Friday, March 20, 2020

Grim Hack beta - Character creation, archetypes, skills, and advancement.


Character Creation:

Attributes:

Attributes are what you role against to see if you are successful with their related tasks and skills. A characters attributes are represented thusly:

Mv
MA
RA
S(SB)
T(TB)
W
Agi
Dex
Cn
Int
WP
Fel
FP
-
-
-
-
-
-
-
-
-
-
-
-
-



Movement (Mv): This determines how far a character may move in an appointed time. In a combat round, this roughly translates to how many 5 foot squares may be traversed at a non-running pace. At a run or a charge, the amount of squares moved is doubled.

Melee Attack (MA): This attribute represents the characters ability in melee combat. This covers activities and skills such as sword fighting, fisticuffs, wrestling, and disarming opponents.

Ranged Attack (RA): This attribute represents the characters ability in fighting with ranged weapons. This covers activities and skills such as shooting with firearms, bows, crossbows and throwing things.

Strength (S): This attribute represents the characters physical strength and the amount of damage inflicted in melee combat. This covers activities and skills such as tests involving physical power, athletics, climbing, swimming, lifting and carrying.  A high strength can also help to intimidate others.

Toughness (T): This attribute represents the characters physical resilience and endurance, as well as damage mitigation. This covers activities and skills such Poison and Disease tests, consuming alcohol, and how long one can hold their breath, or do strenuous activities such rowing and carrying heavy loads.

Wounds (W): This attribute represents the amount of damage you can take and depends upon the Strength and Toughness attributes.

Agility (Agi): This attribute represents the characters ability in controlling their own bodies and their swiftness in action. This covers activities and skills such as dodging incoming attacks, combat turn order, acrobatics, dancing, riding, and many stealth activities.

Dexterity (Dx): This attribute represents the characters ability in their fine motor skills. This covers activities and skills such as picking locks, disarming traps, creating and repairing items, forgery, piloting, and performing sleight of hand tricks.

Cunning (Cn): This attribute represents the characters ability in thinking on their feet and how quickly they can do it. This covers activities and skills such as noticing hidden items, disguising or hiding themselves or objects, tracking, orientation and navigation, gambling, wilderness survival and street smarts, and most artistic activities.

Intelligence (Int): This attribute represents the characters ability in learning and recalling academic knowledge. This covers activities and skills such as knowledge and lore skills, languages, literacy, history, various technological skills, demolitions, science and research, , first aid and medicine, animal care, evaluate, learning magical spells, cryptography, cartography, and similar skills that require serious brain power to accomplish.

Will Power (WP): This attribute represents the characters ability in exerting their will through strength of mind and keeping calm in stressful situations. This covers activities and skills such as Fear or Terror tests, spell casting and using psionic abilities, spell resistance, sensing magical items or activity, riding animals, sailing, and other activities that require a steady hand.

Fellowship (Fel): This attribute represents the characters ability in dealing with other sentient beings. This covers activities and skills such as how non player characters (NPCs) react to you, bartering, singing or acting, influencing others actions, seducing or interrogation, handling animals, information gathering, and success in politics.

Fate Points (FP): Fate points represent your characters ability to escape the consequences of your actions. When a character feels the need to alter their destiny, say when a critical result comes up with the something unpleasant such as decapitation or long fall with a sudden and fatal landing, a Fate Point may be spent to somewhat allay these. The main caveat is that the player must describe convincingly what could have happened instead of what the dice rolled. Being knocked unconscious and sporting a disfiguring scar may be more desirable than a cold, unmarked grave or dinner for wandering scavengers.



Rolling for attributes:

Movement (Mv): Roll d3+2

Wounds (W): Is the first digit sum of the of Strength plus Toughness attributes. For example: a Strength of 23 and a Toughness of 37 would result in a Wound score of 6 (23+37=60).

Fate Points (FP): d2+2

All other attributes: Roll 2d10 + 20

Toughness Bonus (TB): The amount of incoming damage you can absorb without taking off of your Wounds score is equal to the first digit of your Toughness score. For example: with a Toughness score of 40, you would subtract 4 from an incoming attack damage of 7, thereby only subtracting 3 from your total wounds.



