on the other hand. have an Chara< lers h<1ve the ability to ah er their spells on the
inherent 1xmer that st•ls it apart Iron otr r 1k s of r y (acn •rdu .... 0 the spdl shapin!! rull's given above).
a similar or'll c::.g. a S\\Ord that (·auses addll•unal
cl.imagt• d1spcb e11ch<1nt111c11ts. or \!IVl's the'' 1t:lder CASTING CHAOS BINDINGS
a • 20 in s S\\ <>rd s" I Ch<J.r<Hlc.r~ c n t.ast an unlimited numoer of :;pell:>
1~r cl av. but the difficult) to ca.-;t any sf>dl ts increased
Ul\IOIJE El~FECT hy .. \i.1lue cou.-il to •he numher of s1><'lls thr· \\11ard
You ca 1 ,1bo create arttrac ., t 1at ,1\·e unique effects has (.tst th 11 dav so far (nott' that this onlv counts
For ex<1mple. d spellgem ta h.1nd-s111:'d p1C'ce of crys- Spells that Wl're SUCCesS[ully Cast: any failed attempts
till 1mbul·d with magic) could stem• mcantations from are not mduc1ed) Only a full eight hours or sll'<'p can
v.h1rh spt'llcasters can le;irn """ :-.pl'lls Or an onyx remow tht.• ;.u.Jclec1 diI!icutty. For e\dlllple. a ('harac-
orb could opcn a gate into .111ot ht·r di111t·nsion You tcr ""ho h.is u.lrcaclv cast live spells on a ~1vcn day
c:rn crcato:> any kind o! magical de\ ice that fits \\lthin \•ould havl.! a .5 ~nalty lo the d fie ty of the next
vc111r ganw world. St>l'll ht.• al 1t·mptl'<I to cast. This slm~ difficulty m-
crca.;;e represent!'> the ~rowin:., at s · spellcasters
CDAUGED ITE)IS cxpcrlenre \\hen the) allo\\ cl1aos cner~:i. to no\\
>r ie artifacts might han:: ,1 linutc<l number ol uses throui:h their bodies
11. ion: their mal!ic 1:-. C..'\~llclc<I . )nu ha"c the 001100 In g;im1: terms .,., 'lenen~r a ch.iractcr fa1t.. the d11f1-
o! :ill< .,.,in~ thc:;e il<.'n1s to h 'l·ume forever useh.:ss or cult) roll to r:1st a s~ll. the G~1 must roll 20 and con-
to l'W n·char!,?f'd by .1 -;penfit•d procNhm._ Pc>rhaps s11H I ht• l nll't1stwcl Chaos Tahh•
caslint.: a spell snto tht• dev1re might rej 1venate it. Or
tht: chilrncter may have to dip tlw <trtilatl into the UNl..EASDED (~DAOS TAUi.i!
magin1l lake of Na! Durra on tht' f;ir -.id<.' o! the <:onti-
rw1 t Tilt restorat1011 for t'tlt' h Item could be chffer- Ro ll Errm
u11-.... h1(h could mak..: !or .in unhmit1:d :rnpply of 2 A r.rndom spell rncmor11ed by the
potential advt'nture" for ti•· ,, ~~er characters. <>p<:'llcaster goes off rather th. n the mtendt.:d
spell
PER)IA~E~'f ITEMS :l A r.mdom spe I occurs (not limited to the
\\any artifacts ha\·e un m It magical ener~· .. CJ "ill eastcr's urrently memorized incantations
llC\Cr lo.sl· thc1r ab1ltt1t·s °"U< ll cncllantmt>nts should
4 ,\ random spell or ench;mtecl item n•ases to
Ix· r<trt· In worlds v.hcre 111.u.:1c i-. M.tne. otherlhise fund or for 2C mnutes
\\ h<>C\<'r holds suer a c evi<'c could t ...:;t " .iuse your
g.111w to become unhalann·d Orw .,1cJe h,1s a cltst1nct :> Tht.• castl'r vamshcs and reappears SD reet
aclvanta~e that prevents them frnn lo.sing m almost
1n any d1rcct1on from his current location
anv s11u.uion 6 All spt!lkc1sters ma 50-foot rachus centered
ile c.ircful when handing out pt·rmaiwnt artifacts. on the caster automatlcally gain a ·30 bo-
'I he mort• you give to th~ players, the ltarder you'll nu~ toan'I' ca.st i\ny spell for the next ID min-
fn1d t to create advt·ntur<''> that drnllcng.:> them. ut~.,
DESITATE
Oirticulty: 5
peed :-i
Range: 1ouc.:h
CUAOS 1'' EH Area of Effect: Onl' l'harac.:ter
Difficulty: 17 Duration: Instant
Speed:-4 Throu!-(h tlm lnc.:antatlon. the caster injects a tiny
Range: 20 meters amount of chaos t•1wrgy into to his victim's body, cau:r
Ar<'a of Effect: 5 meters mg the tar~t•t's musclPs t o spasm momentarily. ,\s a
Duration: 10 minutes n•sult, thl' tar~t:t !;Uffers a -5 penalty on his n~xt Re-
This chao~ binding creates hundreds of strands of fll'xes roll for 1111 ti alive
chaotic fiber that interweave themselves into a web
of magical energy. The spell user must anchor the \,·eb XETUEllDABT
bet" cen at least t\\-O objects. Anyone touchm~ tht Difficulh·: :!O
WCb Wllh bare rJesh automatically takes 30 daffia!:t peed:-6
(once J>er rontact) and causes a chaotic backlash (roll Range: 20 meters
once on the Unleashed Chaos Table). An~ attack 1n Area of Effec-t: ;:.pedal
the '\\t.>b results in an additional chaotic bad• .is Duration: 20 se<"onds
\\hen the 'Pl.'11 end:o. the libers quickly break do'' Upon the ca.stln~ 01 l s spell. 11,·e dark motes of en-
and fade a\\ ay. their mnate chaos expungt'd. :\ote that c~· coalc.o;lc In the \....!>t~r:. hand. The chaos binder
the caster i:. not immune to the eHects of the \\eb. may hurl th~ deadly ma~1c one mote at a time sp<-ed
of· I) al the 'ame or .s~parate targets (each atrack 1<:
CO;\'T.U~ CD.\OS trc,ued a.s a scparCJle act on). The c.:aster may choose
DifficuJtv: 20 to throv. them all at once (incurring the applicable
P«<f: .5 mult1-iKth111 penalues) or one at a time. A successful
Range: -10 meters allCJd.. cilusc.s :.min the \.ict1rn as the black mote bur-
Area of Effect: - row;; mto the ta rfo.let's body Once within. the dark
Duration: Instant cner~y beRms to suck away the victim's "';11 (subtr act
If t·ast withan 10 seccmcls alter a chaotic backlash. the ont> pip of a mental attribute and one pip of Endur-
ance for ever) 10 sc<:ond:> the spell remains in effect: as another spdka:.ter unlt·ashcs an incantation). or
the lost 1>ip<> rt'turn at the samt.> rate they were lost may t-radlcate a spell th;'lt t.:is already been cast_
SDROt'D
DUficulty: 5
pe~d: 5 11 OUlt.'S
Range:-
·\rea of Effect: I he castN
Duratio n: l it< 1rs
\\ he tt s •nchantmcnt 1.., c.ist. a S'l\irling. blotchy.
gray-and-bL'ld: film cnca"e" the <;pellcaster's body.
cont •1e1r''' conceal n~ her f<'atures.
CAUGHT IN A
'l'IGDT SPO'f
Goal: Escape from a situation
that could cause some type of
harm to the characters or
their allies
In this type or adventure the player characters find f?AVORS
themselves up against a wall, whether ii be a literal
barrier or a more metaphysicaJ conslraint like a dead- Goal : A friend or benefactor requests a favor in re-
line turn for gratitude or other type of remuneration.
For example, the characters have one week to S<'ek The player characters ~ree to perform some service.
out the Gem of the Fire Gods and toss it into the vol- whether it be to slay a dragon that has been attack-
cano near their home city. Should they !ail in this ing a villaqe or to smuggle advanced biological weap-
endeavor. the volcano v:ill erupt and destroy every- cms into a city-state where such armament is banned
one and everything in lhe city. L pon completion of their mission. the characters
Or. secret agent characters have exactly three receive (usually) the agreed upon compensation.
hours to infiltrate a top-secret enemy laboratory and
steal copies of the research files. The three-hour win- CONTESTS
dow corresponds to the distraction effectt.·d b} an- Goal: The <.'haracters must accomplish a predeter-
other agent team. When Lime runs out. all the lab·s mined goal more quickly or more efficiently than ev-
security measures return to working order, making 11 eryone else involved in the contest.
impossible for the characters to escape unnoticed
Or. the characters find themselves trapped on a The chnracten; rnav become im·olved in the contest in
0
remote planet with no subspace communications a \'ariety of Wa}'S They might learn Oi it in advance
They must fight to remain alive as the indigenous alien and travel scores of miles (or hundreds or lighryears)
species lhal roam the world begin to attack. more to rt•ach th~ <1ppointed location ol the competition.
ferociously and more skillfully with each barrage They might happen upon a village just before the con-
test begins. Or they might even try to win as a favor for
a friend \\ho m>eds tht• mont•tarv a\\ard (turning the example. when thc11 rt'ach the dra~on pit they must
ad\cnturc into <1 n>mbm,1tion of contest and favor). confront the terrible tx>ast that hves therein. Other
tunes. h J\\CWr, a scent> roulcl Ix' "ct orr based on a
HYS1'ERIES time element (c.~. the bomb explodes at noon). For
GoaJ: rhc player ch.ir.1ctt:rs must d1sco\'er the truth the ~ake of clant:i;. ,.,c'll c01ll ltx:at10n-ba::.cti scenes
abuut a person, thin~. or nent. encounteno. aud t1ml'-basw s<.'tm~s t>tc.>nt.s
BeJO\., you"ll find "l'\'t'ritl ty~·s of scenes. each or
)'ou can thmk of this adventure t)"J>f• as a myster) \\ hich could be .,ct up either as an t:ncounter or an
'lO\t:I, 1110\'ll', or tcle\'1s1un pr~r<un ~me e\'ent oc-
event.\\ IH.>n you first .start pla~1m: with a new group
curs to bnni.: thl· nwstcrv to the characters attcntion- you might ''ant to ac;itc in adventure that includes
a murc!Pr, a clt>ath thn•at .th<' arn.-;t of in innocent party one of each t)pc so that vou <.'all quickly determine
and so forth. 1 he pla\t·rs then spend the rest 01 the which kmds ol scncnl·~ 1.·aptur.: their imagination.
ddventurc trymi.: to rind out \\hat r~lly happened (or
what ltcs !x-hincl the veil or SC{ rCC}) and then trying to 'l'DE SE'l'UI,
prove that truth to the powers that be
A myster) docs 1Hll h«Vt' to center around a crime. Orten you'll hej,(m an <1dwntun• with a st>tup scene.
F'or example, tlw charact("r!>' ship starts to suffer The characters rt>n'IV<: a casst•tte taµe that tells them
about their mission (if tlwy should choose to accept
stran~e dirlit:ult1t's and the characters must figure out
what's golnJ.! on bcfon.· the vessel is destroyed. 1t) Or the king calls in his gr<:att'st heroes and begs
their he::lp in fimll11g his lmH son. Or a crimelord of-
fers the char.it·tcr~ a smu~gliog deal, c.....plaining the
'11Yl•ES 01~ SCENl~S terms and rond ill<>M ol paynwnt.
