/ diceless roleplaying -second edition- 2 e k Ta special edition www.pigames.net ALL THE ADVENTURE, NONE OF THE DICE! Version 1.5P Written and Designed by Brett M. Bernstein. Edited by Matt Drake. Contributions by Matt Drake and James Hargrove. ©2002-2004 Precis Intermedia and Brett M. Bernstein, All Rights Reserved. Active Exploits, Active Exploits Take2, Impresa, genreDiversion, and “All the adventure, none of the dice!” are trademarks of Precis Intermedia. Special thanks to everyone on the Active Exploits Discussion List and all the past supporters who have contributed to making this system what it is today. For questions and comments: https://www.pigames.net/contact or post at the pigames.net message boards. table of contents 0. Introduction 1. Basic Exploits Abilities/Special Abilities . . . 10 Aspects . . . . . . . . . . . . . . . 12 Special Aspects. . . . . . . . . . 13 Skills . . . . . . . . . . . . . . . . . 14 Gimmicks. . . . . . . . . . . . . . 17 Principles . . . . . . . . . . . . . . 18 Health . . . . . . . . . . . . . . . . 19 Creating Characters . . . . . . 20 Task Resolution Basics . . . . . 24 Special Tasks . . . . . . . . . . . 26 Experience . . . . . . . . . . . . . 26 Combat . . . . . . . . . . . . . . . 27 Determining Damage . . . . . 29 Recovery . . . . . . . . . . . . . . 31 Character Sheet . . . . . . . . . 32 2. Advanced Exploits 2 Combat Risks . . . . . . . . . . . 51 Damage Classes . . . . . . . . . 52 Drugs and Medicines . . . . . 53 Other Damage Sources . . . . 54 Armor Classes . . . . . . . . . . 55 Permanent Injuries . . . . . . . 55 Vehicles. . . . . . . . . . . . . . . 56 Vehicle Abilities/Flairs . . . . . 57 Vehicle Aspects . . . . . . . . . 58 Vehicle Gimmicks . . . . . . . . 59 Vehicle Integrity . . . . . . . . . 59 Vehicle Task Conditions/Stunts. 60 Vehicle Task Risks . . . . . . . . 61 Vehicle Recovery . . . . . . . . 61 Vehicle Damage . . . . . . . . . 62 Character Sheet . . . . . . . . . 63 Vehicle Sheet . . . . . . . . . . . 64 3 9 33 Flairs . . . . . . . . . . . . . . . . . 34 Accented Abilities . . . . . . . . 37 Open Aspects . . . . . . . . . . 37 Fields of Expertise. . . . . . . . 37 Convictions . . . . . . . . . . . . 38 Threads . . . . . . . . . . . . . . . 41 Optional Forms of Health . . 43 Optional Aspects . . . . . . . . 44 Adv. Task Resolution Basics . 45 Task Conditions . . . . . . . . . 45 Task Risks/Stunts/Outcome. 47 Advanced Combat . . . . . . . 48 Combat Conditions . . . . . . 49 Combat Stunts . . . . . . . . . . 50 Weapon Traits . . . . . . . . . . 51 3. Live Exploits 4. Adaptive Exploits 5. Setting Specifics 65 71 79 The Arcane . . . . . . . . . . . . 80 Martial Arts . . . . . . . . . . . . 95 6. 7. 8. 9. Director’s Notes Impresa Express genreDiversion i Master Lists 103 115 123 135 Skills . . . . . . . . . . . . . . . . 136 Fields of Expertise. . . . . . . 144 Gimmicks. . . . . . . . . . . . . 145 Templates . . . . . . . . . . . . 150 Vehicles . . . . . . . . . . . . . . 153 Reference. . . . . . . . . . . . . 154 introduction 3 Introduction Welcome to the world of Active Exploits Diceless Roleplaying TAKE2. This is the second release of the core rules. If you are familiar with the first edition, learning TAKE2 should be a breeze. Extra features and new/updated rules have been added to both enhance and simplify game play, while maintaining full compatibility with the original version and existing settings. TAKE2 has also been written so that it maintains as much consistency as possible with Impresa Modular Roleplaying System and Impresa Express. These two systems are very similar to Active Exploits in their foundation, using abilities, gimmicks, and so on. Whereas Active Exploits uses diceless mechanics, Impresa’s task resolution is managed through rolling ten-sided dice. Conversion between Active Exploits and Impresa is relatively simple—conversion guidelines are available at the Precis Intermedia web site. Before we begin, let’s discuss what 2 means. You will see this symbol throughout the book. It is a signal to you, the reader, that the accompanying text indicates a change from the first edition rules and how you should go about reconciling your existing characters or setting information. Changes will be minimal and, in most cases, you will only be required to make a mental note. You will also see 3 appear with some optional rules. This indicates that the rules present are dependent on other optional rules listed beside the symbol. The rules have been separated into four distinct sections, with two others as complimentary chapters. Chapter 1: Basic Exploits First we go over the basic rules, intended to get you into the action as quickly as possible. Chapter 5: Setting Specifics Once you have perused the rules and have a firm understanding of them, we move on to setting-specific rules for the arcane (magic and occult) and martial arts. New abilities, skills, and gimmicks can be found here. Chapter 2: Advanced Exploits Then we move on to the advanced and optional information, such as convictions, threads, vehicles, expanded tasks, and combat rules. This chapter can be used right away by readers accustomed to the first edition or by those wishing to expand upon the basic rules. 4 Chapter 6: Director’s Notes Finally, we touch on what the director needs to know in order to make his job a lot easier, while helping his players enjoy the game. Chapter 3: Live Exploits If you are interested in live action roleplaying (LARP), this section is a must. These rules provide a common method for interacting with large groups of people. Chapter 7: Impresa Express This chapter expands upon the existing rules to integrate our scalable dice-based system with Active Exploits, providing better compatibility with our other games that have a Going Diceless option. Chapter 4: Adaptive Exploits For those who want to modify an existing system for diceless play, this chapter provides some useful guidelines and tips for doing so. Chapter 8: genreDiversion i In the same fashion as the previous chapter, this one is meant to integrate Active Exploits with our rules-lite, dice mechanics. Now that you know what to expect, let us review the purpose of this book before continuing. Introduction Chapter 9: Master Lists You’ll find a huge list of skills and gimmicks here. Of course, not all of them are necessary and you can always add more, but this is a master list you can use for easy reference. C what is roleplaying----------------------------------------------------------Roleplaying is similar to the production of a film and requires two or more people. One person assumes the role of director, who sets the stage and casts the actors and extras. The remaining players are the actors, assuming the personalities of their respective characters within the confines of the game. The most important function of the director is to produce an interesting story which flows smoothly and quickly. He should also give the players room to explore their characters while preventing them from getting out of control. There are many different schools of thought as to how roleplaying games should be played. Some people let the dice determine their fate, while others prefer to narrate their own destinies. Whatever your preference, roleplaying is a storytelling game meant to entertain. C diceless roleplaying?----------------------------------------------------Roleplaying games typically use a combination of dice to determine the outcome of a situation. Active Exploits removes that element of chance to encourage players to think before they act and then roleplay their way out of situations or describe their actions in such a way as to inspire the others in their group. Playing in this cinematic fashion will make the game much more entertaining than rolling dice every few minutes. Some elements of chance have been substituted with a form of resource management and secrecy on the director’s part. At the end of the day, don’t worry about this and just have fun. C what do i need to play?------------------------------------------This book is your por tal to adventure for any genre imaginable. It can be expanded with new rules and possibilities by adding supplemental game settings published by Precis Intermedia and licensed third parties. Since Active Exploits was designed to permit game play without the need for dice, it only requires paper, a pen or pencil, and these rules. Although it is not necessary, you should also have a photocopied or printed character sheet (there are a few different sheets provided) ready for each player. Obviously, aside from the materials listed above, you’ll need two or more friends and a little imagination. 5 Introduction C basic concepts--------------------------------------------------------------------------------The rules presented here are only guidelines for play. If you prefer not to use a specific rule, that’s fine, but consider what the rule does. Chances are the rule won’t make sense at first, but as you play and understand how the system works, you will probably come to realize why it was included. The following concepts will help familiarize yourself with the basics of the rules. You won’t know how to play by reading these descriptions, but they will help you grasp the details presented in later chapters. Story This is a complete plot line or adventure which the director has decided to utilize for play. It can encompass many subplots or simply consist of a single, long and complicated tale. Episode It is very likely that a well thoughtout story will take longer than a single session of play. Each gaming session is therefore referred to as an episode since more than one is required to make up a complete story. Scene Scenes encompass an entire exchange of dialog or non-time specific actions (ritual prayer or riding on a stagecoach, for example) in one particular location. The exact amount of time is irrelevant—it takes as long as necessary to complete the exchange. The purpose of a scene is to allow for a quicker passage of time, resulting in smoother game play by ignoring tedious events. 6 Focus This element of play represents a point in the story when a scene is broken down into an orderly and detailed series of actions, rather than using an abstract flow of time. Some examples would be combat and contests of skill. Turn Whenever the focus element is used, turns are utilized to track its progress. A turn represents five seconds and is tracked in order to ensure that players act in an orderly and fair manner. Player Character Player Character is the term applied to all roles which are assumed by the players. These are sometimes also referred to as principal or supporting characters, or protagonists. Non-Player Character Non-Player Character is the term applied to all major roles acted out by the director as opposed to the players. These are sometimes also referred to as supporting characters or antagonists. Extra Extras represent the minor roles (characters not important to the story) which are acted out by the director. These are sometimes also referred to as incidental characters. Setting This is the game-world in which the story is told. The game could be played in a futuristic utopia, ancient fantasy land, or even an alternate reality. These rules can be adapted to fit whichever setting you require by limiting or adding skills, or creating new special abilities. We’ll get to them later. Abilities Each character in the game has a set of abilities which are used to represent what he is capable of Skills Each character has some sort of training or life experience which provides knowledge and proficiency used in aid of a career or simply survival. Whereas abilities determine a character’s potential, skills determine what he knows or is trained to do. Tasks and Effort Whenever a character attempts to put an ability or skill to use in order to accomplish some feat, it is called a task. More complex or difficult tasks require the character to exert effort, which represents the character’s concentration and energy expended. Since effort is a measure of the character’s potential, it is derived from his abilities. Exerting a lot of effort can be very tiring and is limited by the discipline ability. If a character exerts more effort than his discipline rating in a single turn, he begins to tire. This may affect future tasks, because if he becomes fatigued enough, it will reduce the amount of effort which he is capable of expending. There is also something called free effort. This works exactly the same as regular effort, except that it does not contribute to fatiguing a character. Think of it more as a bonus to succeed rather than actually an exertion by the character. Skill is also important and increases the amount of free effort used on a task. Since the character is somewhat versed in the skill, it merely aids him in the task. Let’s recap. Abilities exert effort as a measure of potential. Skills add a bonus due to training and experience. What do we measure these numbers against? Difficulty. The more difficult the task, the more effort/skill is required to succeed at it. There are five degrees of difficulty: trivial, routine, challenging, improbable, and impossible. Each requires a specific amount of effort to be exerted in order for the task to succeed. Now, the director is not going to tell the players outright what the difficulty is, so that it adds an element of chance (and risk). The players will not know how much effort to exert, just like in real life, making the game a bit more interesting. Introduction accomplishing. These abilities are used to measure a character’s raw talent and capacity to learn. Experience As skills are used by characters, they will gain experience points. These points may be used to add effort to a related task, increase the skill’s rating, or even learn a new skill. Health As with reality, characters can tire from excessive activity, collapse from illness, or become comatose from injuries. In order to simulate various health conditions, all characters use meters to track their level of fatigue and injury. Additional meters, such as dementia, toxemia, and etheria, may also be added as optional components. As a character’s health degrades, he finds it more difficult to accomplish certain tasks. 