Attribute flip (optional): Now that you have a character’s attributes rolled up, they may be a little scattered in areas of expertise, so if you have an idea of the type of adventurer you want to play, the scores of two attributes may be switched with one another. This may only be done once per character.

Note: A ‘Free Raise’ is included in the career archetypes which gives you a choice to add +10% to one of 3 attributes.



Natural talents:

Natural talents are inherent abilities that are the result of ones upbringing or just the luck of good genetics. These are only available at character creation! If the rolled talent effects an attribute, it does not count against the attribute’s maximum value when it comes to character advancement detailed later. Roll once on this table to find your character’s natural talent.

Roll d12

1
Acute hearing
You gain +20% to your Cunning in regards to Listening.
2
Ambidextrous
No disadvantage when using your off-hand. You gain +20% to your Dexterity in regards to activities needing two hands.
3
Excellent vision
You gain +20% to your Cunning in regards to Searching or Noticing.
4
Fleet footed
Your Movement becomes 5, unless it was already 5, then it becomes 6.
5
Hardy
Add +3 to your Wounds attribute.
6
Indomitable Will
You gain +20% to your Will Power in regards to resisting Psychological Effects.
7
Resistance to Disease
You gain +20% to your Toughness in regards to resisting Diseases.
8
Resistance to Poison
You gain +20% to your Toughness in regards to resisting Poisons.
9
Lightning reflexes
You gain +20% to your Agility in regards to Turn Order.
10
Luck
Once per adventure, the GM secretly rolls a d6. You can adjust any roll by 1 or 10% this amount of times.
11
Very resilient
Your Toughness becomes 40, unless it was already 40, then it becomes 50. 45
12
Very strong
Your Strength becomes 40, unless it was already 40, then it becomes 50. 45



Character’s Background

This table represents what the character did before they decided to become and adventurer. Each background has a random bonus of 1d10 addition to one attribute, a skill, some starting money, and an item or two for the character. The additional points gained on the attribute does count against its maximum value. Note: These backgrounds reflect fantasy archetypes, other archetypes will have their own table.

Roll d20

Roll
Career
+d10
Skill
Equipment
Gp
1
Artist
Cn
Art, Musicianship, or Sing
Paints & Brushes, Lute, or throat lozenges
3d6
2
Beggar
Fel
Begging
Tin cup, crutches
2d6
3
Boat Builder
Int
Boat Building
Saw, planer
3d6
4
Brewer
Int
Brewing
Keg of ale
2d6
5
Busker
Fel
A performance skill*
Tin cup, colorful but ragged clothing
2d6
6
Carpenter
Dex
Carpentry
Hammer, nails, saw
3d6
7
Chef
Cn
Cook
Kettle, spices
2d6
8
Farmer
T
Agriculture
Rake or hoe
2d6
9
Fisherman
WP
Fish
Fishing pole, bait (x5)
2d6
10
Fortune Teller
Fel
Fortune telling
Crystal ball, carved bones, or tarot deck
2d6
11
Geologist
Int
Metallurgy
Shovel
3d6
12
Jeweler
Dex
Gem cutting
Loupe, fine chisel
4d6
13
Mapmaker
Cn
Cartography
Compass
2d6
14
Mason
Int
Stone working
Hammer and sturdy chisel
3d6
15
Merchant
Fel
Haggle
Hand cart
4d6
16
Miner
S
Mining
Pick axe
2d6
17
Rancher
WP
Animal Handling
Shepherd’s crook
2d6
18
Smith
Int
Smithing
Sturdy hammer
3d6
19
Tailor
Dex
Tailor
Sewing kit
2d6
20
Diverse background
Roll twice on this table, ignoring any duplicates, including this result.

* Performance refers to skills used in busking. These are: acting, clown, comedian, fire eating, jest, juggle, and mime.




Adventurer Archetypes

The following is a list of the more common adventuring archetypes found in fiction, history, and gaming. These can easily be added to depending on the campaign. These archetypes start with the skills and equipment found on a typical character that demonstrates a basic competence in their field.