The setup scene allows you tn n>nve; several
Once you've dctcrm111ed the typi.• of adventure you pieces of mformat1on to the pl<1vt•rs right away: what
\.Yant to c.rcatt'. you must d1v1de it up into smaller the adventure is about. where it \.. 111 take place. who
chunk.-. <.«tlkd :.<.·em·:. Olten d :.cene is triggered by w ill be 111\'0lved, and what constitutes success The
th<" play\:r characters· arrival al a given location. For characters often (but not alwa):.) hav<' the opportu-
nity to ask q1wstions of the person who
is clirt'l'tlng !hem to the ad\·enture (the
km~ or the cnmelord, from the above
examples).
DEDUCTIOi\'/LOGIC
PUZZl.ES
• nne' of this nature c.m mdude an~
thmg from a M't'rl'I door to a riddle.
Olten the d1M.1<.· 1cr' rece1\t: dues to
solvt• the punll•. but must make some
sort ol dPductivt• lt>ap lo discover the
answer On(·t· t hl'Y bypass the obstacle.
t hev move ont> stl'p closer to the goal
of lht• <l<IV<.'nturt.•
llOl.El»l.J\ YING
A rolcplayln~ scene <.·an be anything
from ;i parl1•y with a group of bandits
lo ii fan... to-l,1n• non-violt•nt confronta-
tion \\ith ;1 traitor. In such scenes the
playl'r charnctcrs converse with G~1
chilrartcrs 10 .in attempt to persuade
thl'OI to do smnethln~. for example. the
rharal'tcrs m1t;h1 have to con their way
pa-.t ~arch and into the h~art of FBI
headquarters. <>r. thev might have to
pla~ a i.:aml' of ch:ince a~ainst an ad-
,·cr..arv to \\10 the kev to the Great \auJt
of Thonw Or, tile~ rru~ht have to coo-
vin~ nn olcl hl·rmll to tell them where
Tim lives
Rolepla~·ing scenes can co\er almost
am kind of non<ombat encounter io-
voivim: G\.1 l·harac.:tcrs
IXFOUHATIO~ GATHERING another characters attempts to catch him before he
plumnwts to hb death-you can employ the follow-
The clwractcr:-,' !o{Oal in this type or scene ls to dis· ini:i 1erhmqut·. the goal of which 1s to get the players
cover o;omc Important piece of information, whNher ( the i.1t: tua.I pcr:.om. plc1ying the game) hearts rac in~
1t bt· e\'1denn·. the answer to a nddle. or a piece or a Tl·!! the players they have a certain number of sec-
map that will lead them to the rebel outpost in Llim onds (smm•wtwre b~tween 10 and I 5 seems to work
sector To find this knowledge the characters might best) Durln!( that time they have to roll a certain
h<IW 10 visit a library. search through a murder numbi.•r of sixes on six-sided dice. Each player may
victim's <1partmcnl, or tear apart the ancient lempk· only roll a numbt•r of dice equal to his die code in the
of an evil goddess. aµ1;mprlatl.' skill at a time (a player with a character
Just mak<• sure that the information the characters who h<1s 21» 1 in Rdl\:'xes. therefore. would get to roll
seek Is rtltamable and in some way helps them to- two dice at a time when the character attempts to
ward the ullunatc goal of the adventure. That doesn't sdw his fa Iii nil companion). The players roll the dice
mt'an vou shouldn't thrO\\ ma red hemni;? once tn a as rranv times a:; possible during that short period
~ hllc. ·Ju~t Ix· (ardul not to force the pla) er cha rat·· until e1lhl'r they roll enough sixes to accomplish the
tcrs to ~o throu~h an enormous amount of trouble task or lime run~ out.
ba-.Pd c;n clue-. and hints )O~·n: given them only to
£.yom ple: A playa character team of secrt?I
hnd that their t'lforts \\ere \\ast~
uge111 "wak., into a Iraqi consulate m Yew >Orll
'fURILL SCEXES Cir: 77tc<'omputl.'T V:lt!Clali~t must rrou dou.nlCXJd
inlorma110n on bwlog1ca/ u·eaponry from 1he
Thrill -.cent.>s tn\'< ,.e a tense morrertt in \\hich the
umnmal A.' 'he logs onto the computer u·1th
11111111
c:haracters worn· about an imminent occurrence for
the 'tulc!ll pu.wu.'>(irc/ pronded by hersuperior. the
e.\amplc, a c.irri il~1.· contammg the king':. dau~hter
computer \IXUrif) ') -;tt>m kteks m. requmng her
r:tct-s toward a cliffs edge. or the characters arc at- ro enwr tl1e .,econdun· passu·ord-u·h1ch she
tempt mi.? to "nt>ak pa.st a half-dozen securi:y measure .. dot~'" ·1 huve-m tlw n~xt 15 seconds. She mu~t
to sll'al a precious painting. or a ghost-like presence now 1n· 10 <'ltmmal<'. bvpa.,s or m some u·ay sat-
continue~ to harass the characters and the) susp~cl
''" t/11: \t>C:UT/f\' 11wcmire }ou tell the player that
1t nu~ht tn to kill them at any moment. s/1~ must mil i1t'e sixes in the next 15 seconds
To hl•lp s1mula1c a dramatic moment-ltkc when \mce tht• cllilracter Ila.~ <10 ..2 m computer opera-
<>rlt' dhlrnct< r slips over the edge of a rooltop and
t1nm thP pltJ.\er J;?ef\ tt1 mil four dice at a time. cu tv. Failure means thev crash into the fiery shrap-
fou 1?1t't.' lier the> R<> ahead to start rolling rrhile nel and suffer Sf) clama~e
l-'OU u ul<"h the• '<'mnd.' frant1call\: .,he starts toss- The onl\' othC'r element to incorporate into a chase
.in~ the dtce four at a time Et ;ry fne :.econd.~ b the distance bet\' ecn the l'haracters in\ olved so
\ ou let her knou llou much mne _,fie hm left If that \OU r ct lcrmlne ran~c (see Chapter Eight.
·,,,~, roll.' tire fll e 'ixc~ before the 15 seconds are -combat ,., the \tm·t:ment section of Chapter
up, 'he 'ucceed' m hyptH"ng the second pass- Eii.:ht for 1 twn on ho\\ far characters can move
uiord If not the mm11uter ou1omot1cal/\' se1s off in a ~"en time period. You may want to use a one-
the con,u/<Jte' alum1., mch ...quart• -.heel of graph paper and 25mm minia-
If the character m the abO\e example had had a ID tures (or even 1ust coins) to ket'p track of the dis-
in computer opt:r.1t1on~. the pla~cr ,,·ould ha,·e only tances bet" een the '-arioU!> characters and vehicles
bct•n able to roll two dice at a time. thereby making it taking part in t Ile clMst•
that much more chfhcult to get fives sixes. As a gllide-
lint:, a d1.irilUl"r with an avt·rage skill of 30 can roll COHRA1'
two or three sixes in I 0 sN·onds fairly consistently Somt:t11ncs the l'lldTdl tcr:. will become involved in a
(d1>1w1Hling upon how litst thP player can roll the situation that erupts into violl•ncc. The game mechan-
dice). You mc.1v wunt to int r~asc the number of sixes ics nt>Pdecl to run battles appear In the next chapter
needed as the pl;iycr characters advance their skills "Combat."
and gL't to roll t>ight or t'Wn Ill dice at a time.
Cll1\SES
In .i dlilM' s<.: t•ne. till' 1.:hc1r.i<.:lcr;:, either pursue or flee Uunn~ their .1dventurcs 1>laycr tharacters encounter
from a GM <.'har.1<.'h•r (like the black knight). a crea- 'anou~ ..illlc-.. enemies. 01nd neutrals who serve to
ture (lik1• a tyrannosaurus rt•x). or an object (like a ~hapc the .;.tory. c,-1.1hh-;hing the setting or helping
hu~c. rnllin~ boulder). Above all. make sure these or tundermg tht characters at cnt1cal moments.\\ith-
encounter... play out drama11cal' b\ loading them out these charal ters. noth1n~ much would happen.
\\1th near mhse' and cxdun~ events. ,\s the G\I \OU create the game "orld's popula-
The snnple.... t \\i.1} to set up a chdl>t: sc1:ne .s to cre- tion. de.... 1~ning friend'.'. foes. and casual acquaintan-
ate a last of the various obstacles t <. aracters must ces lor the player character~ to met:t G'.\1 characters
mercome e_...pectally 1f )OU ca:i couple it" ith a map include c'cr~onc from mnjC>r \ill:un,; to <annoying big
of the area . Just like scenes, \OU can ha\"e location· robot,. from '' 1ho;ar1 rnmp;rn1nn ... In my.;tf>rio·1s re-
based and time-based e\ ents Ust each occurrence cluses And don't fo01et the less-spt"ctacular charac-
bv either ''hen it occurs (m combat rounds-pt!fl- ters-the shop o"ners , bartenders. tavern patrons.
ods of h\C sL'C<>nds. sec Chapter Eight. ·combat.- for spaceport nluens go\emmcnt of11c1als. and so forth.
more information on rounds) or where it occurs. They're just as Important tu tin: story a!> ev1:ryone
Lt.:t'.._ look at an example in which the player char- ebc.
actt'rs rnu-.t pursm• a ~roup oft hieves on hover bikes Don t pa.rul· 'ou don't havt> to crt>att' enous;?h char-
throui.:h rn undcn~round Ci!VL'rn complex. ricters to hll the cntm• uniwrM·. You should carefully
Round One: Both i.:roups be~in in a lar~e cave that choose \•hich G~1 char,1cters play the most pivotal
boasts a small hnvcrcrnrt docking facilily. Two tun- role Ill vour adwntur<· .mcl dt>s1gn them in detail. Then
nels lead off 11110 the n•st of the complex. The thieves :;elcc.t ·the lt:ss 11nport.int rharacters and determine
choost• the onl· on the nghl. All characters must make moi.t of tlw1r IMckground and personality, and so on
lml'erlnlw pilutuig dice ks .igainst an Easy (i) difficulty until vou ronw clown to the nameless characters who
to avoid hitting tlw :\ICks <>f the tunnel's mouth as nl'!:'d ·nothinl( mort' th;1n ;i brwf mt>nlion. You can cat- ,
tht•\' entt>r Anvom• who fails the roll suffers 20 dam- egonze the~w charartt•rs into lead . supporting. and
ai.ie" to himself and SD damage to his hoverbike. extra charactl'rs.
Tunnel f ,it: Wht•n tht> two groups reach the first
tunnels l'Xll thev hnd th.it it open~ into another tun- tEAI) CIIAllAC'I'EllS
nel ~h1ch unrncdlatelv rnnt!> do\\nward Everyone
must makt• /1(11 erb1ke plft)tm~ checks against a \1od- \\1thoul lead ch r lit ., 1, adHnturt would mean-
crate (I.?) d1ffll·u1t) to avoid sma.-.hln~ mt l> the tar \\all. der about 'our game '-'Orld "'1th no real focus Lead
Tho,...c \•ho fall the roll take ID damage and thetr bikes C'haracters make things happen. but th~y don't nec-
take 60 d:unage. and the) must irnmediatel) make t'ssan ' have to be adHrsarie-. of the player cbarac-
Refle.xe_s rolls against an Eas) (IO) ditficulty to Sil\ lers-the' rnuld be alhe.... or c\ en casual acquaintan-
mounted. Failure mean' that the) plummet 30 meters c ·s '' o can great!) allect the ll\e.'> of the characters.