7 Introduction C what else is there?--------------------------------------------------------------Apart from the rules presented in this book, you need nothing additional to play. That is, nothing additional in the way of materials. You will need a little imagination and inspiration—novels, television, and films are great resources for ideas. Precis Intermedia also offers setting books should you wish to further your exploits. There are both free and affordably-priced setting books available for Active Exploits Diceless Roleplaying. A wealth of new and optional rules is also available at: https://www.pigames.net/store/articles.php If you would like to keep up to date on the rules or new settings, share ideas with others, or ask questions, feel free to check out the Precis Intermedia message boards at: https://www.pigames.net/forum 8 This chapter discusses the quick-play variant of Active Exploits. It is meant as an introduction to diceless roleplaying and can either be disregarded for the advanced rules once the basics are understood or utilized as the main rules set for your gaming group. All rules are subject to your own preferences, so if you like a specific mechanic from the advanced rules, but wish to continue using these, it is just a matter of amalgamating the two to make your own house rules. Nothing is written in stone—please experiment and use any combination of rules with which you feel the most comfortable. 1 basic exploits 9 basic exploits C Abilities------------------------------------------------------------------------------------------------------------The most important element of a character (aside from his background, motivations, and nature) is his potential, which is measured by four abilities. These determine his physical, sensory, spiritual, mental, and social capacities. Abilities are rated on a scale from |-1| to |+5| and will most likely not change during play. A negative value denotes a penalty on all related tasks, while a positive value indicates the maximum amount of effort which may be applied to related tasks (and replenished at the end of every turn). We will explore the concept of effort soon, but in the meantime, it describes how much energy the character exerts in order to accomplish a task. ABILITY RATINGS -1 0 +1 +2 +3 +4 +5 disabled average talented very talented super human beyond human unimaginable ability Fitness The fitness ability represents the character’s strength, agility, and physical health. Awareness The awareness ability represents the character’s use of his senses, and is the power of observation and intuition. Creativity The creativity ability represents the character’s spiritual, personal, and artistic affinity, or in other words, inspiration, originality, and style. Reasoning The reasoning ability represents the character’s mental ability—logical deduction, rational thought, and memory. Influence The influence ability is optional and relates to a character’s potential in social situations—charisma and popularity. C special abilities--------------------------------------------------------------------------- 10 Special abilities may also be used to add magic and other powers to the game. Since not all characters possess these abilities, they are ignored unless a specific game setting makes use of any or all of them. Special abilities function in the same manner as standard abilities. A few sample are included below, but you can create your own depending on your needs. Special abilities may be designed to work with existing skills or utilize brand new ones based on your needs There is no real limit as to what they can represent—magical power, new senses, business contacts, super powers, or even a hyperspacial link to other worlds. SPECIAL ABILITY RATINGS cursed or allergic reaction no ability; typical subtle ability obvious ability unusual ability super ability unimaginable ability Conduction The character is able to conduct electricity. This ability measures the level of his body’s safe conductance. It allows characters to utilize conduction-based skills such as streaming and pulsing. basic exploits -1 0 +1 +2 +3 +4 +5 ESP The ESP special ability, better known as extra sensory perception, acts as an extension to awareness by increasing a character’s sense of intuition. It also allows a character to utilize ESP-based skills such as telepathy and telekinesis. EFFORT MAY BE EXERTED FOR THE FOLLOWING USES FITNESS • physical maneuvers such as in fights or sports • maintaining and regaining balance • climbing, jumping, throwing, and catching • using physical strength • increasing the speed at which one acts in combat AWARENESS • searching for hidden clues • discovering someone sneaking about • predicting the outcome of a situation based on intuition • increasing the speed at which one acts in combat CREATIVITY • inventing a new fashion style or buzz word • thinking up an elaborate speech or story • finding new and useful ways to accomplish tasks REASONING • studying academia • attempting an educated guess • using common sense • predicting the outcome of a situation based on logical deduction INFLUENCE • intimidating, interviewing, or interrogating people • seducing members of the opposite sex • bargaining and negotiating ESP • adding effort to awareness-based tasks (at director’s discretion) In addition, all abilities may exert effort for tasks related to their use. 11 C aspects---------------------------------------------------------------------------------------------------------------- basic exploits 2 Aspects were called Mutable Abilities in the first edition rules. 2 Revelation is not used in the basic rules. Aspects can be used to regulate or assist abilities, and as such, will change very often. Unlike abilities, these are not connected to skills and do not replenish easily; once spent, aspects can only be regained under certain circumstances (discussed below). Aspects are rated on a scale from zero (0) to six (6), each having its own measure of the scale. Luck The luck aspect is fate incarnate. Consider what happens when the universe intervenes on behalf of your character—you get lucky. Luck may be restored through the use of principles (we will dicuss them soon) or the director may decide to reward a character with one (1) point for good roleplaying. Discipline The discipline aspect describes a character’s willpower, composure, and resolve. It determines how much effort a character can exert in a turn before tiring and allows him to press on in the face of danger and even extreme pain. Although it cannot be raised above the starting value, discipline is restored to that value at the end of each episode. DISCIPLINE RATINGS 0 1 2 3 4 5 6 feeble will weak will average will strong will iron will super-human will unimaginable will LUCK RATINGS 0 1 2 3 4 5 6 unlucky typical luck lucky very lucky super lucky supernatural influence master of fate POINTS MAY BE EXPENDED FOR THE FOLLOWING USES LUCK • increases the amount of effort used by one for each point expended • one point may be expended to increase the amount of damage inflicted in an attack against someone or something • decreases the amount of fatigue or injury sustained by one for each point expended DISCIPLINE 12 • decreases the amount of fatigue or injury sustained by one for each point expended C special aspects------------------------------------------------------------------------------ ENDOWMENT RATINGS 0 1 2 3 4 5 6 no capacity weak capacity subtle capacity obvious capacity unusual capacity super capacity unimaginable capacity Wealth Wealth represents a character’s overall assets and cash flow. The character can produce the amount of cash indicated on the table below within a matter of hours by expending the corresponding number of points. The expenditure of points is not required for loans, credit, or the accumulation of cash. Wealth is restored at either the end of an episode or story (director’s discretion). WEALTH RATINGS 0 1 2 3 4 5 6 destitute poor privileged comfortable rich millionaire billionaire $5 $20 $1000 $10,000 $250,000 $500,000 $5,000,000 Endowment Endowment indicates that the character has access to supernatural powers granted by an entity existing in another realm. Endowments are typically granted in exchange for favors and if a character does not live up to his end of the bargain, this aspect may be taken away or the entity may punish him. Endowment is used to supplement other abilities—choose an endowed ability and expend points to add extra free effort to tasks involving the chosen ability. Endowment points may be restored by renegotiating a new agreement with either the same or a different entity, but only one entity at a time. basic exploits As with special abilities, special aspects are used to add magic and other powers to the game. Since not all characters possess these aspects, they are ignored unless a specific game setting makes use of any or all of them. Special aspects function in the same manner as standard aspects. A few samples are presented below, but you can create your own depending on your needs. ENDOWMENTS physical sensory spiritual intellectual social affects affects affects affects affects fitness awareness creativity reasoning influence Regenerative Metabolism The character is a mutant and possesses an extra gland which produces a chemical that stimulates healing at an accelerated pace. Each point expended restores one grade of injury. This aspect is restored at the end of each episode. Aura The character possesses a natural defense against ESP. Each point expended increases the difficulty of an ESP-based task directed at him by one grade. This aspect is restored when the character completes a restful night’s sleep of at least eight hours. 13 C skills-----------------------------------------------------------------------------------------------------------------------edition of the rules does not differentiate between aptitudes and 2 This academia, although skills which cannot be used unskilled (those followed by *) basic exploits are the same as the latter. 2 The apprentice skill rating has been replaced with novice. Feel free to use the term with which you are more comfortable. Skills are used to represent general knowledge, training, and fields of study for each character. Every skill is governed by a single ability and rated on a scale of unskilled, novice, proficient, and expert. A character’s ability and skill ratings determine his chances of success when attempting a task. Other factors may also apply, but these are directly related to the character. Any skill may be attempted unskilled unless it has an asterisk (*) next to it. Feel free to add your own skills to fit the setting. Unskilled This is the default rating for all skills and indicates that the character has no training or experience with the specific skill. Novice This rating (also called apprentice) represents that the character has a basic understanding of the skill or at least the minimum of experience and training required to use it. Proficient This level of prowess indicates that the character has had professional training or extensive experience in the skill. Expert This level of mastery indicates that the character is at the top of his field. An expert is typically unsurpassed in understanding or experience. 