D6 Adventure (With Cover)
D6 Adventure (With Cover)
D6 Adventure (With Cover)
DESIGN
Nikola Vrtis
• Character Basics •
Fate Points: Characters start with 1 Fate Point.
Character Creation For equipment, Advantages, Disadvantages, Special Abili-
To make a character, you’ll need to select a template from ties, background, and character features, see the appropriate
within this book or another D6 game, or make your own. A sections in this chapter for more details on how to fill out these
blank character sheet is included at the end of this book for optional sections.
your convenience. You can either print off an extra copy of your
chosen sheet, or copy the information onto a separate sheet of
paper.
Attributes
Each character has seven attributes, which measure basic
Templates physical and mental abilities that are common to every living
creature (and some nonliving things), no matter what universe
A few templates have been provided at the end of this book or dimension they exist in.
for your convenience. To get started right away, pick one and
distribute seven skill dice among the skills listed; the dice for Reflexes: Measure of balance, limberness, quickness, and
attributes have already been done for you. Note that the listed full-body motor abilities.
skills are the ones that type of character might typically have, Coordination: Measure of hand-eye coordination and fine
though you could include others not on the list if you’d like. motor abilities.
If desired, you can fill in the other character features (such Physique: Measure of physical power and ability to resist
as gender, age, etc.) and provide any additional notes on the damage.
character’s history. There is no need to purchase equipment, as Knowledge: Measure of strength of memory and ability to
that has already been figured for the characters. learn.
If you choose a template from another D6 game, you may Perception: Measure of mental quickness and attention to
need to make some adjustments in the types of skills that a detail.
character based on that might have. Check the list herein to Presence: Measure of emotional strength, physical attrac-
make sure the template’s skills are described in this D6 tiveness, and personality.
version. If one is not, either cross it off the template or Extranormal: Measure of a character’s extraordinary abili-
substitute a similar skill that does exist. ties, which could include psionics, magic, or other extranormal
talents. It is often listed by its type, rather than by the term
Make Your Own “Extranormal.” Most characters begin with a score of 0D, since
people with such abilities are extremely rare. Those who have
If you wish to make your own character from scratch, an Extranormal attribute must decide how it’s manifested.
without a template, use these guidelines. This chapter de- Characters almost never have more than one Extranormal
scribes each characteristic in more details, including examples attribute.
on how you can split the dice.
These guidelines assume you’ll make a normal Human You as a player have 18 attribute dice to split among your
character. If not, talk with your gamemaster about the mini- character’s attributes. (Minor gamemasters’ characters are built
mums, maximums, and other requirements for the character using less dice, while major ones typically have the same number
species you want to use. as or more than players’ characters.) You can either put whole
Attributes: Distribute 18 dice among the seven attributes. dice in each attribute, or you can give each a mixture of whole
The minimum is 1D and the maximum is 5D in all attributes dice and pips. Each die equals three pips.
except Extranormal attributes.
Skills: Distribute seven dice among the skills. The maxi-
mum number of dice added to any one skill is 3D.
Move: This equals 10 meters per round. • More Character Options •
Body Points: Roll your character’s Physique and add 20 to
the total. Chapter 2, “Character Options,” offers a way of rounding
Strength Damage: Drop the pips from your character’s out your character through Advantages, Disadvantages,
Physique or lifting value, divide the number by 2, and round and Special Abilities. Disadvantages give extra points,
up. This is the Strength Damage die code. which can be used to buy attributes, skills, Advantages, and
Funds: Roll 1D to determine your base Funds die code. Special Abilities. The chapter also includes guidelines for
Look under “Funds” in this chapter for modifiers to this roll. creating characters using creation point pools.
Character Points: Characters start with 5 Character Points.
Character Basics ❖ Page 5
thrown items. (Using or modifying grenades as explosives for search: Spotting hidden objects or people, reconnoitering,
special destructive effects requires the demolitions skill.) lip-reading, or eavesdropping on or watching another person.
streetwise: Finding information, goods, and contacts in an
Physique urban environment, particularly through criminal organiza-
lifting: Moving or lifting heavy objects. tions, black markets, and other illicit operations.
running: Moving quickly while avoiding obstacles and survival: Surviving in wilderness environments.
keeping from stumbling. tracking: Following the trail of another person, animal, or
stamina: Physical endurance and resistance to pain, dis- creature, or keeping after a moving target without being
ease, and poison. noticed.
swimming: Moving and surviving in a liquid medium
Presence
Knowledge animal handling: Controlling animals and making them
business: Comprehension of business practices and the perform tricks and follow commands.
monetary value of goods and opportunities. Business can charm: Using friendliness, flattery, or seduction to per-
compliment charm, con, and persuasion when haggling over suade someone to do something he wouldn’t normally do.
prices for goods and services being bought or sold. command: Effectively ordering and coordinating others in
demolitions: Setting explosives to achieve particular de- team situations.
structive effects. con: Bluffing, lying, tricking, or deceiving others.
forgery: Creating and noticing false or altered documenta- disguise: Altering features or clothing to be unrecogniz-
tion in various media (paper, electronic, plastic card), though able.
may require other skills to help detect or make the forgery. intimidation: Using physical presence, verbal threats,
languages: Familiarity with and ability to use various taunts, or fear to influence others or get information out of them.
forms of communication, written, spoken, and nonverbal. persuasion: Influencing others or getting information out
Characters may choose one “native” language in which they of them through honest discussion, debate, bribery, or diplo-
have written and spoken fluency. Additional languages in macy. Hypnotism is a specialization of this skill that cannot be
which a character has proficiency can be represented by used without training.
specializations of this skill. willpower: Personal ability to withstand stress, temptation,
medicine: Using basic field medicine to treat injuries, as other people’s interaction attempts, mental attacks, and pain.
well as detailed understanding and application of medical
procedures, including diagnosing illnesses and performing Extranormal: Magic
surgery. Magic is one possible Extranormal attribute. For specific
navigation: Determining the correct course using external information on Magic, see its chapter in this book.
reference points, such as stars, maps, or landmarks. alteration: Casting spells involving change.
scholar: This skill represents knowledge and/or education apportation: Casting spells involving movement.
in areas not covered under any other skill (such chemistry, divination: Casting spells involving knowledge.
mathematics, archeology, cooking, art, etc.). This may be conjuration: Casting spells involving creation.
restricted to a specific field (represented by specializations) or
a general knowledge of a wide range of subjects. It is used to Extranormal: Psionics
remember details, rumors, tales, legends, theories, important Psionics is another possible Extranormal attribute. For
people, and the like, as appropriate for the subject in question. specific information on Psionics, see its chapter in this book.
However, the broader the category, the fewer the details that astral projection: The ability to leave one’s body.
can be recalled. It covers what the character himself can recall. empathy: The ability to sense emotions.
Having another skill as a specialization of the scholar skill far-sensing: The ability to use one’s senses at a distance.
means that the character knows the theories and history healing: The ability to heal injuries with the mind.
behind the skill but can’t actually use it. It can be useful with medium: The ability to speak with the spirits of the dead.
investigation to narrow a search for information. protection: The ability to psionically defend against in-
security: Installing, altering, and bypassing electronic jury.
security and surveillance systems. psychometry: The ability to sense information about a
tech: Using complex mechanical or electronic equipment, person, place or event by looking at an object connected to it.
such as programming and operating computers. strike: The ability to psionically cause injury.
telekinesis: The ability to move things with the mind.
Perception telepathy: The ability to read thoughts.
artist: Making works of art, like painting, music, and
writing. Advantages, Disadvantages, and
hide: Concealing objects, both on oneself and using camou-
flage. Special Abilities
investigation: Gathering information, researching topics, Advantages and Disadvantages are benefits or quirks your
and piecing together clues. character has developed. Some affect the character’s attributes
gambling: Playing and cheating at games of strategy and and skills, while others serve as useful roleplaying tools for
luck. rounding out the character. Special Abilities are unusual
know-how: Ability to figure out how to perform an action, talents or powers the character has that are outside the norm
as well as a catch-all skill encompassing areas not covered by for Humans. The next chapter, “Character Options,” discusses
other skills (such as basic, not fancy, sewing or cooking). these characteristics. You may ignore this section if you don’t
repair: Creating, fixing, or modifying gadgets. want to add them to your character.
Character Basics ❖ Page 7
• Character Options •
This chapter is for roleplayers who want to explore more of The other part of “use what you know” refers to using
their characters’ possible backgrounds and abilities. After information about the world-setting your character is in and
completing basic character generation in Chapter 1, look any “genre references” you may think of. Read the basic
through this chapter to “flesh out” your character’s history description of the game setting or remember pertinent books,
and abilities. If something inspires you to change your television shows, and or movies — if the genre is similar to one
character’s basic characteristics, feel free to go back and make of them, then you can “steal” ideas from them.
adjustments.
Peruse the Character Options
Introduction You might not want to write a background for your charac-
ter until you look at some of the options you might have. Take
a look at the Advantages, Disadvantages, and Special Abili-
Expanding the Character Concept ties, and see some of the benefits/drawbacks you can choose for
Background generation comes in two parts. The first part is your character. You might see something you want to work in,
the expanding of the character concept, or character’s story. and that will help give you ideas for a background story.
There are several ways you can do this. The easiest is to just
come up with a “character history.” Answer questions like: Aliens/Mutants/Fantastic Species
• Where/when was my character born? Non-Human characters and monsters have been a staple of
• What did my character do as a child? roleplaying games since their inception. Zombies, ghosts, space
• What unusual experiences did my character have? aliens, and nuclear mutations are all possibilities in a roleplay-
• Why did my character “choose” to become the character ing game, depending upon the game setting, as are any other
he/she is now? combinations you can come up with.
• What was my character doing right before the game When a species is created, then every character created from
begins? that species must have certain background Special Abilities,
Disadvantages, and, possibly, Advantages. However, there
There are, of course, other questions you can come up with,
should be enough points left with which the player may
though these are among the most common.
customize the character. Usually, the character ends up with
You can jot down notes and you can go back and fill in the
more options than normal for average person in the game
gaps as you go.
setting, but fewer than the player alone can choose for the
Don’t dwell on mundane details. Right now, focus on inter-
character.
esting details and specifics. You can make up the name of the
character’s school, the exact date of birth, and other things as
you go along.
Developing Character Options
Advantages, Disadvantages, and Special Abilities are in-
Think Ahead to Character Options teresting options and background knowledge that you can
The next part of background generation allows you to select select for your character (if you want) to make the character
Special Abilities, new skills, and other interesting game- and more interesting, more (and less) effective, and more fun to
story-related options called Advantages, Disadvantages, and roleplay (if you do it right). You know the story of your
Special Abilities. Suggest the fact that your character might character — here’s what that story means.
know things, people, or whatever that aren’t reflected by the Advantages are perks that the character has because of her
character’s attributes and skills yet. status in society, the people she knows, or something in her
background. They generally do not directly affect attributes or
Use What You Know skills. Disadvantages hamper the character in some way. They
This comes in two parts. First, stay true to your “character might affect her attributes or skills or they might mean trouble
concept.” Those skills you selected — provide a reason for for her in certain situations. Both Advantages and Disadvan-
them. Say your character knows marksmanship and several tages make the character more rounded and more believable.
specializations? Why? Was the character in the army? A Special Abilities are those abilities that exceed what are
gangster? A member of a secret paramilitary organization? normally possible for a Human character. They can be due to the
How were these skills learned? You don’t have to explain every character’s species, some sort of unique training, or a magical/
skill, but any skills that are slightly unusual (special effects- super-science/other effect. Thus, they give the character a bonus
using skills) should be explained, as well as skills the character to her attributes or skills, or they provide her with access to
has two dice or more in (he is really good at those). something that the average Human character can’t do.
Chapter 2 ❖ Page 10
cost), more skill dice (at a rate of one creation point for each
• Character Creation by Points • skill die), or more attribute dice (at a rate of two creation points
for each attribute die).
Those who wish to use points to create their characters,
rather than following a template or being restricted in what
they can put in skills and attributes, can use a point system.
Getting Rid of Disadvantages and
Each starting character receives 79 creation points to dis- Losing Advantages
tribute among all the options. One attribute die equals four
creation points, one skill die equals one creation point, three The beauty of roleplaying games is that nothing has to be
skill specialization dice equal one creation point, and Ad- permanent. Advantages can be taken away, and others can be
vantages and Special Abilities have their own costs associ- added (they’re called “adventure rewards” — and you don’t
ated with them. Creation points may only be spent as whole have to use this section to get them). Disadvantages can be
points, not fractions. Players may add up to 10 additional “bought off” or “roleplayed out” as well. And that’s probably
creation points to their totals by taking an appropriate what most players are interested in.
number of Disadvantages. For more experienced charac- In most cases, Disadvantages can only go away if the
ters or for worlds involving more Special Abilities, game- gamemaster allows the player to roleplay through an adven-
masters should feel free to raise the number of starting ture, or series of adventures, that take care of the problem. For
creation points and the number of creation points received example, an “enemy” might eventually be killed, a character
from Disadvantages. might be able to negotiate a way out of Debt, or an Advantage
Flaw might be “repaired.” These things should only happen
after the character has been used during several adventures
For example, a particular character might have a Special and “earned” the right to get rid of a Disadvantage. Either that,
Ability that gives him a +1 to any combat-related skill total. The or the character might sacrifice Character Points or an Advan-
character probably will have some kind of Disadvantage as well. tage for a Disadvantage linked to it or an Advantage or Special
The character might have to add +1 to the difficulty of all Ability of relative strength.
interaction-related skill totals, or there might be a totally unre- For example, if a character had Equipment (III), he might
lated Disadvantage (of comparative power) — like the character also have a Rank III Disadvantage tied to it. If the character
is afraid of the dark and has trouble acting when in the dark. can get rid of the equipment (which he might not be able to do
in some settings — a cursed sword or a cybernetic spine, for
Playing Advantages and Disadvantages example), then the Disadvantage goes away.
If you, as a player, get tired of a Disadvantage, talk to your
Every Advantage and every Disadvantage in the lists below gamemaster. You can probably work out a compromise.
has its own rules for implementation. There are, if you look hard
enough, some nightmarish combinations. If something looks like
it is going to cause trouble in the game later on, check with your
Advantages
gamemaster before choosing it. Ultimately, the gamemaster has
final say on the choice of all Advantages and Disadvantages, as Authority (I)
well as final say on the interpretation of those choices. The level of the Advantage is based on the character’s rank,
duties, and power in his local “jurisdiction.” An Authority (I)
Organization Advantage might belong to someone who, because of circum-
Advantages, Disadvantages, and Special Abilities are listed stance, does not have a lot of opportunity to use his authority
alphabetically in their respective sections. Advantages and or someone who is very low in rank.
Disadvantages are further organized into ranks. These ranks The Law Enforcement is one version of this Advantage
are numbered; higher-numbered ranks are more powerful. that gives adventurers some measure of abilities associated
They are abbreviated I, II, III, IV, and so on. Special Abilities with being a deputized agent of the law. Authority: Law
don’t have ranks. Instead, the descriptions . Enforcement (I) means the character can carry a firearm and
has limited authority to enforce the law. Private investiga-
tors, bounty hunters, and bail bondsmen would need this
Costs Advantage.
Each rank is worth one creation point per number. Advan- Note: It is not necessary to have the Authority: Law
tages cost creation points, while Disadvantages give you cre- Enforcement Advantage to own a firearm in those countries
ation points. Thus, a Rank I Advantage costs one creation that allow ordinary citizens to own them. However, if owning
point, while a Rank IV Disadvantages gives you four creation
points. Each Special Ability has its own cost associated with
one rank in that Special Ability.
Players using templates or whose gamemasters require a • Game Mechanics •
certain number of dice to be spent on attributes and skills may Within the descriptions of several Advantages, Disad-
ask permission from their gamemasters to exchange one skill vantages, and Special Abilities, you’ll notice references to
die for one creation point. game mechanics that haven’t been explained yet (like the
A maximum of 10 creation points worth of Disadvantages is Critical Failure die result and the names of difficulty
recommended for any genre. levels). If this is your first time playing a D6 game, you can
ignore these for now. You’ll learn more about them in the
Using the Creation Points next chapter. Once you start playing adventures, you’ll find
You may use creation points that you earn from giving your the game mechanics in this chapter useful.
character Disadvantages to buy Advantages (at their rank
Character Options ❖ Page 11
a gun is illegal in a country and limited to deputized officials, thinking superfluous. Contacts are totally under the control of
then this version of the Advantage would be necessary. the gamemaster and, even powerful and influential contacts
from this rank should be kept under a tight rein. See Contacts
Authority (II) (I), above, for more information.
Same as Authority (I), but the character has more influence,
possibly commanding a small number of troops or being in Contacts (III)
charge of a small company or town. With Authority: Law The contact(s) chosen should be nearly supernormal, super-
Enforcement (II), the character is actually a police officer and natural, or uncanny in origin. For example, in a pulp fiction
is allowed to make full arrests and reasonable search and setting, a character’s Contact (III) might be an “Adventurer’s
seizures. Guild” with globe-trotting members and representatives who
all have their own slightly unusual abilities — and who can
Authority (III) turn up at the oddest moments.
Same as Authority (I), except that the character has a great Work with the gamemaster to come up with some interest-
deal of power and influence. The head of a large company or ing contacts. A mystical force that “protects” the character
someone whose authority is simply never questioned would under certain circumstances, or a group of psionic monks who
have this Advantage. With Authority: Law Enforcement (III), can be called upon for “mental aid” — or maybe just a really
the character can be a federal agent and have authority over complete occult library.
local police for the purpose of investigations. Restrictions: Again, as with Contacts (I) and (II), don’t let
the contacts take over the game — and don’t let the player
Contacts (I) character abuse them. Contacts are gamemaster controlled,
This Advantage helps out the character and the gamemas- but they will usually only be brought into play at the player
ter. The character “knows somebody” or a group of somebodies character’s request.
who will generally help out the character if he makes a decent
appeal or sufficiently compensates the contact. This level of Contacts (IV)
contact only sticks around for a limited amount of time (part of There is some sort of strange “force” that “watches over” and
an adventure or maybe throughout a short adventure). occasionally helps the character. In many ways, this Advan-
The character might know a “group” with a wider range of tage is not as useful in most adventure situations as the other
influence (but less power) that will help out, again, for a modest versions of Contacts, but it can have very dramatic effects on
fee or under the right circumstances. The influence might not occasion.
be as direct, but it is easier to come by. For example, there Some examples of this might include a particularly power-
might be clubs or organizations that will provide certain ful gamemaster character who will occasionally listen to the
services for travellers — maps, hotel reservations, emergency character’s appeal for aid or, even more likely, step in occasion-
transportation, etc. — for a small membership fee. You have to ally when the character is in trouble to help him. Or, in a real
call them or go to their offices, and they won’t do much about world setting, a large governmental agency might, for some
that maniac with the gun who is chasing you, but they can be reason, want to step in and aid the character at times.
of immense help under the right circumstances. The list can go on and on. Generally, the character can get
Restrictions/Notes: Contacts should not automatically minor assistance (as could be gotten from Contacts (I) or
help the character, but they should be reasonable in their Contacts (II)) on a fairly regular basis — and under the same
negotiations. Multiple contacts of various ranks may be se- sort of circumstances as having lower versions of Contacts —
lected and they may be stacked. For example, a certain person but “the big stuff” only happens when the gamemaster thinks
might be a Contact (I) in most circumstances, but he could be it appropriate. The character might get killed before the
a Contact (II) or even a Contact (III) in the right place — for
example, a mercenary might help out for a fee versus normal
foes, but when fighting his “hereditary enemies,” he might be • Contacts, Patrons, and Enemies •
almost invincible and eager to help.
Remember that contacts are gamemaster characters. They Having friends in high places can often mean the char-
should be created and played rationally. If a player refuses to acter attracts the attention of the friends’ friends... and
roleplay or takes advantage of contacts, he should be penalized enemies. Players willing to roleplay long, associative net-
when trying to use them (and possibly lose them). There should works may add lower-level Contacts in exchange for an
also be a reason in the character’s story why he has these equivalent number of Ranks in one or more Enemies. The
contacts. player must purchase one Contact or Patron of Rank II or
greater. All additional Contacts and Enemies must be
Contacts (II) associated with that primary Contact or Patron. As long as
the total number of Ranks in the additional Contacts equals
This Advantage is identical to Contacts (I), except the contact the total number of Ranks in the Enemies, the Enemies do
is more powerful, more influential, easier to get hold of, willing not count toward the Disadvantage maximum.
to do more favors, or affects the game on a larger scale. For example: A player decides to have a Rank III Patron.
If the contact is supposed to be a large group, it now has The player may then add any number of Rank I or II
much greater influence over a wider area. In the real world Contacts as long as she adds an equal number of Enemies.
example, instead of having the auto club as a contact, the If she chose to add three Rank I Contacts (well-placed
character might have a government agency there to help him personal assistants to the Patron), the player would have to
out occasionally. think of three Rank I Enemies, or one Rank I and one Rank
Restrictions/Notes: Under no circumstances should any Enemy, or one Rank III Enemy.
contact, regardless of rank number, make roleplaying and
Chapter 2 ❖ Page 12
Contact (IV) intervenes — maybe the character just wasn’t the character might choose an “alien” culture (one totally
doing something the contact felt was important to it — but, different from his own) and gain an understanding of it
most likely, assistance will be provided. comparable to the understanding in Cultures (I). Or, he could
Restrictions/Notes: Player characters should take this choose to learn more about a relatively small cultural group (to
option only if they want to take Disadvantages relating to it. the point where the character would be accepted as one who
For example, if a character in a pulp fiction campaign wants to has spent a lot of time with the people). The last option, the
have a group of super-scientists who like him and will supply sweeping cultural understanding, would also be much more in-
him with substantial aid on a regular basis (like a spy who gets depth. The character would be able to call on cultural parallels
outfitted with new gizmos at the beginning of every adventure much more often and the gamemaster should give more infor-
and who can call for more during certain times in the adven- mation.
ture), then he should take Disadvantages that reflect that. The Restrictions/Notes: The same as for Cultures (I), but the
character is a member of an organization (see the Disadvan- character has about the level of knowledge of an outsider who
tage Employed), or he must do reciprocating favors for the has lived in the culture for a while. Either that, or he would get
super-scientists (see the Disadvantage Price), or there are more useful information on alien cultures or “sweeping” cul-
equally powerful people who want to eliminate him because of tural examinations.
his contacts (see the Disadvantage Enemy).
If the character does not want to take extensive Disadvan- Cultures (III)
tages relating to the contact, then Contacts (IV) should be The character is either a native of an unusual culture or has
unpredictable and not always useful. For example, the super- the knowledge and the “respect” of one. A person who has lived
scientists might provide the character with plenty of extraor- a significant portion of her life in a culture and has that sort of
dinary equipment, but it might not always be what the char- understanding of it would have Cultures (III) — only the
acter needs or might not work correctly all of the time. character is actually a part of the game setting’s dominant
culture as well.