.., ~ l l' the'-C charc1ct er' pla) )>UCh an important role
to the tunnel floor and take !OD dama!.!e (the bike5
r<" c'.c.,tro)eci In the colhs1on). ' 1 ad-..cnture or campa1~. you should fill out a
charactN tcmpl:ite or -.hC'et. listing sl\.ills. assigning
Ro und Fh e: \\ hcrcver the characters are at s die code' and rccnrdm~ background and personai.-
1:01 t. one of the thieve.,· hoverb1kes suddenly over- ,1, note..., When \1>u're dont ~ou should have a defi-
heats and l.''-µlodes . ,\II pla) er charc1ckrs must make nite ~rasp ol this characll'r s 'strengths. weaknesses
//ocah1k1• piloflflf.!. roll:;. ai;:amst a Difficult ( 17) d1fh- and amh1t1ons
SUPJ>ORTING \\'hen it corr es to assignim, skills and attributt.s .
use· these gutdcbnes helm' ·
CDAllACTEilS Die
~scription Code
uppartini.e charactt'rs usually play a role al> Sl'conds
to lead characters. assisting them in their efforts tu lk•lo\\ human averai:l' for an attTibute. ID
achieve their goal You don't ha,•e to spend as much llnt ramt.>d human awra1!e for an
time creating support in~ characters as you do \\1th attribute and mam· skill'>. :m
lead ch,uactcrs . You may want tO record their at· \vera~e le,el ol tra1111ng for a human. :m
tributes and skills in paragraph stats (sec s1dt•b.u))
Prole!>.;1011al le\·cl of tramin~ lc>r a human. ti>
and append a ft'\\ .;entt-nces about their bad:w-ounds
and personal1ti1.:s but you don't have to ~o into as \ >>Vt- a\'er.1~e c:>.pt'rt1se. 5D
much detail Just make sure you have t'nough infor- l onsadcrcd about the b<.•st in a city or
mation to run the character during the adventure. !o!t:<>~raphir area. About I in IC: J.000
p<•ople will have tri1i111ng to this sl<ill le,·el. 6D
\mong the b<:i;t on a continent About
I in ICJ.OOU.llfJO 1woplt• will have training
F:xtras ar(' th<' n~1mclcss. and sometimes facek·si., to this skill level 711
characters who navi~;ite ice barges. tend bar <it loc;il ·\mong the b<.•st on a world About
taverns. or hatlll• a~ainst enemies in large-scall' con I in I00,1100.000 1wople will have training
frontatlOOS Jlle moti\'C'S backgrounds, and pt.:r"Oll· to this skill lt:vcl. 8D
ahlies or these chara,·ters matter little (1f at all) m One o[ the bt>~t 1r wvcr.sl svstems. About
tht' contt'xt of the adventure They have a spcc1ftc I 111 a b:lhon people h:l\'l' skill a
role. and may "crve to help or hinder lhe:: pldycr d1ar· di this levd 90
acters. but otherwise the\' have no ~rini.: on the Om• of the bes' 1 a 'Cl tor. IOD
O\·erall conn1ct. - One of the btc>..,. 1 ,, ft'~aon. 110
You can easll) sum up thcse characters n para-
\mong the Oest • a gal;ixy 120
graph stats like th's
10 Guards. ..\I stat.; :.m except. Coordinatmn :m. SPECl.lL AlllUTIES
blaster 3D· 1 trt.ngth 30-1 :\love lO. lkavy l.iser
~l<.1n) chara<·tt·rs have spu:ial <1bilatics. such d:. :.u·
pistol (10·2)
pt•r pO"-C'rS or inhNt•nt alit•n capabilities..~..:ign liwst•
~mehmes , howc\'er. you may \\'!Sh to ~1\'e tht•se as St'l'm rrao;onable for a character. Don't overlook
olherw1se non-de~cnpt characters some part1rnlar out-of·tht."Ordinan d1ar.1l'ter~stics like cvbemctic
quark or uniqu~ ab1ht~ to set them apan from the 1» implants and na·d1~·al (or mexplicable) alterations in
tent ally billions of other beings wandering your ~amc otherwise normal memb••r!> of a given species. ::>uc 'l
worlo • uch flourisht". make an e"'tra memorable. t:vt•n ab1l1tics could s 1rprbc the player charackr~ at t."\·
.f lhe player characters didn't get his name. ;u tlv th wron~ monu.nt'
CHARACl'Ell POINTS AJ~D FATE
)JISDIREC'l'ING 1'DE PLAYEltS POli\TS
Don't be afraid to "dasRuise" your villains every once Cannon-fodder villain!> such as army troops. henrh·
in a while-when your players are exper ienced. this is mC'n, and merchants typkally have no Character
especially important Instead of putting your major vii· Points or fate Points l\11nor villains. whose survival
lain right out there where everyone can see (and per. isn't dcpendt'nt upon the .idventure·s plot may haw
hap:. shoot ;it) him, m;ik<.· him more mystcriou:.. For 1-:l Character Points ;ind (usually) no Fate Points.
example. through an entire series of ad,·entures the Contanuinii villains c;lJch a.; tho"e w·ho may be used
player characters mi~ht think that the \.illain causing for sevl'ral adventurt·s or\' ho an~ subordinate to the
all their problems is a \\izard named Zaja Lirin, but. main v· lai ma\ tla\'C 4-10 Character Points and at
when they finally confront Linn. they find out he was the (,.\rs d1scret or . one or two Fate Points
actually being manipulated by someone else even mor~ :'ltaior '1 lains \\ hu m1i.:ht bt' used over the cours •
powerful-like another spellcasteT. or the kin~ of a of a campa1;.,'ll .:ind MC lntC's;:ra1 to an adventure· should
nearby land. or someone else w hose identity remains ha\·e at lc>a>:t I Char acter Points (some characlt.>rs
a mystef')~ ma\. have Y.Cll o\'er 50 Charncter Points) and many
w·ill ha\'e at least three Fate Points.
l~;;;;;;;;;;;;;;;;;;;;;;~:::::::::::::::::::~~~~~~~~~~
·1 he
U<'r of tlw storv
cr~ature'sorneriness die
cod!? repr<•scnts tis n•ststance to contact with other
~o that
wh,11 you canitclo
.st ill alter the
to comes
fy111!-! rnnduston.
to raemain-
satis·
(;UARAC'l'ER CARDS
c.:reaturcs or charac. ters !x•e the• creature:. ndu'lg skill One v.a~ to qukkt•n (!amc pla) ts o create G:\1 char-
m t'lt' "kil s d1aptcr for more mfonnallon . actl..'r cards You t•t1n l'll hl·r plH>l<Kop) the section
detail1n1o: each chara<·tcr or you can \\rite their game
111forma11011 on • n 111cll'X card \.' th<"' player charac-
PREP1UlING tt'r encounter v:irmus G\I char<u-tcrs. you can pull
out their d1ara1·ter rnrch 'o that vou ha\.e all of their
Al)l1EN1'UllES unportant inform.11l11n at )Our hn~ert ips . In this way.
First \ou'rl' ~on~ to m't.'d an adventure. 'rou can buy )OU \H>n' t ha\C le) fltp throu~h pages o the ad,·en-
one from \\ ...1 End G.1me,, t"rt'ale one yoursell. or turl' lool.111~ for n pMl1t·ular charactcr·s stats. espe-
makl.' o l l .ip cc. volJ ~o alori,:; a5 shown above . cially if that c h.1ral'tcr p.utk1pates in more than one
t>nrounlt'I'.
llEADING 1'DE AD\'El\TTUBE Tim t ~· hn1qu1•" nrk.<. espenally v. ell for campaigns
v. cr1• many charactl'r.s play a rl'curring role . .\Jso. if
\1akt• sun· vou rl' thoroughly familiar with the adven-
you wind up crcatinii lll'W characters on the fly (when
ture bcfon• vou st.irt playm~. The players may not
lhl' ch<1racl<'r~ 111u111t•111aril)' wander away from the
scripted adventure). you can quickly jot down their correction to brin~ the starship into a landing vec-
mforwat1on on an index card so that you have it for tor-and then sud~denly something explodes at the
later. You never know when the players may decide back of the ship. fou begin to lose attitude control
to return to spf'al\ " ·1th a particular character. U )OU aml ::.tart plummeting toward the surface!\.\nat are
haven t kept a record of his game infonna:ion, you yo.i qoing t J dor
may have to guess-and you could be wroni;?. thereby
Such fa::.t ::.tart::. put the players immediate!)- on
shattering the players' suspension of disbelief ('"Didn't
their toc-s. thrllsting them into the middle of lhe game
this gu> have blue skin the last time we talked with
him·:- ht>fort> tht>\'t>vt>n kno1.1. it Once thev'vedealt with their
irnmediat~ problem. they're thor~ughly enmeshed in
the storv.
S'l'OCK ENCOUNTERS At:am: be careful with this technique. Some play-
Another way to save time during an adventure- and er!> 111<1v 1101 m.e It. some ma) love it. Choose the one
to save you from looking ill-prepared- is to create that works bc<;t for your group And above all. vary
several "stock'' encounters. These short scenes collld your adventure bt'gmnings. ~othing puts players to
be anythin~ from a bar brawl to a chance meeting sleep more quickly than an introduction that exactly
with a squad of stormtroopers checking IDs. When mirrors the last five
your players decide to go somewhere or do some-
thing that you hadn't foreseen-and therefore hadn't
written out beforehand-you can use one of your llUNNING 1.\D\TENrflJllES
stock encounters to fill in the space while you figurt>
You've sun·c~sfully brought the player characters
out a wa~' to {;(et the characters back on track with
into the adventure l\ow you have to keep them ro-
the adventure.
('IJ<;f>ci and t>nthralled with the plot. If you see their
Try to develop ten or more stock encounters that
eyes start to \••ander. or they fall into a conversation
co\er a \arletv of en\ironments. The more you cre-
about the last ~ame (or worse. what the watched on
ate. the less like!) you'll be to get stuck in an adven·
televi~ion last ni~ht). you know something·s gone
ture because the player characters did something or
wron~. This section should help you maintain an in-
went somewhere unexpecte<l.
voi\ini;: :.tory and a sense of -really being there.-
S'l'All'fING THE
AD\1E~1't; RE PLAYING OUICli AND LOOSE
You have sen>ral options for startirig The 06 System relies on last-paced, cinematic adventures
an adventure. The most common is where action often takes center stage. Your job as GM is to
the mission briefing introduction (es- fluctuate the pace of the scenario-speeding up during lhe
peoally 11 the characters are agents exciting parts and slowing down afterward to give the charac-
of ~om~ 1-.ind of organization, govern- ters (and the players!) some time to breath. Don't get bogged
ment-sponsored or otherwise). The down In detail~ (unless you aJld your group want to. of course);
rharartE>rs who mayor may not know sacrificing some realism allows you to keep lhe game mo,;ng
each other. ha\.·e been assembled by (and thereby. k<>t>p your players' interest focused on their char-
their superior [or a meeting on their acters' situation).
upcoming assignment. The superior Ir during an adventure, the players do something unexpected
gives them an objective. provides (which you should expect!), don't let them know it. Just make
them with the resources they'll need up the part ot the story that you haven't yet created. You have
to accomplish that goal. and answers to rely on your judgement and imagination lo continue the
whatever questions he can. game without ruining the players' "suspension of disbelief.~
While this standard starting format
works in most situations. it can also
get boring. especially since not much happens dur-
ing thi:. encounter. The charncters just sit around dis· SE'l''flNG 'l'DE SCENE
cussing the mission '-:oth ng really starts to happen
Your tirst JOb ts to vividly depict the scene unfolding
until thE'y gt>t on their wa)..
befort' the pldyer Lharacter:.. \\'here are they? \\'ho
I~ HEULi\ RES else is there? \\..hat's happening? These are the ques-
tions you must answpr immPd1ately.