14 Fitness-Based Skills Archery covers the use and construction of bows and arrows. Athletics helps a character climb, swim, throw objects, perform acrobatic stunts, and dodge attacks. Brawling covers punching, kicking, grappling, and parrying in combat situations. Driving covers the operation of automobiles, trucks, and motorcycles. It can also be used for general vehicle maintenance when used with reasoning instead of fitness. Firearms covers the use of any pistol or rifle. It can also be used for general gun maintenance when used with reasoning instead of fitness. Melee is used to fight an opponent using hand-to-hand weapons such as staves, knives, swords, and clubs. Piloting* covers the operation of airbased vehicles such as helicopters and planes. It can also be used for general vehicle maintenance when used with reasoning instead of fitness. Riding is the knowledge of controlling horses (or other riding animals) and steering horse-drawn wagons and carriages. Sailing is the art of steering and navigating a boat using only the wind and the sails. It can also be used for general sail-boat maintenance when used with reasoning instead of fitness. Creativity-Based Skills Crafts is the shaping and baking of clay pottery and forging of crude metallic alloys such as bronze. Design covers all forms of artistic training, including painting, drawing, sculpting, metal working, graphic design, photography, and even forgery. Instrument is the art of designing and playing musical scores with a specific type of instrument. For example, string, percussion, or horn. Literacy is the art of language and literature. Literacy is used for reading and writing, and analyzing the written word when used with reasoning instead of creativity. Performance is the art of oration, singing, acting, and performing on stage. Influence may be used in place of creativity, if the director prefers. Reasoning-Based Skills Boating is the building of small wooden sea vessels, such as canoes, rafts, or rowboats. It can also be used to steer boats when used with fitness instead of reasoning. Computers covers the operation, hacking, and basic repair of all computer systems. Electrical is the knowledge of designing, building, and repairing electronic devices. Financial covers all basic avenues of monetary application, including accounting, business management, and trading. First Aid is the application of basic medical techniques in order to sanitize and bandage small wounds, and act in emergency situations. A successful task indicates that one grade of fatigue is restored to the patient at the end of the day. Investigation is the acquisition of data through examination, observation, inquiry, and research. Engineering* covers a wide array of construction arts—architectural, civil, and aerospace. Leadership is the art of delegating responsibility and gaining the trust, respect, and loyalty of one’s subordinates. Influence can be used in place of awareness, if the director prefers. Legends is the knowledge of superstitions, the occult, fairy tales, and mythology. Mechanical is the knowledge of designing, building, and repairing mechanical devices. Medicine* is the knowledge of healing and treating the wounded or ill. basic exploits Awareness-Based Skills Criminal covers racketeering, confidence scams, picking locks and pockets, safecracking, hiding from the law, and escaping from bonds such as chains or ropes. Fitness may be used instead of awareness for physical maneuvers. Gambling allows a character to play games of chance and deduce the odds of winning in a given situation. The character can also bluff when this skill is used with influence in place of awareness. Subterfuge is the art of concealing one’s true motives. It can also be used for disguises, forgery, and sabotage when used with the mechanical or electrical skills. 15 basic exploits 16 Natural Sciences* covers a wide array of studies, including astronomy, biology, chemistry, geology, and physics. Parapsychology* is the methodical study and organization of the paranormal and other occurrences which are inexplicable by science. It can also be used to identify supernatural creatures and their properties. Social Sciences* covers a wide array of studies, including economics, law, politics, sociology, and theology. Streetwise is the knowledge to survive on the streets. It is the urban equivalent of the survival skill. Influence can be used in place of awareness, if the director prefers. Survival is the knowledge of staying alive in the wilderness. Survival allows characters to build shelters, locate food sources, hunt, and follow paths. ESP-Based Skills Mesmerism can be used to put another person within eye contact into a hypnotic trance. The target character may then be given instructions which he must carry out. The difficulty of the task is determined by the complexity of the instructions—simple one-word commands are routine, while longer, more complex orders are challenging. Tasks which instruct the target to put himself in harm’s way are improbable. Telekinesis is the power to move objects with the mind. Difficulty is based on the range to target, but the size of the item should also affect it. Telepathy allows a character to communicate his thoughts to another person or animal without speaking. Reading someone’s thoughts is a bit harder and increases the difficulty by one or two. The difficulty is determined by range. Influence-Based Skills (Optional) Leadership (see Reasoning-Based Skills) Performance (see Creativity-Based Skills) Seduction is using the allure one has with the opposite (or the same) sex to convince them to listen to the character. Streetwise (see Reasoning-Based Skills) Conduction-Based Skills Absorption allows a character to absorb electricity directly into his system. Once absorbed, it may be redirected using another conduction-based skill (at the director’s discretion). Pulsing is the power to radiate multidirectional electromagnetic, signals at defined frequencies, thereby jamming other signals or using it to communicate. The possibilities are endless and may be further defined by the director. Streaming allows a character to radiate a focused bolt of electrical energy from his body. This bolt may be directed at a specific target, or used to power or overload electrical items. For example, a stream may power-up a television set or overload a computer system. C gimmicks---------------------------------------------------------------------------------------------------------Prestige indicates that the character is widely known in a region, nation, or even the world for one reason or another. He could be a famous musician, actor, political figure, or businessman. Servitude indicates that the character is in debt to another person and must work it off as a servant (butler, maid, assistant, etc.). Tolerance to Pain indicates that the character is somehow immune to pain and can ignore all penalties caused by fatigue and injury. Vulnerability indicates that the character is extremely sensitive to a specific substance or mystical force (such as ESP). He receives two (2) grades of fatigue when directly exposed and double the normal amount of injury or fatigue when the contact is the result of an attack. Wealth indicates that the character is extremely rich. He can usually scrape together enough cash for any deal. basic exploits Gimmicks are special properties which may be used to better define a character’s background, physical oddities, or personality. Authority indicates that the character has certain responsibilities which permit him to exercise special rights. He can be involved in law enforcement, the justice department, or even city hall. Connections indicates that the character has friends or associates in some sort of criminal, political, community, religious, or military organization which he can call on for assistance. The connections can also take the form of students, followers, or employees. Fugitive indicates that the character is an outlaw and on the run from law enforcement agencies. He should avoid the law as much as possible. Internal Compass indicates that the character can never become lost in the wilderness or a city. He can extrapolate his general location from signs in nature. Internal Clock indicates that the character possesses a knack for always knowing the exact time and date. Military Rank indicates that the character is in the military and holds an officer’s rank. He may also have access to sensitive material and weapons. Multilingual indicates that the character can speak up to two languages in addition to his native tongue as a result of growing up in a household or culture where more than one language is used. 17 C principles----------------------------------------------------------------------------------------------------- basic exploits is new to Active Exploits and is merely a simplified alternative to 2 This convictions. Principles represent a character’s personal goals, mission objectives, and aspirations. They help define a character’s purpose in the game and reward him for achieving that which his principles represent. It is the director’s task to announce when a principle belonging to a character comes into play. There are three types of principles. Each has its own method of interaction. Codes Codes represent a character’s moral values and ideological beliefs. This principle comes into play when a character is faced with commiting actions that oppose his code, or receives information or witnesses events contradicting it. Codes may be suppressed by expending one point of discipline or gaining one grade of fatigue. Otherwise, the character suffers from severe guilt or distress and receives an increase in difficulty by one grade on all nonfitness tasks until the effects subside (typically a few days). Alternately, if the player wishes to act out the conflict (meaning roleplay it), he can do so without expending discipline or gaining fatigue. However, if the director is not convinced by his performance, he may still suffer from effects of guilt. Faults Faults represent a character’s overwhelming personal demons. These can take the form of habits, dependencies, and fears. This principle comes into play when a character is faced by one of his faults—it may be suppressed by expending one point of discipline or luck, or gaining one grade of fatigue. Otherwise, the character must react appropriately. For example, a fear of spiders might cause a character to scream or run away at the sight of one; or the smell of cigarette smoke may force a character to partake of his nocotine fix. Alternately, if the player wishes to act out the urge (meaning role- SAMPLE PRINCIPLES 18 CODES • religion; the character is a devout follower and would not stray from the teachings of his faith • the character believes that the earth is alive, and protecting all animals and ecosystems is his duty • chivalry; the character follows the knightly code and would never hurt an innocent or refuse aid to anyone in distress FAULTS • alcohol addiction • acrophobia; the character is deathly afraid of heights • nervous tics; the character has bizarre mannerisms which cannot be controlled, except by extreme concentration OBJECTIVES • get married, own a house, and have two children • secret mission; retrieve special document • earn pilot’s license play it), he can do so without expending discipline or gaining fatigue. However, if the director is not conviced by his performance, he may still indulge in the appropriate behavior. basic exploits Objectives Objectives represent a character’s personal ambitions, life-long goals, or even directives pertaining to his occupation or other responsibilities. This principle comes into play when a character achieves his objective— he receives one (1) point of luck for short term objectives and either two (2) points of luck or one (1) point of discipline (not additional discipline, it is merely restored to the character’s initial rating, if points have been expended) for long term objectives. C health---------------------------------------------------------------------------------------------------------------------2 All forms of health now have fives grades of severity instead of four. 2 Fatigue can either be represented by the symbol S or the abbreviation FAT. 2 Injury can either be represented by the symbol W or the abbreviation INJ. Health is used to measure a character’s current physical condition. There are two types of health which are measured in this version of the rules: fatigue and injury. Both have five grades of severity. The amount of effort which the character can exert on a task may be reduced when fatigued or injured. This penalty is not applied from fatigue during combat situations, however, since a character is most likely pumping large amounts of adrenaline to keep him going. 1 2 3 4 5 Fatigue Fatigue represents excessive effort which wears down a character, causing him to tire. Fatigue can result from blunt trauma and physical strain. When a character has sustained five grades of fatigue, he falls unconscious. If he receives any more fatigue, it is applied as injury. Injury Injury represents the character’s physical well being and can result from lacerations, breaks, and burns. When a character has sustained five grades of injury, he falls unconscious and is totally incapacitated. If he receives any further injury, the character dies. FATIGUE GRADE INJURY GRADE dazed stressed strained exhausted unconscious bruised sprained wounded maimed incapacitated PENALTY -1 -2 -3 — 19 basic exploits C creating characters--------------------------------------------------------The very first thing we must do before creating characters is deciding which reality level the game will feature. There are three levels: dramatic, heroic, and epic. This is important, since the very nature of the game will determine just how powerful the characters truly are. Once the director has chosen a reality level, we can begin creating a character. This is a relatively simple process and involves assigning ability, aspect, and skill ratings, and choosing gimmicks and principles. When designing your character, please keep in mind that the purpose here is to create someone you will enjoy portraying. Having the power to crush the other characters or win every challenge set before him can become monotonous after a while. Remember, the best characters in your favorite films and novels are always flawed. They are not perfect, because if they were, where would all the fun be? Dramatic Dramatic games focus on story and character development. They are intended to simulate real world situations rather than those present in high octane movies. Heroic first edition rules used the term 2 The pulp instead of heroic. The terms are identical for purposes of character creation. Heroic games focus more on action than drama, but character development is still an important element. They are intended to provide swashbuckling and wild-ride adventures. 