Cultures (I) If an alien culture can be, and is, selected, then the charac-
This is another Advantage that can be utilized in more than ter has an extreme familiarity with it. Otherwise, the charac-
one way. The first way is the simplest. The character has ter might be something of a “cultural anthropologist” — the
knowledge of a particular (usually unusual) culture that he character can observe a particular culture for a brief time and
can use to his Advantage when among people of that culture. have a very good (gamemaster-controlled) chance of under-
This acts both as a knowledge (scholar) type skill and as a standing the culture on a respectable level.
bonus (usually +1) to interaction in that culture. For example, Restrictions/Notes: As with Cultures (I) and (II), the
a character in a pulp fiction game setting might have Cultures character must choose what sort of cultural familiarity to have.
(I) pertaining to a certain Amazonian tribe. When the charac- Also, there must be a compelling reason the character has this
ter goes on an adventure in the Amazon, chances are good he familiarity or understanding. Finally, if the character chooses
will get help from that tribe in his activities instead of being to be a “cultural native” of a particular culture, she should
attacked as a stranger or trespasser and ending up with his probably have to learn language: (the culture’s major lan-
head on a pike. guage) at least +1D.
The second way Cultures (I) can be used is a little more
wide-sweeping. The character has a knack for drawing paral- Cultures (IV)
lels between unknown/unusual and known cultures. For ex-
ample, the character might be able to figure out why certain This selection should only be taken if the game setting
religious taboos exist in a society she’s just met. These should employs the use of alien (totally not understood by normal
just be bursts of culture-related intuition that the gamemaster people) cultures. The character understands the alien culture
supplies occasionally — the player can only remind the game- and can interact within it — he is still an alien to it, but he is
master her character has this ability and hope the gamemaster treated better than any other outsider (most likely).
feels the situation is appropriate. For example, in a game setting where “aliens live among
us,” the character might not be an alien — he is a member of
Restrictions/Notes: A character with Cultures (I) has secret society that keeps the aliens hidden. But, because of
about the level of knowledge of a frequent tourist — no more. something in his background history, he can interact with
Unless the character has skills like streetwise, languages, and certain types of aliens and he can understand their ways. This
other supporting skills, he acts as if he has visited the culture doesn’t mean he’s friends with them, but he has a better chance
and learned a decent amount about their ways, but he is of interacting with them, figuring them out, and outsmarting
definitely an outsider. This Advantage may be taken more their “alien logic” than other characters.
than once for different cultures.
In the second example, the character has absolutely no Restrictions/Notes: The character should have related
control over her ability and only gains very limited insights — Disadvantages, and there has to be some extensive back-
though sometimes at critical moments. The character cannot ground description telling why the character has this Advan-
“call upon” this knowledge. This version of the Advantage may tage. Otherwise, see the other entries regarding Cultures.
not be taken more than once, but it may be combined with the
other type of Cultures at any rank. Equipment (I)
In both cases, the character’s background must reflect the The character gains a piece of equipment he would not
“special insight” he has into the culture or cultural trends. normally be able to have because it is too expensive or “unavail-
able,” but only if it is allowable under the game setting. For
Cultures (II) example, in a real world game setting, a character could start
This option can be used pretty much like Cultures (I), only the game with a .45 automatic pistol, but not an M16 assault
on a larger scale. Instead of choosing a small, unusual culture, rifle — the latter is generally unavailable for civilian use and
Character Options ❖ Page 13
even characters with military backgrounds have to take the should be just slightly more powerful or more useful item than
Equipment (II) Advantage to get it. what is available normally.
Additionally, the character might choose to take lots of little For example, a character might just choose an average gun
pieces of equipment instead — more than what the gamemaster and increase the damage value by a modest two points, but
would normally allow. Basically, equipment totaling in cost not make it so it never has to be reloaded. The more powerful the
more than about US$1,000 (or a price difficulty of Moderate or item, the more Disadvantages and restrictions should be
Difficult) would fit in this category. Equipment (I) may be related to it.
selected more than once or in combination with higher ranks of
the Equipment Advantage with gamemaster approval. Fame (I)
Restrictions/Notes: Typically, as long as the character is The character, for some reason, is fairly well known. The
not careless with it, Equipment taken with this Advantage is extent of the character’s fame should be determined by the
replaceable, unless the Burn-out Disadvantage is included game setting. In a global game setting (such as pulp fiction,
with it. real world, or science fiction), the character has moderate
recognition value in a particular region. In a smaller game
Equipment (II) setting (like high fantasy or low fantasy settings), the charac-
The character gains a piece of equipment that would be very ter might have more dense penetration of recognition, but with
hard to get because of expense or availability. Standard mili- less wide-sweeping effects (e.g., everyone in town knows who
tary weapons that are usually out of reach of the normal citizen they are, but no one from more than a few days travel away has
are available. In addition, equipment totaling in cost not more ever heard of them).
than about US$5,000 (or a price difficulty of Difficult or Very Whenever the gamemaster or the player thinks the charac-
Difficult) would probably be okay. In game settings that have ter might be recognized (and the Fame Advantage would come
magical or super-science equipment, objects of fairly low power into play), the gamemaster should roll 3D. If the result is 15 or
would probably be obtained using this Advantage. higher, the character is recognized. Otherwise, he will have to
do something “special” to be recognized (and gain the benefits
of recognition).
Equipment (III) If a character with Fame (I) is recognized, he should gain
Items of equipment that are normally unavailable to just small perks, like being seated in a restaurant early, avoiding
about anyone can be picked up using this Advantage. Any one small legal hassles (like routine customs checks), or just be
item on any equipment chart can be selected, or the gamemas- treated generally better (perhaps the character gets a couple of
ter can make up a “special” item that gives skill bonuses of up bonus points to persuasion, con, and charm attempts). Like
to +1D or has special effects. Or they can just be really most roleplayed Advantages, the gamemaster should decide
expensive or virtually unavailable items. Equipment totaling on the results.
a few tens of thousands of dollars (or a price difficulty of Heroic Restrictions/Notes: Fame may be chosen multiple times
or low Legendary) falls under this category. as long as the player defines how each Fame is different. For
Restrictions/Notes: The gamemaster should watch this example, a character might have Fame (I) in regards to his
Advantage carefully. It can only be selected once — though fighting abilities, but another type of Fame pertaining to his
the Rank I and II versions can also be selected — but it can intelligence or some other ability.
still unbalance a beginning character. Generally, things that
can be taken away fairly easily — like magic wands and Fame (II)
swords, military hardware, super-science gadgets, low-pow- The character is very well known. On a global setting, the
ered miraculous artifacts, and other related equipment — character would probably be recognized in most fairly civilized
would be suitably appropriate for characters with minimal cultures and almost definitely in her home culture. The game-
experience. master should roll 3D and, on a 15 or higher, a person from
another culture will recognize the person and react (usually
Equipment (IV) favorably). In the character’s own culture, this reaction comes
Really bizarre and, most likely, powerful equipment is open on an 8 or more. If the character draws attention to herself in
to the character — but only one such piece or a collection of her own culture (identifies herself), then the reaction will most
small, related pieces. Most likely, no one else can use the likely be automatic (gamemaster’s option).
equipment without making some sort of exhaustive skill total, Restrictions/Notes: At this level of fame, the character
and it can probably not be repaired or duplicated. “Special should be treated like a famous author, an occasional movie
effects” equipment fits into this category. star or television actor, or a reasonably recognizable sports
The equipment could be a weapon more powerful than most figure (in a real world setting). Some gamemaster characters
personal weapons in the game setting. Or it could be a magical will be immune to this fame, but most will have some sort of
spell that could not normally be used by the character or (generally positive) reaction. Otherwise, see Fame (I) for more
anyone else in the world at its relatively low difficulty. Or it information.
could be a collection of gadgets and gizmos that can perform
many different mundane tasks — but how, nobody knows. Fame (III)
Restrictions/Notes: The character should have Disad- There is a pretty good chance anyone in the game setting
vantages related to the equipment. Maybe Enemies want to (unless it is a multi-world setting) will recognize the character
steal it, or it has an Advantage Flaw so it doesn’t work all the (or what the character is) fairly easily. The base die total
time — or the same way every time. In addition, the equipment needed is 8, and it can be modified by circumstance. The
should not make the character so powerful that opponents fall character has the status of a movie star, a famous politician, or
before him. Really, in game mechanic terms, the equipment a top-ranked sports hero.
Chapter 2 ❖ Page 14
Patron (I) means the character has a backer who will fund
one expedition, with all proceeds going to the patron. All of the
costs (room, board, travel, expenses) are covered by the patron,
with the understanding that the player character is basically
just a worker-for-hire. Anything that the adventurer discovers
or purchases becomes the property of the patron.
Patron (II)
A Patron (II) expects much less from those he backs. The
character may receive less financial support, but will have
greater freedom of action.
A newspaper publisher looking for hot stories is a common
example of an organization qualifying for Patron (II). They
cover a character’s travel expenses and any legal fees in
exchange for inspiring stories. Anything that the character
finds on his own (like artifacts) remain his own.
Patron (III)
A Patron (III) will give a character a limited stipend and
cover expenses, then offer to purchase whatever the character
recovers. Without consistent results, the funding could be cut
off.
Wealth (I)
A character who selects this Advantage doesn’t get money
handed to him, but, instead, has a certain economic standing.
The character belongs to an “upper-middle class” economic
layer. The character has respectable amounts of cash on hand
or nearby at most times — in real world figures, the character
could easily write a check for US$15,000, or produce 10 times
Paul Daly
an attribute, this Advantage adds +15 to its related totals. not a Disadvantage. For example, if a character has an Advan-
Restrictions/Notes: See Wealth (I) for comments. Also, tage Flaw where he can’t use his Advantage when the tempera-
this wealth will not always help and will “go away” if misused ture is below 60, and the character is always adventuring in
(and it should be a major concern to the character at times), but places where the temperature is at least that high, then it is not
it should be there most of the time. Gamemasters will probably a Disadvantage. Check all Disadvantages (and Advantages, for
think of ways to work around wealth and players should play that matter) out with your gamemaster and explain to him what
along — if you can throw money at every problem, then it isn’t you think they mean before you start playing the game. That
that much fun to try to solve, is it? way, you can avoid this problem before it crops up.
Vulnerability: A particular form of attack or interaction normal contact would assist the character for an almost negli-
affects the character much more severely than other charac- gible fee, the flawed contact will haggle and nag until “re-
ters. For example, a character with a vulnerability to firearms warded.” There should be some reason why the character
might “freeze up” when he sees another character point a gun would want to keep the contact happy as well.
at him — making the other character +5 to hit him (most likely Cultures: When the character gets hints or knowledge
during the first round of combat only). Another character about a culture, he knows everything except … There is some
might automatically apply +10 to the difficulty of any attempts sort of critical piece of information that has been withheld from
to resist another character’s con attempts. (The less likely the the character. Or, if the character has the “sweeping knowl-
situation is to occur, the greater the difficulty modifier.) edge” of lots of cultures, his interpretations will sometimes be
Restrictions/Notes: The Achilles’ Heel (III) should be very almost totally wrong (gamemaster option). In order to make
serious, but not “instant death” for the character. There should this flaw work, the character should not find out about the flaw
always be some way to avoid it (not easily), or some chance that until it would be “interesting.”
it can be countered. The more creative the Achilles’ Heel (III), Equipment: In most cases, there is just some sort of minor
and the more likely the character is to be affected by it, the less mechanical flaw in the equipment that can’t normally be
it actually should do. A character who is vulnerable to water (he fixed. For equipment that requires a skill total, gamemasters
probably has a phobia), for example, might “panic” and suffer +3 could either add +3 to the difficulty of all actions using it, or,
to the difficulty of all actions when exposed to a large body of on a Critical Failure, the equipment either won’t work or
water, +5 when in it, and +3 when wet. Or, the character might malfunctions. For equipment that doesn’t require a skill
just take 3D in damage every time he gets a significant portion total, there might be occasional side effects or maybe it does
of his body wet. There should be a good reason why any Achilles’ require a periodic Moderate skill check of some kind to keep
Heel (III) affects the character. operating.
Achilles’ Heel (IV) Skills: If the character fails at the skill check with one of a
related set of three skills, she can’t reroll Critical Successes
The character’s weakness is even more severe than the CIII either until the end of the scene or until she succeeds at the
version of this Disadvantage. Some examples include: skill check.
Allergy: The same rules apply as for Allergy, save that the Wealth: The character cannot access his wealth easily.
character cannot perform any actions while exposed to the Either it is “tied up” in red tape most of the time, or he has to
allergen. go somewhere to get it, or someone else (reasonably friendly)
Cultural Allergy: The same rules apply as for Cultural has control over it and doesn’t always release it easily.
Allergy (III), save that not only does the character lose all Restrictions/Notes: There are, of course, much more in-
Critical Success rerolls if exposed to the specified social situa- ventive and interesting ways Advantage Flaw can be used —
tions, she also is at +1 to all difficulties. and you should explore them all. In general, at Rank I, a flaw
Rot: The character loses major parts of his body periodi- should not debilitate a character or take away his Advantage
cally due to rotting (limbs, etc.) and must pause to replace on a regular basis — but it should make it a little less of a “sure
them. Doing so requires no skill total but does take three thing.”
rounds to perform. The trigger that causes this to take effect
should be no less frequent than a Critical Failure during
combat or interaction rounds.
Symbiosis: The character is bound symbiotically to an-
other, drawing strength or energy from her. Symbiosis can be
either physical or mental. For every 100 meters by which one
character is separated from the other, both lose -1 pip (cumu-
lative) to either their physical attributes or their mental
attributes. (Remember: three pips equal one die.) If the
character’s symbiote is killed, the character loses -1D from the
attributes affected until she can convince another character to
willingly bond with her (the bonding process should be simple
— like sharing blood — but it must be done with willing
participants). For an extra column in this Disadvantage, the
character is bound both mentally and physically to another,
and will lose from both sets of attributes if separated.
Age (II) probably failed in the jumping attempt (so he falls), but,
instead of being able to grab for a cable or a lower ledge, the
The Disadvantage is the same, only moreso. Instead of being character’s belt gets caught on a hook. Now, the character has
a teenager, the character is a preteen child. Instead of being to free himself before the terrorists come around the corner and
“middle aged,” the character is old. The roleplaying situations blow him away.
are basically the same, but the effects are more dramatic.
Restrictions/Notes: Bad Luck (I) may be taken if the
Restrictions/Notes: The character automatically receives character already has the Good Luck or Great Luck Special
+3 to the difficulty of all physical actions (those that use Ability. The character might even, on occasion, be able to use
Reflexes, Coordination, and Strength) that require unusual the benefits of the Good Luck or Great Luck Special Ability to
exertion (running, jumping, fighting, etc.). A young character get out of trouble or partially negate the effects of Bad Luck (I)
must add +3 to the difficulty of all mental actions (those that — that’s the way it works. Also, the gamemaster should
use Knowledge, Perception, or Presence) when attempting to remember that the character has Bad Luck (I) — not the
solve “adult” problems or interact with adults. Both types of player. If the player gets into a consistent “streak” of rolling
characters should be roleplayed true to type. Critical Failures on the dice, then the gamemaster should start
There is no reason characters cannot be “young” or “old” and “skipping” the invocation of Bad Luck (I) occasionally — more
not take this Disadvantage. Older characters “in good shape” than three or four occurrences of Bad Luck (I) during an
have no problems jogging, lifting, fighting, or whatever, and adventure is a little much.
young, intelligent people can often interact and think just as well
— if not better — than adults. This Disadvantage addresses Bad Luck (II)
those characters, young and old, who can’t “keep up” as easily.
The rules for this Disadvantage are the same as for Bad
Bad Luck (I) Luck (I). However, a Critical Failure or a total equal to one
more than the die code of the skill or attribute causes Bad Luck
The character is exceptionally unlucky. This Disadvantage (II) to activate. (For example, if the character has 5D in a skill
is under the gamemaster’s control most of the time. The easiest and rolls a total of 6 on the dice — which is one more than the
way to handle it is, whenever the player rolls the dice and a die code in the skill — the Disadvantage comes into play) , even
Critical Failure comes up, not only does it take away the The effects are exactly the same, only the gamemaster might
highest die in the roll, but something bad happens. The make the setbacks more uncomfortable.
gamemaster can choose from not allowing the player to reroll
Critical Successes until the end of the scene, the character Restrictions/Notes: See Bad Luck (I).
loses an action during the next round, or from invoking some
sort of strange, but not too terrible, “bad luck effect.” Bad Luck (III)
For example, the character might be running from a group The same as Bad Luck (I) and Bad Luck (II), but the
of terrorists who he’s been fighting since the beginning of the character suffers the effects on a Critical Failure or a total
act. He is trying to jump across an elevator shaft when the equal to or less than two more than the die code of the skill or
player rolls a Critical Failure on the dice. Well, the character attribute. (So, if the character with a skill of 5D rolls a 6 or 7,
then the Disadvantage is activated.) The minimum effect is
that the character loses her actions on the round and probably
something disastrous happens.
Restrictions/Notes: See Bad Luck (I) and Bad Luck (II).
Since Bad Luck (III) can have such devastating effects, the
gamemaster might want to “overrule” occurrences of it. For
example, if, during a standard scene of an adventure, a char-
acter is trying to persuade a shopkeeper to sell him an item at
a better price, he might roll a low total on the dice. The
gamemaster could have something disastrous happen — the
shopkeeper keels over with a heart attack just as the chief of
police walks in and the character is suddenly suspected of
murder — but does it serve any purpose in the adventure?
Possibly, but if it doesn’t, save it until later. Then, when the
character is at the climax of the adventure and he doesn’t roll
a disastrously low total — but the gamemaster feels a “dose of
bad luck” would improve the story — he can use that as an
excuse. Players should understand that Bad Luck is arbitrary
and will often occur at the worst possible moment.
Bigotry (I)
The character has “something against” a particular race of
Jaime Lombardo & Ron Hill
Restrictions/Notes: This Disadvantage isn’t recommended different culture than the one he is normally in. For example,
for players who don’t think they can roleplay it convincingly or a character in a real world setting might be from India but
realistically. It is hard to roleplay bigotry, especially in a real operate out of the United Kingdom. While the U.K. does not
world-type setting, without getting too carried away and being have any particular dislike of Indians, there might be a few
offensive to someone, so keep that in mind. “cultural clashes” occasionally. Bigots might get in the way of
the character, and the character might not always “know”
Bigotry (II) things about the setting that natives would automatically
Bigotry (II) is the same as Bigotry (I), only more intensified. understand. The character is an outsider.
Instead of “disliking” a particular type of person, the character Restrictions/Notes: At the worst, this can be treated like
hates that type. Player characters of that type will, most likely, Prejudice (I), but, most often, the character is just unfamiliar
be betrayed and abused at any opportunity — unless the with aspects of the mainstream. Characters cannot usually
character wants something from them that he can’t get. take this Disadvantage more than once.
Or, if the player doesn’t want to play that intense a form of
prejudice, the character could have a “wider sweeping” bigotry. Cultural Unfamiliarity (II)
The character doesn’t just focus on one minority group — he The character is of a culture almost totally different from
dislikes a whole crowd of them. Or, perhaps, the character is the “mainstream” he operates in. The character should con-
bigoted against one majority. Use the description for Bigotry stantly make mistakes and “social gaffs,” and all attempts at
(I) as a guideline. streetwise or similar “getting around town” skills should have
Restrictions/Notes: The same rules and warnings for Big- +6 to the difficulty (at least). In addition, the character should
otry (I) should be applied. In addition, any stronger versions of probably have trouble with the native language (he could even
Bigotry should really be used only by gamemaster characters — take the Disadvantage Language Problems).
villains, particularly — because then a player doesn’t have to Restrictions/Notes: The rules are the same as for Cul-
assumed the role of an extreme bigot for an entire adventure. tural Unfamiliarity (I).
Burn-out (see description) Cultural Unfamiliarity (III)
Under a certain set of proscribed circumstances, the Advan- The character is, in all respects, an alien. Either he’s from
tage goes away — permanently. The player and the gamemaster another planet with a completely different culture, or what-
should work out the circumstances, with the following criteria: ever fits the game setting — he just doesn’t fit in (socially, and,
1. The Burn-out should have a chance of occurring about most likely, physically). Otherwise, this Disadvantage works
once or twice an adventure. exactly the same way as the other rank versions.
2. The Burn-out should be something that could be avoided Restrictions/Notes: See Cultural Unfamiliarity (I).
— but the character might not want to avoid it.
3. There should be a logical reason for the Burn-out to occur. Debt (I)
4. Both the player and the gamemaster should be aware
that the Burn-out will occur at some point. The character owes money, or something else valuable, to
someone. In most cases, this should be some sort of lending
As long as those criteria are met, the Burn-out Disadvan- institution or credit house, and the payments aren’t too ardu-
tage should be playable. Some examples might include: ous. The character just has a harder time getting credit and
• If the character is soundly defeated in an adventure, the has to turn over a substantial amount of any profits he makes
Burn-out occurs. on an adventure to the lender.
• When the character completes a particular mission of great Restrictions/Notes: Only take this Disadvantage if you
importance (this would probably only happen after several intend to live up to it. There should be some reason the
adventures — but the mission should be something the charac- character doesn’t want to default on the debt, and that should
ter wants to complete for some reason), the Burn-out occurs. be worked out beforehand. Also, taking Debt (any rank) with
• If the character suffers a particular effect (she loses most Enemy (any rank) can be interesting — maybe the character
of her Body Points, she is the victim of a particular type of fairly is in deep to a loan shark or a manipulative and not entirely
uncommon attack, etc.), she suffers the Burn-out. scrupulous lender. This Disadvantage can be taken with the
• When a character’s Advantage is somehow negated (a Advantage Wealth (any rank), as long as there is some reason
Contact who has a good chance of being killed, a piece of it can’t be just paid off. A character with Wealth (III) (phe-
Equipment that someone is trying to steal or destroy, etc.), the nomenal resources) might be stuck in a contract where he has
Burn-out occurs. to turn over the profits of any adventure to someone, for
This Disadvantage is worth a number of ranks equal to the example — he still has his wealth, but all the little neat things
Advantage with which it’s associated. and rewards he gets have to be coughed up at the end of the
Restrictions/Notes: Any Advantage could have the possi- adventure (or the character has to persuade the lender/
bility of Burn-out. Just think of a logical (or, perhaps, super- contract holder to let him keep them).
natural) reason an Advantage would go away. There should be
a decent chance that it could go away, but the character should Debt (II)
have some chance of avoiding that occurrence … for a while. The character owes a lot of money (or something else valu-
able) to someone dangerous, or the results of owing this debt are
Cultural Unfamiliarity (I) dangerous. For example, the character could owe his life to a
The character is not from the “mainstream” culture of the really strange old scientist, and, every time that person needs a
society he spends the most time in. The character should work favor (usually going off somewhere dangerous and doing some-
out where he is from, but it should be somewhere with a thing suicidal), the character has to drop everything and go.
Chapter 2 ❖ Page 20
Paul Daly
Restrictions/Notes: The rules are the same as for Debt (I).
Employed (I)
Debt (III) The character has a job. Maybe the job is related to what the
character wants to do during a game session, or maybe not.
The character owes everything to someone or something. In
Regardless, the character wants to keep her job (or has to, for
the case of worldly goods, all such items must be turned over
some reason), and she must be responsible about “missing
to the “lender” at the end of an adventure — the character
work” and fulfilling her obligations.
must “borrow” these things back at the beginning of the next
adventure. And it is up to the gamemaster what the “lender” Restrictions/Notes: The player and the gamemaster might
gives back. have to work to roleplay this, but there should be an occasional
In most cases, this means the character is either Employed conflict between what the character wants to do and what she
or under some sort of roleplaying restriction. For example, a has to do. The character might even have to keep some
character might belong to a particularly strict cult or religion. activities secret or lose her job.