The archetypes also allow for a one time choice to add 10% to one of three attributes important to the character’s play type.

These are merely examples, archetypes may be added or ignored as needed. To make new archetypes, the only real guideline suggested is a fairly even amount of skills between the archetypes offered.



Fantasy Archetypes:



Warrior
Description: This is a character made for close-in melee combat and getting splattered with gore. Examples include medieval knights and thugs, modern martial artists, mob enforcers, and futuristic space assault troops.

·         Free 10% Raise: Melee Attack, Strength, or Toughness.

·         Skills: Disarm, Dodge, Ride (horse), Specialty weapon, Strike mighty blow.

·         Starting equipment: Genre appropriate ranged weapon, medium armor, horse w/ saddle and bridle, shield, hand weapon, special weapon.



Soldier
Description:  Troopers used to fighting with their fellows.

·         Free 10% Raise: Ranged Attack, Toughness, or Will Power.

·         Skills:  Alcohol/Drug Tolerance, Dodge, Medicine (First aid), Specialty weapon – firearms, Unarmed.

·         Starting equipment:  Genre appropriate ranged weapon, Genre appropriate light armor, Heavy Boots, Helm, Uniform or tabard



Hunter/Ranger
Description:  Stalkers of the woods, big game hunters, they sneak and kill whatever they can damn well find.

·         Free 10% Raise: Ranged Attack, Agility, or Cunning.

·         Skills:  Wilderness Lore, Marksmanship, Ride (horse).

·         Starting equipment:  Compass, Genre appropriate long ranged weapon, heavy boots, horse w/ saddle and bridle,  and salt lick.



Thief/Spy
Description:  From James Bond to the Grey Mouser, they get by with a combination of skills, smarts, and complete untrustworthiness.

·         Free 10% Raise: Agility, Dexterity, or Cunning.

·         Skills:  Dodge, Mechanisms, Sleight of Hand, Stealth, Streetwise.

·         Starting equipment:  Genre appropriate short ranged weapon, concealable melee weapon, Genre appropriate thieves’ tools, soft soled shoes, and dark, non-descript clothing.



Diplomat/Leader
Description:  The face of any adventuring party, able to manipulate people with a wink or knowing nod. He negotiates, haggles, investigates, and gets all the romance.

·         Free 10% Raise: Intelligence, Will Power, or Fellowship.

·         Skills:  Culture/Etiquette, Dodge, Influence, Persuasion.

·         Starting equipment:  Fancy clothes, horse w/ saddle and bridle



Mystic/Wizard
Description:  Wizards, warlocks, sorcerers, cultists and all types of supernatural prestidigitators.

·         Free 10% Raise: Agility, Intelligence, or Will Power

·         Skills:  Hermetic Magic (Arcane Language, Petty Magic, Hermetic Magic level 1, Magic Sense/Awareness), Occult.

·         Starting equipment:  Robes, staff, spell-book (or equivalent), writing implements, 6d4 Magic Points.









Bold-Going Sci-Fi Archetypes:



Roll
Career
+1d10
Skill
1
Academic
Int
History (any)
2
Artist
Fel
Art, Musicianship, or Sing
3
Athlete
Agi
Acrobatics
4
Auto Mechanic
Cn
Repair mechanisms
5
Carpenter
Dex
Carpentry
6
Chef
Cn
Cook
7
Gardener
Int
Agriculture
8
Preacher
WP
Public Speaking
9
Rancher
WP
Animal Handling
10
Outdoorsman
T
Orientation
11
Traveler
Fel
Additional language
12
Diverse interests
Roll twice, ignore any duplicates including this result.

Common equipment: Starfleet uniform, Badge Communicator, Hand Phaser.



Starfleet Engineering Officer

Free 10% Raise: Dexterity, Cunning, or Intelligence.

·         Skills: Alcohol/Drug Tolerance, Technology (Starfleet Technology), Pilot (Runabout), Specialty weapon – Phasers.

·         Equipment: Engineering belt kit, including scanner and tools.



Starfleet Medical Officer

·         Free 10% Raise: Intelligence, Will Power, or Fellowship.

·         Skills: Medicine, Specialty weapon (Phasers).