20 Epic Epic games focus on the surreal and super-human ability. They are intended to portay superheroes, powerful wizards, giants, and creatures out of mythology rather than mere mortals. Step 1: Creating an Identity What is the character’s age, height, weight, hair color, eye color, and style of dress? Is he attractive? Does he have any disfiguring scars? It is not necessary to provide exact details. Approximations will suffice as long as the director, other players, and yourself can visualize him. Where did he grow up? What is his nationality? What language does he speak? What does he like or dislike? In which trade or profession is he trained? What does he do for a living? Is he wealthy? Players should discuss all character concepts with the director first. Bear in mind that the director runs the show. A particular concept may not be compatible with the story he has created. Step 2: Assigning Ability Ratings All characters possess a zero (0) in all abilities by default. The reality level is used to determine certain factors. Special abilities and aspects may only be used if the director authorizes them. He may choose to restrict their use or even create new ones. The use of special abilities and aspects also means that the director will need to decide how many additional bonus/points are available to be allocated to them. a˘ The total number of bonuses which may be allocated among the abilities is: Dramatic |+2| Heroic |+4| Epic |+6| Add +1 if using Influence b˘ c˘ e˘ f˘ g˘ Step 3: Assigning Skills and Skill Ratings The reality level determines the number of skills at specific ratings and how many extra experience points to allocate among them (we’ll discuss experience soon, so just trust us when we say that they are important). You may choose to lower the rating of one of your character’s skills by one level in return for an incease of one level in another. This can only be done once and as always, it is subject to the director’s approval. In addition, the director may also allow extra novice-level skills for heroic and epic characters to fit their backgrounds, or allow one expert-level skill for dramatic characters for the same reason. h˘ i˘ j˘ POOR ABILITY/ASPECT BENEFITS FOR EACH |-1| ABILITY OR REDUCTION IN DISCIPLINE: • you may add |+1| to any ability as long as it does not go over its maximum • you may add one point to an aspect as long as it does not go over its maximum • you may choose one additional skill at novice level in step 3 k˘ The total number of novicelevel skills with which the character automatically begins play is: Dramatic 2 Heroic none Epic none The total number of proficient-level skills with which the character automatically begins play is: Dramatic 3 Heroic 3 Epic 6 The total number of expertlevel skills with which the character automatically begins play is: Dramatic 0 Heroic 2 Epic 3 The amount of extra experience points which may be allocated among the skills possessed by the character is: Dramatic 3 Heroic 6 Epic * * 9 minus the total number of skills chosen basic exploits d˘ The starting value for the luck aspect is 4. Dramatic 4 Heroic 4 Epic 4 The starting value for the discipline aspect is: Dramatic 2 Heroic 4 Epic 6 Discipline may be reduced by one point to receive one benefit (see the Benefits box below). The maximum rating for each ability is: Dramatic |+2| Heroic |+4| Epic |+5| If an ability’s rating is |-1|, receive one benefit (see the Benefits box below). The maximum number of |-1| abilities a character may have is: Dramatic 2 Heroic 3 Epic 4 The maximum rating for luck is 6. The maximum rating for discipline is: Dramatic 4 Heroic 5 Epic 6 21 basic exploits Step 4: Assigning Gimmicks Gimmicks are also important and typically aid the character in some way, although some can also be detrimental to him. They add flavor to the game, but are not necessary in order to enjoy play. The director is free to allow as many gimmicks as he sees fit as long as it works with the character’s background. Step 5: Assigning Principles Principles are optional, but like gimmicks, they add flavor to the game and can increase the entertainment factor. Remember, there are codes, faults, and objectives. Codes: What religious or political views does the character have? Is he honorable? Is he moral? Faults: What kind of personality does the character have? Does he get upset easily? Does he suffer from an irrational fear? Is he mentally unstable or paranoid? Is he in the habit of repeating a particular phrase or making a gesture? Objectives: What motivates him? Does he have a dream? Is he in search of wealth, power, or some archaeological artifact? CHARACTER CREATION BY EXAMPLE 22 Our character, Detective Stan Winston, will be physically adept and intelligent at the same time. He was a marksman at the police academy. That’s as much as we need for Step 1. Of course, your characters should be fleshed out a bit more than that. On to Step 2. We’ll be using the dramatic level when playing Detective Winston, so we’ll set up his abilities like this: fitness |+1|; awareness |0|; creativity |0|; reasoning |+1|; and influence |+1|. Luck is at the default of 4 and discipline is at the default of 2. If we wanted to increase his fitness rating to |+2|, we could do this by reducing his discipline to 1, but that would leave him very susceptible to fatigue and injury. In Step 3, we assign skills. Here is what we decide: brawling (proficient); driving (proficient); athletics (novice); investigation (proficient); criminal (novice); and the director has authorized fireams (expert). We’ll dump his extra experience into firearms to make him a real crack shot. The only gimmick that fits his background is authority, so we give that to him in Step 4. Step 5 is all about principles and we decide that he believes in justice, but also has violent outbursts due to stress from his job. So his code is justice and his fault is rage. We decide not to give him an objective. And that’s pretty much it. Sure, there are some loose ends in his background that need to be tied up, but that’s easy enough, and you don’t need the rules for that. Name Detective Stan Winston Setting Luck +1 diceless roleplaying 2 XXXX IIIIII IIIIII XX 0 awareness 0 IIIIII IIIIII +1 awareness reasoning +1 influence IIIIII IIIIII 3 health Principles and gimmicks Code: Justice Fault: Rage Authority 5 7 Fatigue dazed I stressed I strained I exhausted I unconscious I 4 -1 -2 -3 -— injury I bruised I sprained I wounded I maimed I incapacitated basic exploits Discipline fitness / 1 Skills Brawling Qn QE Driving Q •n QP QE Athletics Qn Q •P QE Investigation Q •n QP QE Criminal Qn QP Q •E Firearms ••• • Q •P Qn QP QE equipment 9mm Brown 1994 Sedan Handcuffs QQQQQ QQQQQ QQQQQ QQQQQ QQQQQ QQQQQ QQQQQ QQQQQ QQQQQ QQQQQ QQQQQ QQQQQ QQQQQ QQQQQ QQQQQ QQQQQ 8 QQQQQ QQQQQ QQQQQ QQQQQ QQQQQ QQQQQ QQQQQ QQQQQ background, notes, etc. 9 Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ 6 © 2003 Precis Intermedia. This form may be copied for personal use only. 1. Name and Setting Write your character’s name and the setting with which he will be used here. 2. Aspects Check off the current number of points next to the appropriate aspect. Write in the name of any special aspects on the right, beside the gray boxes, which should be checked as well. 3. Abilities Write in the rating of each ability, and the name and rating for any special abilities used in the gray boxes. 4. Health Meter Check off the appropriate boxes when fatigued or injured. 5. Principles Write down the character’s principles. 6. Skills Write down the character’s skills. Check off the appropriate skill rating for each, as well as the current number of experience points. 7. Gimmicks Write down the character’s gimmicks. 8. Equipment Write down the character’s possesions or any equipment he is currently carrying. 9. Background and other notes Write down the character’s history or any other information which would prove useful during play. 23 C task resolution basics-------------------------------------------- basic exploits 2 The success table has been removed in favor of simple addition. Since the mechanics are pretty much the same, the table is still usable if preferred by players and can be found in Chapter 6. Conditions have also been simplified into different types of tasks for the basic rules, making the game run more smoothly. 2 The first edition rules used the symbol § to denote an increase in difficulty by a number of grades equal to the number, while ¡ denoted a decrease. Although you can still use these symbols, this version of the rules writes out the change in difficulty. For example: increase by one grade of difficulty. Tasks are tests of skill and/or ability. There are many elements of a task which can affect the outcome. All tasks are resolved by exerting effort from one or more abilities. Characters may exert an amount of effort up to the rating of the appropriate ability. If used in conjunction with a skill, the appropriate ability is that which the skill is based upon. If the ability has a rating of |-1|, the total amount of effort applied to the task (from other sources) is reduced by one (1). Luck points may also be expended (and not regained until a later time determined by the director) in order to increase the amount of free effort by one (1) for each point. Skills also add free effort to the task. The actual amount depends on the skill rating. In addition, up to three (3) points of experience belonging to the related skill may be expended in order to increase the amount of effort (not free effort) by one (1) for each point. FREE EFFORT unskilled novice proficient expert 24 0 +1 +2 +3 The amount of effort required for a success is dependent upon the difficulty of the task. Any effort beyond what is needed to succeed is called overkill and is used by the director to determine additional effects at his discretion (additional damage, further distances, etc.). Some examples of difficulty are listed below. EFFORT REQUIRED trivial tasks routine tasks challenging tasks improbable tasks impossible tasks 1* 2 4 6 8 Trivial Trivial tasks require a negligible amount of effort and little or no training. They represent actions which we commonly take for granted. The director has the option to bypass task resolution and permit the character to succeed automatically.* Routine Routine tasks require a minimum of effort and very little skill. They represent every day labors which often become second nature. As with the trivial difficulty, the director may bypass task resolution and decide for himself whether or not the character succeeds at the task. Challenging Challenging tasks require significant effort and/or skill. They repre- sent mostly innocuous action which must rely on the proper training and experience. Most challenging tasks will only be successful by skilled characters. Impossible Impossible tasks require a maximum of effort and skill, and are not likely to be successful. They represent dangerous and infeasible actions. The director should always caution a player once he announces how much effort is being applied to the task (but not before). If the character decides to back down at this point, he may do so, but cannot alter the amount of effort exerted on the task. basic exploits Improbable Improbable tasks require extreme effort and skill. These are typically unfamiliar and somewhat dangerous actions. It is unlikely that anyone other than a highly skilled character will be able to succeed at an improbable task. SAMPLE DIFFICULTIES TRIVIAL • typing a letter • walking up stairs • making a sandwich • chopping firewood ROUTINE • filleting a fish • making an arrow • riding a calm horse • starting a fire CHALLENGING • writing an elegant poem • picking a lock • painting a landscape under time constraints IMPROBABLE • forging a document based on second hand knowledge • swimming in rapids • picking an unfamiliar lock IMPOSSIBLE • breaking a thick board with your head • shooting an arrow while severely intoxicated • properly cooking a whole chicken in ten minutes • finding a needle in a haystack TASK RESOLUTION BY EXAMPLE While chasing a suspect on rooftops, Detective Winston attempts to jump across a wide gap. Since falling is rather low on his list of things to do, Winston exerts 1 point of effort from fitness to do so. Because jumping is covered by the athletics skill (and his rating in athletics is novice), the detective receives +1 free effort. He also decides to spend 1 point of luck just in case. The director decides that the difficulty is challenging since the distance he must jump is about 3 meters (or 10 feet) and the character has enough speed to give him a boost. This means that the character needs a total of 4 points of effort in order to succeed. The 1 point of effort from fitness, 1 point from his athletics skill, and 1 point of luck totals three, meaning he fails the jump and falls to the ground. Ouch! Let’s suppose that he had a fitness of +2 and allocates 2 points instead of 1. This is enough for him to succeed, so he would be able to continue his pursuit of the suspect. Let’s take this one step further. We’ll say that somehow he was able to exert 3 points of effort from his abilities (the how doesn’t matter, we’re concentrating on the result). This means that he exerted more effort than his discipline rating, so he gains 1 grade of fatigue. He can counter this by spending 1 point of discipline, but he’d rather save that in case he fights the suspect, so his fatigue is increased by one grade. 