.~nother wa~ to throw characters into the midst of
the aclion is to start the game in medta res. The player DESCBIP'l'ION
character literally begin play in the middle of an cx-
\1ost published adventures contain -read aloud sec-
ploc;ivt> or o;uspt>nseful event. '.l.1aybe their ship E''l.'J>E'-
tions· at the beginning of each encounter. To set up
rienccs a technical problem and the characters have
the scene )OU can just read out loud or paraphrase
to fix it before it careers into a planet. Such an adven-
thP text .-\t that point the players usually either ask
tun~ could start thuslv·
you questions about their surroundings C-How many
Gamemast er: -okay. e\"eryone ready to play7-
dragons do we see?") or tell you their reaction to the
The Group: "Sure." situation (""I blast 'em with my stave or fire'-).
Gamemaster: ··Aft right. You make your last course The key here is to engage the players· senses, just
like a i;:ood movie. no\el, or television show. Try to
use c-.:oc".lll\'e '''Ords lo ~ive the players a dt-Jr and
\1Vicl \IC'' of lh~ircharacters· environment T 1e best
Wd) to learn ho\\ to provide sucn lileltke des• 'r puons
Another \\a~ to keep th<· pla) •rs enraptured in tht'
1s to p1cturt:' thl• scene In your rrund and ".lo" h le\ er story Is to ~1\e them a deadlme The) ha\ e uni) lour
) ou can to l'om. cy that same scene to your pla) t-r..; hours t1> rc,l·uc sl:nes headed lor an unknown loca-
)ou mav Incorporate rnu\'ie or lekvisiunfootage tion m the dangerou-. Jun!-!le.' of Zhadoom. Or maybe
you've taped. maps and diagrams you copied out of the CIA needs to ''am a rcrr ot outpost before the
hbran x><1b. or even illustrations you'\'e dra'' n Ru-.sian" mrhe tu dc,tro\ it but satellite communl·
ynurst I ">u 111d ellcrts CDs especially can ht•lp ~ou of
<!ahon..; arl' do..._ II (Ir one thl' pla)er characters "1'1)
set t ht -.1 ,.t f•ir the characters. h;1ve <·0111 met rd a I.it.ii clist>ase that can on!~ be CUR'tl
Just rcmcmbt!r that your players have five ..;enses. b\ a rt•r1:un shama h\ m)o; somewhere in tht: alter-
Don't iust rdv on the senst' of sight. 0t:"scribe \\hat ni'1tc di men, am calh < 1'.ha1a-Ree. the TimelE>ss St a
vour 1:haractt•rs hear. smell, touch. and ( somellmc·s) \\hen tht· pl,1yers Imo\\ the) have only a limited
tasll' Thl· following example engages several St'nSl''.'oo tinw to .ttTomplbh their objective. they don't waste
tlmt• 11w<111dcri11~ about tht: garnl' world. which is usu·
Gam cmast er: -The ship's landing ramp touchl'S down ;ally wlwn tht'y ).!l•t hort•cl with thf' adventure. You can
on the so~!o(Y ~rouncl with a sqwsh. and the thick. cWll l'llfon·t· a r<·al-time deadline. You give the char·
musty smdl 11f the SW<lmp-loresl immediately swet•ps ;1ctNs lour hours ol rt•al (as opposed lo game) time
up ;11111 Into ttw access t·orridor you're standing In to achkw thdr goal. Then. throughout the adven·
From ou1:;1ck vou <:<Jn hear the screeching chirps of tlln'. vou kt•t•p rcmtnc11n~ them about the time con·
loc.11 al'at urc.s as ,,._ell as a strange. slow slurpin~ sl rnint (or you rould even 1>ul a big dock in the middle
sound. Tht> hurniditv settles against your skin llkt> .1 of llw tabh• -.o tlwy can st'\' 1t lhemsdves). \\/hen you
blankt•t of moisture as vou head down the ramp. The ~WI du\\ n to thl' letsl hour. just watch them do every-
gang!~ ~r,1y trl!l's stattered in small stands about tht' thmg 111 thclr pmH•r lo hC'lp you move the story along
ship rNd1 up\,ard into the mist. and you get lhe dis·
tim:t fl'd111~ that -.umething up there is looking down PEH.SO~ .\L ST.tliE
Ori \'OU.-
<Jne uf I he bc_,t \\a)' to eni,:age the players is tu pr~
\ 1dc them .... 1th a pcrsonaJ stake in th'=' out cone oi
BELIE\'ABLE CH.UUCTERS
thr ndH•nturc \bybt> om• or tht>ir siblings has I>< en
Other than me sett in{!. 11e pta}er characlt>T::. ,,iJI also capturL'<I b\· a necromancer. or a cnmelord has SPiit
l'ncountcr ollll'r I '<11 It whu live in the grunt." ,,orJd. bount\ hunters rutcr tht l ( r their homelands !!0\'.
'tuur jub 1-. to mal.t -.ur.. that the::.e G.\I character-. ernm,.;nt ml'.'oolak••nl~ behc\'es they have become trai-
:appear real to thl 1»ayHs. Their "ords and a to s tor'.'>
must <>ef'm :ippropnate in the context of their h1-.to The characters O\.'e<l to deal .... ith these situation:;
nes, J>t'.rsonalillt.,, and ambitions. U a stoic mihtarv although the wholt> ad\'t.>nture need not focus on that
officer sudclenlv t<x>k off his helmet and slurted 1ok- storvhnc. \\ lulc the characters perform a suppl~ run
mg around. the.; players \\OUld probabl} 1ust stare at for 1tw1r lwnclactor. for example they could receive
you for a mmute as the game comes crashi11~ to a \\ ord th.it t hc pilot ·s father ha:. been taken in for ques·
halt. 11011111~ 1111 Ills home world. Between accomplishing
Pl;w t•ach t•hara( tcr to the best o[ his ability. Make tht.·ir mi:.s1on ancl rt•turning to base. the characters
sure i1c does everything in his power to achieve his could lravl'I tu till' pilot\. planet to find out what's
~o<'.lls. \\ hcther he's trying to thwart the player <.'liar s.!<>1ni.t on and to extric<ite his rather from the (appar·
adcrs or t•arn a load of gold colas. This does not mean l'ntly) unwi1rranlt•d incarceration.
that l'Vl'rv GM character should act overtly. Part of Fvc·ry onct· 111 whill• you should ask to see the play·
hi:; Jot(><tl nMy bl! to a<:hil!ve his objective undeti:C'tt:cl c..•rs cl1arnrll'r shl'l'ls Look !or background informa-
or to make 1t lcx>k like someone else was responsible. tion .ind pt:rson,1!i1y 11 dil:> th<1t might lend thcmsclve~
R<1ther. tht: 1d\•a is that the GM character should use to a 1wrs1111nl stake. If a player has written that his
.111 of his rt•sourn.os-his sldlls. allies. finances. etc.- t•h,1r<tdt•r 1s t•xtn•nwl~ rnm1)("ttlive. for example. you
to accomplbh his immediate as well as his lon!,'-h!rm could t'rt·atc a m ·.11 !o(roup that seeks to outdo the
goals. player character" at t•\·erv turn. The players will do
C\'t'r~th1n~ 111 lhl'.'ir power to make sure their charac-
EXCITIXG LOCALES ters ~Ul"Ct:L"tl more uflcn and more quickly than the
l <;t·t ting ... that evoke a sense of \\·onder '10u co 1 d
st' llCWl'OIDCfs
create a rnmmumty :;itual~ amid dozeris o case '.u1es
and \\att'rfalb, or a cnmelorcrs fortress suspe1 dld Gl\1 ING OJYfIONS
abo\'e lht• i;:round by masst\'e antigra\· engines. or a
Don"t constant!~ fon·e your players to follm' along
spaceport bulll 11110 the c iffs or an ancient l'enes ul
canvons tlw prc."'l'f' bed pal h of the advcnt ure. They may ha,·e
T~y to make each place the player charactt'r-. \. tstt dc\'ised .1n alternate s('heme for success not covered
b\' 1tw srcn.mo. and vou shouJdn·1 penalize them for
st•cm cl1Hcrt·nt than the others. By doing this. you ca1
ttit'ir l'rt'dth ity. ln~tt.>ad you'll ha .. t.' to use your judg-
makl• lht•s£' s1!:hl' l'ngaging and memorable for the
mt·nt to run tht rt•ma111dcr of the adventure.
plawrs
If thl• playt•r' feel that they npver have a choice.
that you h<ivl' µredetermined whal Lheir characters
will clo ancl s<ty-ancl therefore'. how the adventure
v. ill turn out-they're not J.?om~ to have any interest situation where the characters must pursue a fleeing
in pla~ Ill!:. Part of the lun ol a roleplaying game is •he bounty out onto cnor111011s strub suspended high
almost unhm1t{'() possible rl'actton::. to an~ givt!n s1tu- abo\'e a concrete floor: <>m· player decide!> that her
atior l"akl' that a\\"ay and you·ve lost much of the charactt:r \\ 111 Just turn oil the li~hts and wait for their
reason for par11clpatit1~ In th.s type ol ~ame. quarr~ tu fall You hadn't 1hou~h1 or that possibility
"o T1Cllmes the characterJ> \•111 ha.,,·e only a fe,,· '' l en vou dc..-.11~ned your ad\'t.>nture (or it wasn't ad-
c .. o n·s--nr ;1t li•:t,.t . a fe\.\' oh\·ious choices- and Clrt'sst"CI in thl'adventure vou bou~ht '·and there·s no
that's lme 1f It makes lo~1ral "ense in the context of rea.-; > the character t•an t :ittempt c;uch a feat. You
the !-tl"l"flilr&o and dm:~ri"t :.ct.'m li:..c an attempt by you tt. hl.'r to 111;1kc .1 .wcunty (orotht'r appropriate skill)
as the G\1 to d1cta1t• th<'ir c·haracters· paths. roll to I>\ p,1ss the computer lo~:kout on the lighting
Rev.<trd nc<lll\1ty. Gin• the players a reason to e..x- S) ~tt n " 1l' rolls f111!h. r111d l'H'n though its enough
crcasl' their bruins. Thl· mun: freedom they believe to accon phsh ti 1 t.1,.k. you tdl hl•r that her charac-
they havl'. the rnor..• tht.>y'll enjoytlw ac! .... enture. When tt.>r 1u.;t m1•,...t•d t '\o\.\ the pla\t•r charactt"r \\ill have
th<'ir <'harartN~ makP a mistake. they have no one to risk 1ht•1r liw1; h;1lannnl.! on the struts to appre-
elst' to hlanw 1t on. ,111<1 \\ ht•n their characters suc· hend the l>ountv.
cecd, thl·y fl•l•I .a J(l'nuine sense of accomplishment. Don't l(O owrhot.1rd with tl11s IC'chn1que H the play-
l'TS suspt•t·t that vou'\'t' bt>cn altering die rolls and
'l'llE SUH'fl.E All'I' OF diff1cultic:., lh~v·11 :-.t.irt to losl· ankrcst because it will
seem that lht:l.r frt>t• will ha~ i:><'Pn tak<'n away. You
HISDlllEC'l'ION should 1l1Cl$!l' rult's onlv al l·rilical moments and you
Ir th<.' players l'illl com'ctly i:uc•ss the conclusion of should al1,1,avs l>l' foir, g1vin!-( the bcnelit sometimes
<lfladwntun· \\'hilt• tlwy n• progressin~ through the to the <;M <:h.1r.u tcrs ancl "onwtimcs to the player
firsl l'IH'otlllll'r, till' t•nsuln~ l'tll'OU!ller:. \\On't pro,,ide characters
as much l'xdh'nwnt .is they ~hould
Tlw• 1' \\here tht' -.uhtlt• ;1rt nf m1sd1rection comes
In. Tht• l.!oal lll'rt' 1s to kt.'t"p the players (and their USING THE !IA.4'TERDECK"'
characters) ~ut.>sslng and rc\·1sing those guesses
The MasterBook ... rules incorporates a deck of 10.'> c..r&• that
thmul.!h the 1,1,holt> adwnturc You can do this in small
influence pta}. You can use these cards in a 06 game \.\'ith minor
\\Cl\s: make die' rolls. "mi.c for a moment. and then
don'I "ii~ an) than~ al>oul at ; h.1vc the character~ roll modification (bmorm~ the bottom half of all cards).