·         Equipment: Medical belt kit including scanner and full multi-injector with 5 administrations (Cure Disease, Cure Poison, or Heal).



Starfleet Science Officer

·         Free 10% Raise: Cunning, Intelligence, or Will Power.

·         Skills: Physical Science, Mathematics, Security Systems, Specialty weapon – Phasers.

·         Equipment: Tricorder



Starfleet Security Officer

·         Free 10% Raise: Ranged Skill, Strength, or Agility.

·         Skills: Disarm, Dodge, Specialty weapon – Phasers, Unarmed.

·         Equipment: Phaser Rifle, Security Handcuffs





Weapons in brief:

Hand Phaser             S5              RoF: 1         Rounds 10                  Range: Short              

Phaser Rifle              S5              RoF: 1d3     Rounds 30                  Range: Long



Special for Phasers: May set to Stun (On successful hit, target must make successful Toughness test or be stunned for d6 rounds).  




Weird War II Archetypes:

Roll
Career
+d10
Skill
1
Academic
Int
History
2
Artist
Cn
Art, Musicianship, or Sing
3
Athlete
S
Acrobatics
4
Carpenter
Dex
Carpentry
5
Chef
Cn
Cook
6
Construction Worker
T
Engineering
7
Electrician
Int
Repair Electronics
8
Farmer
T
Agriculture
9
Geologist
Int
Metallurgy
10
Jeweler
Dex
Gem cutting
11
Line Worker
T
Consume Alcohol
12
Mechanic
Cn
Repair mechanisms
13
Merchant
Fel
Haggle
14
Miner
S
Mining
15
Preacher
WP
Public Speaking
16
Rancher
WP
Animal Handling
17
Sportsman
Agi
Tracking
18
Tailor
Dex
Tailor
19
Traveler
Fel
Additional language
20
Diverse background
Roll twice, ignore any duplicates including this result.



Common equipment: Black combat fatigues, Duffel bag, Flak jacket, Harness, Insulated wetsuit, Thick soft-soled combat boots (+10% Silent move urban), White winter Parka.



Soldier: Commando Specialist

·         Free 10% Raise: Ranged Attack, Agility, or Cunning

·         Skills: Athletics (SCUBA), Demolitions/Explosives, Medicine (First aid), Stealth, Specialty weapon (SMG), Specialty weapon (firearms).

·         Equipment: Commando Knife, Silenced .45 1947 Thompson SMG w/ 90 rounds (3 magazines) silencer only good for first magazine, C4 charge and detonator, 3 frag grenades



Soldier: Heavy Weapons Specialist

·         Free 10% Raise: Ranged Attack, Strength, or Cunning

·         Skills: Athletics (SCUBA), Mechanisms, Medicine (First aid), Specialty weapon (Firearms, Flamethrower), Specialty weapon (firearms)

·         Equipment: Compact Flamethrower w/15 uses (3 canisters of 5), .45 1911A1 w/ 21 rounds (3 mags)



Soldier: Sniper Specialist

·         Free 10% Raise: Ranged Attack, Agility, or Cunning

·         Skills: Athletics (SCUBA), Marksmanship, Medicine (First aid), Stealth, Specialty weapon (firearms), Woodcraft

·         Equipment: 1946 Winchester model 70-S sniper rifle w/ scope and 15 rounds (3 clips), .45 1911A1 w/ 21 rounds



Intelligence Officer

·         Free 10% Raise: Cunning, Intelligence, Fellowship

·         Skills: Athletics (SCUBA), Languages (German), Mathematics (Cryptography), Occult, Stealth, Specialty weapon (firearms), Technology (Communications).

·         Equipment: Commando Knife, Silenced .45 1911AS w/ 21 rounds (3 mags) silencer only good for first magazine, code book



Weapons in brief:

.45 Silenced Thompsons S:4 Rate of Fire: 1 or d3. Only the first 30 rounds are considered noise suppressed.

.45 Silenced 1911 Pistol S:4 Rate of Fire: 1. First 10 rounds considered noise suppressed.

Winchester Bolt-action w/ Scope S:5 Rate of Fire: 1 +10% to RS when using the scope.