25 basic exploits C special tasks--------------------------------------------------------------------------------------Contested Tasks A contested task is a direct competition against another character. Both players attempt their tasks with difficulties assigned by the director (routine under normal circumstances, but adjust for weather, lighting, reach of weapon, etc.). The character with the highest overkill wins the contest. If there is a tie, the director can either call it a draw or base the win on who has the highest relevant ability or skill rating. Resisted Tasks A resisted task is one which is attempted in order to counter a previously successful task or thwart one which is directed at the character (an attack, for example) using a different skill or ability. For example, attempting to parry a punch. The original task’s overkill determines the amount of effort required to succeed, although in cases where difficulty can vary (ranged combat, for example), the difficulty is increased by the amount of overkill. Sustained Tasks Some tasks either require a specific amount of time or may be more easily acheived by spending extra time on the attempt. The director must decide the minimum time required (if applicable; this number can either be in turns, minutes, or hours) and the incremental amount of time at which a character receives a bonus. If a character spends more time on the task than the minimum, add one (1) point of free effort for each incremental amount of time beyond the minimum spent concentrating. If the minimum amount of time is not met, reduce the amount of effort applied to the task by one (1) or two (2) points. United Tasks Some tasks can be performed by multiple characters with one acting as the leader. Only the leader must check for success, but he may add one (1) extra point of free effort for each additional character assisting who contributes more than one (1) point of effort, and has a skill rating of at least novice for simpler tasks (such as lifting) or proficient for more complex tasks (such as surgery). Prostrated Tasks Whenever a character exerts an amount of effort (but not free effort) greater than his discipline rating in a single turn, he gains one (1) grade of fatigue. This represents pushing one’s self by way of extreme concentration or physical strain. This effect may be countered by spending one point of luck or discipline. C experience------------------------------------------------------------------------------------------------------ 26 One point of experience is gained whenever a character succeeds at a challenging, improbable, or impossible task. Directors may also award one point of experience for failed tasks if the situation was roleplayed in an entertaining manner by the player. This experience point is attached to the respective skill and may be used to add extra effort to tasks (see task resolution), but no additional effort is gained in this situation. Twenty (20) experience points can also be expended to raise the respective skill rating by one level. Abilities cannot be raised under normal situations. Intense conditioning, however, can result in a slight change in ability (no more than one point). Maximums listed in the character creation section still apply. This increase costs twenty experience points which may be taken from any skill related to the respective ability. For example, intense physical training over a period of several months can increase a character’s fitness rating by one (|+1|), but he must also expend twenty experience points from any fitness-based skills. All changes are at the discretion of the director. basic exploits New skills at novice level may also be obtained by expending twenty (20) experience points. These may be taken from any existing skill(s). The character must have a darn good reason for gaining this new skill, however. “Because I want to” just doesn’t do it. The character must have attempted to perform tasks covered by the desired skill many times throughout play or he must have a highly skilled teacher guiding him in its use. These rules are not about maxing out characters, but rather roleplaying, so make sure there is a logical and story-driven reason for a new skill. C combat------------------------------------------------------------------------------------------------------------------2 Combat has been drastically simplified in this version of the rules. Whenever a situation arises which calls for more detail (like combat), the characters act on a turn by turn basis. This is referred to as bringing the scene into focus. Each turn represents approximately five (5) seconds. The first step is to determine the order in which characters act. By default, all characters act simultaneously. Players may decide to exert effort from fitness or awareness (or ESP) in order to act in haste, however. This means that they can perform a task before the others, usually at the expense of accuracy. When haste comes into play, characters act in order of highest amount of effort exerted to lowest. If there are ties, the actions occur simultaneously. More than one action may also be attempted each turn, but once effort has been exerted for a task (or haste), it is not available until next turn, and if too much effort is exerted, the character can become fatigued (see prostrated tasks). Additional actions occur after every character has had a chance to complete their first. Effort may also be exerted on additional actions in order to act in haste. It is up to the director to determine if multiple actions chosen by the character are feasible given the situation. Basically, a character may run across the room and fire his gun, or stay alert while defusing a bomb, but he cannot run across the room and defuse the bomb at the same time. If an action occurs before another character may act, it is resolved before play continues. All simultaneous actions have no effect on each other. In other words, if Joe hits Bob with his gun, Bob may still act. After all simultaneous actions occur, however, damage is applied, and Bob may just be down for the count. The following actions may be attempted in a turn: 27 DIFFICULTY basic exploits trivial routine challenging improbable impossible WALK RUN CRAWL/CLIMB SWIM 2m 3m 5m 7m 9m 15m 20m 30m 40m 50m 1m 2m 4m 6m 8m 2m 4m 8m 12m 16m Move The character can walk, run, crawl, climb, or swim. Distances are in meters per turn. The amount of effort (or difficulty) required for these actions is determined by the desired speed and the skill used is athletics. The director may either allow a character to move the desired distance simply by forfeiting the required effort for the remainder of the turn or make the character attempt a task. Attack The character may attack an opponent. The actual skill used varies by attack, but the fitness ability is almost always the source of effort. Base difficulty for all attacks is routine, except for ranged weapons (listed below), or resisted and contested tasks. All hits are assumed to be nonspecific. In other words, the damage is caused by hits to the chest or from general bruising. If a specific body part is targeted, the attack receives an increase in difficulty by one grade. A success indicates that the targeted body part is hit. If the roll is not successful, but it would have been if a specific body part was not targeted (i.e. one less difficulty), the attack is successful, but the specific body part is not hit. RANGE 28 p s m l e point blank short medium long extreme DIFFICULTY trivial routine challenging improbable impossible Other modifiers may be applied to attack tasks as well. Environmental situations may increase difficulty. For example, it may be improbable to hit someone in the dark or challenging when he is running. Other factors such as technical knowledge may increase a character’s free effort on a task. For example, a character’s engineering skill may add an extra point of free effort to his firearms skill to correct a jam. Archery: Indirect or direct projectile attacks such as with bows, crossbows, and slingshots. An Aiming Modifier is used if one turn is spent aiming—the task receives one (1) extra point of free effort. Athletics: Thrown attacks such as with rock, knives, and grenades. Brawling: Unarmed attacks such as punching, kicking, and grappling. Firearms: Handgun attacks such as with pistols and even shotguns and assault rifles. A Recoil Modifier is applied if burst fire is used or mulitple shots are fired. This number represents a decrease in effort on the task (this can be ignored if firing at targets within short range or the weapon is mounted or is otherwise stabilized), but also increases the damage by one (1) grade if used. THROWING DISTANCE 3m 6m 20m 50m 75m Defend The character may defend against an opponent. As with attacks, the actual skill used varies by defense. This is a resisted task, so the amount of overkill from the defense roll becomes the amount of effort required for all attacks except firearm, thrown, and bow/crossbow; the difficulty is merely increased for these. No additional actions are possible during a turn in which a character blocks an attack. An even simpler method for handling defense is covered in Chapter 6. Athletics: Unarmed blocks with the whole body or arms and legs. Brawling: Unarmed parries and deflection of strikes. Melee: Blocking incoming projectiles, unarmed strikes, or melee attacks with a shield or melee weapon such as an axe. The director should increase the difficulty of the defense task for less probably actions like blocking an arrow with a sword. Also used to parry or deflect the strike of a melee attack. Athletics: Evading and dodging strikes, avoiding contact entirely. This should be made more difficult when dodging projectile attacks (impossible is appropriate depending on your setting). basic exploits An Aiming Modifier is used if one turn is spent aiming—the task receives one (1) extra point of free effort. Melee: Melee attacks such as with swords, axes, staves, knives, and clubs. Use Skill The character may attempt a noncombat related skill. C determining damage-----------------------------------------------------------2 Damage classes are not used in the basic rules. See Chapter 2 for a discussion on them. Each type of weapon or strike inflicts a specific amount of either fatigue or injury if the attack is successful. Unarmed attacks inflict no damage unless there is overkill, in which case it is limited to one (1) or two (2) points of fatigue, depending on just how much overkill. Special attacks such as punching with brass knuckles or biting may inflict injury at the director’s discretion. Melee attacks may inflict additional damage (above and beyond their damage rating) from overkill. All extra damage from overkill is up to the director, but it should be limited to one to two points. Armor can be used to protect against certain types of damage. When a character wearing armor is attacked and the armor offers protection against the type of damage inflicted by that attack, reduce the amount of damage by the rating of the armor. It is important to note that not every part of the body may be protected by the armor. The director should also take this into account when determining damage. The armor rating is a fixed value and would stop all attacks which inflict an equal or lesser amount of damage. In order to produce realistic results when 29 basic exploits dealing with armor (a lucky penetrating shot or striking between joints), any attack which results in more than two (2) points of overkill partially penetrates the armor and inflicts one to two points of damage. 