V.slnJ.': th1• ,\1<Hter8ook 06 convers101' "'the appendix. you can
Pcrct'ptlon check,,, a.;k for rhctr totals. and then JUS~
convert any card th<1t !;(1ves <t bor us LO an action (formula:
continut• \\.1th tlwt•ncmmtcr:a!-tk a pla~er for detaikd
( \fa!ilerB<>Ok \'aluc)/3 quotient and remamder: the quotient be-
information on hem her charactt:r is ~oing to clo~e a
comes the die <:ode nnd the rt'mCJinder 1he number of pips). For
dor1r (~\\'h1ch hand ari• you usm~'- "Do you ha,·e a
weapon 111 your hand·). but then ha,·e the portal close
e.'\alTlple. the Doub/I! Cms.s card ~\'es a -6 bonus to any action
that direct!} ~·tray!'> the rest of the part}. Using the formula. the
une..,.cntlulh
You al~o il<n·t• tlw option of throwing an major red .6 bt>comt>s" :m (6/:i • 2 remamder 0).
Plot cards ran be used a~ normal For example. the Common
hcrrtn!-IS If i.I (,\1 ( IJ,1raclt'r ~tarts tracking the Char-
Gmund card allo\\s a charact er to establish -common ground·
acter~. thl' pl<ivt•rs w11l 1mmroiateh· attempt to mesh
with an nth<.•rwiM' alic11 or unl-;no\\ n being or group.
this m•w pt•rsorf-. pn•i;t•ne<• with the rest of the ad-
Treat any I ife Points as Fate Points and any Skill Points as Char-
venture In rt•ality. h11\wvt.'r 1w·s Jllst a common lh1el
at·ter Poant~ rtw word "hand replaces the word ·pool" through-
lookln!o( for illl l'ilSY mark. or Ill' thinks that one of the
ch;tral·ters looks fomill ;1r hul cloC'sn't want to sav anv- out.
thin!-l until lw\ sun: lll''i. not mistaking that d~ara~
Ignore th<> tt>xt on th(• .w1ze Jn111utwe card: instead it allows the
character to act first in a combat round. The J::ffect card allows a
lcr for soml'Ont' l'ls1•
character to add '2 to any action or damage roll.
\ playt"r char<1l'!Pr could receive a death threat
Al the he)o(inmng of every adventure, hand out three to five
from a lMl.(l' l'rimin,11 or!olitn1zatiun operating in the
cards (depend in~ on how much card-use you want) to each player
se<"tor. l nfortunatl'ly. till' m1·ssage was delivered to
lhl" .... ron~ pt•r.,on, .mcl tht (' ffi( lord has no interest and double that amount to yourself You or any player may then
in him or l11s cnrnpanions. Of cnun•e. you won ·1 let
use any card at any time. Cards not used by the end or the adven-
ture are discarded and new ones are dealt out at the start of the
thN11 kno\\ thal
next scenario.
L01.\DING 'J'HE DICE
Th· mo:-.t important part r. r 11eplaying game is the
story Don't let the rules get in the \\a~: If a flubbed
.JUDGMENT CAl~LS
die roll would normltll) lndllate that 1he main \,Jlam Uurm~ an ad\'e rt ~nu· rc in t•har~e Don t get into
d t·s a ft:.- n111111lt·.:-. into the adv.:nturt fudge the roll. d.11 cldboralc <fr,l u"s1on nl>oul the nuances of the
!-,1\ lC jw.1 b.1n.•ly t"" capcd. F"or thi-. reasvn you should ~a.me rules or o! one n! your dt~a.;ion.; . 'aou can aJ..
tr~ to makt• all ot ~:our rolls behmd a G\1 screen or ways discuss ruft•s que.-.tions or al"'(?uments \•ith the
hidden from the playt>rs by :.omc other object (like pl..yers alter tht• ~ame (st•t• the "Getting Feedback-
...our hands). sl-ction ll'. lo\'
· If tht• play1•rs make a roll that would destroy the \<\h1lt• tllls 1'Wner;1I ~u1ckhne provides you ,,·1th a
sl·cn.ino, or \\.1>11ltl m<tkl· II lc:..!'I exciting . ..,ou can fudge grl'rlt clt'.il of 1x1\\ er. at <ibo hl·ft~ on you the responsi-
llw diffkuhy numlwr For l'':<implt'. yo"u·ve set up a bility of us111>1 that powt>r w1;.,<'l)o<. You have to be fair.
If a reft r~ m a ball ~ame started randoml" pencshz· Above all. -.tc.1\' relaxed. 'Pl1s is a ~ame. not a test of
ing one team. the other team would get extremely frus- hov. \\ e ll you can garnem 1.skr Everyone is pla:-'in~
trated and C\entually quit once 1: becomes oh\ious to ha\ e fun. 'o JU'! d o your bt'st and enjoy yourself
that Ihere's no pomt in continuing.
\\'h1le) ou take the role of the "; Hain:. m the ad" en. .\LLOWING 1'DE Cll.ARACTERS TO
tun.: ... you run, do not think of yourself as the oppo- f ,UL
nt•nt of tht> plaver-. )our 1oh 1s to make surt• tht:. pl.1\·
ers ha"c a ~ood time. not to beat the:n. \\llilt. vot • etfmc, characters need tt tail If they roll poorly.
should try to •>rm 1de the players characters\\ th" ' re ...1mpl) outclas!ocd. or m >st m portantly. ii they
chal!cn~e. )'O 1 shculdn'l try to de\1se an unbe.ttable play µoorly . th c1r l"hMM tcr:-- '' 111 lose.
i.ld" t·nturl'. On the oth~·r hand. v.1th each defeat. the charac-
Tht•n a!(.1i11, If the players do !'Omethmg stupid. you te rs (.111cl pla\t•rs) should learn something. They ma)
shouldn't coddlt> tht'm The first time they makt• a lt.';1rn a hcth'r \1ay to .tpproach a situation. or they
particular m1stakt• vou mav want to alert the-m and Illa) st uml>ll· upon .i tool 1>r~adget that ....111 help them
n·dut·c tht• d<unage il would ha\•e caused. but the sec· 10 till' [uturl.'. It should lake ~rseverance and dedi-
ond tune you should adjudicate the error fairly rn1io11 . but lt'.1rni11i.: fmm mblakc~ will eventually lt•ad
Tread carl'fully on this aspect of gamemast1:ri11g. to st1t·n·ss .
It's easy to full one way or the other. Just rcmcml>cr
that vou'n• all playin~ this game to haw fun.
ENDING AD\7EN'flJRES
KEEl,ING 'l'HE fJAHE GOING ,\d\'enturl's can last a singlt• night or can span sev-
The plctvcr c.: I .iracters will stray from your adventurt' er.ti l.(•mw sessmns. At the end of a scenario (or the
[\:Pl'CI it-but don't 1-.orr) about it.. If you've taken l' lld of thl gamt• sess10n). vou may wish to distribute
your time to pr.:parc the scenario as indicatt.-d above. re" anh
)OU shouldn't haw a problem getting thing~ lad; on
track v.ithout alert in~ the players to their roundabout RElfAllDS
v.ay of prO<'t..'(.'dm~ through the adventure :\l:il..e ~ure thac "'I ll ti t. char.icter"' receh·~ for their
In fact . ... ome G\ls come to enjoy the opportumtv actions matche.... \1hcst tht'!- went through during the
to run the ~ame on ,e 11v You need a i:oocl 1rnag111a- ad"·enturt•
tion and a ~ood unaerstanding of the-adn:nture :o Charal1 cr ... ma) be a''-arded money. equipment. and
improw.. t> encounu r~ nut the more you do It, the \1capons for their :ict \1t1cs I hey ma~ also make con-
0
better \OU ll 'Cl, t1il b Y.llh an 11111x1rl<.1nt G'\1 chMactt:r-someone ·w ho
\\he;·~ the c haracter first meander awa,. from t t.' l'an help them 111 a future ;,.id"·enture.
plot. go in the dm>ction the players are heading "tart Char;wrcr.; also ren•l\'e Character Points and Fate
makln~ up thmi.:s off the top of your head, chrowmg Pmnts .11 the encl of aclwntures. which can be used
a~ much color and fla!>h around as you can. If you to mnl·.isc :-.k1lb or can be :.aved for later adventures
Med a couph· ol mmutes to figure out how to get thl~ ,\s a l.(encral rult>. a character should receive 3-15
pl.we rs b.H k into the :>tor)'. call for a break. Cll;1ra1:lt'r l'otnts and 1-.! fate Points for each adven-
Tht. ubilit'· to improvise is extreme!) import;int turl l'hc: .1".ird dl·p<.' nds upon several factors·
rn'cau"t' it allows you to maintain the players 11/11-
• Did th e' Player Accomplish lhe Adventure GoaJ?
S/CJn of free u•tll They have to believe that thev can
Civt' l'harnt'tl·rs Olll' Fuk Point Cor succeeding in their
choo:-.t• t hl'lr own path, instead of being forced -to do
nw:sion
t'\:<tctlywhat tlwGM wants them to do-this is a game.
and Ill gamt':. players get to make choices about tl1l'lr • H o w Well TI1c Characters (and Pla)·ers) Did. This
actions. Player:s l1utt being forced to do somcthini;! rev.ard r<•prest•nts how th~ group did as a whole If
Of cc>urc;t> you are always free to throw complica- thl· plilyL•rs '>oln.•d punles. came up \\ith ingenious
ltons ell the players. If thcv have chosen to l?O in an solutions. •111cl ni.1dc sure everyone involved had fun
uncxpnted din.-ct1on. you can pull out a character i.:ivc t hl•m six to <'i:.:111 Character Points: il the players
card or :i stod encounter ( or make one up on the did poorly. :.:1ve tht'm only three or four Character
spur of tht• moment) and let them deal y,·nh thats t J· Pomts.
al1on Y.hilc :you figure out how to bring them ba.:k • Ho" \\ell Each lndhidu.aJ Player Did. U certam
1010 the p lot . plct)cr., v.wl 'l'r'lr dl'' er or \'t'nt out of their "ay to
'nil' t>t1me .... through no fault of rhe play~rs ur your make the ~a IJ .,1·w 11cr ilfl e.'\.'tra Fate Point.