She has to “tithe” all worldly goods (or, at least, a large portion
of worldly goods) to the cult after every adventure. If she does Employed (II)
not, she would be “cast out” — a fate she would not enjoy — or The character works for someone, or something, that pretty
even hunted and killed. At the beginning of each adventure, much runs his life. When he goes on adventures, he either has to
the character must beg and persuade whoever is in charge to go through lots of red tape to get permission, or its because he
let her have any goods she needs. was “assigned” the mission. As a result, the character has little
Restrictions/Notes: Debt (III) is so wide-sweeping that it free will regarding what he does or how he does it, and he should
cannot usually be combined with the lower versions or linked come into conflict with his employer on occasion. Also, since the
to individual Advantages unless the player and the gamemas- character is an employee, if he is “on a mission,” he usually has
ter are particularly inventive. A character with Debt (III) to turn over his share of the “loot” for “corporate disposal” — he’ll
might “owe” the possession of a Rank III or IV Advantage to a get something out of it, certainly, but not a full share.
particular source, however (a character might have receive Restrictions/Notes: The rules are the same as for Em-
Good Luck from a supernatural source), and have to pay some ployed (I). Just make sure that “the job” is fairly inconvenient
sort of other tithe (a sacrifice, all the money the character for the character, but there are reasons he doesn’t quit. Maybe
obtains, etc.) to be able to use the Advantage, but, in most he has the Wealth Advantage only so long as he has the
cases, the character is over his head in worldly debt. Employed (II) Advantage — that would be a good way of tying
in the Disadvantage.
Character Options ❖ Page 21
Employed (III) strives to kill the character, hurt people she knows, and do
awful things just because the character won’t like them. Just
The character is, for all intents and purposes, a slave. This about everything bad that happens to the character would
does not mean the character is poor or without means — just please the arch-nemesis — and he is probably responsible for
without free choice. The character does virtually everything a lot of them. The Enemy (III) should be involved in, directly or
because he has to. For example, a character might be the head indirectly, most adventures the character goes on.
of a large corporation. But the only way things get done is for
the character to do them or be there to oversee their getting Restrictions/Notes: Enemy (III) is a very powerful, and
done. Adventures only occur when they are in direct concor- very important, Disadvantage. Many beginning gamemasters
dance with the interests of the “employer.” In all other ways, might not want to go to the trouble of creating and constantly
this Disadvantage is like its lower rank versions. maintaining a villain or group of villains relating to the
character — but others will enjoy it. Talk to your gamemaster
Restrictions/Notes: See Employed under the other ranks. about this option before you select it.
Enemy (I) Handicap (I)
An individual or group has it “in” for the character. An The character has a minor physical or mental handicap that
Enemy who is a single person of power and influence no greater makes certain actions more difficult. The handicap could be a
than the character might actually want the character dead. An “bad knee,” or just a particular “mental block” regarding
Enemy (I) of power and influence greater than the character certain types of activities.
simply wants to “hassle” the character for some reason. Maybe The player and the gamemaster should work out some sort
in the town the character operates, the law enforcement of affliction and then choose a group of related skills (much in
authorities have his name and picture on file — and they’ll use the same way skills are picked for the Skill Bonus Advantage
any excuse to run him in or hassle him because they think of — only, in this case, the minimum number of skills is five). The
him as a “troublemaker.” Or, perhaps, the character’s landlord character then adds +1 to the difficulty of all actions performed
throws everything out on the street if he’s one minute late with using those skills. Some possible examples include:
the rent, or the character’s boss always assigns him the most
boring or most dangerous “missions.” The enemy does not have Bad Knee: Dodge, acrobatics, running, jumping, swim-
to have a position in the character’s life — he can just be ming
someone who, for some reason known to the gamemaster (and Trick Shoulder: Brawling, melee combat, climbing, throw-
probably the player, but not always the character), has a ing, missile weapons
grudge against the character. Unobservant: Perception, investigation, languages,
lockpicking, persuasion
Restrictions/Notes: There is no reason this Disadvantage
can’t be used similarly to an Advantage Flaw or as a complement Restrictions/Notes: As you can see from the sample
to other Disadvantages or even Advantages. Maybe a character’s groups, it is much easier to come up with physical handicaps
Contact is sweet and helpful (a secretary in the Pentagon who than mental ones. The mental ones make sense only if you
tells the character “a little more” about the mission he’s been take a particular point of view — the Unobservant group is
assigned), but someone who influences the contact is an Enemy based off the idea that the character not only doesn’t easily
(the secretary’s boss who has been trying to seduce the secretary “spot” things, but he also has trouble picking up on interactive
and resents the fact that the secretary likes the character better) “cues.”
and sometimes makes it hard for the contact to help. Enemy (I) Specializations can also be used — with gamemaster ap-
characters should either show up only occasionally (maybe once proval. Three specializations that the gamemaster thinks the
during an adventure), or they should be minor annoyances that player might have to use reasonably often (like investigation
can only be a real problem if the character doesn’t deal with them (find) or marksmanship (pistols)) could substitute for one
when they show up. Multiple Enemies of various ranks can be general skill. Handicap (I) can be selected several times, as
selected (just don’t go overboard). long as the gamemaster thinks it appropriate. Since it is very
much the counterpart to Skill Bonus, additional restrictions
Enemy (II) and notes can be related to the ones found there.
The rules are the same as for Enemy (I), only the character Handicap (II)
is more powerful, more annoying, and/or more a part of the
character’s life. The disability is much more serious, or more widespread.
The player and the gamemaster can define the type of disabil-
Restrictions/Notes: It should be mentioned that killing ity the character has and make a list of skills that get difficulty
the Enemy or running away should not get rid of the Disadvan- modifiers totaling +20 (or even pick skills that he can’t do). (In
tage — at least not easily. At the very least, the character other words, 10 skills each with a +2 difficulty modifier; one
should have to go though a few adventures to “remove” the skill with a +4 modifier, two skills with a +3 modifier, and five
Enemy from his life. Usually, the character has to deal with the skills with a +2 modifier; or some other combination.) Thus, for
Enemy for quite a long time. Multiple enemies can, of course, example, a character in a wheelchair would not be able to jump
be selected. at all (a Reflexes skill), but he can dodge with a difficulty
(maybe +3 to the opposing character’s marksmanship total),
Enemy (III) and the skill throwing would not be affected at all.
Again, the rules are the same as for Enemy (I) and Enemy Restrictions/Notes: The player should make certain to
(II). The character is beset by, most likely, a group of enemies define the disability and be prepared to take the modifiers that
or a very powerful enemy who wish to kill or otherwise come. The gamemaster will often have adventures where the
“remove” the character from the game setting. For example, a character is severely limited in what he can do, so it seems like
pulp fiction adventurer might have an “arch-nemesis” who the gamemaster is “picking on” the character, but a good game-
Chapter 2 ❖ Page 22
master will also have some aspects of every adventure where the something) in the past that makes him hated and reviled by
character is not inconvenienced. The rules for Handicap (II) are, most people. The rules are essentially the same as for Infamy
otherwise, very similar to Handicap (I), above. (I) and the recognition chances are similar to Fame (II), but the
modifier to interactions should be, usually, at least +6.
Handicap (III) Restrictions/Notes: As stated under Infamy (I), unless
There is a substantial group of activities that the character combined with Fame, this Disadvantage only allows for the
cannot do, and they cannot even be compensated for in most negative aspects of notoriety. A character who has Infamy (II)
cases. A Handicap (II) might put a character into a wheelchair, would be considered by nearly everyone (but not everyone) to
but the character can still get around. A Handicap (III) would be “scum” and someone who “deserves no better than he gets.”
be almost like being confined to a bed. When combined with an equal or higher rank of Fame, there is
Restrictions/Notes: Most players will not want charac- often that “fear and respect” option — many characters will
ters with this severe a Disadvantage, and generally, it is not still try to betray or hurt the character in some way, but most
recommended. However, in game settings where Extranormal won’t be that open about it.
attributes or Special Abilities are common, this can be used.
For example, a character who is confined to bed in a magic- Infamy (III)
using setting might only be able to go out in the body of a golem The character cannot go out because she will be recognized
— an artificial man with limited abilities. The character in most places — a lot of people hate her to the point of violence.
should have to suffer for this handicap most of the time, but Virtually anyone would kill or drive away the character if
there can be interesting ways to play it — with the gamemaster’s possible, and it is likely there are those hunting her (at least
permission. Enemy (I) should be chosen in addition to this Disadvantage).
However, the character could use disguises and could avoid
Illiterate (II) populated areas to remain a viable character. Most likely, the
A character can be considered Illiterate for one of two character has to move around until she can “live down” her
reasons. The first is simply due to her inability to read. The infamy (if ever) or until she dies.
other reason is if she did not speak the local language (an Restrictions/Notes: See Infamy (I) and Infamy (II).
immigrant arriving in a new country or an explorer among
natives, etc.). These people may be extremely intelligent and Language Problems (II)
well-read people, but have difficulty exhibiting that in their The character does not understand the language of the area
new country. she spends most of her time in. She must learn skill pips in the
specialization languages: (specific language). Otherwise, she
Infamy (I) receives a +6 difficulty modifiers in addition to any other
The character is about as well known as a character with modifiers for what she’s attempting to convey or understand.
Fame (I), but for different reasons. The odds of being recognized Restrictions/Notes: The character cannot begin the game
are the same as for Fame (I), but the reaction is quite different. with more than one pip in languages: (specific language), but
The character experiences hostility, prejudice, and intentional may learn more at a regular cost. However, the character
“slights” — in game mechanic terms, the character should have should speak another language in the game setting fluently.
the difficulty of all interactions increased by at least +3.
Restrictions/Notes: There is a reason for this negative Negative Learning Curve (II)
attention. Either the character did something, is accused of When the character attempts to learn a new skill, or
having done something, or is suspected of having done some- improve an old one, he does so at double the applicable
thing not particularly pleasant, or the character has, through Character Point cost. This Disadvantage is associated with a
other strange circumstances earned a “bad rep.” Sometimes, single attribute, and it applies to specializations. There should
this Infamy will help the character — but it shouldn’t help too be some sort of reason for this in the character’s background,
much. If the character had a combination of Fame and Infamy such as a lack of education.
(by selecting both options), then maybe he’d earn a reputation
like Wyatt Earp or Jesse James in the American Old West — Restrictions/Notes: This is the counterpart to Gifted in
certain people would look up to him or respect him, and there Learning, and it should be treated in much the same way. This
would be definite fear there most of the time, but there would Advantage can be taken multiple times, as long as each is one
also be a lot of people who would enjoy seeing the person leave is for a different attribute.
or die. Of course, Infamy (I) should be something minor —
maybe the character is an “ex-con” or a former criminal, or he Poverty (I)
did something “questionable” in the past and was cleared. Since characters who adventure tend to accumulate wealth,
People are not overtly hostile, but they are unfriendly when this Disadvantage is only available at Rank I. The character
they recognize him. Several ranks of Infamy can only be begins the game with the shirt on his back and, maybe, a few
selected if the character is “infamous” for multiple reasons — pieces of cheap and substandard equipment. The character
but the effects should be cumulative, and this can only be done should also have the attitude of someone who is “poor,” what-
if the gamemaster thinks it is appropriate (a character with ever that might be in the game setting.
Infamy (III) would hardly have to worry about Infamy (I) in If using Funds as an attribute, this Advantage subtracts -
most cases, so it would not be a proper combination). 10 from relevant totals.
Infamy (II) Restrictions/Notes: As an excellent combination, this
Disadvantage could be selected with Debt or Price to make the
The character is, most likely, wanted for a crime of a fairly situation more realistic. Poverty can only be selected once.
serious nature, or he did something (or is thought to have done
Character Options ❖ Page 23
Prejudice (I)
The character is of a minority group — or maybe it is just the
character himself — that is subject to prejudice and discrimina-
tion. The character receives modifiers to the difficulties (from +2
to +4) during normal interaction with characters not of the
minority group, and is generally treated unfairly by society. The
group the character belongs to, or the reason he is discriminated
against, should be identified immediately, and the player should
know how he can expect to be treated in most cases.
Restrictions/Notes: The gamemaster has to be careful
with this one (see Bigotry, above). Roleplaying prejudice is not
often something players want to get into, and it can be espe-
cially uncomfortable in a real world or similar setting. When
used in a setting where there are many different sapient
species, however, it can be quite interesting — especially if
there are several characters in the group who are prejudiced
against.
Prejudice (II)
The minority group the character belongs to is oppressed.
The character experiences disparity virtually every day. While
other characters of the same minority group may not actually
Kleptomania: When in a store or surrounded by small, normal one, or even a type of roleplaying interaction (maybe
portable items, the character will occasionally try to “lift” the character has to try to come as close to dying as he can).
something. When possessed by his Quirk (see rules below), the Paranoid: The character trusts no one. He receives a +6 to
character suffers +3 to the difficulty of sleight of hand, lock- the bonus number when trying to resist being conned, but he
picking, or related attempts at theft because he really doesn’t also receives this “bonus” when trying to be persuaded — and
know he’d doing it. he must be persuaded before he’ll help even his closest friends.
Indecision: The character does not like making decisions “Everyone is out to get him.”
and will delay making them. When roleplaying, the player Phobic: The character is deathly afraid of something. It
should actively participate in group discussions, but he should could be heights, open spaces, spiders, or another character.
be “wishy-washy” and indecisive at critical moments. Unless the character makes his willpower roll (below), he
Stutter: When under pressure, or when relaxed, or when dissolves into terror.
some other fairly common “mood” hits the character, he stut- Vengeful: The character cannot stand to “lose” or be
ters. The upshot is the character suffers +3 to the difficulty of “wronged.” If the character perceives herself as “looking fool-
any interaction at this time and player should roleplay having ish” (or whatever), she will go to great lengths to “get even” (in
a “hard time” getting his ideas across to the other players. reality, the character probably takes it too far).
Restrictions/Notes: Good roleplayers will have fun with Restrictions/Notes: The character has Very Difficult Pres-
these, and other, Quirks that they come up with. Indeed, this ence or willpower roll to make to overcome the Quirk — at the
Disadvantage is often more fun to play than many Advantages least. If, in the gamemaster’s judgement, there is a reason the
— but the gamemaster should make certain it is being role- character should have modifiers to the difficulty, then he will.
played. Whenever the gamemaster thinks it appropriate, he Players who don’t want to play a character that can frequently
should make the player generate a willpower or Presence total “lose control” should avoid this option. Other rules are the
against a base Moderate difficulty to “indulge” in his Quirk same as under Quirk (I)
automatically (i.e., “suffer” for it). The negative effects of the
Quirk immediately come into play. Also, if the character Reduced Attribute (II)
repeatedly makes this roll, resisting the impulses of the Quirk,
the gamemaster should start modifying the difficulty upwards Something about the character’s species, age, physical
until the character fails. Multiple Quirks can be selected. condition, or some other factor has permanently reduced one
The gamemaster may allow multiple inclusions of the same attribute by 1 pip. The character may not reduce the attribute
version of this Disadvantage, with all modifiers are cumula- die code below 1D, and the attribute die code may never be
tive and an increase by +5 per inclusion to the willpower increased by spending Character Points (though gaining a
difficulty. Special Ability would help).
Additional Note: Some players may choose to have their Restrictions/Notes: The reduction in die code increases
characters roleplay Quirks they already have or might like to by 1 pip for each additional rank taken in this Disadvantage.
play. Sometimes this works, sometimes it doesn’t. It can be (Remember that there are three pips in one die.) The character
hysterical to have a player “steal” dice out from under another may have different variations on this Disadvantage for each
player’s nose (symbolizing the fact that the character is taking attribute, including Extranormal attributes. Characters who
necessary items away from the other player’s character) as have this Disadvantages on an Extranormal attribute before
long as things don’t go too far (i.e., when people start getting having any die code in that attribute may never take that
upset). However, players who are “indecisive” should not play Extranormal attribute.
characters who are indecisive — since they would be anyway.
This is too much like getting a Disadvantage for nothing. Sense of Duty (I)
Quirk (II) The character feels compelled to take certain actions out of
a love of code or perceived duty to something else. The charac-
The rules for Quirk (II) are the same as for Quirk (I), only ter may, at times, do things he finds morally questionable in
the chance of occurrence is much greater and the effects are order to achieve a greater good. With Sense of Duty (I), the
larger. For example, if the character had a “dependency,” the character’s beliefs do not come into play very often.
character would have to fulfill that dependency much more
often (once a scene, perhaps), and the character might experi- Sense of Duty (II)
ence one automatic Critical Failure per scene that he doesn’t
(a smoker might have a coughing fit in the middle of a tense The character with the “Sense of Duty (II)” Disadvantage
negotiation or during a stealth attempt, for example). believes very strongly in something and will attempt to per-
suade others of the rightness of his beliefs. His patriotism or
Restrictions/Notes: The difficulty of resisting the “im- loyalty to an ideal plays a role in his day-to-day life.
pulse” is now Difficult, but all other rules are the same as under
Quirk (I). Sense of Duty (III)
Quirk (III) A character whose belief in a cause is so strong that it
motivates almost all his actions would have Sense of Duty (III)
These “personality quirks” are much more serious. The for a Disadvantage. The character is willing to die for his belief.
character might be a junkie, a psychotic with a certain type of
behavior, or has a severe phobia (he’s deathly afraid of some- Uncoordinated (II)
thing). Some examples:
The character has no physical grace to speak of and is, in
Dependency: The character is a junkie, always after a face, something of a klutz. Add +1 to the difficulty of all
“fix.” The “fix” might be an illegal substance, or a perfectly Reflexes- and Coordination-based skills.
Character Options ❖ Page 25
Restrictions/Notes: The difficulty modifier is cumulative success (gamemaster’s option), the animal is controlled for a
for multiple inclusions of this Disadvantage. number of minutes equal to the animal handling skill total
times 10. A controlled animal will serve its master faithfully,
Special Abilities even sacrificing itself on his behalf. The Special Ability has a
range of sight or voice. The character may gain one more
Before allowing players to create characters with Special species for each rank.
Abilities, the gamemaster may wish to peruse this list to see if Note: A swarm of insects counts as one animal, as does a
there are any she would prefer not to appear in her games. She school of small fish. Any creature with a Knowledge die code of
may also decide that certain Special Abilities require specific less than 2D could be considered an animal, unless the game-
Limitations on them or Disadvantages on the character. master says otherwise (for example, a horse would be animal,
Any Special Ability that gives a bonus to the die roll or the but a zombie with a Knowledge of 1D would not).
skill total also allows the character to use that skill as if
trained. Armor-Defeating Attack (2)
Unless stated otherwise in the Special Ability, it does not
count as an action for the character to get the bonus from a When a character with natural weapons (the character’s
Special Ability. However, the character must state that she is fists, claws, teeth, etc.) attacks someone protected by armor,
relying on the Special Ability or she does not receive the bonus. this ability negates the armor value, up to +1D per rank. The
The cost for one rank of the Special Ability is included in character must specify how the attack negates the armor: an
parentheses. In games where attribute and skill dice are set at acidic mist slips through any openings, enchanted claws reach
character creation, players may use points received from directly to the flesh, etc. There should be at least one type of
Disadvantages to get Special Abilities. Players in games using armor that is unaffected by this.
character creation point pools may use some of the points in
their pool or points gained from Disadvantages to purchase Atmospheric Tolerance (2)
Special Abilities. The character can breathe one form of atmosphere that
Some Special Abilities, such as Ambidextrous, do not lend would be lethal to most other characters. A character may not
themselves to being taken more than once. Bonuses received have this ability more than once.
from taking multiple ranks of the same Special Ability are
added together. Players may also add Limitations to their Attack Resistance (2)
Special Abilities, which reduce their effectiveness (and the The character is highly resistant to a certain type of attack.
cost); these are described at the end of this section. She gains a +1D per rank to her damage resistance total
In games where characters with Special Abilities are com- against this type of attack.
mon, additional ranks of each Special Ability cost one creation Extranormal Attack: Resistant to one type of damage —
point per rank at character creation. In games where characters either physical or mental — from an Extranormal source (such
with Special Abilities are uncommon, additional ranks of each as Magic or Psionics) attack. Characters who wish to be
Special Ability costs the value listed with the Special Ability. immune to both physical and mental damage must purchase
Unless the gamemaster decides to reward a character with a this Advantage once for each type from each source.
Special Ability, it costs five times the listed cost in Character Nonenchanted Weapons: Resistant to physical damage from
Points (and a really good excuse) to acquire or improve a Special nonenchanted weapons.
Ability after character creation. A character may improve a
Special Ability by only one rank after each adventure, unless Attribute Scramble (4)
there is some compelling reason to allow otherwise.
The character can adjust an opponent’s (or a friend’s)
attributes temporarily. She gains the scramble skill at +1 per
Accelerated Healing (3) rank in a single version of this Special Ability (it is a Presence
The character heals a +1D Body Points per day per rank, skill, described only here), which she can increase as normal.
and a Critical Failure on the die roll is treated as zero, rather The scrambler must pick as her focus either physical or mental
than as subtracting the highest die roll. abilities (never Extranormal, Funds, or Special Abilities). She
can never do both, except by taking this Special Ability once for
Ambidextrous (3) each version.
The character is equally adept with her right or left hand. When she goes after a target with an brawling roll, she may
She may perform an action with each hand in the same round, choose (as a multi-action) to also perform a scramble attack
and if they are the same action (say, firing two guns), she versus her target’s willpower or Presence. (No close combat
suffers no multi-action penalty. If she is performing two attack is necessary for a willing target.) If her total is higher
different actions (say, firing a gun with one hand and fighting (not equal to), she may shift her target’s attribute points
with a sword with the other), she takes the multi-action around, within certain limits. The close combat attack does no
penalty as normal. A character may not have this ability more damage.
than once. She may increase one or more related attributes by a
number equal to the amount she takes away from other related
Animal Control (3) attributes — but she may not decrease or increase any one
attribute by more than 2D (6 pips).
This gives the character the ability to control one particular The change lasts for a number of rounds equal to the
species of animal, bird or insect. The character gets a +10 difference between the scramble attack versus the target’s
bonus to her animal handling total for that species. She must willpower or Presence. A character who has been adjusted
generate an animal handling versus the Presence or willpower cannot be scrambled again until the original adjustment
of the animal (more than one animal can be targeted, although wears off.
this is a multi-action). If the character gets a high enough
Chapter 2 ❖ Page 26
Blur (3) worth 3. This Special Ability may only be taken with another
Special Ability.
The character can appear indistinct to the naked eye or
nonenchanted visual aids (binoculars, etc.). Commonly, a char- Enhanced Senses (3)
acter with this Special Ability will only be spotted out of the
corner of the eye. This adds +1 to the character’s dodge, sneak, One of the character’s five senses is heightened to abnormal
and hide totals, as well as +1 to all default search, tracking, levels. The bonus to the skill total received depends on the
investigation, and attack difficulties against the character sense: sight is +1; hearing is +2; touch, taste, and smell are +3.
that the blurring character is not actively trying to defeat. The bonus is per rank and applies to all skills related to the
(These modifiers are per rank in this Special Ability.) On the sense. To have multiple enhanced senses, this Special Ability
character’s turn, she may automatically become blurry, with- must be taken at least once for each sense.
out taking an action, and remain so until she chooses other-
wise. Blurring also makes it difficult for the character to hold Environmental Resistance (1)
a conversation with others. The character is resistant to extremes of heat, cold, and
pressure (within reason) and gains a +3D per rank to Physique
Combat Sense (3) or stamina checks to resist ill effects from these environmental
The character can sense danger. She is never surprised. condition.