30 A character may also expend luck or discipline in order to ignore one grade of fatigue or injury per point. WEAPON TYPE DMG PB snub nosed pistol 9mm and .45 magnum carbine assault rifle heavy machine gun hi-tech laser pistol hi-tech laser rifle club knife staff sword arrow 2INJ 3INJ 4INJ 4INJ 4INJ 6INJ 5INJ 5INJ 1FAT 1INJ 1FAT 2INJ 2INJ 5m 5m 5m 5m 5m 5m 10m 10m 10m If a character receives two or more grades of injury, or three or more grades of fatigue (before the expenditure of an aspect to decrease fatigue or injury), he is knocked down and must spend the next turn returning to his feet or may act on the ground, but the total effort applied to a fitness-based task is reduced by two. SHORT MEDIUM LONG 10m 10m 10m 10m 10m 20m 20m 20m 25m TYPE OF ARMOR ARMOR RATING heavy skins/clothing leather armor medieval armor older bullet-proof vest modern armored vest synthetics hi-tech armor hi-tech force field 1 2 1 2 3 3 4 5 40m 40m 40m 40m 50m 50m 30m 30m 75m 75m 75m 75m 100m 100m 150m 50m 75m 100m AMMO 6 9 6 20 20-50 50-100 50 100 1 PROTECTION fatigue fatigue fatigue fatigue fatigue fatigue fatigue injury & injury & injury & injury & injury & injury COMBAT BY EXAMPLE basic exploits Detective Winston has found his suspect, who is holding a 9mm pistol. Both parties have their guns drawn... The suspect, who is currently doped up, decides to exert 1 point of effort from fitness to act in haste. The detective does not. This means that the suspect can act first. He shoots (using his novice firearms skill), exerting another point of effort from fitness. Since the two of them are in short range, the effort required to succeed is 2. The suspect hits Winston, but with some quick thinking, he dives for cover (actually, he expends 2 points of luck) and is grazed by the bullet (the expenditure of 2 points of luck reduces the 3 grades of injury down to 1; the fact that he dived just helps to explain why the damage was lessened). Since Winston is knocked down, however, he cannot act until next turn. On the next turn, Winston goes all out since his life depends on it. He exerts one point of fitness to act in haste, but the suspect is a bit cocky and does not. The detective fires his gun at the suspect (using his expert firearms skill), expending his last 2 points of luck and 2 points of experience. Since the range is still short, the 7 points (2 from luck, 2 from experience, and 3 from expert skill) is plenty. In fact, all this effort means that there is overkill (7 points less the 2 required). The director decides that the overkill has killed the suspect, since 3 grades of injury is inflicted by the weapon plus 2 extra grades from the overkill. There is always the chance of revival by rushing the suspect to the hospital, but Winston is not in a charitable mood after being shot himself. C recovery----------------------------------------------------------------------------------------------------------Recovery of a character’s health and ability relies on treatment, rest, and the passage of time. Health Fatigue may be decreased at a rate equal to the character’s fitness rating per day (negative and zero values are counted as a one). For example, if Jim’s fitness rating is |+2|, he can remove two grades of fatigue each day. Injury may be decreased at a rate equal to the character’s fitness rating per week (negative and zero values are counted as a one). The first aid skill can increase the rate at which fatigue is restored by one grade, while the medicine skill can increase the rate at which both fatigue and injury are restored (also by one grade). The difficulty is determined by the extent of injury (see table at right). Ability Abilities are always restored to their starting values at the beginning of each scene or turn (if in a focus situation like combat). Aspect Discipline is restored to its original value at the beginning of each episode, while other aspects may not be restored except by specific rules as previously mentioned (achieving objectives, good roleplaying, etc.). FIELD MEDICINE bruised sprained wounded maimed incapacitated trivial routine challenging improbable impossible 31 Name / Setting diceless roleplaying IIIIII IIIIII Luck IIIIII Discipline IIIIII fitness awareness creativity reasoning IIIIII IIIIII influence health Principles and gimmicks Fatigue dazed I stressed I strained I exhausted I unconscious I -1 -2 -3 -— injury I bruised I sprained I wounded I maimed I incapacitated Skills equipment background, notes, etc. © 2003 Precis Intermedia. This form may be copied for personal use only. Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ Now that we’ve got the basics out of the way, let’s move on to some more advanced options. First, we’ll discuss these options related to abilities, special abilities, skills, and other concepts revolving around characters. Then we’ll go more in depth with tasks and focus situations, such as combat. Bear in mind that all of this is optional. You can mix and match whichever rules work best for your group. Whether you come up with a completely new mechanic or just modify an existing one, please share it with others. 2 advanced exploits 33 C flairs----------------------------------------------------------------------------------------------------------------------2 This is new to Active Exploits and expands the definition of a character’s advanced exploits ability. 34 By now, it should be obvious that abilities are somewhat generalized. That is, each encompasses a wide array of related traits. For example, the fitness ability regulates both strength and dexterity. Some players may find this restricting and want to further define specific functions of an ability. To remedy this, let us introduce Flairs. Whereas abilities measure a general talent of the character, flairs modify those abilities by refining the talent. Flairs can be either positive or negative, but must follow the limitations established for abilities in the character creation rules. For every flair assigned during character creation, there must be a balance—each positive flair must have a negative flair to balance the character. The flair does not have to belong to the same ability, however. The purpose of flairs is actually two-fold. The first, as mentioned above, is to fine-tune a character’s ability. The second is intended to enhance player interaction. When a player describes his character’s actions, flairs may be called upon to embellish the scene with the goal to create a more cinematic atmosphere. This paints a clearer picture of the action, thereby engaging the players and increasing the excitement. When a flaired ability of |+2| or greater is used in this fashion and the director believes that the player properly conveyed the feel of the task in narration alone, it is automatically successful without the need to compare effort. Of course, this assumes that the character had the potential to accomplish the task in the first place. In the course of a game, a player may realize that he can not succeed at a task after he has already exerted effort, but before determining the outcome. If the character possesses a flaired ability of |-2| or less, he has the option to fail gracefully at a task FLAIRS BY EXAMPLE Going back to our friendly neighborhood detective, Stan Winston, we decide that he would be better off with better dexterity since he is a marksman. To balance this, we’ll make him a bit stiff and reduce his flexibility. This means that his dexterity flair is +1, but flexibility is -1. So, his rating for dexterity-based tasks is +2 (1 + 1), but for all tasks based on flexibility, his rating is 0 (1 - 1). We’ve also decided that he is getting a bit senile, so we’ll reduce his memory flair. To balance this, we want to keep him on his toes, so we increase his instincts. To recap, he has the memory flair for reasoning at -1 and the instincts flair for awareness at +1. He has a rating of 0 (1 - 1) for all tasks which rely on his memory and a rating of +1 (0 + 1) for all tasks when he is surprised. Assigning Flairs A character with a fitness rating of |+1| can also have a flair with a rating of |-2| for all tasks involving physical strength. This would mean that the character has an ability rating of |-1| (1 - 2) for situations where strength is a factor, but the original |+1| for all other fitness tasks. Since |-1| is the lowest possible rating for an ability, the flair could not be |-3| (this would bring the rating down to |-2| which is not possible). Conversely, the flair’s rating could not be more than |+1| for a dramatic game, because |+2| is the maximum allowed for dramatic level characters. Fitness-Refining Flairs Dexterity comes into play when a character attempts tasks involving hand-eye coordination, such as firing a gun, using a pencil, catching a ball, and parrying a strike. Muscle comes into play when a character attempts tasks involving his strength. This includes arm wrestling, kicking in a door, doing push-ups, and blocking. Agility comes into play when a character attempts tasks involving physical grace and full body coordination, such as walking a tight rope, swimming, and dodging a blow. Quickness comes into play when a character attempts tasks involving outrunning another person or performing sustained tasks in shorter times (counters part or all of a penalty from acting in less than the minimum time required). It can also be used to add extra effort in order to act in haste. Flexibility comes into play when a character attempts tasks involving contorting or stretching one’s body (even freeing oneself from bonds). Awareness-Refining Flairs Hearing comes into play when a character attempts to sense anything by listening. Vision comes into play when a character attempts to sense anything by looking around. Touch comes into play when a character attempts to sense anything by touching with his hands, feet, etc. Smell comes into play when a character attempts to sense anything by smelling. Taste comes into play when a character attempts to sense anything by tasting. Instinct comes into play when a character is surprised. He may expend effort from this flair. Cognizance comes into play when a character attempts to observe his surroundings without knowing what it is he is looking for. Empathy comes into play when a character attempts to discern what another character is thinking or feeling. advanced exploits of challenging difficulty or greater. The player must narrate the results of the failure in a vibrant and cinematic manner. If this is accomplished to the satisfaction of the director, the character receives one point in luck, revelation (see convictions), or any aspect which has been reduced during play (director’s choice). When using flairs, the director should prohibit the raising of ability ratings by expending experience. Instead, experience should be used to raise a single flair at a time. For example, since a player cannot raise his character’s fitness ability, he opts to increase the character’s dexterity flair. Creativity-Refining Flairs Manipulation comes into play when a character is negotiating terms of a deal or attempting to bribe or seduce. Improvisation comes into play when a character is performing tasks which require materials, notes, or rules which are not available. Giving a speech without notes or repairing a watch without a screwdriver are two examples. This basically allows him to find an alternate source when his plans have been unexpectedly altered. 35 advanced exploits Visualization comes into play when a character is attempting to translate an image in his head (such as a mental photograph) to a painted or drawn form. In other words, when he is trying to illustrate on paper what he sees mentally. Harmony comes into play when a character is attempting to compose a musical score or maintain harmony with a band or orchestra while singing or playing an instrument. Emulate comes into play when a character is attempting to mimic another person, such as by acting on stage or as part of a disguise. Reasoning-Refining Flairs Memory comes into play when a character attempts to remember something from his past or something which he observed recently. Deduction comes into play when a character attempts logical and deductive analysis. Numbers comes into play when a character attempts mathematical analysis. Influence-Refining Flairs Charm comes into play when when a character attempts tasks in which his personality is a factor— making people like or trust him, for example. Financial comes into play when a character attempts tasks in which his wealth is a factor—convincing someone to loan him money or agree to a business deal, for example. Appearance comes into play when a character attempts tasks in which his appearance is a factor— getting close to a child or another person in a dark ally, for example. 