OY. n the ad\tmture die!i. The characters don t km'''
ho'' to proceed and the players completely lose r • • Whether TI1c~ Coo~rated. If the players worked
terl·~t. l'he ~'t way to handle such a s1tua11on st > \\Cll a" n tc:i 1 .;in. l'ac of them two lo four ex"tra
make :.orncthinl( happen. A brawl breab out or C '1. r u-tn Poi .,,
n<.'arby G\1 character ~cts dragged off by a band of • Did They Pia~ In Chnracter? U a player roleplaycd
rurf1an ... . or the li~hts sudden!) go out . or the t11s ch ir "It r wt•H ~·' e him thrt'e or four Character
charat'tt.•r's ship suddcn.y e:-.."J)erieoces a mallunct ion Poi ts
that will s<•nd it into the closest star. and so on. Gl•t • Did All Of 'tou HaH' Fun? If all of you (yes. this
tht• plawrs exc1tc.'d. Put their characters· lives 111 dan·
indudl•s thl G\1) had a ~ood time. gi\·e the players
J.tl'r '\fokc tht>m worry about how the encounter" ill
Js m.rny as lhrt•t• or four C:\tra Character Points.
turn out
..\dwntun·s can h;1ve i.?reatly var).1ng length. These calb and improvisation . Don t take any n~atiw re-
dWard 1-!Uldl'lant•s ar • for an average ad\"enture span- sporse.s a-. criticism. It's ta ·e'.'> a lot of work to plan
nin~ l\\O ni~hts of i.:amin:,: or four or five fairly long anc1 run a 1.:amc. and you c...ir t a 1wars please every-
episodes II an aclvl•nturc runs over se\'eral sessions. one no matter "hat ~ou cto. Inst rad. \lC\\ player re-
the G\ 1 ma:- \\-ant to i:1n• pdr•ia. a\\atds during the act1011s and nnnrnenh a.' lunb a.-. to ''hat you can
adventure sn the players don·t i;o too long .,.;thout do m the ne.'t ,1dvt•nwrc th:it will kt'ep them on the
gt>lling an~1hing to -.ho\\- for their E'lforts. Final Char- edgi; oft twir o.;eato.;
acter and Fate Point a,,·arcl:. ~hould be correspond- The best \\-il\' to confront such a problem is to ask
mi:ly inat.>as1..>cl to rdkct the length of the adYenture. the players ''hat they did and didn't like. )ou couid
On the other hand. If playing one- or t\,·o-episode even have them\\ rite yo:i an anonymous note \\ith a
quick adv~ntures . :-ou should decrease the numbers list of the.r f<1\'orite and le.1st lanmte :.c..enes. Just
of Charal' tcr Point thl.' l'h;iractcrs receive. don't for~ct to llskn to what your players have to
Other rc\\-~1rd!., such ;is money magical items. or say Tht!y may w:mt to t:1kt' th.> ~ame in a different
other matHial ohJl'<-'l~. an· \!iWn at your discretion d1M:lion than ~ou do. CmnpMm1se \1ake sure you
Aga111. trv not to bt: too li1v1sh in gi\'ing out ·stuff'- and your pl.1yl·rs IMw fun. If not l'ither you or your
your ch;micll'rs 1wt•d somt•th111g to work for later. In pla~ws will l'\'l ntu.1lly givt• up and rind some-
0
tht' movie11. rcwarcls of fric•nclshlp. honor. and cama- t111ng dst· to do <luring those precious
rndcrit' wt:rc 111ur l' 11nporwnt thdn money or equii>- :.pMC 11101111.'nls.
mt•nt. Of ('O\lrM' "t•a:-;h adv;1n<'C now and then doesn't
hurt
GE'l"l'ING l"EEDHA(;H
So1m:liml's <Ill ,1cln•nturt: doesn't
thrill the playNs likl• you expected
11 to wht>n you Wt>tt. first reading
or crcatin~ 11 . ,\s vou run a sce-
nario you should pa) attt·nt1on to
the plavers' rt.>act1oris to the
\ 'atiOU!-1 .sct.>ncs . Did they stand
up and all tn t > talk at once
du rm!-: the' MW" Oi<I they so
comatO:>t.'" I 1 tht.\ reacht.-d
the pllZ7lt.'-"OIVIOg. cn<·oun-
ter'. The pla\'crs words and
actions <.·an com·ev a l.lrl'at
deal of 1riforr: at1oi1 about
\\hlch parts of the ad\en-
ture the\ tr joyed and
which parts put th1·m to
slt>t•p
)ou also han• to iiaugc
their rca<: t ions to your judgment
/ ---.....__,
/
(
"nnwtimt•' ch,1ral't<•rs !{Pl into situations wlwrt> llwv Tim,'\: Tom himult.1nt•ou-.lv)· I clid'
h.tvt• 110 l hoin• but to en~age in combat with Uwfr Tirn , I got ,, I ti
acl\.t•1s.ir1t•s '-111ce lhe fate of lhe characters on both
sicl1·s 111 tht· ton IKt lies in the balance during tht·:.t• Tum; I rol11•cl a 1$,
krnds of l'tll"ountl'rs. 1t"s rmportanl to ha\'e a \\ell-de- G\I Oka}. lim rollt-d hi!-!h•·r so he g-oes first.
firwd 'Y'lcm for dctcrrnmmg the effects of attacks,
Charact<.>rs may attempt any actiondurm~ a battlt•, Tim: rm going to take t\H) shob. one at eacl of the
from hnng a ~un (a" long as he has one) to knockin!! mens runnmi:: tO\\arC: us.
1s opponent O\'cr to runnm~ a\,·ay. The combatanh G\I \ou' rt• gom1-? to ose ID from each shot Sllllt:
ay diem ~uch encounter~ . dependinl? <ln ho\,. much you're taktn!-! more t '" onl action.
1 <image they give and recei\e.
1i111: :'\ri pmblem l'w ~ot ID- I 111 hlasreranyway. How
Read thioui,:h tht: fo!lo" ing tnu;.i.cript Pf a Lyp1t:al far a.....1v are the\' at this poinC
game ~c,.,.10n "''here the characters ha,·e just l'Olllt'
into cnn01t•t ''1th their ad\'ersariPs Don't worry a 1>out G\I· \bout 10 nll'tt•rs
the dice roll.; for now: the rest of this chaprer c•xplarns Tmt: (Cht•<'k" h1'> bl::i'>ter·.., range and rolls his die.- )
all rnmh;1t-rd:ued mechanics in detail Hm111m, .. \\cll. I onl\· rolled a 6 on my first shot.
G\1: Okay. we·re in combat rounds nm\!, F.vervone ( ;\1 'l'h;1t's a rnj..,,
rnakt· a Rdlews roll (All players and the G \ I roll t hl'1r
Tnn : I fi~url·d Okily, on Ill) :;ccond shot I roll<.'d a 1:l.
din ) Anyone roll higher than 20'!
Bn.tff Yt•ah, I rollt•d a 23! ci 'v1 . llil' Koll clami\).!t'
GM. All n1oiht, what do you want to do. Tim : ({ 'ht'<'ks blnstl.'r s damage dice and rolls.) Thal's
.1 tot.ii of IH
Brian: Ah. that c.h.• pl!nds. What're the meres dom~·>
c;M: (Holls nwn··s 1:.ndurance.) I rolled a 4. Your dam-
<lM; T\\-o ol lht•m Me running across the docking bn• ai.:t· roll is thrt•t• unws l11~her than his Endurance rolP
toward you :md tht' other two are setting up some l"h<tt"' thrn· woun<b' You bla:-;t him square in t lw
kiml or lar~ c tripod-mounted weapon near the t'll- cht•"t :ind hi' W1t•s flyan!-J ba<•kward about n..-o meter s
t ram:t•, Y. hid s ab<1ut filteen meters away from you. Okay, rom. 11'.s vour turn
Bri;111· Hmmm l'I fire mv blaster at one of 1he two Tom Is that hl'<wy we:1pon almost mounted'!
\\ith the hl'ct\'\' weapon.' (Checks the ran~c or hi'
G\1 . \cc1h. ;uul it lvol..!. likl· thc~.-r~ about lo fire it
blaster and tht•n rolb his character's bla.~ter dice).
Lt'l'' 'et.'. I ~nt an 11 . I um Oka\ , then rm ~om~ to take t\,·o actions. First
G\ 1: That"s a hat! Okay. roll damage. I'm 1o:Ulll!o(. tu shoot al on~ of tht: troopt:rs \\ii ffi)
blast._·r rifle. :md them I'm ~ing to dodge out of the
Hn;in: ( ( hcd!> ht" b!aster's d:miage die code and then \\,I\
rolb live dke.) I rolled a total of 16.
C\1 : Oka~.. )OU lose I I> from <.>ach action since you 're
Ci\1: (Rolb Endurance dice for the mere.) I rolled a I.!
tal.:mg '""
to rc~i--t . so the damage was higher than the trooper\
Tom ( Clux:ks h is ran,;:<• lnd rolls his blaster dice.) I
E11dur;111l·e roll but les' than double. which translate-
IO 1>111· ''oun<l Your blaster shot hits rhe mere in the
rolh •d n ll 1>11 thl' \\ 1ld di!!' (Rolls the ,,;Id die a~am )
shoulckr. hut otht>r than d bide!. mark on his p!,tstcd, ,\ r&\!hl that's a total of~ 11
he "l'Plll" :111 right. Okay. anyone make a Refl<>Xl'" roll C,\1 You 11.1ilt·d him' lfoll dama~e
of IS or h11!her': 'lorn (Holls his hlil,.h.r rifle's damage dice.) I rolled
;111 Is.
(;\1: (Holls tlw rm•n-'s l'.nduranre dice.) \\'hooµs' I
rollt>d a I on t ht• '' ilcl dil'. That leaves a total of 2. Tom: I rolll.'d an ts for mv dod:..,'<! this round. Good
\\ell.~ ou rollt'<I ten tune..-. h1~lwr. so that's ten wounds thmg I spent that Character Point•
'lour blaster bolt catt hes him rn~ht in t 'le helmet and
he's throv. n b,u:k,,ard Into the "all. nkay. now make G'.\I: Th,1\'s right, ,., tht• mcrt•'s blaster bolt lances
\our dodi,'C.' rc•ll stra1~ht tc>\\ar<l )OU anrt ~ou Jl1't bard~ manage to
ump out of thc\\<J\ , Ok.i\. ~o t:Vervmw has taken their
Tom: (Roll" his t/11</ge dice.) \\ell. I rolled a 13, but action.-. for tlus round Hound t\\O tx:~ins now. Every-
...omcthlni: tl'll"s ml• that\. not ~rnm: to be h1'.:!hcnoui:h. one ma:..c Reflc.xc~ rolls ..•
so I m qrnn<..: to -;p..·nd a Charactl!r Point - -
;:<;m, vou have a b,tslC" lt!el for lhl' ,,·a\ l'omhat \,·orks
G'.\l. 01..,1\, roll .inutlwr drc .md add 1t. in a roit.•pl.i)in~ gam>. Tht• bJttlc wc.tust \\itnessed
Tom: (Rolls orw mort• cllc.) I rollt'd a 5. so thafs at<>- used th(• ""'""' clrimng<· S)Stcm .ind lhe (omba1
tal ol II:'. I'll -,tid; ''1th t l1<1t mund., st·qut•nct• (,.. Jm·h \\t!'ll dbt·us" momentarily)
Th~ m•xt sl·c·tions t·m:o.:r the llll't·hanics £or running
G\>1 You don t \\lUlt to s1wnd anollwr Character Point'.'
ganw hattlc·s and provid1• sonw solitairt• simulations
Tom: Whv? l>o vou think I should'.' so vm1 t'<lll ~t·I t tw hall).! of It by actually working
GM: (l<tU!-lhing) No. no I wr1:-. just making sure. Okay. through sonw :-.liorl t·o1111Mt sn·ncs.
the meres rolkd a 12 for Ht.•flexcs, so they get to go
now. Tlw nm• r11sh1n~ tow.ird you firc•s his blaster rine.