Rather, she and her attacker must determine initiative as
normal. Even if the attacker still goes before the character Fast Reactions (3)
does, any combat modifier from the surprise is reduced by 2. A The character gains +1D per rank to his Perception when
character may not have this ability more than once. determining initiative, and, for up to three times during the
adventure, he may receive one additional action for one round.
Confusion (4)
The character can hamper the thoughts of those she comes Fear (2)
into physical contact with, at will. He gains the confuse skill at The character can provoke fear in those who can see or hear
+1 per rank (it is a Presence skill, described only here), which him. He gains a +1 per rank to all intimidation totals and
he can increase as normal. combat defense difficulties against those so affected.
As a multi-action with a brawling attack, he may also
perform a confusion attack versus her target’s willpower or Flight (6)
Presence. If his total is higher (not equal to), the target is The character can fly, either by nature or by virtue of having
confused. Characters may not play cards (if the gamemaster is wings. The character’s movement rate equals his base Move
using game-enhancing cards with her adventures), spend plus +10 per rank.
points and receive a +5 difficulty modifier to even simple
actions for a number of rounds equal to two times the rank of Gifted in Learning (3)
this Special Ability.
The character has an uncanny ability to learn new skills
Darkness (3) and improve old ones, limited to one attribute. He always
learns new skills as if he had a teacher (even if he doesn’t), and
The character can project a field of darkness around him- he can improve skills he already knows at a cost of one
self, adding +5 per rank to the difficulty of any sight-based skill Character Point less than normal. This Special Ability applies
totals. The field extends in a half-sphere around the character to specializations. It is combined very well with the Age
with a radius equal to one meter per rank. The field can be Disadvantage, if the character is young — he is a prodigy, and
maintained for a maximum of one minute per rank before that’s why he’s learned his starting skills so quickly. This
dispersing. Special Ability can be taken multiple times, as long as each is
one is for a different attribute.
Elasticity (1)
The character can stretch, elongate, and compress his body, Glider Wings (3)
allowing him to expand his height or become so narrow he can The character can fly by drifting with air currents, provided
pass through keyholes, cracks or any other opening he could there is sufficient wind (gamemaster’s call). Characters with
normally see through. The character gains +1 per rank to this Special Ability need the flying skill to control their pas-
dodge, sleight of hand, or disguise totals. sage. A character may not have this ability more than once.
Endurance (2) Hardiness (6)
The character has great endurance, and gains a +1D per The character can take damage better than normal. She
rank to Physique or stamina checks when performing taxing adds +1D per rank to her damage resistance total against any
physical tasks (i.e., holding one’s breath underwater for a long type of damage.
period, running a long distance, etc.).
Accelerated Healing Special Ability — her arms could be blown there is sufficient provocation, such as brushing against others
off, her abdomen eviscerated, or whatever. She may perform or removing something in a crowded area.
only the most minimal of physical actions, such as squirming, The invisibility covers the character’s basic clothes only —
and some actions may be impossible. She may rely on her not any gear she’s carrying, or anything she picks up. Also,
Reflexes for initiative purposes only. remember that the character is transparent when invisible —
There should be one particular set of circumstances whereby she can’t hide things behind his back.
the character will die forever. These sets of circumstances
should not be too unusual — killed directly by magic, drowned, Iron Will (2)
decapitated, etc. are all good examples. The character is highly resistant to all interaction attempts
A character may not have this ability more than once. and mental attacks. The character gains a +1D per rank to all
willpower rolls and +2 to the default difficulty of any attempts
Immunity (1) against this character.
The character is highly resistant to disease and poisons and
receives a +1D per rank to Physique or stamina checks when Life Drain (5)
determining whether he has contracted an illness or suffering This ability allows the character to drain attribute pips or
from ingested poisons. Body Points from his target.
The character must choose one set of attributes to target,
Increased Attribute (2) either physical (Reflexes, Coordination, Physique), mental (Knowl-
Some strange ability (or his species) allows the character to edge, Perception, Presence), or Body Points. For example, most
gain +1 pip per rank to one attribute of the player’s choice. vampires drink blood, and thus lower Body Points, while succubi
(Remember that there are three pips in one die.) This bonus target the soul and so weaken mental attributes. The player
also affects the normal maximum (5D) for the attribute value. must specify in what manner the character drains these at-
So, if a character had a 5D Physique (the normal max), this tributes (biting the neck, hypnosis, etc.) It should involve some
would increase the value to 5D+1 and the maximum value for sort of successful attack result (either physical or mental).
the character would also be 5D+1. If the same character took When the character wishes to employ Life Drain, he makes
three ranks of this Special Ability, the cost would be 6 Charac- an attack on his target using the relevant skill. For every four
ter Points, the attribute would rise to 6D, and the maximum points over the target’s defense roll, the character drains one
value would be 6D. pip per rank off each of the target’s relevant attributes or three
Note: To gain another rank in this Special Ability after points per rank from the character’s Body Points. (Remember
character creation costs 10 times the number in front of the “D” that there are three pips in each die.)
of the attribute that it affects. (This is instead of the normal If any of the target’s attributes or Body Points ever go to
cost to increase Special Abilities.) zero, the target dies. If the target survives, she regains one
attribute point (to each attribute affected) every hour after the
Infravision/Ultravision (3) attack. Body Points return at the normal rate.
The character gains the ability to either see in the dark For each attribute pip the character drains, he may add one
using infravision or ultravision. Infravision allows the charac- pip to any attribute in his chosen category, while he would get
ter to see changes in heat, while ultravision enables the one Body Point for each Body Point drained.
character to the most of the available light. Each provides a Life Drained attributes and Body Points disappear at a rate
+2D per rank in a single version of this Special Ability to sight- of one pip or point per hour.
based rolls while in dim or dark conditions. Obviously, extreme A character may have multiple ranks of Special Ability, as
heat or light prevent this Special Ability from working. well as multiple versions of it.
remain the same. The character must chose a specific creature Ranged Combat: Marksmanship, missile weapons, and
to emulate, gaining one form for every three additional points dodge
spent on this Special Ability. At 18 points devoted to this Note that players may substitute certain skills for the ones
ability, the gamemaster may allow shifting among one class of listed in the groups above, or create their own groups as long
creatures, as long as all forms chosen for previous ranks were as there is a common thread and the gamemaster approves the
within the same class. grouping.
Body Points and the Knowledge attribute remain unaf- Three specializations may replace one general skill, getting
fected by this Special Ability, but the dice in the Reflexes, a +1 for three different specializations. For example, in the
Coordination, Physique, Perception, and Presence (although “Investigative Skills” group, a character might take out inves-
the die code in the willpower skill remains the same regardless tigation and replace it with three specializations — investiga-
of the change in form) are redistributed to match the new form. tion: eavesdropping, investigation: evidence analysis, and in-
Additional dice in skills above the base attribute score remain vestigation: reconnaissance. While this means the character
the same, though the total dice in each skill changes to reflect gains no bonus for “general” investigation activities (such as a
the adjustments in the base attribute. Likewise, not all skills roll to research a project), he does have a more “detailed” group.
will be usable in the new form. This may be done for all three skills in the group; i.e., choose
Attribute dice can also be used to included Special Abilities in nine specializations instead of three skills.
the new form. One attribute die can be spent to gain one rank in Additionally, the character acts as if trained in these skills
one Special Ability or to get a +2 skill total bonus (split among up even if he doesn’t have any additional pips in them, and so does
to two skills). The gamemaster may allow a larger skill total not get the unskilled modifier. This Advantage does not affect
bonus or more skills to fall under the bonus if the desired effect the cost of improving the related skills.
is particularly narrow (such as a bonus for a single sense). Skills under the Extranormal attribute may not be taken
Shapeshifting may be done at will, though a Limitation may with this Advantage.
force it to be triggered by stress or environmental factors. Finally, characters must have reasons that justify these
If shifting voluntarily, the character must generate a dis- skill bonuses.
guise total of 11 to bring about the change, and a second total
to turn back again. Each change takes one full round in which At each additional rank, the player may increase the bonus
the character may do nothing else. Failure at the check means by +1 for three of the skills affected by this Special Ability. A
the transformation does not occur, and the character cannot character may have different versions of this ability for differ-
try again for at least an hour. ent groups of skills, though the skills in each group may not
It is highly recommended that the hero comes up with some overlap.
typical forms and their stats and difficulties before beginning
play. The new form need not exactly resemble a “typical” Skill Minimum (4)
version of the emulated creature.
The character can select three related skills unaffected by
Silence (3) any other sort of Advantage and the character will always gain
a minimum total of 3 times the number before the “D.” This
The character can move in complete silence. He gains +2D means, if the character selects persuasion, charm, and interro-
per rank to all sneak checks and a +1D per rank when attacking gation (all interaction skills), all of which he has at 4D, and he
from behind. generates a less than 12, the total automatically becomes 12.
That is the character’s minimum total. The player may not
Skill Bonus (1) select Skill Minimum for any skill that has any other Advan-
The Skill Bonus represents a natural talent (a character tage or Special Ability tied to it. Also, the skills must be related
with the Charismatic group might be “friendly and outgoing”) in some way (see the Skill Bonus Special Ability for informa-
or a particular knack (a character with the Animal Friendship tion on related skills). The character may only select general
group has a “way with animals”). skills, but the specializations underneath that general skill
are affected as well. This Special Ability may be selected only
The character may choose a group of three related skills in once for each group of skills.
which he gains +1 to the skill total of any action performed with
those skills (or specializations of that skill). The character may
or may not actually have adds in those skills, and the game- Speed (1)
master must approve the fact that they are “related.” Some The character is extremely fast, adding +2 meters per round
examples of skill groups include: per rank to each of her base Move rates.
Acting: Charm, con, and disguise
Acute Balance: Acrobatics, climbing, and sneak Uncanny Aptitude (3)
Animal Friendship: Animal handling, riding, and survival This Special Ability is similar to the Skill Bonus Special
Athletics: Lifting, running, and throwing Ability in that some sort of bizarre ability gives the character
Charismatic: Charm, con, and persuasion added bonuses to certain actions. However, instead of selecting
Close Combat: Brawling, melee combat, and dodge a group of skills that the character gains a bonus to, the player
Investigative: Investigation, search, and streetwise and the gamemaster should work out circumstances where
Leadership: Command, intimidation, and persuasion these abilities come into play. For instance, a character might
Mechanical Aptitude: Lockpicking, demolitions, and re- gain a +1 bonus to all Reflex-related skills totals when in
pair sunlight.
Photographic Memory: Languages, scholar, and investi- A character may have this several variations of this ability,
gation reflecting different bonuses, and each variation could have
Observant: Investigation, search, and tracking several ranks, with the bonuses adding to each other.
Character Options ❖ Page 31
• Game Basics •
2. Add the dice results normally, but a complication occurs.
Rolling Dice The gamemaster gauges the significance of the complication
Most game mechanics in D6 involve rolling dice. A die code by the total generated — from a funny, “nearly didn’t do it”
associated with each attribute and skill represents how good result for a high total to a serious, “we have a problem” obstacle
the character is. A die code associated with a weapon shows for a low total.
how much harm it can cause. Each die code (also known as a If the gamemaster decides to go with the Wild Die Critical
value) indicates the number of six-sided dice you roll (1D, 2D, Failure option of creating complications, make certain the com-
3D, 4D, 5D, etc.), and sometimes an added bonus of “+1” or “+2” plications chosen relate to the tasks attempted. They should
you add to the total result you roll on the dice. (This bonus is serve as extra, minor obstacles the characters must now deal
sometimes referred to as pips.) with or as places to insert a bit of comic relief. Only on rare
An Advantage, Special Ability, or piece of equipment may occasions (such as numerous poor decisions by the players)
provide a bonus to the roll. If the bonus is in the form of a die should the complications be without solutions or even deadly.
code (such as +1D), then you add the listed number of regular The complications can also serve as opportunities to bring nearly
dice to the amount you would roll. If the bonus is in the form invincible characters down to a more reasonable level.
of a number (such as +2), then you add the amount to the total
that you rolled on the dice. Improving a Roll
Example: A shovel adds +1D to digging attempts. A character The average person fails at average activities nearly half of
who decides to dig a hole uses her lifting skill. If your character the time. Characters aren’t average people, so they need ways
has a lifting skill of 4D, you would roll five dice to determine how to beat those odds. Thus, they have Character and Fate Points,
well your character dug the hole with the shovel. which represent those surges of adrenaline, sudden insights,
and other unexplained helpful acts of chance.
Wild Die Character Points may not be traded for Fate Points, nor
Whenever any player, including the gamemaster, makes may Fate Points be traded for Character Points. A player may
any roll, one of the dice must be different from the rest (in size only spend her Character and Fate Points on her character’s
or color). This odd die is designated as the Wild Die; it rolls. She may not spend more Character or Fate Points than
represents the vagaries of life — like the direction of the wind the character has listed on her sheet. Except when allowed by
affecting the flight of bullet — that are too small to warrant the gamemaster for exceptionally cinematic situations, Char-
their own difficulty modifiers. acter Points and Fate Points may not be spent on the same roll.
Example: Your character’s Reflexes attribute is 3D+1, so if Character Points
your character tried to jump onto a table, you would roll two
regular dice and one Wild Die. Whenever a player makes any roll (attribute, skill, damage,
power, and so on), he has the option to spend Character Points
If the player has only 1D to roll, then that one die is always to increase the total rolled. He may spend one Character Point
the Wild Die. for each extra Wild Die rolled, to a maximum decided upon by
If the player rolls a 6 on the Wild Die, this is called a the gamemaster and based on the challenge level of the
Critical Success and she may add the 6 to her total and roll the adventure. (For adventures with easy challenges, the maxi-
Wild Die again. As long as she turns up Critical Successes on
that die, she may continue to add them to her total and
continue to roll. If she rolls anything other than a 6, she adds
that number to the total and stops rolling. (Note that, unlike • Straight Values Option •
rolling a Critical Failure initially on the Wild Die, no compli-
cations occur when it shows up on later tosses of the Wild Die Some gamemasters prefer rolling fewer dice. To get
in the same roll.) straight values for weapons, armor, Special Abilities that
If the player rolls a 1 on the initial toss of the Wild Die, this do damage, and Special Abilities that offer protection,
is called a Critical Failure, and the gamemaster may chose one multiply the die code listed by 3 and add the pips. For
of two options for the result, depending on the gravity of the example, a weapon that does 3D+2 damage has a straight
situation. value of 11. Gamemasters may wish to write the value in the
margin near the die code being converted so that they don’t
1. The Critical Failure cancels out the highest roll. Then the have to crunch the numbers again.
player adds the remaining values, and the roll is determined
normally.
Game Basics ❖ Page 33
mum is two; for more cinematic adventures, the maximum is only. However, once per game session, a player may choose to
five; for dimension-shaking ones, the maximum is unlimited.) spend a Fate Point climactically, which doubles all of the
A player may choose to spend Character Points before or character’s rolls for that round. The gamemaster also may
after he makes a roll — or both — but before the gamemaster allow players to spend Fate Point climactically during the
determines the result. The gamemaster need not tell the highest point of the adventure (the climax), even if it takes
player whether he should spend more points to improve a roll. place over several game sessions.
Extra Wild Dice gained from spending Character Points Fate Points may only be spent before making a roll. Fur-
each work like a normal Wild Die except that a Critical Failure thermore, all die code penalties and bonuses are applied after
counts as a 1; it does not adversely affect the roll. Because of the doubling the initial number.
special nature of Character Point Wild Dice, the player may Once used, the character loses the Fate Point — but he may
wish to roll these dice separately from her normal Wild Die. earn it back at the end of the game if it was used for a deed that
Players get Character Points for their characters by over- supported his moral code. However, if the character used a
coming obstacles, roleplaying well, and having fun. Character Fate Point to go against his moral code, the gamemaster may
Points can also be used to improve skills. decide that it costs an additional Fate Point.
As characters become more experienced, the gamemaster
Fate Points may include further restrictions on Fate Point use. Moderately
Each players’ character has a personal moral code, gener- experienced characters (those with a minimum of 6D in several
ally involving a sense of honor and justice. The devotion to this skills) might be allowed only to spend Fate Points on actions
code is represented by Fate Points. Violating that code takes a that promote the storyline, while highly experienced charac-
little bit away from that nature, which is represented by a loss ters (those with a minimum of 9D in several skills) might be
of Fate Points. Heroic characters, for example, receive Fate permitted only to use Fate Points during climactic moments in
Points for doing good, such as protecting innocents, bringing the campaign.
an evil character to justice (regardless of justice system’s final
decision), preventing damage, and saving a life (except the
character’s own.) Heroic characters lose Fate Points for per-
Using Skills
forming evil actions, such as stealing, maliciously destroying At those times when there’s a chance that a character may
property, taking a life, and other terrible acts, especially if they fail at an action, that character must make a skill check. The
use Fate Points to accomplish that harm. Individual ethical player decides what she wants her character to do and which
codes may differ from the heroic code, but the more well- skill is best for accomplishing the task (sometimes with the
defined the code is, the easier it is for the gamemaster to help of the gamemaster). The gamemaster determines a suit-
determine when to reward Fate Points — and when to take able difficulty number, which the player must meet or beat by
them away. rolling the number of dice in the skill and adding the results.
When a player feels she needs even greater help for her roll,
she may spend a Fate Point to double the number of dice she Untrained Skill Use
normally gets for that roll. However, the player only rolls one If a character doesn’t have dice in the skill required to
Wild Die. attempt an action, she may use the die code of the attribute
Example: Your character has a demolitions skill with a die under which that skill falls. This is sometimes referred to as
code of 4D. Normally, you would roll three regular dice and one defaulting to the attribute or using the skill untrained. The
Wild Die. But this time, you want to make sure the villain’s car gamemaster may include an unskilled modifier to the diffi-
doesn’t ever move, so you spend a Fate Point. This allows you culty. This modifier takes into account that people who aren’t
to roll seven regular dice and one Wild Die (for a total of eight trained or don’t have experience in certain tasks usually have
dice, or twice what you’d normally roll). a harder time doing them. Typically, this modifier is +5, but it
could be as low as +1 for simple tasks or much higher for
Usually, only one Fate Point may be spent per roll per complex plans.
round, though a character may improve several different
actions in a round with Fate Points. Particularly beneficial or
malicious deeds presented and roleplayed well by the player or Rounds and Initiative
gamemaster may permit additional Fate Point expenditures. Generally, time in a roleplaying game doesn’t matter too
In the general course of play, a Fate Point is useful for one roll much. A character may spend several hours searching a
library, though only a minute passes as far as the players and
gamemaster are concerned. To keep the storyline moving,
sometimes it’s necessary to skip the tedious parts.
• Gamemaster’s Characters • More intense scenes require more detail. In these cases, time
slows to units of five seconds called rounds. Each character may
Gamemasters should rarely treat their characters, some-
take one action in the round with no penalty. Unless the
times called nonplayer characters or NPCs, the same way
character has special skills or abilities, additional actions in-
as the players’ characters. The players’ characters are the
crease the difficulty of performing each task; this concept is dealt
heroes of the story and thus can outperform the average
with later, in the “Multiple Actions” section. Once a round ends,
Human (or, with the help of Character and Fate Points,
the next one begins, continuing until the scene ends (with the
have the chance). The gamemaster’s characters serve as
task completed, the opponent subdued, and so on).
interactive elements in the story. The less important the
Since all characters in a scene are making actions in the
character, the fewer skills, Body Points, Character Points,
same five-second round, the actual length of game time taken
and Fate Points he or she should have. Only the major
up by an action will usually be less than five seconds. This is
antagonists deserve the same care (and rules) in creation as
obviously the case when a single character is performing
the players’ characters.
multiple actions, but it is also true when one character reacts
Chapter 3 ❖ Page 34
to what another character is doing. Actions in rounds are not be decided by comparing attribute and skill die codes. The
simultaneous (actions out of rounds sometimes are). character with the highest value in the characteristic goes
Determining initiative does not count as an action. first, and so on. Once a character has an spot in the order, it
Once rounds have been declared and depending on the doesn’t change, regardless of how other characteristics com-
situation, the gamemaster applies one of three methods to pare. Ties are broken by moving to the next factor and looking
determine in what order everyone goes. at those values. The order: (1) ability or talent that allows the
character to go first, (2) Perception, (3) search, (4) Reflexes, (5)
Method 1 dodge, (6) special equipment or situation that allows the
The first method is to allow whoever makes the first signifi- character to go before another character.
cant action (such as those surprising other characters in an
ambush) to act first in the rounds. The characters retain the Performing Actions in Rounds
same order until the scene ends. A character does not need to declare what she intends to do
until it is her turn in the round. Once the character decides to
Methods 2 and 3 take her turn, she may use as many actions as she wants, but
The other two ways start out the same, by requiring the waiting again counts as an action (once per each time the
characters involved to make Perception rolls to generate initia- character wishes to wait) and the multi-action penalty must be
tive totals. The gamemaster makes one Perception roll for each determined for the total number of actions that the character
character or group of characters he controls, depending on the wishes to take in that round. Note that the character does not
number and how important each character is to the adventure. need to declare when figuring the multi-action penalty what
The character with the highest roll takes her action first. The she intends to do with all of her actions. No additional actions
character with the second highest roll then takes his action, may be taken once the multi-action penalty is figured. Any
and so on. After the last character performs her action, the actions that were figured into the multi-action penalty but
round ends and a new one begins. Note that a character were not used by the end of the round are lost.
rendered unconscious, immobile, or otherwise unable to act A character may only interrupt another character’s action
loses her action for that round if she hasn’t taken it already. after that character has made the skill roll and spent any
The gamemaster may chose then to have everyone roll points but before the gamemaster declares the result.
initiative once for the entire scene (the faster method) or roll at Example: A character surprises a thug. Because she got the
the beginning of each round (the more realistic yet slower way). jump on him, the gamemaster decides the character may act
The gamemaster and players may use Character Points, first in this round. The character decides to wait and see what
but not Fate Points, to increase their initiative rolls if they the thug will do. The thug takes a swing at her, so the character
want. Spending one Character Point, for example, allows the decides to dodge. If the character has no ability that gives her
player or gamemaster to add the result of one extra Wild Die extra actions, she may only take one action without penalty.
roll to the initiative roll. She used that one action on waiting. When she makes her
dodge roll, it’s at –1D, because it’s the second action she’s
Ties/No Rolls taking this round.
