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.
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.
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.
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.
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.
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.
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.