(Chl•c.:ks ran!-(l' illltl tlw11 rolls thl• mert"s blaster dke.)
lfilYS '1 0 llUN Cft)lll1t'I1
1
lie rolled ii I:!, sci ht• hits Dobo:; (rim's charact~r.) ~1n:.tmkpl.1vi11!' ):•llllt':- hrl.tl-. do""n t 11nt• during com-
Ti1t1, rnakl' your Fnduranet· roll. (Rolls damage.) bat <'O<"<>Untcro; into :-;mallPr 11111ts, typkall::- minute~
Tim: Ok.1y. (Roll:- his Emturam·e din~ ) I got a !l or st•roncb s111n· t ht• t 1111111g of ever~ tradt:.'d blo"'
cou 1ts The ()h "' -,tt•m offers three \\ a\s to run
G:\I I rolll·<I a 14 dilmit~t'. so 1ha1's higher thar your battle.... all of\\ LJse s{'(.'01\d" a' the main umt oi
roll but lc:-s than l\"o tirnt•s h1~her. That mean:; Dobos 11mc
take.-. one" ound.
nm. Oh. lllilll~ T11.1t', l\\O \\OUllCb I've taken ::.o far!
.'m not i;:oint: to la-.t much longer Combat <1nd chuo-.. ~umNhne-. ~o hand-m-hand. Ev-
G\I O,..u~. the trooper \\it h the hed') IJl<l!>kr fin:~:. dl cr~1hmt: '" happenrn~ at once. and it's hard to tell
Mck (T•>m's ch:iradcr) (Check;; rang<> and roll!' '' 'l. ,-., omg on Tiw ... 1muhancous «omha: me!hM
DEl.-ENDING
\t Ihi' lw.1rt 11{ an:- combat are simple at tat•ks ;111cl
dl°fl'llSt':'>. l \mt! anyl hing from a tis I to a knift· to a
m;irhim· gu11. 1111!' d1aractt•r attempts 10 injun· oil·
otlwr 111 .111 t•ffo1 r lo kn<>l k out or kill him.
Wt· 11t·t•<l tv.·o rolls !or t><.ICh attad;. one to cJekrmhw
wlll'lht•t lltt• .111.1dwr su<.n.'t>tb in hillin~ hi::. laryt:l
.md ,11101111'1 lo dt•lerm111l' how much damage thl' 0<'-
fcnding t lwr:1t tt•r si.flers
A'l"l'ACK PROCEDURE
Add or '>t1btrac1 Offense Modifiers
2 Roll a1t11d dice
3 Comp:ue to att<ick difficult}
4 H hit roll damni,'<'
5 Compare damage roll to defender's Endur-
anl'C roll
.......
DEFENSE PROCEDURE DEJ'Dl))IXG
Declare dodge. p. r " o no defense
" If dodge. add Dodge ~hKliflers
' AGAINST
:~ Roll <lodge or p;1rry dice A'ITACK
·I. Com1>arc at1;1d; diHkulty to attacker"s weapon :.kill Tilt.• other way to ch.rni.w the ,·aJue needed to hit a
roll d1ar:Kh'r tn\ olw.:- t hf• 11st• of dodges and parries.
5 Ir hit, roll l'.11du1 o.1mt.•
6 Subt ral't I nclur:111n! tolal from attacker 's damage roll DODGES
7 RN·or<l cl<imagl' on d1aral'l<' r shert II ,1 d1ar,Kh'r <locli.:~·s (whit h cou n ts as an aclion). he
ri ills l11s tfoc/J..'e -;kill din'. Thi' gcm•ratecl value replace<;
th1· 111 ,1s th1· h<N <1lltt<·k clifficultv A defender can
lt'DAT YOU NEED TO BOU 1'0 dod1.:c- ·1nv 1yp1· of Wl'a1mn (melt.'t> or missile).
111'1' A (;IIARACTEB Exampfr: \ ·'fx"·e p1rall' decidt's todCJdge out
l'o pul It -:11npl~'. an :lit 1d:er must generate a skill to-
ol 11/1 "111 r1f t/u> fl/l'ri· \ retum fire He roll,\ hi'
tlodi.;c ,,k,I/ of 3LJ+:! and 1.'<'nerate.s a 16. u·h1Ch
1:11 of at le<L\I JO to
'iUCC'l'SS ullv hit a defendin(! l"har-
Ix-come~ tl1c ueu cmuck dtfficulf\. lht' mere mu.'1
actCr, Just roll \our bm1.J nk sword, or arc/1e1y (or
the :1ppropnate -:kill lllr whatever weapon )Ou· re us· beat to ,,C'orc a 'uccc ',fu/ ha on the space pirate.
Int:) cl1n>, add tllem up. and see whether you rnllC'd a Example: /..arer m rhe combar, the space p1·
10 l>r more rote dod .:c:-; a::arn, but u·ind., up u 1th a totul
fa:ampi<': A 'fXJC'(' pirO/P u llh a (ii$er pistol d1xlg<> roll of on!J• i ·'rnce rhe 1·alue he g._>nPr-
'kif/ uf tD· I fin·~ ut u <u,tu1n' olficrul He roll~ alt'<I h f,•" tllun 10 (Ille bu.,e cl1fficu/o·J. 1/1e ut·
ht!i l:1scr pistol cltC'<' and!.,'<'/., a 11 (~. 4 3 :! -1 lark d1fficull) 1 /Qu rr than If u·ould hac·e been 1f
//1•/wd mtldodged a: all (hence the nsk mr;ulit-d
pt/>} tl h1cl1 '' greater titan JO. md1calinf! 1/tm hi'
'UCC<'t'dt'd m J111u11~ tile offtcw'
m try rn~ tn a11t1c1pa11• un oppe11et11' urtacks ).
E:r:ample: l t/1, "n ··nommus oorhon1m from attack'. the attacker lo.,\:s 1IJ from lus :itta<.'k roll. and
the \,.,.,, /('rfl Rt•g10ns ''L m!J..' 111., dub ut ~irGui m for long-rani:<> attack' ht• Jo,£·' 21)
\alunan Gm 111 J>arnc' 1111.' blou tnth his su ord
U\/flg /11 fcnc:mg kill I ti! !?enerates an attack
SPEED OPTIO~
roll of I? but Cm m get' a parry total of 13. baref\ - me \\:Capon" require more time to u ...c than others
defl1 c.lmR tile cluf.> lx!lnre 11,mu.,fies into hrs skull II you \l;OUld hl.:e lo l ake th1 ... speed difference mt)
account. and therdn add more rec1hsm to \Ourcom-
UIT tOCA'flOX OPTIOX ':mt enl •)linter~. appl:i; the :>J>l-"t.'Ci .,;aJuc of a charac1cr's
To dctcrmhw the lot· at Ion \\here a character " !'
\\(>apon to h ... 1111t1:ttl\' •Ren \C.s roll.
h.t. (·onsu,I the lollo\'\tllg chnrt I-:"a mple: \ men u 11!1 u R~flc.\c~ rull uf 3D
dC'Ctdt s to f11·e a blo~t. r 11flC! ( 'fW<'d -/ D) dunn!?,
a comhat mund 11 /tc " 1-1•11,,rar111~ ht.\ m1t1atn·;,,
total fut //tat '' m11cl, lw mfl., .!/) ruthl!r titan JD
(l<eflt•w, 11/ 1/J - l/J 1111 ·'f>1·ecll
DEFENSE OPTIONS
Op tion Defense Total Modifie r
:l'l' <..ovl'r -5
iOX. Cm:~r .10
i.5 Cover
\loonlight
J."ull D~rkness
Pinned
r / ~
~ ,.._/
~ otc:
parries
Thc..... e modifiers do not apply to
~ l _ __....__O_F_FE-~N-S_E_O_PT_l_O_~_S_ __
DETEBHINING DAMAGE
USIXG THE 1'-·o XO DAM.AGE SYSTEll
to~er Umit Up~rUmil Effect
Damage Roll < Endur.ince Roll
Oama!(e Roll 2 Endurance Roll Oamase Roll <2 :'I Endurance RoU 1 w ound
Damage Roll 2: 2 x Endurance Roll Dama~ Roll < 3 x Endurance Roll 2 wounds
Damai..>e Roll 2: 3 x Endurance Roll Dama~ Rt I 4 x f.nduranct> Roll 3 wound s
Pamage Roll 2: 4 x Endurance Roll Oam~e R< I < 5 x t-::ndurance Roll 4wounds
OamaHe Roll 2: 5 x Endurance Roll Damdge Ro I < 6 x f.ncluti.11\ce Roll 5wounds
USIXG THE BODY POll\I DAllAGE S\'STEH
Damage Sufferedt - Damaqe Roll - Endurance Roll
t (z.e ro or a negati ve r<.>sult indk<1tes no d;;unagc)
SCJ\U~ HODIFIERS TO DAJIAGE lie sufft'r.. the fu/120 {Hnnl., Tlw second und third
churucter.. <ire stuflcl1111.: ubo11t three fcl't all'uy the r
I vcrir Wl'aµon ( t'lt I er port 11Jlc or mounted on a ,.e- 'econd rcm~e) u111l therefore ,uffer JO points of
hiclc) hn,, a :-cale code thnt rcprc:senb the lc'd of dama~ (/wit of 20) The fourth character 1~ flt'e
damag.• it 1·an ~au-;t> J.'nr ex:unplr.a -;hell from a tank h'•'I uu a.' ufld ,uflt•r.o j puu//., (one-quurtl!r of :!OJ.
inflicts much mon~ damage than a bullet from a pis- ond tl1e filth chaull"ler, 1d10 " sei·en /pet au·a.'
tol. ~tost char<11:tt•r·scalc \H'apon:s havl' a scale code {and thc•refnrP 011t,1cle the tl11nl rtlflt:!t> culue)
of O. ,,·hcrea..:. a tank's main gun may ha\ ea sea Ii: code ~U,/Qlfl\ II ; I II ha/V> •r
ol 30 (nouce that the tank therclorc has t~o .;caJe
code:-. ,1,.,,.,ocidlt.-d .,..ith it. 41) for ib 111<1:-.,., and JI) for OTDEll UAHAGE TYPES
it's gun: 1111 had ,mother gun it coulcl potentially have
hr~ c11ffNent scale codt•:·.) El.ECTRICITI'
\\'hen calculatmg damage between t\\O obje<·b of
cliffert 11t sc-alt· c·ocks, find the difference of their scale
Elt.-drkdl d,unagc: l olll range .111)'"" here from zero to
IOD or more. cll'pl'nd111!o( upon tlw amplWrPs and volts
codes t'ontllllllllg with our chara«tt'r versus tank
cxdmpk the dWl·rc1u.:c: \H>uld be :m (3D-O-:m The l .,t• your iudi,:mcnt to cit•terminc an appropriate dit
l"O<
b1~g r of lhl• l\\U objl'CIS g;1(1ll' tha ll .lmber of dice
as a h1111tl'> to damagt' :111d to rE><;1sl damagE> causE>d Electrknl ~urc(' Oamage
bv the smaller ol>jl·c·t. \C oulkt 11>
E.w"'mple: C11ntmmng from our '"'' exampl<'. power st,111011 tr.msformt'r II>
u nou m·t d 111 dl'tf!rm1111• tile l'fft'< r:. 11f g11/t• on lightniug !ID
the cfcm1<1!-,'t' 111fl1cted 011 f/w ~pare stutwn by tlle
h/a,tet e<J1111or1 ( 11 '"re ""1m1mg tile a/luck u•a.' l'lllE
'ucce,,ful. of c-our..c) Tiit tJn (Jf 'ca/e d1ffen•11ce I-ire ha-, a standard dama~c codt> of 20 per round
( 10/>40. for th• /mt e,\ample) '' addecl :o the Rec J('t or 1nl rease the clama~c based on the volumt.