In the event of ties, or if the gamemaster chooses not to have Only a few instances exist in which the gamemaster may
the players roll to determine initiative, the order of actions can permit a character to “move up” her turn and react to another
character’s actions. These include catching a thrown object,
resisting certain mental attempts, and other situations that
• Game-Enhancing Cards • the gamemaster deems appropriate. These do take the
character’s action, though the player can declare that her
In this rulebook, you’ll occasionally find a reference to character is performing multiple actions in the round. For the
“card use.” One of the unique features of certain West End most part, having a turn later in the round than another’s
Games systems is their game-enhancing card decks. These simply means that another character could take advantage of
cards can help players and gamemasters alter outcomes, the situation faster.
influence initiative, and make dramatic scenes even more
dramatic. You can include one of these decks in your D6 Rolled Actions
Adventure games with a little tweaking. The Torg card
decks is available as a printed deck on standard playing Each entry on this nonexhaustive list counts as one action
card stock and (as of this printing) is still sold directly by taking no more than five seconds to perform. The gamemaster
West End Games. Check the West End Games Web site, may decide that certain types of actions offer some kind of
www.westendgames.com, for details and conversions. bonus or special effect and, thus, have requirements to per-
The Shatterzone card deck was converted to a PDF form. The suggested skill to use with each action is included at
format with D6 Space Opera game mechanics included; it is the end of the task’s description.
for sale on RPGNow.com. There are only three cards that Bash: Hit an opponent with a blunt weapon. (melee combat)
need any kind of conversion. Catch: Stop the movement of a thrown or dropped object or
Adrenaline: Add +1D to one Reflexes, Coordination, or person. (The catcher must act later in the round than the
Physique attribute or skill die code. person doing the throwing or dropping. This is one of the few
Presence: Add +1 to any one Presence attribute or skill cases where a character may “move up” his turn.) (throwing)
die code. Choke: Grab a person’s neck and gripping tightly. (brawling)
Willpower: Add +1 to one Knowledge or Perception skill Communicate: Relay plans or exchange complex ideas
or attribute die code. and information with other characters (more than a few words
or one sentence). (an interaction skill or only roleplaying)
Game Basics ❖ Page 35
Karl Waller
Disarm: Remove an object from an opponent’s hand. This a rifle, and similar actions. This generally does not require a
action is treated as a called shot. (brawling, marksmanship, skill roll, but the gamemaster may chose to require one related
melee combat, missile weapons, throwing) to the weapon in question for particularly stressful situations.
Dodge: Actively evade an attack. (dodge) Run Away: Flee from the scene. (running)
Entangle: Throw an entangling weapon at an opponent. Shoot. Fire a missile or projectile weapon. (marksmanship,
(throwing) missile weapons)
Escape: Break a hold. (lifting) Slash: Swing an edged weapon. (melee combat)
Grab: Latch onto an opponent. Depending on where the Switch a Weapon or Equipment’s Setting: Although
opponent was grabbed, he can take other actions. (brawling) rare in most D6 Adventure settings, some weapons and equip-
Kick: Strike out at an opponent with a foot. (brawling) ment have more than one damage or effect setting. It takes an
Leap: Jump over an opponent or onto a table or any other action to change the setting. This generally does not require a
such maneuver. (jumping) skill roll, but the gamemaster may chose to require one related
Lunge: Stab forward with a pointed weapon, such as a to the item in question for particularly stressful situations.
sword or a knife. (melee combat) Tackle: Bodily overcome an opponent. Once tackled, the
Move: Maneuvering of 51% of the character’s Move or more opponent can do no other physical actions other than speak or
around the area. The gamemaster should call only for a roll if attempt to break the attacker’s grip. (brawling)
the terrain is challenging or the maneuvering complex. During Throw a Weapon or Object: Toss something at an oppo-
some rounds, the gamemaster may decide that existing factors nent. (throwing)
dictate all movement, regardless of length, require an action. Trip: Quickly force one or both of an opponent’s legs
(running, swimming) upward. (brawling)
Parry: Block an opponent’s blow. (brawling, melee combat) Use a Skill or Ability: Perform a quick action related to a
Pin: Pin an opponent by either holding him to the ground special ability the character possesses or a skill he wants to
or tacking a piece of his clothing to a wall or other nearby object. use. A character may not use a special ability he does not have,
When pinning the whole opponent, this is the same concept as though he may use a skill he has no experience in (though
tackling. Pinning prevents the victim from using the fastened possibly at a penalty). Note that some skills and special
part. (brawling, melee combat, missile weapons, throwing) abilities take longer than one action or one round to perform,
Punch: Strike out at an opponent with a fist. (brawling) so trying to do them in five seconds will incur penalties.
Push: Forcibly move an opponent. (brawling) Vehicle Maneuver: Perform a stunt in a moving vehicle.
Ready a Weapon: Draw a gun, unsheathe a knife, reload (piloting)
Chapter 3 ❖ Page 36
difficulty for most characters, but someone who is just regain- up actions. This means that the resisting character can only
ing the use of his legs may be required to make a Very Heroic participate in an opposed task either if he waited for the
running roll to move even a few steps. initiating character to make a move or if he was actively
The numbers in parentheses indicate the range of difficulty preparing for the attempt. Otherwise, the gamemaster may
numbers for that level. allow a reaction roll of the appropriate skill as a free action in
Automatic (0): Almost anyone can perform this action; there some circumstances, or he may derive a difficulty equal to two
is no need to roll. (Generally, this difficulty is not listed in a pre- times the target’s appropriate opposing skill.
generated adventure; it is included here for reference purposes.)
Generic Modifiers
Very Easy (1-5): Nearly everyone can accomplish this task.
Typically, only tasks with such a low difficulty that are crucial The modifiers offered in a skill’s list or a pre-generated
to the scenario are rolled. adventure may not cover all the gamemaster’s needs. When
conditions arise for which there aren’t pre-established modifi-
Easy (6-10): Although characters usually have no difficulty ers, use the chart herein to help at those times. These modifiers
with these tasks, a normal adult may find them challenging. may be added to opposed, standard, or derived difficulty values.
Moderate (11-15): There is a fair chance that the average
character will fail at this type of task. Tasks of this type require Good Roleplaying Modifier
skill, effort, and concentration. Gamemasters should reward good roleplaying by lowering
Difficult (16-20): Those with little experience in the task the difficulty a few points. The better the roleplaying — and the
will have to be quite lucky to accomplish these actions. A little more entertaining the player makes the story — the higher the
luck wouldn’t hurt either. modifier the gamemaster should include.
Very Difficult (21-25): The average character will only Unskilled Attempts
rarely succeed at these kinds of task. Only the most talented
regularly succeed. Remember that someone without training or experience
might, with blind luck, do better than someone with experience
Heroic (26–30), Legendary (31 or more): These kinds of — but generally only that one time. There is no guarantee of
tasks are nearly impossible, though there’s still that possibil- future of success. When a character defaults to the attribute,
ity that lucky average or highly experienced characters will figure in not only a difficulty modifier of +1, +5, or more, but
accomplish them. also adjust the result accordingly: it won’t be as precise or
stylish as someone with skill.
Opposed Difficulties
An opposed difficulty (also called an opposed roll) only Second Chances
applies when a character’s action is being resisted by another. As characters tackle obstacles, they’ll find ones that they
In this case, both characters generate skill totals and compare can’t overcome initially. Gamemasters will have to rely on
them. The character with the higher value wins, and ties go to their judgment to decide whether and when a character may
the initiator of the action. try an action again. For some actions, such as marksmanship
In an opposed task, since both characters are actively doing or running, the character may try the action again the next
something, both the initiator and the resisting character use turn, even if she failed. For other actions, such as tech or con,
Chapter 3 ❖ Page 38
• Combat •
When a situation must be resolved with force, time becomes melee combat (if he has something in his hands) to block it. If
broken into rounds, which have been already described. Within the character uses a sharp or energized weapon (sword or
these rounds, three steps occur: (1) generating initiative; (2) dagger, for example) to parry an unarmed blow and is success-
attacking and defending; (3) determining damage; (4) repeat- ful at the block, the attacker takes damage from the weapon.
ing the steps, if necessary. However, do not add the defender’s Physique to the listed value
when determining damage inflicted this way.
Step 1: Generating Initiative If the opponent strikes at the character with bladed or
As discussed in the last chapter, determine initiative based energized hand weapon and the character uses any part of his
on the first significant action or on initiative rolls. Then go on
to Step 2.
die code for the weapon. Some weapons list their value as a die
code with a plus sign (“+”) in front of it; in this case, add to the
damage rolled the attacker’s Strength Damage die code. If the
• Miscellaneous Damage •
gamemaster chooses to use the optional damage bonus, this is Here is a small selection of various other harmful things
added to the total at this time. that players may encounter during their adventures. Gen-
To figure the Strength Damage value, drop the pips from your erally, no attack roll is necessary for any of these to affect a
character’s Physique or lifting value (including any Disadvan- character, though a roll would be required if a person could
tages or Special Abilities), divide the number by 2, and round up. somehow attack with it. The gamemaster determines what,
The damage total is then compared to the target’s resis- if any, benefit armor and similar protection provides. Some
tance total and subtracted from the total Body Points the equipment may even increase the damage! Damage is
character has remaining. otherwise determined as per the combat rules.
If the damage resistance total is greater than or equal to the Except falling, all damage is done per round of close
damage total, the defender incurs no injuries (beyond an contact. The gamemaster may decide that certain types in
annoying bruise, a shallow scrape, a light burn, or dinged certain situation also affect characters at a distance.
protective gear).
Type Damage
Damage Resistance Total Botulism (severe case) 4D
The damage resistance total equals a roll of the target Cold (extreme) 1D
character’s die codes from armor or Special Abilities minus any Cyanide (fatal dose) 8D+2
modifiers from disease or ingested poisons. Electricity (standard wall outlet) 1D
If the character has no armor or special abilities, then the Electricity (major power line) 9D
character has a damage resistance total of zero, and the player
Falling 1D per
makes no roll. A player may improve his character’s resistance
total by spending Character Points or a Fate Point on this roll. (for fall of 3 meters or more) 1.5 meters
Characters who would make no roll can still spend Charac- Fire (torch-size) 1D
ter Points, using them as a base damage resistance total. Hydrochloric acid
Spending a Fate Point allows the player to roll his character’s (undiluted, any amount) 2D+1
Physique. Totals determined from spending points are modi-
Radiation (intense) 3D
fied as normal, including negative and positive damage resis-
tance modifiers.
Unconsciousness and Death
If the character’s Body Points reach zero but the character
• Optional Wound Levels • wasn’t instantly killed by massive damage, he is still gravely
injured and falls unconscious. (A killing blow by massive
Body Points Left Effect damage entails a damage total equal to 90% of the character’s
80% - 60% Stunned maximum Body Points in one blow or 100% of the character’s
maximum Body Points in a single round. Use the damage total
59% - 40% Wounded after subtracting damage modifiers, including Character Points,
39% - 20% Severely Wounded to determine whether the attack delivered a killing blow.)
19% - 10% Incapacitated The gamemaster then decides how serious the wounds are.
1% - 9% Mortally Wounded A character with deep gashes, gaping wounds, or similarly
0 Killed traumatic injuries will most likely die from them. Sufficient
medical aid to bring the character to 1 Body Point can possibly
Note: Body Points Left is based on the character’s starting rescue the imperiled character. If suitable medical aid is
Body Points. Round up when determining level for Body administered within four minutes, the character recovers
Points remaining. Penalties imposed by each level are not without undue harm. If the medical aid is given within four to
cumulative and they are not included when determining the 10 minutes, the player rolls his character’s Physique or
stun resistance total or any total not involving a skill or stamina against a difficulty equal to the number of minutes
attribute. he was dead. If the roll succeeds, the character revives but he
Stunned: –1D for all remaining actions this round and loses 1D from all of his skills, but the skill cannot go below the
next round. attribute’s value. If the medical aid is given within 10 to 15
Wounded: –1D to all actions until healed. minutes, the player rolls his character’s Physique or stamina
Severely Wounded: –2D on all actions until healed. against a difficulty equal to the number of minutes he was
Incapacitated: The character is severely injured. As a dead. If the roll succeeds, the character revives but he loses
free action before losing consciousness, he may try to stay 2D from all of his skills, though no skill can be reduced below
up with a Moderate (15) stamina roll. If the character the attribute’s value. In either case, should the roll fail, the
succeeds, he may continue to act, but all actions have a –3D character dies.
penalty. If he fails, he is knocked out for 10D minutes. A character can survive injuries sustained primarily from
Mortally Wounded: The character is near death and blunt weapons (such as fists or sticks), pulled punches, or
knocked unconscious with no chance to keep up. Roll the carefully placed attacks. When the character’s Body Points
character’s Strength each round, the character finally dying reach zero, she falls unconscious. She’ll wake up in a few hours
if the roll is less than the number of rounds a character’s with a horrendous headache, unless she gets aid sooner, but
been mortally wounded. otherwise heals normally. If the character receives up to one-half
Killed: The character is toast. Sorry. of her total Body Point in damage after she’s unconscious, the
Combat ❖ Page 45
from scaring the target on the same turn as or on the round Maneuver Difficulty
after the charm or intimidation endeavor. Somersault; pirouette 5
See also “Presence-Based Skills” for other difficulties and Handspring; cartwheel; handstand 10
modifiers. Swing over a obstacle 10
Round-off; backflip 15
Flying, Running, Swimming Vaulting over an obstacle
Bouncing off a surface to reach
15
Difficulties for these skills are included in the “Movement” a specific destination 20
section in the “General Skill Use” chapter. Walking up a wall* 30
* The character may walk a maximum of her Move in one
Hide, Sneak round; she must have flat surface to stop on at the end of her
The difficulty for a hide or sneak attempt is usually the turn or she falls and takes damage from the fall.
opponent’s Perception, search (for hide), or tracking (for sneak), Condition Modifier
either as a die roll (if the opponent is actively trying to find the Flat surface to flat surface 0
object or person) or as a straight value equal to the die code in Unlimited landing area -3
the attribute or skill times 2 and add the pips. Limited landing area +3
Condition Modifier Almost no landing area +6
Heavy rain or snow -3 Rough or unsteady landing area +3 or more
Dawn, dusk, fog, many trees, large crowd, etc. -2 High surface to low surface +3
Night -5 Low surface to high surface +6
Inattentive observer -5 Slippery surface +3
Dense concealment (thick jungle, Strong wind +3
crowd of people in costume) -5 Add a twist of the body (per twist) +3
Many distractions (party, parade, combat) -5 Performing the maneuver underwater
Attentive observer +6 or backwards +3
Open terrain +6 Performing the maneuver in the air
Good lighting +6 (such as on a trapeze or bars) +9
Several observers +9 Performing the maneuver on a narrow surface +6
Note: Characters may combine one or more maneuvers in
Acrobatics the same action. In this case, use the difficulty of the most
challenging maneuver, add +3 for each additional maneuver
Using acrobatics can also improve many of a character’s (up to five additional maneuvers), and include modifiers as if
climbing, jumping, and running attempts. The gamemaster the complex stunt was one maneuver.
determines the difficulty of the acrobatics stunt. The one-half
of the difference (rounded up) between the difficulty and the
acrobatics roll is added to the complimentary skill. The acro- Animal Handling
batics attempt and the climbing, jumping, or running try must When attempting to get the beast to do a trick, the character
be done on the same turn. must also roll against its willpower roll (the gamemaster
Instead of adding a modifier to the running or swimming generates this). Examples of tricks include rolling over, get-
difficulty for particularly challenging obstacle courses, the ting into a cage, jumping up, and obeying commands. (The
gamemaster may have the hero make an acrobatics roll in success of tricks are determined by a roll of the animal’s
addition to a running or swimming roll. attributes or skills.)
Acrobatics can also enhance brawling and melee combat
attacks. The acrobatics trick and the attack must be performed Willpower >
on the same turn. The gamemaster determines the exact Animal
difficulty of the acrobatics attempt. The player may add one- Handling Result
half of the difference (rounded up) between the difficulty and 1-2 Beast looks at the handler in a confused way
the successful acrobatics roll to the amount of damage done 3-6 Beast lies down for one round
(not to the combat skill roll). One acrobatics trick roll can affect 7-11 Beast lies down for two rounds
one attack only. 12+ Beast snaps at the handler; if hit, the beast will
Similarly, acrobatics can make a character appear more attack the handler until subdued
intimidating. The player may add one-half of the difference
(rounded up) between the difficulty and the successful acrobat- Artist
ics roll to her intimidation attempt. The intimidating attempt Quality of Piece Difficulty
may be made on the same turn as the acrobatics roll or on the Amateur 9
next round. Time required: A few minutes to half hour
During a fall, acrobatics may be used to reduce bodily harm. Professional 15
If the character has not already used his turn for the round, he Time required: Minimum one day
may use acrobatics in an attempt to land properly as soon as Emotionally moving 18
he’s thrown. The hero generates an acrobatics total. For every Time required: Minimum one day
5 points over the base difficulty number of 10, the hero reduces Prize-winning 24
the damage by 1 point, in addition to a base reduction of 1 point. Time required: Minimum one week
The damage total, however, cannot be lower than zero.
Chapter 5 ❖ Page 48
Climbing
Difficulties for this skills are included in the “Movement”
section in the “General Skill Use” chapter. Note that taking
care in climbing and carrying 50% or more of the character’s
body weight slows the character down by two meters or more
per round.
Condition Modifier
Taking care in climbing -5
Less than a 90-degree angle -3
Less than a 60-degree angle -6
Less than a 45-degree angle -9
Prepared for climbing -6
Carrying 25% of body weight +3
Carrying 50% of body weight +6
Carrying 100% of body weight +15
Many handholds -10
Command
The command skill governs the act of convincing individu-
als to comply with specific directions, as well as maintaining
morale during group undertakings (such as combat or building
large pieces of equipment). This skill is typically used only with
the gamemaster’s characters, though it can be sometimes
attempted with the players’ characters (such situations should
be roleplayed first, with a bonus or penalty to the command roll
based on how well the group participated in the activity
together). A high command roll can compliment individual
participants’ rolls in a group activity, while a low command roll
can impose negative modifiers.
Complexity Difficulty
Uncomplicated; imprecise 3
Easy; minimal precision required 7
Requires effort or precision 12
Difficult; requires high degree of precision 17
Requires much effort or extreme precision 22
Requires care and thoughtfulness,
or exacting precision 28
Team Modifier
All members willing to follow leader’s orders
no matter what -20
All members willing to sacrifice life for others -15
Trained together frequently to work as unit -10 Paul Daly
Trained together briefly to work as unit -5
Work together regularly, or willing to work together 0
Worked together on a few occasions +5
Seldom work together +10
Never worked together before, or more than Result Desired Modifier
half of the members hate each other +15 Rigging a bomb so a car explodes
No interest in working together; all members the next time it starts 0
despise each other; or members can’t communicate Blowing something open without
with each other +20 leaving permanent marks or burns +5
Rigging an explosion so its force
goes in a specific direction +10
Demolitions Rigging an explosion so that only
The base difficulty is 5. For extra damage and special a certain, small piece of a much larger
effects, the character must spend one round per difficulty object is damaged +15
number setting up the explosives. Extra damage +5 per +1D
More Example Difficulties ❖ Page 49
Know-how
To use this skill to help with an activity covered by another
skill (which the character does not have), the character spends
the round before examining the situation, performing no other
actions, and making a roll of this skill versus the difficulty set
for the action. The character gets neither the unskilled modi-
fier nor the preparing modifier. Within the next 30 seconds (six
rounds), the character may add the difference between the
difficulty and the know-how skill roll to total roll for the
attribute dictated by the actual skill required. The character
may not use this skill in place of a skill she already has. The
gamemaster may limit the number of times per hour this skill
may be used on the same action.
Languages
Situation Difficulty
Idea is very simple, consisting of a short phrase 3
Idea is simple; no slang; children’s book 7
Idea is of average complexity; most adult nonfiction 12
Idea is complex; slang involved; most adult fiction 18
Idea is very complex; technical jargon involved;
academic writing 24
Situation Modifier
One or two common, basic words -5
Has a translating aid (book, computer
program, electronic pocket device, hand signals)* -5
Different dialect of own language 0
Language is derived from common root
language (e.g., understanding Spanish
if you understand French) +5
Completely foreign language (e.g., Chinese
has nothing in common with English) +10
Obscure language; reading lips +15
Language is unique to an uncontacted
culture, from a dead culture, or unpronounceable
by the character trying to understand +20
Language includes many concepts nearly beyond
the character’s understanding or experience +25
Roll >
Difficulty Comprehension Level
0-2 Gist of idea; most words understood or con-
veyed properly; word usage seems stilted
3-6 Literal translation; slang expressed/translated
incorrectly
7+ Subtle connotations
Paul Daly
Jumping Lifting
Difficulties for this skills are included in the “Movement” At the gamemaster’s discretion, a player may make a lifting
section in the “General Skill Use” chapter. check when his character first picks up an object. (Generally,
if the object’s weight would give it a difficulty equal to or
Condition Modifier
greater than one-half of the character’s lifting, rounded up, or
Flat surface to flat surface 0
the object is being lifted hastily or under stress, the gamemas-
Unlimited landing area -5
ter should require a lifting roll.)
Limited landing area +5
For each round the object is carried, the character makes
Almost no landing area +10
another check to see if she can continue to carry the object. If
Rough, slick, or unsteady landing area +3 or more
she fails the roll, she is too exhausted and must put the object
Uphill (more than 30 degrees) +6
down. If the character is doing anything else at the time (other
Carrying 50% of own weight +6
than walking slowly or talking), continuing to carry the object
Carrying 75% of own weight +9
counts as a multiple action.
Carrying 100% of own weight +12
More Example Difficulties ❖ Page 51
Moving in reverse +3
Riding
For Land and Water Vehicles
Moved or moving over curb or debris +3 When a character first mounts the animal, she must make
Rough road or water +3 a riding roll against the creature’s willpower roll (the game-
Limited parking or docking area +3 master generates this). The character stays in control if she
ties or beats the beast’s roll. If she fails, consult the table
For Land Vehicles Not Designed for Off-Road Conditions below for what occurs.
Off-road +6 When attempting to get the beast to perform a special
For Air Vehicles and Aerial Characters maneuver or during events that might frighten it, the character
Unlimited landing area -3 must also roll against its willpower. Examples of special maneu-
Limited landing area +3 vers include jumping a fence, crossing a raging river, moving
Almost no landing area +6 faster, or slowing down quickly. (The success of special maneu-
Rough or unsteady landing area +3 or more vers are determined with the animal’s attributes or skills.)
Moving through debris +3 Willpower >
Use the following table when a character is not familiar Riding Result
with the vehicle she needs to operate. If the character does not 1-2 Beast stops and refuses to move for 5 seconds
have the piloting skill at all, these difficulties are in addition 3-6 Beast stops and refuses to move for 10 seconds
to the untrained modifier. 7-11 Beast bolts in a random direction for 1D rounds
12+ Beast bucks rider; rider must make a Moderate
Vehicle Type Modifier riding roll to avoid being thrown off
Very common or simple +3
(car, pickup, bicycle)
Common +6 Search
(farm tractor, motorcycle, motorboat, snowmobile) When used to eavesdrop on or secretly watch an event or
Moderately common +8 another character, the skill total indicates the amount of
(speedboat, bus, semi tractor) information gained from the surveillance. Use the “Observa-
Uncommon +11 tion Difficulties” table. A Critical Failure indicates anything
(ultralight plane, tank, hang-glider, unicycle) from no information obtained to being immediately spotted by
Unusual +14 the character being observed, depending on the situation.
(prop plane, glider) When searching for hidden object, the difficulty is generally
Rare +17 the target’s hide roll. Otherwise, the base difficulty is 5,
(jet, submarine) modified by the table below.