Mk7 Compact Flamethrower (Area of Effect Weapon).

Crown’s Hold starting archetypes:



Uses standard fantasy background table above.



Warrior Mercenary: After the conversion of their society from a feudal way of life into an imperial one, the former kingdoms’ armies were disbanded. Some sought service into the new imperial legions while others formed mercenary companies to fight the shadow wars for various duchies or institutions. The Imperial Peace has made regular work sometimes hard to come by, so the mercenary companies sometimes make their own work, establishing bases of power on the edge of the Empire. But when it comes to pay, be it Guild, Church, Duke, or Empire, the contract always goes to the highest bidder.

·         Free 10% Raise: Melee Attack, Strength, or Toughness.

·         Skills: Alcohol/Drug Tolerance, Dodge, , Medicine (First aid), Specialty weapon (Two Handed or firearms).

·         Equipment: Hand weapon and shield. Great weapon/polearm or black powder flintlock rifle with 20 rounds of ball and powder (in horn). Pot helm, ring hauberk, leather bracers. Medical kit.



Wizard Guildsman: The Wizard Guild holds the monopoly on magical power within the central empire. Their services are sought by the wealthy and powerful, but the experience required to fulfill these services often require their inexperienced members to go out and learn through doing. One of their missions is to seek out stray mages to recruit them into the fold. Another is to find what secrets the Mageregime of Anglypur knew that allowed them to hold their lands for a thousand years with an iron fist… …and how they lost them.

·         Free 10% Raise: Agility, Intelligence, or Willpower

·         Skills: Life Science, Medicine, Occult, Persuasion, Hermetic Magic (Guild 1, Petty magic).

·         Equipment: Hand weapon or staff. Guildsman handbook. Leather coat and breeches. Fine robes.



Monk Technologist: Despite the Technophage that brought the Ancestors to ruin, the monastics squirreled away all the scientific knowledge they could and seek to attain more through exploring ancient sites. They do their best to utilize this knowledge, and to work around the inability to use electronics, but sometimes the results are both unexpected and disastrous. However, their accumulated knowledge of firearms are highly sought after by the empire, even though they tend to keep the best technology for themselves.

·         Free 10% Raise: Ranged Attack, Dexterity, Intelligence

·         Skills: Craft (Monk Technology), History, Life Science, Medicine, Physical Science, Technology, Specialty Weapon (Firearms).

·         Equipment: Single round percussion firearm (rifle or pistol), 25 shots worth of caps, ball, and powder (in horn), lighter. Leather coat and breeches under a hooded robe, usually with a gun holster rather than a belt. Basic Alchemical supplies.



Church Inquisitor: Magic is the anathema to mankind and the Church will not stand for it! Their rivalry with the Guild can sometimes be bloody, each jealous over the influence they have with the noble and powerful. They preach in their golden Cathedrals about the eternal corruption of magic, yet no one mentions the fact that Inquisitors wield unnatural powers of their own. While Inquisitors wander the empire to seek out Pure Ones to convert to their cause, and stray mages to burn them at the stake, they always take the time to collect their alms from poor and rich alike.

·         Free 10% Raise: Melee Attack, Willpower, Fellowship

·         Skills: History, Influence, Occult, Performance, Persuasion, Theism (Inquisitorial).

·         Equipment: Pot helm, ring hauberk, leather bracers, Holy Symbol, Holy Scripture.



Student of the Hidden School: Sometimes the problems of the elite can’t be solved by a company of heavily armed mercs, some issues require tact, guile, and plausible deniability. That’s where the hidden schools come in. Every city has one somewhere, and for the right amount of money and patience, you can’t find them, but they will find you. Ranging from base thievery of state secrets or an early retirement of a business rival, the Schools are the answer to your prayers. Though the Church tirelessly recruits Pure Ones to their cause, any with two brain cells to rub together join a School where the skills offered greatly increase both the survivability and the financial future of those poor magical healing immune bastards.

·         Free 10% Raise: Ranged Attack, Agility, Cunning

·         Skills: Athletics, Mechanisms, Perception, Persuasion, Stealth, Streetwise.