36 ESP-Refining Flairs Touch comes into play when a character attempts an ESP-based task upon touching the target. For example, when he is touching someone with whom the character wishes to use telepathy. Family comes into play when a character directs an ESP-based task at a family member within two generations. This would apply to sibling, parents, grandparents, parents’ siblings, children, and grandchildren. Conduction-Refining Flairs Range comes into play when a character attempts to discharge electricity over a distance without conductive materials other than those normally present in an atmosphere. ADDING OTHER FLAIRS It is also possible for flairs to be used with special abilities. For example, an ability for use with magical spells, called arcane can be modified by flairs so that more effort can be exerted when used at specific ranges or perhaps, less effort when targeted at more than one person. We’ll get to additional special abilities and their compatible flairs later. C accented abilities--------------------------------------------------------------------is new to Active Exploits and 2 This serves to reduce the number of special abilities required by characters if they wish to use different properties of the same ability. advanced exploits Accented abilities rely on flairs to define their use and are, therefore, always rated at zero (the flair represents the actual rating). Unlike regular abilities, if a character does not possess a particular flair, he cannot benefit from the flair’s effects. USING ACCENTS The director invents a new accented ability for his space opera campaign. He calls it ‘psionics’ and creates the following flairs: active, passive, and intrusive. Psionics may not be used by a character without a flair. Julian takes psionics with the passive flair at a rating of |+2|. This means that he cannot use psionics for tasks involving active or intrusive use. When he attempts those involving passive, however, he can exert a maximum of 2 points of effort from psionics. C open aspects----------------------------------------------------------------------------------------2 This is new to Active Exploits and replaces the Infinite Mutable Abilities as introduced in Dreamwalker Diceless and the Ravaged Europe fantasy series. Open aspects function in the same manner as regular aspects, except that there is no defined limit to their rating. They can range from zero (0) to infinity (∞); five (5), one hundred (100), and one thousand (1000) are all theoretically possible, but will most likely be limited by actual game usage. The director may, at his option, impose a limit on the ability in order to maintain game balance. We have chosen to differentiate regular aspects from the open variety for one reason—the latter should be used sparingly. They can be both burdensome and unbalancing to the game. Any given setting should be limited to using no more than one open aspect. C fields of expertise----------------------------------------------------------------2 This is new to Active Exploits and is meant as an alternative to using skills. Fields of expertise replace the need for skills. Each represents a single occupation or trade to which the character belongs, but encompasses many skills. The use of fields of expertise is different to that of skills. All fields of expertise are just that—expert skill areas. This means that all characters who possess a field of expertise possess it at expert level. When attempting tasks, the director must determine the appropriate ability to be used. If the action is within the field, but not the central focus (a policeman delivering a baby, for example), the director has two courses of action. He can either reduce the field’s rating from expert to proficient (or even novice), or increase the difficulty of the task. The former is best when using basic tasks, while the latter is best for 37 FRINGE KNOWLEDGE BY EXAMPLE advanced exploits Sophie Nestine is a mighty heroine in a fantasy setting. One of her fields of expertise is healer. For tasks directly related to healing, such as first aid and curing the sick, she is an expert. When it comes to tasks such as finding antidotes to toxins or defeating an epidemic, she is only a novice, because these situations do not happen often (and can only be accomplished in theory); Sophie is not as experienced with these. advanced tasks. This simulates how a character may be well versed in the field, but not its fringe, theoretical, or neglected components. While fields of expertise may not be raised (since they are already at expert level), experience is used in the same manner as skills when it comes to task resolution. This comes in handy when attempting those fringe actions. The director is free to create his own fields of expertise for characters, but a sample list is provided in Chapter 9. When creating characters using fields of expertise, the rules for abilities and aspects are unchanged, but the number of fields of expertise possessed by a character is limited by the reality level. FIELDS OF EXPERTISE Dramatic Heroic Epic 1 2 3 to 5 C convictions----------------------------------------------------------------------------------------------have been reorganized in this version of the rules, but their 2 Convictions function remains the same. 3 38 Convictions require the use of Dementia (a form of health) and Revelation (an aspect). Most of us live in a society of values, traditions, and beliefs. To some, these concepts are nothing more than unnecessary chores, while others see them as the cornerstone of humanity. Convictions are used to simulate these notions as well as the baser, instinctive and subconscious concepts such as fears, desires, and dependencies. Convictions are broken down into five categories. Each affects game play differently. of history or everyday life. Beliefs must be overcome in order to ‘think outside the box’ (see Conviction Tasks, below). Beliefs Beliefs represent particular elements of a character’s perception of reality. They are used to define what the character thinks is going on around him and how he views facets Fears Fears represent irrational anxiety or dread often brought on by phobias. Fears must be overcome in order to act without apprehension or panic. Values Values represent a character’s moral or ethical code. They are used to determine how the character would react in certain situations. Values must be overcome in order to violate ‘proper’ behavior and protocols. trigger must have one belief (the character denies that the situation every occurred), fear (the character fears the situation), or temptation (the character is tempted to ease his anxiety by way of intoxication or nervous tics) assigned to it. These represent the mind’s way of coping with whatever is associated to the situation. Triggers Triggers represent situations which cause irrational impulses upon which the character reacts. These are often the result of past experiences which lead to emotional scarring. Each ——— SAMPLE CONVICTIONS BELIEFS • false memories of abuse/trauma • schizophrenia • paranoia • paranormal occurences • religious doctrine VALUES • code of honor • chivalry • loyalty • religious teachings/piousness • lawyer’s ethics FEARS • fear of spiders • fear of heights • fear of social interaction • fear of divine justice TEMPTATIONS • drugs, alcohol, nicotine • nervous disorders • greed • impulsive • lust • sadism TRIGGERS • disrespectful people • failure of tasks • witnessing injustice • poverty • social inequality In order to gauge the severity of a conviction, each is assigned one of four ranks. advanced exploits Temptations Temptations represent subconscious desires and dependencies. Some are the result of past experiences (upbringing, trauma, etc.), while others are brought on by addictive substances such as drugs and alcohol. Temptations must be overcome in order to refrain from the specified action. Inclination Inclination indicates that the character has strong tendencies toward the conviction and often uses it as a guide for behavior and/or ambition. The character will not voluntarily place himself in a situation which requires the conviction to be overcome, unless it is the result of another conviction or important part of the story. The character can overcome it without effort, however. Habit Habit indicates that the character has acted upon the conviction so often, it has become a routine occurrence in his life. The character will avoid the need to overcome the conviction subconsciously, not even realizing what he is doing. In order to overcome it, the character must realize that the conviction exists and that he is facing it. Commitment Commitment indicates that the character either has pledged to uphold the conviction or acknowledges its existence and consciously nurtures it to a point where it has become a major factor is his life. The character can easily overcome the conviction with conscious effort, but doing so would mean going against his very nature. 39 advanced exploits Compulsion Compulsion indicates that the character is psychologically or ideologically compelled to uphold or act upon his conviction. It can not be overcome without consequences. It is also unlikely for a character to even attempt overcoming a compulsion unless under extreme pressure due to the presence of danger or coercion. Conviction Tasks A conviction task is one which is attempted to perform an action which requires a conviction at commitment or compulsion rank to be overcome (for example, a character with a compulsion to not kill attempting to shoot someone). Experience may not be applied to the task unless the character expends one point of revelation. The difficulty of the task is also increased by one grade if the conviction is at compulsion rank. Changes in Conviction Convictions can be very hard to break for some people, especially compulsions. Characters may, however, reduce the severity of their convictions by spending experience points. Here’s the catch—the director may only allow this if he feels that the character has made sufficient effort to control or resist the relevant conviction. In other words, if the SUCCEEDING AT CONVICTION TASKS 40 • the character gains one point of dementia as a result of guilt and anxiety • the character may not receive any experience from the task • the character receives one point of revelation as a result of accepting the fact that overcoming his conviction is a possibility, albeit a difficult one EXPERIENCE COSTS inclination habit commitment compulsion 5 10 15 20 character is repeatedly going against the conviction or otherwise attempting to ignore it, the director may allow him to reduce the conviction by one grade of severity. The number of experience points required is determined on the current grade (see table at right). Reducing an inclination means that the character no longer possesses the conviction. It is also possible for characters to gain or increase the severity of convictions according to their behavior. If the director witnesses a trend or habitual behavior from the character (or player), he may assign a new conviction or an increase in an existing conviction’s severity based on that behavior. For example, Bob, a private detective, runs to the bar every single day after work. Since he never goes a day without drinking, the director may give him the temptation (alcohol) conviction at inclination level. If this has been going on for years, the director may even decide to make it a commitment or compulsion. CONVICTIONS BY EXAMPLE Detective Winston is a gentleman. He has a compulsive trigger whenever someone strikes a lady. The good detective is under cover on a drug bust and sees the dealer slap Veronica, the dealer’s mistress. Winston must remain calm while inspecting the merchandise. Using the criminal skill, he makes sure the goods are legitimate. The task receives an increase in difficulty by one grade, because of his trigger. He can only spend experience on this task if he expends one point of revelation. C threads--------------------------------------------------------------------------------------------------------------2 This is new to Active Exploits and is used to explore group interactions. Rapport Rapport represents a common set of convictions and/or career training between characters. This often strengthens the resolve of a character when attempting to overcome his convictions. Rivalry Rivalry represents a set of common temptations and/or triggers which often lead two characters to compete for fame, riches, or other objects of their desires. This can often lead to one character crossing the other in order to prevent him from succeeding. While there is no way to stop them from playing dirty, violence should be avoided in favor of eliminating clues or finding allies to block a rival. Dissent Dissent represents a set of opposing convictions (beliefs or values) between characters which leads to debates, arguments, and animosity. This has the potential to add conflict and subplots, increasing the players’ immersion into the game, and thereby enhancing intrigue and excitement. Synergy Synergy represents an uncanny connection linking two characters. This is most often the result of the characters being married to each other, growing up in the same household, or sharing occupational duties. Being in the presence of these characters can be very disconcerting as they tend to finish each other’s sentences and operate as if they were a single entity at times. advanced exploits Threads can be assigned within a group of characters to help describe its dynamics in terms of rapport, rivalry, dissent, synergy, and adoration. The number of threads connecting each character to another is variable, depending on the backgrounds and beliefs present in the group. All threads should be defined before play and at the director’s discretion. Characters linked with specific threads gain certain advantages when the director feels that the players have narrated their actions appropriately. Adoration Adoration represents two characters linked by an overwhelming desire to be with one another. This is not necessarily a sexual attraction, as SAMPLE THREADS RAPPORT • professor and his student • doctor and his nurse • fellow engineers • brotherhood of policemen RIVALRY • competing safecrackers • ambitious businessmen • egotistical martial artists • fellow drag racers DISSENT • liberals vs. conservatives • satanists vs. christians • parapsychologists vs. scientists • new generation vs. the old SYNERGY • identical twins • indoctrinated cult members • husband and wife • comedy writing team ADORATION • lovesick student and her college professor • master and his willing servant • Patty Hearst and her kidnappers 41 it may also manifest as idol worship. One character is typically in a more dominant position and may use this bond for his own profit. Examples might be a character who is stalked by another or a mentor using his ever present student to perform menial tasks such as laundry or bringing him coffee. advanced exploits ADVANTAGES OF USING THREADS 42 RAPPORT • a character may expend one point of revelation or luck on behalf of another linked character attempting to overcome a shared conviction • a sustained task using a skill possessed by linked characters receives one point of free effort if both of them contribute • a contested task using a skill possessed by linked characters receives one point of free effort if it is established that the original task was performed by the linked character RIVALRY • the character gains one point of luck if he manages to thwart the plans of a linked character • the character may automatically resist a temptation or trigger if it occurs while he is attempting to thwart the plans of a linked character DISSENT • the character who wins a debate or argument receives one point of revelation and automatically resists or opposes one conviction the next time it comes into play • the character who loses an argument cannot resist or oppose one conviction the next time it comes into play SYNERGY • a united task using a skill possessed by linked characters receives one extra point of free effort if both of them contribute • a character may expend one point of revelation on behalf of another linked character attempting an improbable or impossible task ADORATION • a subservient character may automatically resist a conviction if it occurs while he is in the presence of a linked character • a subservient character must obey a linked character unless he seeks to hurt their relationship 1 2 3 4 5 DEMENTIA ETHERIA PENALTY sensitive agitated distracted irrational delirious pallid enfeebled impaired muted consumed -1 -2 -3 — TOXEMIA exposed tainted infected afflicted diseased C optional forms of health----------------------------------In addition to fatigue and injury, three optional types of health may be used. Dementia which rely on etherial power as well as the creativity ability. Etheria may be decreased at a rate equal to the character’s creativity rating per week or by select spiritual rituals. 