Exotic +20 See also “Perception-Based Skills” for more difficulties and
(fighter plane, space shuttle) modifiers.
Has a manual for the vehicle in a language
the character can understand -3 Situation Modifier
Character knows object’s exact location 0
Character knows object’s approximate location +5
Repair Character has vague information about
The base difficulty is 10, with a +1 for each Body Points of the object or its location +15
damage. The hero’s familiarity with the item, availability of Character has only general idea of what she’s
parts, and complexity of the task can further modify the looking for; searching for small objects +20
difficulty. The gamemaster may require a separate tech roll to Character has no idea what he’s looking for;
determine whether the character can figure out how to repair searching for obscure or tiny objects +25
an unknown item. Destroyed parts must be replaced, which Searching for microscopic objects* +30
raises the difficulty. Additionally, if a hero rushes the job, not *Might not be possible without special equipment or abilities.
only is there an increased chance of failure, but the item could
also break again soon after its next use.
Security
Situation Modifier
Light repairs/modifications 0 Type of System Difficulty
Heavy repairs/modifications +5 No special protection 4
Extensive repairs/modifications +10 or more Regular security system 8
Built or modified item -10 High-quality system 14
Has item’s designs -5 Bank 20
Common item 0 High-security complex 25
Has seen but not used item +5 Cutting-edge security measures 30
Has never seen item +10
All parts available 0 Sleight of Hand
Some parts available +10 The difficulty for a sleight of hand attempt is usually the
No parts available +20 opponent’s Perception or investigation, either as a die roll (if
Correct tools* 0 the opponent is actively trying to find the object or person) or
Makeshift tools +15 as a straight value equal to the number in front of the “D” in the
*Tool kits might provide their own bonuses, which are used opponent’s attribute or skill times 2 and add the pips.
instead of this.
More Example Difficulties ❖ Page 53
Roll >
Difficulty Result
Throwing
0-2 Basic idea of what the device can do, but not A character’s ability to grab projectiles out of the air is
how to operate it. enhanced by the throwing skill. The difficulty of catching an
3-6 Basic idea of what the device can do and how to object is typically the thrower’s throwing roll. If the thrower
operate it; may add one-half (rounded down) wants the catcher to get the object, and thus takes care to throw
the difficulty and the successful roll to using well, reduce the thrower’s throwing total by -9.
the device on the next round if the character Combat difficulties for this skill are included in the “Com-
does not have an appropriate skill to use the bat” chapter.
device.
7-11 Can repair the device, if proper tools are avail-
able.
Tracking
12+ Can design a similar device, if proper resources The base difficulty is 10 or the target’s sneak roll, the target
are available. is actively trying to hide her trail. Characters can also use
tracking to shadow a target.
Hacking Situation Modifier
Open-access personal computer or mainframe 0 Condition Modifier
Networked computer 0 Trail is a day old +3
Isolated computer +3 Trail is a few days old +6
Accessible by a few people +3 Trail is a week old +9
Accessible by owner only +6 Tracking during inclement weather +6
Password protected +3 Soft dirt, mud, snow -3
Firewall protection +6 Grassland 0
Files encrypted +3 or more Forest, thin crowd +3
Rain forest, dense crowd +6
Programming Situation Modifier Desert, arctic wasteland, hard surface +9
Simple programming language 0 Number of people being tracked -3 for
Complex programming language +3 every 2 people
Encrypting program +6 Tracking a wheeled vehicle -6
Number of tasks program designed Per additional vehicle -3
to accomplish +3 per task
Designed to work on multiple +6 per additional
operating systems operating system Willpower
Condition Modifier Willpower is generally used to resist interaction attempts
Character unsure of how to use and mentally damaging attacks. Characters may also use
the program’s language +3 willpower instead of stamina to resist fatigue, sleep, and
Character knows exactly how to unconsciousness. See the stamina entry in this chapter for
manipulate the program’s language -3 information on difficulties.
Paul Daly
CHAPTER SIX
• Psionics •
This chapter covers the ability to manipulate the forces of A target can actively resist a Psionics skill attempt, assum-
the mind for extraordinary effects. The Psionics skills are ing the target is aware of it. See the “Mental Defenses” sidebar
available only to characters with the Psionics Extranormal on page 39 in Chapter 3 for more details.
attribute.
Gamemasters are discouraged from allowing characters to Delay
have dice in both Psionics and Magic, but it is possible, Few characters can use their psychic abilities repeatedly in a
especially if the character has several Disadvantages that short period. Should the character fail an attempt, the difference
show up frequently in each session. between the difficulty and the skill roll becomes the time in
A list of individual psychic skills is provided herein. While minutes before the psionicist can use that skill again. Delay is
many psychics have only one strong psychic talent, and most always a minimum of one minute, and it’s measured from the
will have no more than a few such talents, a character may moment a psionicist quits using his talent to the time he can try
select and develop as many of these skills as they desire and the once more. If it involved a Critical Failure, that is the number of
gamemaster will allow. Remember that the list below is not all- minutes before the character may employ that Psionics skill at
inclusive. Gamemasters should feel free to develop other all. This makes it difficult for a character to give someone the evil
psychic skills for use in their campaign. eye more than once during a combat, or to read the minds of
everyone in a meeting over the course of a few minutes.
Obtaining Access to Psionics
There are only two ways to get psionic abilities. The first is Psionics Modifiers
to put dice in the Psionics attribute at character creation. Difficulties and modifiers specific to each psychic skill are
The other way is to obtain your gamemaster’s permission included in each description. These generic and optional modi-
after play has begun. If you can come up with a “reason” for fiers can further affect the difficulty, generally trading a
your character to learn or gain psionic abilities (such as they negative effect on the character for a lower difficulty or a
were latent or were gained through a strange accident) and your higher skill total. Note that none of these modifiers are re-
gamemaster agrees, then you may acquire them. The cost to get quired to use any Psionics skill, but they can help.
the initial 1D in Psionics is 20 Character Points. After that, it is Community: Unless the gamemaster rules otherwise, psy-
10 times the number in front of the “D” to improve this attribute chic characters may help each other, using the game mechan-
by one pip. You must still purchase Psionics skill pips sepa- ics in the “Related Skills” section on page 36 of Chapter 3 as
rately. guidelines.
Components, Incantations, and Gestures: Psychic tal-
Learning Psionics Skills ents only require the power of the brain, although a person can
Psionics skills may be learned between adventures, like have a psychological dependency on a certain sort of item to use
regular skills. The cost for a Psionics skill, in Character Points, his gift more effectively. A dowser, for example, could require
equals twice the normal cost for gaining or improving a normal a dowsing rod to do his work. Someone else might feel a need
skill. This cost is doubled again if a teacher — simply another to have a crystal ball or read tea leaves or rub a lucky rabbit’s
psionic with the skill at a higher level — is not available to foot. This is a psychological crutch, which can be reflected in
instruct the character. A character may learn or improve one the character concept as the Advantage Flaw (III): Minor
Psionics skill after each adventure.
• Link to Target •
Skill Total
Relationship Years Known Modifier
Constant influence (parents, grandparents, spouse, old friends) 10+ years +5
Recent influence (friends, roommates, old enemies) 5–10 years +3
Newer influence (friends, acquaintances) 1–5 years +2
Sporadic influence (on-and-off relationships) variable +2
New acquaintances 2–6 months 0
New faces/only just met, but have talked for a while (at a party, etc.) -2
Personal sight and name recognition (have met in person briefly) -3
Distant sight and name recognition (celebrities never met in person, etc.) -5
Only a name or only a face -8
Psionics ❖ Page 57
keep her spirit out of her body requires an Easy astral projec-
• Psionics Range • tion roll on subsequent rounds. Failing a roll means that the
spirit automatically shoots back to the body.
Unless otherwise noted in the skill’s description, use How well the character can see (and do other things, listed
this chart to determine the maximum distance to which herein) depends on the success level of the astral projection
the ability can reach. Ranges are given in kilometers. total when the psionic ability is first used — not when it is
For every +1 added to the skill difficulty, the range maintained.
may be increased by one kilometer. If the character rolled exactly the difficulty number, then
she may only perform simple actions (those that don’t require
Skill Adds* Max Range
a skill total) while using the astral projection.
0-2 pips 4 At 1 to 5 points over the difficulty, the character may perform
1D 10 search, investigation and other Knowledge and Perception ac-
2D 15 tions that do not require tools or character interaction at her
2D+1 25 normal skill value as a multi-action with maintaining the form.
At 6 to 9 points over the difficulty, the astral projection may
2D+2 40
perform any action (as a multi-action with maintaining the
3D 60 form) except Psionics that does not need physical contact with
For every +1 pip beyond +3D, add another 60 kilometers another person or thing, such as whispering, charm, con,
to the range. persuasion, dodge (if there is something that can hit the
character), or running.
* To determine the number of skill adds, subtract the
At 10 or more points over the difficulty, the character can do
Psionics die code from the skill die code. anything that she could normally do that does not involve
physical contact or one of the senses the character is deprived
of (taste and touch). This includes psionics that come from the
Basically, when the psionicist succeeds in penetrating the astral projection. Any actions are also at a multi-action with
target’s mind, the target feels funny. It may be something as maintaining the form. The character may also choose to appear
minor as an itch inside the ear, or the funny feeling you get that solid, as long as the form doesn’t move rapidly, but this adds +9
someone is watching you somewhere. It may be more direct, to the maintenance difficulty per round.
allowing the target to make a roll to realize his brain is being The range of an astral projection depends on two things: (1)
picked or even to identify the culprit psionicist. the skill adds of the character’s astral projection skill and (2)
Speed: As most psychic talents are instantaneous in effect, whether the character has an astral anchor or not. Use the
a Psionics skill does not generally take more than one round for “Psionics Range” chart to determine the range (without an
the victim to feel the effect. If a slower speed seems appropriate anchor).
(forcing the character to “reach out” with her mind), the A character with an astral anchor can further increase the
difficulty of the attempt is reduced by 1 for each additional range. An astral anchor is a character (or creature) with whom
round that it takes before the effect reaches the victim. After the character has experienced telepathy or empathy (see their
the initial skill activation, the psychic does not incur a multi- entries herein) within a time period in seconds equal to 50 times
action penalty for using other skills in subsequent rounds the psionic’s astral projection die code (ignoring the pips). For
between the Psionics skill use and its result. example, a character with an astral projection skill of 4D+1
Untrained: Many Psionics skills may be used (or should we would have a time frame of 200 seconds, or a little over 3.75
say “experienced”) even if the character has no dice in the minutes in game time. During that time period, the character
particular skill. As long as the character has at least one die in can project the astral form directly to that character no matter
Psionics, the skills represent latent potential in the character how far away he or she is. Range is ignored, and there is no
— potential that may manifest spontaneously from time to movement between the two places — it is instantaneous.
time. Stressful situations may jolt the character from one The astral projection power may even be maintained past
realm into the next. All actions taken by a character untrained the time limit of the last telepathy use, as long as the character
at the use of the Psionics skills are at +5 to the difficulty. continues to focus on the astral anchor. The form cannot lose
sight of the anchor for more than one round, or it will return to
Psionics Skills the body and contact will be broken.
Psychometry
This ability allows the charac-
ter to sense information about a
person, place, or event by looking
at an object connected to it. This
skill can be a useful tool in inves-
tigations. It requires a successful
Moderate psychometry skill total
to activate it. After initiating the
skill, the psychic must focus on
the object; concentrate on the de-
sired location, event, or indi-
vidual; and make another skill
roll. The accompanying chart
shows sample results for various
focus skill totals.
Karl Waller
• Lie Detecting •
Points above
Difficulty Description
0–10 Can detect outright lies (“I didn’t kill him.” The subject did.)
11–15 Can detect half-truths or omissions (“I didn’t kill him with that knife.” The subject didn’t use this
particular knife; she used another one.)
16–20 Can weigh each fact for the truth (“He was threatening me, and I was afraid he was going to attack me.”
The subject was actually only intimidated slightly by him, not afraid of an attack at all.)
21+ Can figure out what really happened based on what the subject says.
CHAPTER SEVEN
• Magic •
This chapter covers the ability to manipulate the paranor- Physique attribute would be an alteration spell, as would one
mal forces of the universe for extraordinary effects. The Magic that converts a simple flame into an exploding fireball.
skills are available only to characters with the Magic Extra- Alteration must work with things that are already there. An
normal attribute. alteration spell can only modify existing characteristics. It could
Gamemasters are discouraged from allowing characters to be used to change a person into a bat, but it would not give the
have dice in both Magic and Psionics, but it is possible, person the ability to fly; conjuration would also be necessary to
especially if the character has several Disadvantages that give the character the Flight Special Ability, something he didn’t
show up frequently in each session. have before. It could also enhance, reduce, or restrict a character’s
Although this chapter discusses guidelines for creating existing skills.
magical spells, gamemasters may still include unexplainable
magic. Since unexplainable magic doesn’t have to be explained Apportation
— it just is — its use is out of the players’ characters’ control Apportation governs magic involving movement. For ex-
— only the gamemaster knows how it works. ample, a telekinesis spell, by which a character could “grab” an
object and move it using magic, would be an apportation spell.
Obtaining Access to Magic Calling a dagger from a box at home to your hand is apporta-
There are only two ways to get magical abilities. The first is tion, as is teleporting yourself to another place. Apportation
to put dice in the Magic attribute at character creation. can also cause a person or creature to move from one place to
The second is to obtain your gamemaster’s permission after another under its own power. Spells that restrict movement
play has begun. If you can come up with a “reason” for your could also be apportation spells.
character to learn or gain psionic abilities (such as they were Apportation is not conjuration — the object or the creature
latent or were gained through a gift from a supernatural being) summoned is in existence at the time the spell is cast, the
and your gamemaster agrees, then you may purchase them for apportation spell simply “calls” the object or creature.
your character. The cost to get the initial 1D in Magic is 20 Characters or creatures may either be apported by compul-
Character Points. After that, it is 10 times the number in front sion (and come under their own power), moved, or teleported.
of the “D” to improve this attribute by one pip. You must still When the apportation spell uses compulsion, the skill total is
purchase Magic skill pips separately. compared to the target’s willpower or Presence in much the
same way a persuasion attempt would be used — the target’s
attitude toward being apported must be assessed, and the spell
Learning Magic Skills works as if it were “persuading” the target.
Magic skills may be learned between adventures, like When the target is apported, the summoning spell lifts up the
regular skills. The cost for a Magic skill, in Character Points, target and brings him to the caster. The target can try to avoid
equals twice the normal cost for gaining or improving a normal the effect of the spell (using his Physique or lifting against the
skill. This cost is doubled again if a teacher — simply another spell total to break free).
magic user with the skill at a higher level — is not available to
instruct the character. A character may learn or improve one
Magic skill after each adventure. • Untrained Magic •
Characters might have spurts of inspiration in areas in
Magic Skills which they have no training. For those who have some
All spells require one or more of these skills in order to cast training (that is, pips or dice in any Magic skill), the
them. When casting a spell, the character generates a Magic difficulty increases by +5 to cast a spell using a skill in which
skill total and tries to beat the spell’s difficulty. If the skill total they have no experience. For those who have no training
equals or exceeds the difficulty, then the spell works (to a (that is, no pips or dice in any Magic skill but they do have
greater or lesser extent). dice in the Magic attribute), the difficulty increases by +5
for all spell casting and the character must include one
Alteration additional Negative Spell Total Modifier (casting time in-
crease, gesture, community, etc.) worth 2 or more. This
Alteration governs magic involving change. Change means additional modifier does not reduce the difficulty of the
taking something that exists and modifying it or mutating it spell, regardless of its level.
into something else. A magic spell used to increase a character’s
Chapter 7 ❖ Page 62
When the target is teleported, the skill total has to overcome use the spell at this range exactly. Ranges are given in meters
the target’s mass value. (Look up the target’s mass on the and in distance values (as read on the “Spell Measures” table).
“Spell Measures” table.) The target can resist by rolling her Cast Time: This value, given in both real time, is how long
Physique or lifting adding it to her mass value (theoretically, the character must spend creating the special effect. During
she is trying to make herself harder for the spell to grasp). If the the period of cast time, the character may be performing
skill total is higher than the mass value, the character is related actions (like concentrating, performing rituals, ar-
teleported. This goes for self-teleportation as well (though the ranging components, etc.), but no other skills can be used
character is not likely to resist). during the cast time.
Modifiers: Any other modifiers, including components and
Conjuration expanded effects, that influence the spell’s effect and adjust its
Conjuration magic involves producing something from noth- difficulty.
ing. A spell that produces gold out of thin air is conjuration, as Description: The description tells what skill is needed to
is one that imbues an inanimate object with animate features create the spell, what the spell does, what any success levels
(such as creating a stone man and giving it the attributes of a mean, etc. The description may be very short, or it may include
person). tables and descriptive effects.
Conjuration is used for only one purpose: creation of some-
thing out of nothing. For example, if you wanted to animate a Using Spells and Their Effects
plant and give it the power of speech, you would use conjura- Roll the spell skill for the spell in question to get a skill total.
tion — you would have to “create” in it the ability to talk and If the total is higher than the difficulty number, the spell has
the Knowledge and Perception necessary to speak. Conjuration succeeded and the caster may use the spell’s effect.
is not used to bring things from one place to another — that is Remember that players may spend Character and Fate
apportation. Points to make sure they have sufficiently high skill totals to
cast the spell.
Divination
Divination governs magic involving obtaining knowledge. Targeting the Spell
For example, scrying spells, “far-sight” spells, and “speak Many spell require separate skill totals when they are used.
with the dead” types of spells are all covered by divination. The most common of these are combat effects that act like
Spells that block the obtaining of knowledge are also divina- weapons.
tion spells. If the spell latches onto a target (such as a lightning bolt or
telekinesis spell), the player and gamemaster must decide
Characteristics of a Spell what skill (such as marksmanship or melee weapons) to use to
There are eight characteristics of a spell. hit, if it’s not already built into the spell, as well as the
Skill Used: The skill selected is the one necessary to cast appropriate defense, if any. Attack spells, for example, would
the spell. use standard combat difficulties and modifiers for their de-
Difficulty: The difficulty is the skill total a character must fense. Common sense should be used to determine which skill
generate to get a spell to work. and defense to use.
Effect: The effect describes briefly what the spell does For example, with an illusionary fireball spell, the game-
(amount of damage, amount of protection, distance moved, master decides that the caster has to generate a marksman-
etc.), plus the value of the effect. ship skill total to hit his target. Even though the fireball will
Duration: Duration specifies how long a special effect will go where he wants it to, there still has to be some way to
last. The duration is given in both “real” time (minutes, determine whether or not anybody is hit by it.
seconds, hours, etc.) and in a time value (as read on the “Time This keeps effects from being automatic “killers.” Granted,
and Distance” table). most spells won’t need this — a spell that a character uses to
Range: The maximum distance the effect travels from the take over a target’s mind needs no “to hit” total; it is just the
magic user’s casting location is called the range. (If the magic effect versus the target’s willpower or Presence.
user moves, the starting point of the range does not go with Casting a spell and using its targeting or activation skill is
her.) In most cases, the character using the spell can only use not considered a multi-action. However, if the character
it at this range or less. Often, the caster can choose the exact wishes to cast an attack spell, which requires a targeting skill
range when the effect is used. Sometimes, the character must roll, and fire a gun in the same round, then the multi-action
modifier of -1D (for taking two actions in the same round) is
applied to the casting roll, the spell targeting roll, and the
weapon targeting roll.
In general, any spell that works like a weapon requires this
• Other Magic Systems • kind of control, and a few others might. Gamemasters in doubt
If you’re allowing magic users created with another D6 may wish to assign a targeting skill check in addition to the
magic system to be transferred to this one, you and your spell skill difficulty.
players may find it easier to rely on the rules from that
version for those characters rather than switching to the D6 Applying the Effect
Adventure rules. The effect is applied differently depending on its purpose.
However, characters using other magic rules may not
Skill Simulations: Some spells provide the character with
rely on the D6 Adventure rules — and vice versa. Think of
skills or bonuses to skills or attributes. For example, a “heal-
each magic rules set as a different and distinct way people
ing” spell might give a character a certain number of dice in
manipulate the esoteric forces of the universe.
medicine, and the result of using the spell’s skill gift would be
Magic ❖ Page 63
Just jot down the basics. Follow along with “Magister Mike”
(see the sidebar) for examples.
• Adjusting and Readjusting •
As you design a spell, remember that you may go back to Basic Aspects
the beginning and adjust any aspects you include, so that
Use the “Spell Worksheet” to keep track of the Spell Total
you can get the Spell Total (and the spell difficulty) that you
and all modifiers, aspects, and your own ideas.
want. So, if you decide that you want to add charges to your
wand of power but you don’t want the higher difficulty, you Starting Spell Total and
can go back and lower the range, increase the casting time,
or tinker with another aspect, until you have a Spell Total Starting Negative Spell Total Modifiers
you like. Most Spell Totals begin at zero, but gamemasters who want
magic less common and spells to be more difficult to cast should
have a greater starting Spell Total. Negative Spell Total
compared to the normal difficulty for using medicine on a Modifiers always start at zero.
target. Any attribute bonuses affect the skills and specializa- Effect
tions under them, and any skill bonuses add to the specializa-
tions under them (if the character has any). One you decide what the spell will do — damage, protection,
Damage: The damage from any spell that causes injury is skill bonus, etc. — determine its corresponding value using the
magical in nature, of course. Thus, creatures and beings that “Die Code” table or “Spell Measures” table — or both, if the
are not normally affected by standard weapons can be harmed. spell is intended to do more than one thing (such as create an
General Effects: When the spell offers a “general” effect, animated golem).
and thus has no skill associated with it, the gamemaster will Here are some guidelines: Damage spells affect Body Points.
have to make up levels of success for that spell. A solid success The average number of Body Points for a significant character is
of 1 to 5 points over the difficulty usually gets the spell to do around 30 (less for a minor nonplayer character; more for
exactly what the caster wants the spell to do. A minimal stronger characters). If you want to hurt someone, 6D (which has
success, with the roll equal to the difficulty, means that the a value of 18) is a safe bet. If you want to kill someone outright,
spell was slightly off or less than perfect. A superior success of 10D (which has a value of 30) is usually necessary. Protection
6 points over the difficulty reveals that the spell worked better spells work similarly, though, obviously, they reduce the amount
than usual; at this level, the gamemaster might even provide of damage taken. Checking out weapons damage values can help
a bonus to its use. you determine the number of dice you need for your spell.
Spells that are used to increase, decrease, create, or otherwise
affect attributes or skills are determined the same way. For
Artifacts and Legends example, a spell to take over someone’s mind would give the
Every once in a while, the gamemaster will come up with a caster a persuasion of +3D or more with a value of at least 14.
special effect that is either too powerful for game balance, or Some spells effects are best reflected by a Special Ability or
she just won’t want to explain how the special effect works for a Disadvantage. With a Special Ability, the spell effect’s value
some reason. In that case, the gamemaster should use the equals the Special Ability cost times the number of levels in
“artifacts and legends” rule. that Special Ability, minus the cost of any Limitations and
The gamemaster can simply assign values to a spell and state their levels. With a Disadvantage, the spell effect’s value
that the special effect is “legendary” or part of an “artifact.” It equals the cost of the Disadvantage.
only works the way it does because the gamemaster says it does. Spell effects that don’t fall into any category should be given
She can assign any side effects, rules, or whatever to the special a difficulty and the circumstance in which the difficulty can be
artifact because it is a truly special case. beat. The difficulty equals the effect’s value.