·         Equipment: 2 hand weapons, extra dagger. Crossbow with quiver of 25 bolts. Poison, 3 doses. Lock-picks. Leather coat and breeches.




Corporate Space Archetypes:



Use Bold-Going Sci-Fi background table above.



Mercenary (ex-Soldier/Marine)

Free 10% Raise: Ranged Skill, Agility, or Cunning

Skills: Athletics (EVA), Demolitions/Explosives, Dodge, Medicine (First aid), Specialty Weapon (MG)

Equipment: Assault Rifle, Combat Knife, Helmet.



Police/Security Officer

Free 10% Raise: Ranged Skill, Fellowship, or Cunning

Skills: Disarm, Strike to Stun, Forensic Science, Influence (Interrogation, Intimidation), Law

Equipment: Semi-Auto Shotgun, Forensics Kit, Handcuffs.



Street Samurai

Free 10% Raise: Melee Skill, Ranged Skill, Cunning

Skills: Dodge, Influence (Intimidation), Perception, Specialty Weapon (Monomolecular, SMG),

Equipment: Katana (Monomolecular-Edge), Submachine Gun, Mirrored Sunglasses.



Private Investigator

Free 10% Raise: Toughness, Cunning, or Fellowship

Skills: Alcohol/Drug Tolerance, Forensic Science, Influence (Interrogation, Intimidation), Perception, Security Systems, Stealth

Equipment: Mag-Corer Revolver, Security Systems Bypass Kit, Hipflask of Bourbon.



Assassin

Free 10% Raise: Ranged Skill, Agility, or Cunning

Skills: Disguise, Marksmanship, Medicine (First aid, Pharmacology), Stealth, Specialty Weapon (Needlers)

Equipment: Needle Rifle, First Aid, Poison Kit.



Scientific Intelligence Directorate Agent

Free 10% Raise: Cunning, Intelligence, Fellowship

Skills: Computers, Mathematics, Physical Science, Security Systems, Technology.

Equipment: Atomic Pistol, Science Kit, Repair Kit.





Weapons in brief:

Big Bear AK03 Assault Rifle                   S4            RoF: 1,3                   Rounds: 30              Range: 90                AP: 1

Arland Mag-Corer Revolver                    S4             RoF: 1                     Rounds 3                 Range: 30                AP: 2             

K-Bar X7 Combat Knife                                                                                                           Range: 1                  AP: 1

Kobayashi Katana                                                                                                                   Range:1                   AP:2

StlCres. Needle Rifle                              S3             RoF: 1                     Rounds 30               Range: 100              Poison: d6

Hei-Lung Typhoon Shotgun                    S5/4        Rof: 1,3                   Rounds 10               Range: 30

S.I.D. Atomic Pistol                                 S3            RoF: 1                      Rounds 10               Range: 100              AP: 1

H&K MP X Submachine Gun                   S3            RoF: 3/10                                Rounds 30               Range: 30






Skills:

Untrained skill use: Things a character can attempt to do without specialized training is the prevue of the Game Master. Depending on whether the GM desires a gritty, realistic campaign, or a heroic one wherein the characters can perform difficult feats easily, the GM has last word on which actions require an attribute roll, or specialized training. A character from the equivalent of a medieval society, would surely need some sort of training to use a computer found in a crashed spacecraft, while one from a 21st century level of technology would be hard pressed to know how to tan a hide or load and use a matchlock firearm.

Critical successes and failures: Critical successes and failures occur whenever doubles are rolled on a skill check. If the roll is successful, the doubles are a critical success, meaning the skill was performed spectacularly and the GM will decide what the result is depending on the particular circumstances. Conversely, if doubles are rolled on a failed check, something disastrous happens. Again, the GM decides exactly what this entails.



Skill Contests: Generally, whomever rolls the highest successful roll wins.