'fkl<t' \lllllf>ll' /Jody ,,,.,,,,~Ill u h<'fl rolling to ,, .•
of f Tl' s 1rr•1uncllng l)ll' Ch:IT<ll'lt'f.
,,_,11/w /J/O\ter ccmnon ' clumu~e ( remi!mber J11t-
t111.~ 011 eleplumt 1uth a 1001hp1ck isn't got~ 10 F.lWXG
do much dama1.,~ Character-. take no d.u .1 ..c lrom falling. They do.
I O\H·ver. lake clam.1gc Iron sl.umning into the !.,<round
WEAPO~S ' , dard damage b {.'<j i 11 D for e\ery ten let..
Weapon Damage Ran~ '>peed Ammo ~
HLl.~T ltlDi r S
c.. rtain Wt·, P"ll' {lllw gre11<1de.;) illld maglldl dlt>cts Char,1.cters \\ho sulll r hH wounds (1£ us in~ the wound
{hkl• fin•balls) .ttfl'<'t an l·n11n· area ralher tlwn 111st a cl,unagt· syslt•m) or who n·<ich 7cro nr less body
sml.!le d1<1ra<·tl·r Ctwrk tlw hlast ra<l1us valuf of the pomts (ti us111i.: the po1nt-ba•wcl clamai.:t• system) 1m-
mccl1a1ch I.ill um:un:.dou:-..
c)(pl11s1n· ur 111cc11diaf) dl'\ ll'e to determine how far
the cl:11nal.!t' .;pn':1ds 011t\'.,1rcl Imm I he point of 1m- II mcdit-;il ;ml cannol l>t.c•olfl•rt.'Cl rn11nPd1atl'ly (within
pdt'I. Tht· Vdluc is e:-.prcsst·cl a:-. a si·ne~ of numbers 111 st'COIHls ). llw d1.11;1CI Pr can 1wvf'r bt• rt>vivt'd (un-
s~paralNI .>\ sla~hc~ (similar to the ranq~ valuP).
0 lt.;:;s othcn~ 1s~· stated-some i,:anw \~orl<ls may allov.
for re\·M11rat1ons of the mai.:1cal, miraculous or tcch-
l..tumplt': ~wnmfe l>lu.,r rad1u' .!/4 5 1111:,11 sort).
Ch<irrtl tt rs st .1n<hn~ \\'llh111 tht• r.111gt• tlt•termirlt'd by
the first' ,11 '"· thcv arc <1 numlx:r of Ct"et a\\a\ from
the 1mjh1C'I point cquai to or Jc,,~ than thl! valu<?),,uffer ltlJLL-S(~1.\JJ! H1.\'f'l'LES
the full clamagf' of lht> \H .tpor 1r. ckr-.. '' 1thm tht> The ba."ll' 1deA"l b to ncah.' a mc.·chamc th.it adjudi-
sen111cl r.m~e (~rrater than 1lw' rst \, lue and t-qual to <' h."' .11 t111ns pnfornwd in t.111dem hy several par-
or llss than tht• s1~ond \<tlue sl. r half of the dam- t! ·s ' ehov. af, easer to do. but \\lth diminishing
a~e. and charat~ter"" ithm the thm1 range (b'J"l>atcr than
the ,C<.'nnd \CllUt• and equal to or le'" than the thin!
n .. return,
ore~"'~ ,ised
tn\nes how long it takes a starship tot ravel
Ronne. a ~ivcn distance lwhich is measured in
nnnio•e: so " aoo t1m~). for example a .;;hip with a
li~htspeed multipher of x2 wants co travel
to a nei~hbonng star sy<aern According
to tht: stand.ml d1sl<1nl'e l·hart. it ''ould take a ship
mcmng at a h~htspct•d mul11pher of .xl one day to
re<.1ch 1ha1 .,~.,tt•m. This ,.111p (\\ it'1 ·ts "~ multiplier) On a 'Ul'ccssful hit II t , 1t<1cker rolls hb vehicle·s
\\ oUlcl 1al\e t\\o da~., Hi~her \~ t>,., 11•1icate sl mer damage d1ccancl the defender rolls his ,·ehicle·s hull
1,. h ,> d cngmt·., boch !>trcn~th Con, ult the \Ch1cl1. Damage Chart to
detel"mme "hal l\pc of dt1.-ct occurred.
Sensor.;: 1he <11-.tancc and cllecth ent>ss of a "eh de"s
,.,t l,..,,r .,, ... 1cm. for example. a value of b013D indl-
The attad.cr then rolb JO to randomlv select the
atc.-. that th<.' st•n,or' can ...can up 10 60 meters away affected \ ehlclc s~ s1cm or pan (maneuverability.
,,;,ha -31 >h<1nu... to the character's sensors sklU roll. I
llw chfht·ult~ of st•nsln~ an objel·t depends on its si1c.
t ncn..'Y output. and at•t·dt·r<ition. plus other situational \TEDICl.E DAMAGE CHART
facto rs hkr m·arhy r;ulloi11on.
Situation Effect
Damage Roll Temporary Effect
Hull R(l(ly 'itrf'ngt h Roll (o ne round )
\'eh1d<•s lollow till' s,in11. i.tanw mechanics as charn('- DamaRe Roll • Permanent Effect
tPrs for 111ovt•11wn1 purpos(•s :>1·1· Movement in Chap. Hulll2 x Body "treni,rth Roll (repair required)
tcr Li~h t . "Co111h,11." for lllOrl' inlormation. Damage !{oil Permanent Effect
Hull/3 x Body Stre ngt h Ro ll (part destroyed)
S'l'IJN'l'S
"\ormally,;1 d1ar<1l'tt'r l .ti op~rate a velucle w11hout Tt'mporar" Effl·<·t: Th\· cl,1111<11(\' elkct lasts only dur·
I 1J'\ 111i.: to llluk\ .1 .. kill roll--:.tsu«I drhing. Only when int.. th· r• 1d 11 \\".1' im•urred and thl' round immedi-
h~ v.:111ls lo perform a .,111111 dn diet• rolls com~ into n1el:- folio\\ tng.
pla\ Pe rma ne nt f.ffN"t (r<'pair required): C. haracters may
rt>pair rhr <lamagt• "1th t t ) uopn;u slo..; roll-. or
· ,, hiring a mL>chamc
The b~ difficul~ to hit a vehicle is 10. P(;'rmanenl frfE'<"t (part destroyed):
The charac• ., m"!>l pur hasc a O~\\
(or used part
ti reptace the
-. l 'EUICLE UODGE damagt:d one.
\ cliart1( tcr p1lut 1 1 \ ·hide
m,1~ cttlt:tnpl 10 <lodge thL
~r.1ft out of tlw 'A,,.,. ol 1n-
('om111~ projt•t:I ilt.,
Ra t ht•r than tlw c/m/~e
skill llll' d1aractt·r 11st·s
his p1/ot111~ ~kill (pill'>
0
t ht• v<'lrn·l1• s lllillll'll·
Vl'r<tbll 11 y l'Odt•) I()
t:?vadl· l ht• .1ttack.
The rollt•<I valrn· be·
COllll':; l h~ flt•\\ ill·
t.1di difficult~
RA.H~llNG
Both vchi<'lc' 1c1k~ .rn
·. 11noun t of clnmngc cqunl to thP
.,maller '••hkl1>s 'cale 1 oclP
SAHPLE STU:\TS
tun I Base Difficulty
Ram E..s} (10)
15 tum Easy(IO)
900 turn ,\toderat e (15)
IW t u m \'cr y Difficult (25)
Ellen <'hart). The pilot rolls a to:a
dama~e of 19 ·1Ill' de' 1 11 .., plane general es a toia.
VEHICLE DDIAGE EFFECT hull'b<xl\ strength ol t "1 l ~ 19 1:. mort.- than three
ID Ro ll Effect t imes higher than 6. ti ding plan~ :miler:- thn.:e
I Maneu,·erability hit-. ( or If u ... mg tlw b och pomts "Y"lem. 13 bod~
pomh of clamm?e (19 - 6 - 13)).
Random System Damaged
Hull Damage
REP1\llllNG VEHICLES
Lh.ir.1t lcr-. mn' rl'I\; on their own technical sk, Is or
DAHAGE EFFECTS th.it or lured mcchan1cs to rt>pa1r damage::d veh cles.
ll1c lollo.,..111~ t'hart shows th<: difficulty and cost as-
0
-..
(;J11.\ll1\(~'I1l~ll
(; lll~1.\'l I () N 1
Came Dl"•11.1ner; - - - - - - - - - - - - -
CDAUACTER IXFOR)IA'flOX
Species: _H_u_ma
_ n_ _ _ _ _ _ _ _ _ _ _ _ __ DA~UG F. s1·s ·1E:)J
.:il \\ ound~ #: z
....l 13odv Points Formula: _ __ _ __ _ __
Age Requirement~: -'An__..'------------
Groups: -'N~o~n~e_ _ _ _ _ __ _ __ _ _ __
1\J>l'ANTAGES A.'\D DISAD\'AX1'AGES
All excepi 1nfravisicn and ultrav151on
Starling Attribute Dice --"'2_..10_ __ __ _ _ __
tarting kill Dice; _7D"----- - - - - - - -
tarling '.\1oney· _10_0
_ _ _ __ _ __ _ _ __
Game Designer:-- - - - - - -- - - - -- - - - - -- - - - - - - - - - - -- -
Genre· _A_.__ _ _ _ _ _ __ _ _ __ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ __ _ _ __ __
World Overview: This game works well for any genre 'tha't requires a c1nema't1c s'tyle of plav Fas't ae"t1on and
s1mphc1'ty govern 'the game·s overall suuct.ure. l'tcan be used as a basis for more complex games l?y adchng in
op'taons and a power (magic. ps1onic, super, or o'ther).
)
(
Technology Level: _v.;...;a'"'"n.;..;;e"""s-------------------------- - - -
'""·
POWEltS SEC1'ION COHUA'I' SEC'flON
'n' PE(S) DAMAGE S\ S'IEM
.J Magic :il \\ounds #: ..2.
:l P:.ionic ..J Bod} Points Formula· _ _ _ _ _ _ _ __
.J Super UOUNU S'l'UUfTURE
...l Other ~ 1multaneous
UMIT.\TIOXS ~ RES'IlUCTIOXS :I Initiative rounds
None .J Continuous
OPTJOXS
..J Hat location
..J Speed
..J Vvound Twe
POWER SIUl.I. NOIES
None
HISCEUANEOUS NO'fES
Include 1n this area any weapons. adven'turinq gear. special world considera'tions. or any o'ther topic that relates to
the structure of the game rules or the se:tinq. n is sec'tion might also con'tain an 01erview of a campaign or sam?le
adventure ideas
> OGL
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means
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means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic
and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the
prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including
translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names,
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artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names
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equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as
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sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the
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2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in
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