Precalculated Spells
Several common spells are included as examples at the end • Die Codes •
of this chapter. You can use them right away or as inspiration Values are cumulative, so, if the spell effect has a die code
for inventing your own. of 3D+1, the spell effect’s value is 10. The type of character-
istic the spell affects also modifies the spell effect’s value.
Building the Spell Round up fractions.
As you create each effect, you will keep track of a Spell Total Die Code Value
— certain elements, like the value and the range of the effect, 1 pip 1
cause the total to go up (i.e., make the effect harder to “cast”), 2 pips 2
while other elements, like a longer casting time, make the total 1 die 3 per whole die
go down (i.e., make the effect easier to “cast”). Characteristic Type Value Multiplier
You will need a paper and pencil and an active imagination Damage 0
for this part, so get ready. A calculator might also help. Protection 0
Stand-alone die code/skill/attribute 0
Determine the Desired Effect Non-Extranormal skill modifier x1.5
At this point, write out on paper what you want the effect to Non-Extranormal attribute modifier x2
do — basically. What sort of effect are you trying to create? What Extranormal skill modifier x2
range will you need? Will it need charges? How long will the Extranormal attribute modifier x3
effect last? All things along these lines should be considered.
Chapter 7 ❖ Page 64
the range value, then the special effect travels from you to your
• Skills and Sample Effects • target in one second. Why? Because the speed value is a velocity
value.
Here are some typical effects associated with each of the You can select a lower speed value. Its corresponding
Magic skills. measure indicates how quickly the spell’s effect moves.
Alteration: modifier to a skill or attribute; additional To see how long it takes the effect to reach a given target,
levels of a Special Ability the target already has; new subtract the speed value from the range value to the target (not
Limitations on an existing Special Ability; damage modi- the range value of the spell). Read the result as a value on the
fier; armor value modifier; transmutation. This spell does “Spell Measures” table. The measurement is the number of
not affect movement skills. seconds it takes for the special effect to go from you to your target.
Apportation: weight of material moved; distance moved; Example: A spell called projective telepathy allows one
speed at which target moves; modifiers to movement skills character to send thoughts to another. The range value of the
and Move. special effect is an incredible 30 (one million meters, or one
Conjuration: amount of material created; new or stand- thousand kilometers). The speed value, however, is only 20
alone skills or attributes (skills or attributes that do not (10,000 meters per second, or 10 kilometers per second). The
modify an existing skill or attribute); Disadvantages; new target is 400 kilometers away (a value of 28). The range of 28
Special Abilities; skills and attributes included in conjured - 20 (the speed value) gives a result of 8 — it takes 40 seconds
items; damage or armor value not based on an existing for the effect to reach the target.
value. Sometimes, you’ll use a lower speed to keep the Spell Total
Divination: time in the past or future; stand-alone lower. However, quite often, especially with “attack” spells,
investigation, search, or tracking skills to discern specific you’ll need that instantaneous effect. If you build an “attack”
information. spell with a lower speed, you have to be aware that the special
effect will be less “accurate” — that is, the target will be able
to get out of the way much easier.
If the spell creates something, refer to the “Spell Measures” The difference between the speed value and the range value
table to determine the spell effect’s value for the desired of the target is added to the target’s dodge, Reflexes, or defense
amount of weight. Find the desired weight in kilograms, then difficulty when getting out of the way of a slow attack. So, in the
read over to the corresponding value under the Val. column. previous example, not only would it take a value of 8 (40
Most offensive and defensive spells have a weight value of zero, seconds) to reach the target, the target would get a bonus of +8
but the gamemaster may require exceptionally heavy-duty to dodge on the round that the spell’s effect reaches the area
spells to have a larger weight value. where the caster first believe the target to be.
The spell designer may chose to have certain characteristics Having a higher speed value than the range value is of no
of the spell (such as a golem’s Physique and Body Points) be benefit.
determined by the points by which the spell skill beats the spell Add the speed value onto the Spell Total and keep going.
difficulty. (Subtract the spell difficulty from the spell skill total
to determine the number of points.) Any attributes figured this
way have a die code equal to the points above the difficulty
Duration
(minimum of 1D), and the Body Points equal 10 plus the points Duration indicates how long the effect lasts or continues to act
above the difficulty. There is no cost for Body Points and the upon a target. To determine how long the duration is, find the
first attribute decided with this method; each additional at- time value on the “Spell Measures” table and add it to the Spell
tribute ups the Spell Total by 1. Total. List the time measure with the spell, leaving it as seconds
A spell may contain more than one effect. Each effect is
determined separately and added to the total.
Once you decide on an spell effect’s value, write it down.
This is the first element of your Spell Total.
• Using the Spell Measures Table •
To determine the value for a measure, find the amount
Range (in seconds, kilograms, meters, or meters per round) in the
Determine how far away you want the caster to be able to “Measure” column. Then read across to the number in the
affect things with the spell. Then read the measurement (in “Val.” (value) column.
meters) on the “Spell Measures” table to get a range value. Add If the desired amount is greater than one number but
the value to your Spell Total. less than another, either lower your amount or select the
Unless otherwise specified, you can use the spell to “target” bigger number.
anywhere within that range. You can “target” a spot or a Use the “Measure Conversions” chart if you have a
mobile target (i.e., a person, etc.). If the caster hit a moving measure in a different unit, would like to get it to seconds,
target within the range of the effect, and the target leaves the kilograms, meters, or meters per round, and you don’t want
range of the spell before it ends, the effect disappears (unless to do the math before using the “Spell Measures” table. For
you use the focus optional aspect, described herein). Even if the example, if you want a spell to last for one hour, you look up
target comes back into range, the spell has to be created again. the number of hours in the “Measure” column. This gives
you an hour value of 0. To convert this to seconds, which is
Speed what is needed for the spell duration value, add 18 to the
How fast does the special effect get from the caster to the hour value (which, in this case, is 0). If you look up the
target? The speed value determines this. corresponding measure for 18, you’ll see that it’s 4,000,
First, look at the range value (above). That is the maximum which is close enough to the number of seconds in one hour
distance the effect travels. If you select a speed value equal to (that is, 3,600 seconds).
Magic ❖ Page 65
• Measure Conversions •
Measure is in units of Value Modifier Measure is in units of Value Modifier
Seconds 0 Meters per round (5 sec.) 0
Rounds (5 sec.) +4 MPH +2
Minutes +9 KMH +1
Hours +18 Meters 0
Days +25 Feet -3
Weeks +29 Kilometers +15
Months +32 Miles +16
Years +38 Kilograms 0
Pounds -2
Tons +15
Add the value modifier to the measure’s value to determine what it is in seconds, meters
per round, meters, or kilograms, as appropriate to the conversion.
Chapter 7 ❖ Page 66
• Countenance • • Incantations •
Countenance Shift Modifier Complexity Modifier
No change 0 One or two words or sounds -1
Noticeable (gray pallor, foaming) -1 A complete sentence -2
Extreme (convulsions, psychic illusion) -2 A complex incantation (action difficulty 11) -3
Litany (action difficulty 15) -4
Complex formula (action difficulty 19) -5
willpower roll indicates that the caster takes any feedback Extensive, complex elements (action difficulty 23) -6
associated with the spell, even though it didn’t work. Also in a foreign tongue and character must
have one pip in that language specialization -1
Countenance Also must be said very loudly -1
The caster’s body changes in response to the use of magic. Also will offend most hearing it -1
Some go pale or even blue with a lack of blood flow to their skin,
others shake uncontrollably or foam at the mouth, still others
get bulging eyes or swollen lolling tongues. This alteration in seconds (two rounds), so the duration has a value of 5. The cost
appearance lasts until the end of the spell’s duration. Use the of the focused optional aspect is (15+5)/5, or +4.
accompanying tables to determine the amount to add to the
Negative Spell Total Modifiers. Gestures
Nothing unreal can happen here: no glowing eyes, no flames The caster, a charge, or a ward requires that a gesture be
from nostrils, no unearthly aura, except as a psychic illusion made so that the spell will work. Use the accompanying tables
that only the target can see. The drawback to an illusary to determine the modifier to the Spell Total. If there is a difficulty
change is that, no matter what the victim’s perceptions and listed, the character must make an acrobatics or sleight of hand
predispositions were before the fact, after the image is seen, roll against that difficulty at the end of the cast time.
the victim is forever firmly convinced that the caster is an
inhuman monster. Only those already endowed with a psychic Incantations
or magic ability are capable of accepting that image for what it The caster, a charge, or a ward requires that a word or
truly is. Psychic illusions may be used only with living targets. phrase be said so that the spell will work. Use the accompany-
ing tables to determine the modifier to the Spell Total. If there
Feedback is a difficulty listed, the character must make an artist roll
The magic user takes damage when she casts the spell. This against that difficulty at the end of the cast time.
damage may not be defended by armor, Special Abilities, other
spells, or any other means. It may only be healed by natural Multiple Targets
means (resting, sufficient food, etc.). The spell can affect more than one target (but not the same
Feedback: -1 to the Negative Spell Total Modifiers for each target multiple times). Add the multiple targets modifier to the
1 point of feedback. Spell Total.
If a targeting skill roll is required by the spell, using it on
Focused multiple targets is not considered a multi-action.
When a spell is “focused” on a target, it stays with the target Multi-target: +3 per target (including first target; ex., three
until the duration has ended. Add the focused modifier to the targets is +9).
Spell Total. Multi-target with area effect modifier (area effect aspect
The range of the spell, then, only determines how far away purchased separately): +6 per target.
the target can be from the caster. Damage spells that are
focused on a target do the same damage each round. Unreal Effects
Focused: (value of effect + value of duration)/5, round down, When this optional aspect is used, it turns a heretofore real
minimum of +1, per target. Example: A spell’s effect is 5D in magic spell into an illusion. The effects are not real — they are
damage, so the effect has a value of 15, and a duration of 10 just perceived as real.
The special effect is automatically believed unless a target
or an observer actually states otherwise. Then, depending on
the “Disbelief Difficulty” (see the accompanying table), the
• Gestures • illusion may lose all of its effects. The easier an illusion is to
disbelieve, the more the modifier is worth (the “Modifier
Complexity Modifier Multiplier”).
Simple -1 Since the effect is what is being tampered with, the spell
(point finger, toss herbs, flip switch, etc.) effect’s value directly controls how much the modifier can be
Fairly simple -2 worth.
(make circles with finger, etc.) Start with the spell effect’s value, determined way back in
Complex (action difficulty 11) -3 “Spell Effect’s Value.” Then, when you decide how hard it is for
Very complex (action difficulty 15) -4 a character to disbelieve the illusion, multiply the effect’s
Extremely complex (action difficulty 19) -5 value by the modifier multiplier. Round up. The resulting
Challenging and extremely complex number is added to the Negative Spell Total Modifiers.
(action difficulty 23) -6 For example, you decide that your fireball with a damage of
10D, which has a value of 30, is an illusionary effect with a
Magic ❖ Page 69
• Other Aspects •
Condition Modifier
The condition can be fulfilled most of the time or with simple preparations,
or requires a skill roll of difficulty 9 -1
The condition is not met normally, or at least without some preparation,
or requires a skill roll of difficulty 10 -2
The condition is out of the caster’s control, but is fairly frequent,
or the caster has to go to elaborate lengths to meet the condition,
or the condition requires a skill roll of difficulty 12 -3
The condition occurs very infrequently, or is very hard for the caster to obtain,
or requires a skill roll of difficulty 14 -4
The condition will not occur without the caster taking elaborate measures,
or requires a skill roll of difficulty 17 -5
The condition is rare and almost totally (or totally) out of the caster’s control,
or requires a skill roll of difficulty 20 -6
Chapter 7 ❖ Page 70
Variable Effect
The caster may change the amount of the spell’s effect at
casting time. Add the variable effect modifier to the Spell Total.
Raising and lowering the effect’s amount (die code or bonus)
add to the Spell Total separately. Be sure to specify in the
spell’s description the maximum or minimum effect. If the
spell has multiple effects, each variable effect must be pur-
chased separately for each effect (though not all effects need
have the same variable effect aspect, if they have it at all).
Variable effect: +1 for every pip or point per direction per effect.
Variable Movement
The caster can control the movement of the spell’s effect.
Add the variable movement modifier to the Spell Total.
Accuracy bonus: +2 for each +1 bonus to the targeting skill
total.
Bending: +1 to bend around obstacles smaller than the target;
+3 to bend around obstacles the same size or smaller than the
target; +5 to send spell after a target the caster can’t see but the
target gets a +4D modifier to the targeting difficulty.
Movement of effect: To move a spell associated with a target
(such as a flight or telekinesis spell), or to make an otherwise
stationary effect move (such as an illusion), the spell needs this
optional aspect. Determine the desired speed measure (in
meters per round) and its corresponding value on the “Spell
Measures” table and add 1 to it; this is the cost of the movement
of effect aspect.
Other Aspects
There might be other circumstances the spell requires in
order to work.
Compare the condition concept to the accompanying table
to determine the amount to add to the Negative Spell Total
Modifiers.
and the difficulty is applied to the items or other spells discloses the
effect’s base value of 5. true location of the target.
Magic ❖ Page 73
Elemental Dagger for the spell to work (a lock of hair from a Human, fur or fangs
from an animal, etc.).
Skill: Conjuration
The caster sets the object on fire and inhales the smoke
Difficulty: 10
while concentrating. Once the casting is done, the mage can
Effect: 12 (4D in damage;1 kilogram of material)
detect the presence of any such being within a 10-meter radius
Range: 5 (10 meters)
for two rounds. The higher the search skill total is aboe the
Speed: 5
difficulty, the more information the caster knows about the
Duration: 3 (3.5 seconds)
beings she seeks (such as location, number, gender, etc.). The
Cast Time: 1 (1.5 seconds)
difficulty starts at 10 for a Human-sized creature, and goes
Modifiers:
down for larger creatures, up for smaller ones, and up for the
Components (-2): Small amount of desired element (ordi-
number of other types of creatures in the area.
nary, destroyed)
Gesture (-2): Caster traces a dagger shape in the air Sense Past
(fairly simple)
Skill: Divination
The mage creates a floating, dagger-like shape composed of Difficulty: 25
earth, air, fire, or water. The damage is 4D, and it has a range Effect: 38 (66 weeks)
of 10 meters. He must make a marksmanship roll to hit the Range: 0 (touch)
target. The dagger must be used in the same round that the Speed: 0
mage casts the spell. Duration: 18 (66 minutes)
Note: This spell can serve as a template for creating small Casting Time: 16 (25 minutes)
daggers from any common material, such as ice, wood, paper, Modifiers:
and so on. Area effect (+25): 5-meter radius bubble
Concentration (-5): 10 minutes with a willpower diffi-
Mystical Shield culty of 11
Skill: Conjuration Components (-9): Magnifying glass (uncommon), expen-
Difficulty: 10 sive pocket watch (very rare)
Effect: 18 (armor value of 6D) Countenance (-1): Skin turns sickly gray color for dura-
Range: 1 (1.5 meters) tion of spell
Speed: 1 Other (-1): Physical contact with target
Duration: 7 (5 rounds)
The mage can learn about the past of a single object he
Cast Time: 1 (1.5 seconds)
touches. He’ll see visions of events that occurred in a 10-meter
Modifiers:
radius around the object in the past. The mage can view events
Area effect (+2): 1-meter radius
that took place in a past period of time whose value (as read on
Components (-10): A simple ring (uncommon), handful of
the “Spell Measures” table) is less than or equal to the effect’s
colored sand (common, destroyed)
value. The mage can scan back to that period at a rate of one
Focused (+5): Focus on ring
week’s worth of images per minute of the spell.
Gesture (-2): Using colored sand, the caster scribes an
oval shape in front of her (fairly simple) View
Incantation (-1): “Protection!” (word)
Skill: Divination
By tossing some sand in a circle in front of her, the caster Difficulty: 19
creates a semi-transparent oval shield of the same color as the Effect: 9 (search skill of 3D)
sand. The shield, about 2 meters in diameter, appears up to 1.5 Range: 15 (1 kilometer)
meters away. It is focused on the ring, which the mage must Speed: 15
wear. It offers an armor value of 6D against all types of attacks. Duration: 14 (10 minutes)
Cast Time: 9 (1 minute)
Divination Spells Modifiers:
Feedback (-3): 3 points of damage
Detect the Living Gesture (-2): Caster makes swimming gestures with his
Skill: Divination hands (fairly simple)
Difficulty: 13 Incantation (-2): “Let me see beyond what I know to be.”
Effect: 24 (search of 8D to locate a single type of creature) (sentence)
Range: 0 (self) The caster opens a a tunnel of sorts in space. Nothing may
Speed: 0 pass through it, but the caster may look through it to the other
Duration: 5 (10 seconds) end. The tunnel starts with a range of one kilometer. This
Cast Time: 9 (1 minute) range is determined by the range value of the spell, and can be
Modifiers: much longer, depending on the success the caster has throwing
Area effect (+20): 10-meter radius circle the spell. Any bonus from casting goes to both range and speed,
Component (-12): Piece of the type of creature being being split evenly between them. (To determine the bonus,
detected (uncommon, destroyed); fire, such as a match or lit subtract the skill total from the spell difficulty. Divide by 2, and
coal (very common, destroyed) round up. Add this number to the range and look up the new
Concentration (-3): 25 seconds with a willpower diffi- value on the “Spell Measures” table.)
culty of 9 The effect of the spell takes the place of the character’s
Before throwing the spell, the caster should decide what search while using the spell, as it is hard to make out minute
sort of being she’s looking for, because she’ll need a piece of it details.
Chapter 7 ❖ Page 74
Spell Worksheet
Name: Pot of Illusory Tendrils Spell Total Calculation
Skill: Conjuration Difficulty: 13 Total the values for each
aspect and put the number
1. Effect: 18 (tendrils with length of 3.5 meters, Reflexes of 4D, additional damage of 1D) in the correct box. If you do
not use a aspect, put 0 on
2. Range: 0 (the pot) 3. Speed: 0 its line.
4. Duration: 11 (2.5 minutes) 5. Casting Time: 18 (1 hour) (NM = Negative Spell To-
tal Modifiers)
6. Charges: +5 (5 charges, ward) 7. Focused: +4 (on pot) Starting Spell Total 0
8. Area Effect: +1 (half-meter circle) 1 + 18
2 +0
9. Change Target: No
3 +0
10. Multiple Targets: +12 (arms can attack 2 different targets)
4 + 11
11. Variable Duration: +8 (on-off switch) 6 +5
15. Components: -6 (cast iron pot (uncommon), 4 liters of material the arms will be 11 +8
Permission is hereby granted to photocopy this page for personal use only.
Spell Worksheet
Name: Spell Total Calculation
Total the values for each
Skill: Difficulty: aspect and put the number
in the correct box. If you do
1. Effect: not use a aspect, put 0 on
its line.
2. Range: 3. Speed: (NM = Negative Spell To-
tal Modifiers)
4. Duration: 5. Casting Time: Starting Spell Total ____
1 + ____
6. Charges: 7. Focused:
2 + ____
Starting NM 0
15. Components:
5 + ____
16. Concentration: 14 + ____
15 + ____
17. Countenance: 16 + ____
17 + ____
18. Feedback:
18 + ____
19. Gestures: 19 + ____
20 + ____
20. Incantations:
21 + ____
Permission is hereby granted to photocopy this page for personal use only.
CHAPTER EIGHT
• Equipment •
This section briefly offers game mechanics for select equip- The price difficulties given in the equipment descriptions in
ment, not all of which is available in all genres or time periods. this chapter are for a U.S. pulp fiction setting, except where
All equipment described in this section is of the basic, noted otherwise. They do not take into account any modifiers
nonmagical variety. the gamemaster may wish to include.
• Firearms •
Range
Damage Ammo Short Medium Long Price (Ammo Price)
Pistols
Colt .45 Peacemaker 4D 6 5 15 40 E (VE)
Luger P08 4D 8 10 25 40 E (VE)
Smith & Wesson .38 4D 6 10 25 40 E (VE)
Smith & Wesson .357 Magnum 4D+2 6 10 25 50 E (VE)
Walther PP08 4D 8 10 25 40 E (VE)
Walther P38 4D 8 10 25 60 E (VE)
Webley Mark 6 4D+2 6 10 25 50 E (VE)
Rifles
Springfield Rifle 5D+1 1 15 50 150 E (VE)
Enfield .30 5D+1 5 20 75 175 E (VE)
Remington Mod 30 5D+1 6 20 75 200 E (VE)
Shotguns
Remington Mod 31 (20 gauge) 5D+2 5 5–20 30 75 E (VE)
Remington Mod 32 (12 gauge) 5D+1 2 5–10 20 40 E (VE)
Submachine Guns
Bergmann 4D+2 11 10 25 80 E (VE)
Schmeisser MP38 4D+2 32 10 20 50 E (VE)
Schmeisser MP40 4D+2 11 15 40 100 E (VE)
Thompson 5D+2 30 15 25 60 E (VE)
Machine Guns
Browning .50 7D+1 11 250 1k 2k M (VE)
Spandau 7.92 7D 15 100 500 1k M (VE)
Vickers MK.1 6D+2 20 100 500 1k M (VE)
Note: Range values given in meters. Ammo prices are for 50 rounds of ammunition.
• Explosives •
Range
Damage Short Medium Long Price
81mm mortar 5D 400 750 1k M
Dynamite 5D PHYS-3 PHYS-2 PHYS+1† VE
Fragmentation grenade 6D PHYS-4 PHYS-3 PHYS+3† E
Plastic explosive* 5D 1 — — E
Smoke grenade ‡ PHYS-4 PHYS-3 PHYS+3† E
Tear gas ‡ PHYS-4 PHYS-3 PHYS+3† E
* Not available in a pulp setting. Price difficulty is for a U.S. modern setting.
†
Range equals the total in meters. Modifier is added or subtracted from the total generated.
‡ Smoke grenades and tear gas give all within burst area a –1D penalty to all Reflexes, Coordination, and
sight-based Perception rolls.
• More Weapons •
For additional weapons, including some ul-
tra-high-tech models, get the Torg: Kanawa Per-
sonal Weapons PDF, available on RPGNow.com.
CHAPTER NINE
• Rewards •
Part of the fun of roleplaying is watching your character
improve and develop. Gamemasters have plenty of options for
Information
helping that along, though, of course, no single option should While not terribly tangible, information could be useful for
be overused or the players will have no reason to continue drawing the characters into another adventure or helping to
adventuring. fulfill a character’s goal (such as discovering details about her
mysterious past).
Advantages (and Disadvantages)
Look through the list of Advantages for some reward ideas.
Character and Fate Points
Typically, when a gamemaster allows access to an Advantage, Assuming that the players have really been trying and have
it’s a one-shot deal, especially for particularly powerful Advan- been sufficiently challenged by the adventure, each character
tages, such as being owed a favor by a multimillionaire. If the should receive enough Character Points to improve one skill,
characters want a more permanent access to this kind of plus a few extra for help in overcoming a low roll at an
Advantage, they will have pay for it (in Character Points). inconvenient time. Obviously, more experienced characters
Gamemasters might also give free Advantages to charac- will either have to experience more adventures, or they’ll need
ters — along with an equivalent amount of Disadvantages! bigger challenges.