Attacker vs. Defender
Defender Critical
Defender Success
Defender Failure
Defender Fumble
Attacker Critical
Highest wins
Attacker wins
Attacker wins
Attacker wins
Attacker Success
Defender wins
Highest wins
Attacker wins
Attacker wins
Attacker Failure
Defender wins
Defender wins
Lowest wins
Attacker wins
Attacker Fumble
Defender wins
Defender wins
Defender wins
Lowest wins



Skill types:

Some skills have multiple sub-skills included within them. Depending on the archetype, the character may only know a one or a few of the sub-skills which are denoted as such: Medicine (First Aid). Some characters may have spent a significant portion of their lives studying or performing the entire (or most of) the main skill, they are denoted without differentiation: Medicine. See Archetypes for examples.



Melee Attack:

·         Disarm – No damage inflicted

·         Parry – Reduces or negates incoming melee damage.

·         Pummeling – Fist equals hand weapon

·         Strike to Disable – damages on location/called shot

·         Strike to Stun – called head shot?

·         Wrestling - +10% to grapple

·         Weapon Class Proficiencies: Unarmed Combat:  Grapple, Punch, Kick, etc.



Ranged Attack:

·         Marksmanship: Aiming = +10% per combat round

·         Strike to Disable

·         Throwing – distance determined by Strength

·         Quick Draw - +10% to initiative, may be taken up to 3 times?

·         Rapid Reload – Free action w/ magazine fed weapons.

·         Weapon Class Proficiencies: Firearms, bows, slings, Submachineguns, machine guns, Energy weapons. Heavy Weapons:  Ballista, Catapult, Cannon, Artillery, Grenade Launcher, Mortar, Rocket Launcher, Tank Gun.



Strength: 10s place = Strength Bonus (SB), Climbing, Jumping, Throwing, Athletics

·         Strongman - +10% to roll (bend bars/lift gates are resisted rolls!)

·         Strike Mighty Blow: + to damage

·         Jump



Toughness: 10s place = Toughness Bonus (TB)

·         Alcohol/Drug Tolerance - +10% to roll

·         Hold Breath – Increases time before unconsciousness/death.

·         Resist Poison - +10% to roll

·         Resist Disease - +10% to roll






Agility:

·         Acrobatics/Contortionist/escapology

·         Athletics – Climbing, Jumping, Parachuting, Swimming, SCUBA, Throwing.

·         Dance

·         Dodge – Also used to disengage successfully from melee

·         EVA: With this skill, all physical activities in micro-gravities are at a -10% penalty. Without this skill, the penalty is -50%

·         Move Silently



Dexterity:

·         Crafting (type): Allows the making of things, according to type, such as weapons, buildings, robots, Carpentry, Cooking, Leatherworking, Locksmithing, Plumbing, Sewing, Welding, and Woodworking.

·         Driving: Automobile, Combine, Motorcycle, Semi-Truck Trailer, Tank.

·         Mechanisms: Manipulating things with complex moving parts such as picking locks, set/disarm traps, clockwork.

·         Pilot (Dex): Helicopter, Boat, Ship, Transports, Planes, Gliders, Drones, etc.

·         Sleight of Hand – Juggling, Palm object, Pick Pocket, Magic tricks



Cunning:

·         Disguise - +10% to roll (resisted)

·         Demolitions/Explosives:  Bomb Disposal, Deniable Arson, Molotov Cocktails, C-4, TNT, Thermal Detonators, Underwater Demolitions, etc.

·         Forensic Science: Biometric Analysis, Crime Scene Examination, Criminalistics, Database Examination, Examining Witness Reports, Tax Record Examination.

·         Gamble - +10% to roll

·         Heavy Weapons: Artillery, Grenade Launcher, Improvised Explosives, Mortar, Rocket Launcher, Tank Gun.

·         Military Science: Counterinsurgency, forward observation, military bureaucracy, procurement, tactics

·         Perception – Listen, Search, Spot Trap

·         Security Systems: Bypassing Electronic/computer security systems.

·         Stealth: Camouflage, Concealment, Hiding, Sneaking, Shadowing/Trailing.

·         Woodcraft:  Hiding/Concealing/Navigation in Rural environments



Intelligence: Language (own): INT+50 Fluency in a character’s own language.

·         Computers: Artificial Intelligence, Cybersecurity, Networking, Programming.