Here are a few guidelines for distributing Character and
Equipment and Other Loot Fate Points for an adventure that lasts two or nights, several
hours per night. They are per character, not per group.
Depending on the circumstances of the present adventure Obstacle was easy to overcome (the difficulty numbers were
and the gamemaster’s ideas for future adventures, gamemas- about three times the die code in the skills required): No reward.
ters may allow the players’ characters to keep equipment, Obstacle was somewhat difficult to overcome (the difficulty
gear, and treasure that they find in abandoned temples or numbers were about three to four times the die code in the
acquire from a villain’s lair. Gamemasters may even want to skills required): 1 Character Point per low-difficulty obstacle
plant various items in the adventure for the players’ charac- in the adventure.
ters to locate, whether to fulfill a character’s dream or help the Obstacle was quite challenging to overcome (the difficulty
group in a future adventure. Should the equipment or other numbers were about five times the die code in the skills
loot cause the players’ characters to become too powerful, too required; generally reserved for the climactic scene): 2 or more
quickly, remember that things can break or get stolen. Character Points per high-difficulty obstacle in the adventure
(depending on how many Character Points the characters had
Funds to spend to beat the difficulties set).
Individual roleplaying (overcoming goals and playing in
Characters might choose to sell some of their loot and put character): 2 to 3 Character Points (awarded to each character,
the money into their bank account or investments. Depending not to the whole group).
on what character do with their money, gamemasters may Group roleplaying (teamwork and interacting with each
allow a permanent one-pip increase to their Funds attribute other in character): 3 to 4 Character Points.
(because of putting it into solid investments), or give the Everybody had fun (including the gamemaster): 1 to 2
characters a bonus to limited number of Funds rolls (because Character Points.
they kept the cash in a vault at their hideout). Accomplished the goal: 1 Fate Point.
Templates ❖ Page 81
Adventure
Character Name: ___________________________________
Player Name: _______________________________________
Occupation: Academic Journalist
Species/Gender: Human/ ___________________________
Age: ________ Height: __________ Weight: ___________
Physical Description: _______________________________
___________________________________________________
___________________________________________________
Adventure
Character Name: ___________________________________
Player Name: _______________________________________
Occupation: Archaeologist
Species/Gender: Human/ ___________________________
Age: ________ Height: __________ Weight: ___________
Physical Description: _______________________________
___________________________________________________
___________________________________________________
Adventure
Character Name: ___________________________________
Player Name: _______________________________________
Occupation: Avenging Hero
Species/Gender: Human/ ___________________________
Age: ________ Height: __________ Weight: ___________
Physical Description: _______________________________
___________________________________________________
___________________________________________________
________________________
con ____________________ adopted you told you the truth: that your
________________________ kind, Human, was destroying their ocean
charm _________________
________________________ home. They have asked you to help stop
intimidation ____________
________________________ the destruction of their people. Unfortu-
persuasion _____________
________________________ nately, your first mission brought you to
willpower ______________
_______________________ the attention of TANT — a quasi-govern-
Fate Points ____________ 1 mental agency that has vowed to cap-
Character Pts. ________ 5 ture and dissect you so that they too can
Funds ______________ 2D master your water breathing abilties.
Body Pts. ____________ 32
Move _______________ 10 Equipment: Knife (+1D)
Phys. Dmg. _________ 2D
Templates ❖ Page 84
Adventure
Character Name: ___________________________________
Player Name: _______________________________________
Occupation: Dashing Adventurer
Species/Gender: Human/ ___________________________
Age: ________ Height: __________ Weight: ___________
Physical Description: _______________________________
___________________________________________________
___________________________________________________
Adventure
Character Name: ___________________________________
Player Name: _______________________________________
Occupation: Doctor
Species/Gender: Human/ ___________________________
Age: ________ Height: __________ Weight: ___________
Physical Description: _______________________________
___________________________________________________
___________________________________________________
Adventure
Character Name: ___________________________________
Player Name: _______________________________________
Occupation: Magician
Species/Gender: Human/ ___________________________
Age: ________ Height: __________ Weight: ___________
Physical Description: _______________________________
___________________________________________________
___________________________________________________
Adventure
Character Name: ___________________________________
Player Name: _______________________________________
Occupation: Occult Expert
Species/Gender: Human/ ___________________________
Age: ________ Height: __________ Weight: ___________
Physical Description: _______________________________
___________________________________________________
___________________________________________________
Adventure
Character Name: ___________________________________
Player Name: _______________________________________
Occupation: Pulp Hero
Species/Gender: Human/ ___________________________
Age: ________ Height: __________ Weight: ___________
Physical Description: _______________________________
___________________________________________________
___________________________________________________
Adventure
Character Name: ___________________________________
Player Name: _______________________________________
Occupation: Reluctant Thief
Species/Gender: Human/ ___________________________
Age: ________ Height: __________ Weight: ___________
Physical Description: _______________________________
___________________________________________________
___________________________________________________
________________________
disguise _______________ watching your every move on the other,
________________________ it’s not going to be easy …
persuasion _____________
________________________
willpower ______________
________________________ Equipment: Lockpicking tools (+1D to
_______________________
________________________ lockpicking for simple mechanical
_______________________ locks), climbing tools (+1D to climbing),
_______________________ several “hot” goods (TVs, stereos, etc.)
Fate Points ____________ 1
Note: This character begins with an
Character Pts. ________ 5 additional three dice to split among
Funds ______________ 3D
Body Pts. ____________ 32 skills.
Move _______________ 10
Phys. Dmg. _________ 1D
Templates ❖ Page 90
Adventure
Character Name: ___________________________________
Player Name: _______________________________________
Occupation: ________________________________________
Species/Gender: ___________________________________
Age: ________ Height: __________ Weight: ___________
Physical Description: _______________________________
___________________________________________________
___________________________________________________
________________________ _________________________________
con ____________________
________________________ _________________________________
charm _________________
________________________ _________________________________
disguise _______________
________________________
intimidation ____________
________________________ Wound Level Body Pts. Range
persuasion _____________
willpower ______________ Stunned __________
Fate Points _____________ Wounded __________
Character Pts. _________ Severely Wounded __________
Funds _________________ Incapacitated __________
Body Pts. ______________ Mortally Wounded __________
Move __________________
Phys. Dmg. ____________ Killed 0
Templates ❖ Page 91
Adventure
Character Name: ____________________________________
_________________________________________
_________________________________________ _________________________________________
_________________________________________ _________________________________________
_________________________________________ _________________________________________
_________________________________________ _________________________________________
_________________________________________ _________________________________________
_________________________________________ _________________________________________
_________________________________________ _________________________________________
_________________________________________ _________________________________________
_________________________________________ _________________________________________
_________________________________________ _________________________________________
• MasterBook/D6 Conversion •
These guidelines convert MasterBook characters and ad- Example: a character with a Dexterity of 9 and a vehicle
ventures to the D6 System rules. Of course, since the conver- piloting of 11 (2 adds) in MasterBook would have a D6
sion translates logarithmic values to linear values, you have to Coordination of 3D and a piloting of +2 (which is added to the
exercise good judgment. If something doesn’t look right after base Coordination score, since the skills falls beneath that
you convert it, alter the value or die code to what seems more attribute).
reasonable.
The conversion involves one simple formula: divide the
MasterBook value by three. The quotient becomes the D6 die
Difficulty Numbers
code and the remainder becomes the number of pips. For The simplest way to convert MasterBook difficulty num-
example, a MasterBook value of 14 becomes a D6 code of 4D+2 bers to D6 numbers is to add +3 to the MasterBook value. You
(14/3 = 4, remainder 2). Using this equation allows you to can also use the chart below to translate them between
convert statistics on the fly. You don’t have to convert all the systems.
numbers in a particular adventure beforehand. For example,
your characters encounter a thug who immediately opens Modifiers
fire. You convert the thug’s fire combat skill value of 8 to a die
code of 2D+2 and start rolling. If the modifier is to an attribute or skill score, divide the
To convert from D6 to MasterBook, simply multiply the die MasterBook modifier value by 2 to get the D6 die code
code by three and then add the pips. For example, a D6 dodge modifier. Treat the quotient as the die code and convert the
skill of 4D+2 has a MasterBook skill value of 14 (3 x 4 + 2). remainder to a pip bonus. For example, a MasterBook trick
The main sections of conversion are characters, difficulty shot has a modifier of -4, which translates to a D6 modifier of
numbers, modifiers, and damage values. -1D+1. For modifiers to difficulties or skill totals, add +1 to the
MasterBook modifier to get the D6 modifier.
Characters Damage
If you’d like to play a MasterBook game with the D6 rules, you
Since MasterBook damage values tend toward the high side,
can use this simple method for converting between the two.
you must first subtract 5 from the MasterBook value and then
Since D6 allows you to use whichever attributes and skills apply the conversion formula. For example, a light rifle in
you deem appropriate for a particular genre, you can use the MasterBook has a damage value of 16. In the D6 System, the
MasterBook attributes — Agility, Dexterity, Strength, En- damage value is 3D+2 ((16 - 5)/3 = 3, remainder 2).
durance, Intellect, Mind, Charisma, and Confidence (ignor-
ing Toughness) — and the MasterBook skills as defined by the
particular WorldBook. You need only convert the MasterBook Miscellaneous
values into D6 die codes using the formula given above. For Conversions for other areas of game play (vehicle and
example, a MasterBook attribute score of 13 would be a D6 die starship combat, magic, psionics, etc.) are left to the game-
code of 4D+1 (13/3 = 4 remainder 1). master. In each case, if something equivalent isn’t included in
Last, Skill Points become Character Points, and Life Points this book, the standard conversion formula should provide
become Fate Points. you with a basis for translation.
Converting MasterBook Characters
Use the following chart to convert attributes between • Difficulty Conversion •
MasterBook and D6 Adventure games.
MasterBook D6
D6 MasterBook Routine, Nearly Routine (1–2) Very Easy (1–5)
Reflexes Agility Very Easy, Easy (3–5) Easy (6–10)
Coordination Dexterity Average, Complicated (6–10) Moderate (11–15)
Physique Average of Endurance and Strength Difficult, Hard (11–13) Difficult (16–20)
Knowledge Intellect Very Hard,
Perception Mind Extremely Hard (14–18) Very Difficult (21–25)
Presence Average of Charisma and Confidence Incredible, Heroic (26–30),
To convert skills, apply the formula given above to the skill’s Nearly Impossible (19+) Legendary (31+)
skill adds and then add that to the base converted attribute.
• Reference Sheet •
• Generic Difficulties • Interaction Difficulty Modifiers
Automatic (0): Almost anyone can perform this action; Base Difficulty: 10 or target’s Presence or willpower
there is no need to roll. (Generally, this difficulty is not listed Situation Modifier
in a pre-generated adventure; it is included here for reference Target is friendly or trusting -5
purposes.) Target is neutral toward character
Very Easy (1-5): Nearly everyone can accomplish this task. or of equal standing 0
Typically, only tasks with such a low difficulty that are crucial Target is hostile or has superior standing +5
to the scenario are rolled. Target is an enemy +10
Easy (6-10): Although characters usually have no difficulty Target is in weakened position -10
with these tasks, a normal adult may find them challenging. Request is something target would do anyway
Moderate (11-15): There is a fair chance that the average or target feels is of minor importance 0
character will fail at this type of task. Tasks of this type require Request is illegal or highly dangerous +10
skill, effort, and concentration. Target is on guard or actively resisting* +10
Difficult (16-20): Those with little experience in the task *Do not include this modifier if you are using the active
will have to be quite lucky to accomplish these actions. A little mental defense described in the Mental Defenses sidebar.
luck wouldn’t hurt either. Lifting Difficulties
Very Difficult (21-25): The average character will only
rarely succeed at these kinds of task. Only the most talented Weight Difficulty
regularly succeed. 1 kg 1
10 kg 3
Heroic (26–30), Legendary (31 or more): These kinds of
50 kg 7
tasks are nearly impossible, though there’s still that possibil- 100 kg 12
ity that lucky average or highly experienced characters will 120 kg 13
accomplish them. 200 kg 17
Information Difficulties 250 kg 18
500 kg 23
Amount of Information Difficulty 750 kg 28
Basic or common information; 1000 kg (1 ton) 33
unconfirmed rumors 5 1100-2000 kg 34-43
Theories; generalities 10 (+1 to base of 33 per 100 kg over 1000 kg)
Complex concepts; moderately 2500-10,000 kg 44-59
detailed information 15 (+1 to base of 43 per 500 kg over 2000 kg)
Professional level; extensive 15,000-100,000 kg 60-77
(though not complete) information 20 (+1 per to base of 59 per 5000 kg over 10,000 kg)
Cutting-edge topics; extensive Movement Difficulty Modifiers
information, including peripheral
details and extrapolations 30 Base Difficulty: 5
Situation Modifier
Condition Modifier
Easy terrain (flat surface, smooth water,
Age of information +5 per century
using a ladder) 0
in the past
Moderate terrain (uneven surface, small
Closely guarded secret +15
obstacles, choppy water, climbing a tree) +5
Observation Difficulties Rough terrain (large but negotiable
Situation Difficulty obstacles, strong undercurrent,
Noticing obvious, generic facts; casual glance 5 climbing a rough wall) +10
Noticing obvious details Very rough terrain (dense and large
(ex. number of people) 10 obstacles, stormy weather, a few
Noticing a few less obvious details airborne hazards) +15
(ex. gist of conversation) 15 Hazardous terrain (minefield, narrow
Spotting a few specific details walkway, many airborne hazards, large
(ex., identities of individuals) 20 waves, climbing a smooth surface) +20
Spotting a few obscure details Very hazardous terrain (corridor filled
(ex. specifics of conversation) 25 with falling debris and explosions,
Noticing many obscure details 30 or more swimming in a hurricane) +25 or more
• Combat Difficulty • Defense Combat Difficulty Modifiers
Default Base Difficulty: 10 Range
Partial Defense: Defender’s active defense roll Range Distance to Target Modifier
Full Defense: Defender’s active defense roll + 10 Point Blank 0 –3 feet -5
Attack Combat Difficulty Modifiers Short 3 feet to first value* 0
Medium First to second value* +5
Difficulty Damage Long Second to third value* +10
Option Modifier Modifier
* Values refer to values given in the weapon ’s range listing.
Marksmanship Cover
Burst fire as single 0 -2D Situation Modifier
Full auto -2D (-6) +2D Light smoke/fog +1D (+3)
Single fire as multi -1D (-3)* +1D* Thick smoke/fog +2D (+6)
Sweep -2D (-6) -3D Very thick smoke/fog +4D (+12)
* Modifiers are per additional round of ammunition, up to Poor light, twilight +1D (+3)
maximum that the weapon holds. Moonlit night +2D (+6)
Brawling, Melee Combat Complete darkness +4D (+12)
Sweep -3D (-10) -3D Object hides 25% of target +1D (+3)
Grab +2D (+6) -3D Object hides 50% of target +2D (+6)
All-out -2D (-6) +1D Object hides 75% of target +4D (+12)
Unwieldy weapon* +5 or more 0 Object hides 100% of target *
*For melee weapons longer than 30 centimeters. * If cover provides protection, the attacker cannot hit the target
directly, but damage done to the cover might exceed the armor
All Attacks value it gives the target, and, indirectly, the target receives
Low Gravity -1D (-4) 0 damage. Most of the time, the attacker must eliminate the cover
No Gravity -2D (-6) 0 before having a chance to hit the target.
Heavy Gravity +3D (+10) 0
Called Shot • Strength Damage •
To figure the Strength Damage value, drop the pips from the
Target is... character’s Physique or lifting value (including any Disadvan-
10 to 50 centimeters long +1D (+5) * tages or Special Abilities), divide the number by 2, and round up.
1 to 10 centimeters long +4D (+15) *
Less than a centimeter long +8D (+30) * • Miscellaneous Damage •
* See page 44 for options.
Type Damage
Hit Locations Botulism (severe case) 4D
Difficulty Damage Cold (extreme) 1D
Hit Location Modifier Modifier Cyanide (fatal dose) 8D+2
Head +1D (+5) +12 Electricity (standard wall outlet) 1D
Heart +4D (+15) +12 Electricity (major power line) 9D
Chest, abdomen 0 0 Falling 1D per
Left or right arm +1D (+5) -2
(for fall of 3 meters or more) 1.5 meters
Left or right leg +1D (+5) -1
Fire (torch-size) 1D
Left or right hand +4D (+15) -2
Hydrochloric acid
Other Modifiers (undiluted, any amount) 2D+1
• The attacker is blind or blinded: +4D (+12) to the Radiation (intense) 3D
combat difficulty.
• The target is blind or blinded or attacked from • Assisted Healing •
behind: -4D (-12) to the combat difficulty. Medicine Body Points
• The target is crouched on the ground: +1D (+3) to the Total Recovered
combat difficulty. 0 0
• The target is prone: –2D (-6) to the combat difficulty 1–5 2
(Point Blank or Short range); +2D (+6) to combat difficulty 6–10 1D
(Medium or Long range). 11–15 2D
• Weapon is difficult to use (character unfamiliar with 16–20 3D
technology, object is hard to throw or grasp, etc.): +5 or more to 21–25 4D
the combat difficulty; do not combine with the unwieldy melee 26–30 5D
weapon modifier. 30+ 6D
• Rulebook Index •
A page number in italics refers to Fate Point, 7 standard, 36–37 iron spikes and piton, 77
a sidebar on that page. Funds, 7 table, 36 jungle adventurer’s pack, 77
•A• make your own, 4 Disadvantages, 9, 15–25 lockpicking tools, 77
Move, 7 Achilles’ Heel (III), 15–16 marbles, 77
actions. See using skills
Skills, 5–6 Achilles’ Heel (IV), 16 rope, heavy (hemp), 77
Advantages, 9, 10–15
Strength Damage, 7 Advantage Flaw (I), 16 rope, light (cotton), 77
Authority (I), 10–11
templates, 4, 81–89 Advantage Flaw (II), 17 shovel, 77
Authority (II), 11
Character Points, 7, 32–33 Advantage Flaw (III), 17 table of costs, 77
Authority (III), 11
combat Age (I), 17 telescope, 77
Contacts, 10
active defense, 41–42 Age (II), 18 tool kits, 77
Contacts (I), 11
base difficulty, 41–43 Bad Luck (I), 18 torch, 77
Contacts (II), 11
block. See combat, parry Bad Luck (II), 18 machine guns, 78
Contacts (III), 11
descriptive damage, 45 Bad Luck (III), 18 melee weapons, 79
Contacts (IV), 11–12
determining damage, 43–45. See Bigotry (I), 18–19 missile weapons, 79
costs, 10
also healing Bigotry (II), 19 pistols, 78
Cultures (I), 12
miscellaneous types, 44 Burn-out, 19 purchasing, 76
Cultures (II), 12
wounds system, 45 costs, 10 price difficulties, 76
Cultures (III), 12
dodge, 41 Cultural Unfamiliarity (I), 19 rifles, 78
Cultures (IV), 12
full defense, 42 Cultural Unfamiliarity (II), 19 shotguns, 78
Equipment (I), 12–13
modifiers, 42, 42–43, 43 Cultural Unfamiliarity (III), 19 submachine guns, 78
Equipment (II), 13
all-out, 43, 43 Debt (I), 19 weapon terminology, 77–79
Equipment (III), 13
blind or blinded, 43 Debt (II), 19–20 •F•
Equipment (IV), 13
brawling, 43 Debt (III), 20
Fame (I), 13 Fate Points, 7, 33
burst fire as single, 42, 43 Employed (I), 20
Fame (II), 13 Funds, 7. See also equipment,
called shot, 43, 43 Employed (II), 20
Fame (III), 13–14 purchasing; rewards, Funds
cover, 42, 42 Employed (III), 21
losing, 10 determining, 7
crouching target, 43 Enemies, 10
Patron (I), 14 •G•
damage bonus, 43 Enemy (I), 21
Patron (II), 14
full auto, 42, 43 Enemy (II), 21 game-enhancing cards, 34
Patron (III), 14
grab, 43, 43 Enemy (III), 21 gamemaster’s characters
Patrons, 10
hit locations, 43, 43 getting rid of, 10 combat and, 42
Trademark Specialization (I), 14
marksmanship, 43 Handicap (I), 21 game mechanics and, 33
Wealth (I), 14
melee combat, 43 Handicap (II), 21–22
Wealth (II), 14–15 •H•
prone target, 43 Handicap (III), 22
Wealth (III), 15 healing, 45. See also Psionics,
range, 42, 42 Illiterate (II), 22
aliens/mutants/fantastic species, 9– skills, healing
single fire as multi, 42, 43 Infamy (I), 22
10 natural, 45
sweep (close combat), 43, 43 Infamy (II), 22
attributes, 4–5 skill, 44, 45
sweep (ranged), 43, 43 Infamy (III), 22
Coordination, 4
weapon difficulty, 43, 43 Language Problems (II), 22 •I•
Extranormal, 4
nonplayer characters and, 42 Negative Learning Curve (II), 22 initiative, 33–34
Magic, 6, 55–60
parry, 41 Poverty (I), 22 method 1, 34
Psionics, 6, 61–75
partial defense, 42 Prejudice (I), 23 methods 2 and 3, 34
improving, 8
resistance total (damage), 44 Prejudice (II), 23 ties/no rolls, 34
and character options, 8
stun damage, 45 Price (I), 23
Knowledge, 4
unconsciousness and death, 44– Price (II), 23
•M•
Perception, 4 Magic, 61–75
45 Quirk (I), 23–24
Physique, 4 artifacts and legends, 63
wound levels, 44 Quirk (II), 24
Presence, 4 learning skills, 61
creation points, 10 Quirk (III), 24
Reflexes, 4 obtaining access to, 61
and character creation, 11 Reduced Attribute (II), 24
•B• Sense of Duty (I), 24 skills, 61–62. See also specific
•D• skills under spells
Body Points, 7 Sense of Duty (II), 24
D6/MasterBook conversion, 92 Sense of Duty (III), 24 alteration, 61, 64
determining, 7
difficulties suggested maximum, 10 apportation, 61–62, 64
improving, 8
choosing and determining Uncoordinated (II), 24–25 conjuration, 62, 64
•C• success, 36–40 divination, 62, 64
gamemaster’s fiat, 38
•E• untrained, 60
character creation, 4–8
generic modifiers, 37 equipment, 76–79 using other systems, 62
attributes, 4–5
table, 37 armor, 77 MasterBook/D6 conversion, 92
background and character
good roleplaying modifier, 37 explosives, 78, 79 mental defenses, 39
features, 7
information, 38, 46 firearms, 78 Move, 7. See also movement
Body Points, 7
interaction, 38, 38–39, 46 gear, 76–77 movement. See also difficulties,
by points, 10
interrogation, 46 binoculars, 76 movement
character options, 6, 9–10. See
movement, 39–40, 40 crowbar, 76 accelerating and decelerating, 40
also Advantages; Disadvan-
observation, 38, 38, 46 first-aid kit, 77 fatigue, 40
tages; Special Abilities
opposed, 37 flashlight, 76 maximum, 39
Character Points, 7
second chances, 37–38 gas mask, 76 other modifiers, 40, 40
Equipment, 7
handcuffs, 77 short distances, 39
Index ❖ Page 96