·         History: Anthropology, Archaeology, Architecture

·         Law: Admiralty Law, Civil Rights Law, Criminal Law, International Law, Military Law.

·         Life Science: Biology, Botany, Zoology

·         Languages

·         Hermetism: Powers thought to be granted through precise formula and knowledge: Arcane Language, Hermetic magic 1-4, Identify Artifact, Petty Magic.

·         Mathematics: Algebra, calculus, chaos theory, Cryptography, geometry, probability theory, symbol logic, topology.

·         Medicine – Diagnose, First aid, pathology, pharmacology, resuscitation, surgery, trauma care, veterinary medicine. (relies on having the correct equipment on hand.) For critically injured locations, can only stabilize unless a crit is rolled, yet still can't mend permanent effects. Curing diseases/poisons

·         Navigation - Land, Sea, Underground, Space, Hyperspace (Allows for plotting proper courses through hyperspace).

·         Occult: Alchemy, Aliens, astrology, conspiracy theories, cryptozoology, Demonology, folklore, Kabballah, Ufology.

·         Physical Science: Astronomy, Chemistry, Climatology, Geology, Meteorology, physics,

·         Pilot (Int): System craft including shuttles, Landers, Drop Ships, and Launch Vehicles), Interstellar craft.

·         Technology: Computers, Electrical repair, Electronics, mechanical repair, space suit. Operation and repair of contemporary technological items

·         Weapon Class Proficiencies: Artillery, Catapults, Drones, Missiles, Space Born weaponry, etc.






Willpower:

·         Theistic Magic: Inquisitorial, Powers thought to be bestowed by supernatural entities

·         Magical Awareness/Sense

·         Meditation

·         Hypergeometry

·         Orientation

·         Psionics.

·         Riding Bonuses/penalties if unfamiliar genre: Camel, Elephant, and Horse.

·         Sailing. Boating: River Navigation, Sailing, Ship-handling, Small Boat Piloting

·         Survival: Arctic, Desert, Forest, Jungle.

·         Wilderness lore:  Knowledge of animals, plants, mapping, minerals/geology, navigation, tracking, trapping.





Fellowship:

·         Animal Care/Training

·         Culture/etiquette:

·         Entertainment/Performance – Acting, Art, Fortune Telling, Jesting, Musicianship, Singing, etc.

·         Haggle/Trading - +10% to roll

·         Coercion:  Interrogation, Intimidation, Seduction, Torture, etc.

·         Streetwise: Begging, Bribery, Evaluation/Appraisal, Fencing Stolen Goods, Finding informants, Getting Rumors

·         Persuasion: Bargaining, Debate, Fast talk, leadership, oratory.

·         Psychology: Hypnosis, non-verbal communication, psychoanalysis, psychological profiling, psychotherapy












Character advancement:

While adventuring, make note of any meaningful successes (i.e. rolls that actually have negative repercussions if they are failed) made from rolls off of characteristics, only a single success counts for any particular statistic. Multiple successes only count for one advancement attempt. At the end of the session or adventure, roll d100 for each of these noted characteristics or only 1 success roll allowed at the end of a session, but you can try each one until you get that success. If the roll is higher than the characteristic’s current value, add d6 points to it, up to the max value allowed, or instead of increasing the attribute, you may add one skill under that attribute or subskill under a skill in that attribute.



Maximum characteristics: The maximum amount any particular attribute can be raised is +40% over the starting score. Any attribute bonuses from Natural Talents or acquired skills do not count against these maximums.  These maximum values can be changed for non-human races as desired.



Wounds: A Wound point is gained whenever a character gets knocked down to zero wounds and survives the encounter and it raises naturally as S and T rise.  The maximum value for Wounds is 10.



Acquiring Magic Points: 2d4 MPs are gained when learning the Petty Magic skill, and 4d4 MPs each when first learning a casting skill level (e.g.: 1-4). To clarify, magic points are gained when Cast Spells: n Magic level x skills are gained, only counting at the first level power level they are received. So Cast Spells: Battle Magic level 1, 4d4 MPs are gained, but when a character later gets Demonology level 1, they do not receive any more MPs until the first time they reach a second level tier of spellcasting.