2 Dementia Toxemia Dementia represents excessive strain on one’s psyche, causing severe mental issues such as psychoses. It can result from fright or altered states of reality. When a character has sustained five grades of dementia, he becomes delirious and control of the character is handed over to the director until the dementia level is lowered. The director may also choose to give the character a mental illness as a result of delirium (see new gimmicks). Penalties from dementia are applied to all reasoning and awareness tasks. Dementia may be decreased at a rate equal to the character’s awareness rating per week (negative and zero values are counted as a one) or by psychological treatment (the psychology skill can increase the rate at which dementia is restored by one grade). The difficulty is determined by the extent of dementia (see table below). Etheria 2 This is new to Active Exploits and is represented by the abbreviation ETH. Etheria represents the character’s detachment and isolation from his spiritual self. Etheria typically results from magical and otherworldly attacks. When a character reaches his maximum etheria, he is totally separated from the magical and spiritual energies present in the world— penalties from etheria are applied to all tasks involving special abilities 2 This is new to Active Exploits and is represented by the symbol T or abbreviation TOX. Toxemia represents a poisoned blood stream, eventually causing disease or even death. It can result from viral or bacterial infections, and the introduction of toxic material such as poisons, alcoholic spirits, and drugs. After the character receives five grades of toxemia, the character begins to receive fatigue, injury, or dementia, depending on the source of toxemia. For example, a hallucinogenic agent which is meant to affect one’s reality would apply additional health levels to dementia, while a sedative would go to fatigue. The director should pick the most obvious form based on the highest dosage. The rate at which toxemia is decreased is dependent on the type of toxin or at the director’s discretion. Penalties are not used for toxemia until another form of health is affected because of it. advanced exploits can either be represented by the symbol D or the abbreviation DEM. FIELD TREATMENT sensitive agitated distracted irrational delirious trivial routine challenging improbable impossible SURGERY w/PROPER FACILITIES bruised sprained wounded maimed incapacitated trivial trivial challenging challenging improbable 43 C optional aspects-----------------------------------------------------------------------Revelation Mystic Edge 2 Revelation is no longer required for 3 advanced exploits play unless convictions or flairs are used. The revelation aspect represents moments of epiphany and sudden clarity of thought. Its primary use is for convictions and flairs. Mystic Edge requires the use of Etheria (a form of health). The mystic edge aspect represents magical power which may imbue mundane objects such as swords, rocks, and musical instruments. The effect of the expended points on an imbued item ceases after a number of turns equal to the character’s original mystic edge rating (the value before the expenditure). POINTS MAY BE EXPENDED FOR THE FOLLOWING USES REVELATION • increases the amount of effort used by one for each point expended on a contested, resisted, sustained, or conviction-related task • one point may be expended to cancel the effects of delirium • one point may be expended to cancel the effects of overcoming a conviction • one point may be expended to allow experience to be used with convictionrelated tasks • six points may be expended to lessen a compulsion to a commitment • decreases the amount of dementia sustained by one for each point expended • one point may be expended to turn a normal success into a triumph (see task outcome later in this chapter) MYSTIC EDGE • inflicts one grade of etheria per attack from an imbued weapon • increases the amount of overkill achieved by one per point expended on a successful task • decreases the amount of etheria sustained by one for each point expended POINTS MAY BE INCREASED IN THE FOLLOWING WAYS 44 REVELATION • a player narrates one of his character’s convictions in a convincing and entertaining manner • a player acts out one of his character’s negative flairs in a cinematic style • a character successfully resists a conviction at commitment or compulsion level MYSTIC EDGE • a number of points equal to the character’s creativity rating is gained each day, although the mystic edge rating may not be raised above its starting value C advanced task resolution basics-DIFFICULTY BY EXAMPLE An improbable task requires 6 points of effort for a success, but the director may decide to lessen the amount to 5 or increase it to 7 in order to use less extreme changes in difficulty. Reducing the difficulty by one would be noted as -1DIFF. Increasing the difficulty by 1 would be noted as +1DIFF. So, +2DIFF would increase a task requiring 3 effort to 5. -3DIFF would decrease a task difficulty of 7 down to 4. advanced exploits In addition to using grades of difficulty (routine, challenging, etc.), the director can express difficulty as the actual amount of effort required in order for a task to succeed. The following notation affects the amount of effort required rather than grades of difficulty: ±xDIFF; where + or - is increase or decrease respectively, and x is the amount of change. To recap, changes in the grade of difficulty refer to changes in the established difficulties (trivial, challenging, etc.), while ±xDIFF refers to numeric changes in difficulty (+1, -3, etc.). C task conditions---------------------------------------------------------------------------2 The first edition applied bonuses and penalties as changes in effort. They are now changes in difficulty when using conditions. In addition to the specific types of tasks presented in the previous chapter, the director can also apply the effects from the following conditions when resolving tasks. Harried The character is attempting a task at an accelerated pace. This task may not be prostrated and receives +1DIFF. Surprised This is an impulsive task attempted when the character is caught off guard. No more than |+1| (or the rating of the character’s INSTINCT flair if the task is related to the AWARENESS ability or the director decides that it may be used) may be applied from an ability for this task. Coerced The character is attempting a task against his will. The character gains one grade of dementia if the task is successful. This is used to simulate the guilt and mental stress resulting from the situation. SURPRISE BY EXAMPLE Detective Winston is patrolling a dark ally. A perp tries to sneak up behind him. Combat ensues with Winston being surprised. Because of this, Winston cannot exert more than one point of effort this turn on haste or the actual task. Fortunately, his instinct flair is +1, so Detective Winston can use that point of effort towards haste or a task related to awareness. COERCION BY EXAMPLE Detective Winston’s niece has been taken hostage. Her captor insists that if Winston does not hand over the gun, the niece gets it. The good detective has run out of ideas and reluctantly gives his gun to his enemy. Since this was a coerced task, Winston is feeling stressed out and guilty that he couldn’t save his niece. Now he’s really in a mess. He gains one grade of dementia to simulate this. 45 advanced exploits Encumbered The character is carrying heavy or bulky equipment which weighs him down and affects his movement and maneuverability. Fitness-based tasks receive +1DIFF or +2DIFF (director’s discretion) Subdued The character has been knocked down, fallen, physically restrained, or otherwise hampered in his movement and maneuverability. Fitnessbased tasks receive +2DIFF. Feinted The character is attempting to bluff or misdirect others before executing a planned action in the same turn. Only one additional action is possible that turn, but if the feint is successful, it receives -1DIFF. Additional actions may be permitted for each additional point effort exerted from the improvisation flair, however. FEINTS BY EXAMPLE Detective Winston has been jumped in a dark ally. He has decided to feint a punch after returning to his feet in order to gain the upper hand. The attacker anticipated the punch and tries to block it. Both the detective’s and the attacker’s tasks were successful: the feint worked because the attacker blocked it, not realizing that it was not the main strike. Winston follows up the feint punch with a real one from the other hand. This task receives a reduction in difficulty by 1, but he has less effort to work with. Not to worry; the perp used all of his effort to block. He could use luck or experience to increase effort, however, but so can Winston. 46 Fatigued The character has gained more than one grade of fatigue. All tasks receive an increase in difficulty based on the severity of the fatigue (but not during combat). This replaces the method used in the previous chapter. Injured is applied during combat 2 Injury situations, unlike the first edition rules. The character has gained more than one grade of injury. All tasks receive an increase in difficulty based on the severity of the injury. This replaces the method used in the previous chapter. Demented The character has gained more than one grade of dementia. All reasoning and awareness tasks receive an increase in difficulty based on the severity of the dementia. This replaces the method used in the Optional Forms of Health section earlier in this chapter. Etheriad The character has gained more than one grade of etheria. All tasks involving special abilities which rely on etherial power as well as the creativity ability receive an increase in difficulty based on the severity of the etheria. This replaces the method used in the Optional Forms of Health section earlier in this chapter. FATIGUE INJURY DEMENTIA ETHERIA DIFFICULTY stressed strained exhausted sprained wounded maimed agitated distracted irrational enfeebled impaired muted +1 +2 +3 C task risks--------------------------------------------------------------------------------------------------Slight The task can be somewhat dangerous and if a character fails, he gains one (1) grade of fatigue. Precarious The task is fairly dangerous and if a character fails, he gains one (1) grade of injury. Disastrous The task is extremely dangerous and if a character fails, he gains two (2) grades of injury. advanced exploits Some tasks are inherently dangerous and pose the threat of harm if not completed successfully. There are several grades of risk and the director is free to assign any one to a task in order to raise the stakes and simulate a real threat to the character. C task stunts---------------------------------------------------------------------------------------------Stunts are feats of ability which are beyond the ordinary. They are typically more difficult than your average task and often increase the risk. Stunts are similar to conditions, except that instead of being the result of situational or environmental factors, they result from a character’s choice of action. The director is free to disallow certain stunts depending on the degree of realism intended for his setting. The director may also allow characters to exert effort from the creativity ability towards stunts. This simulates a character’s style and ingenuity when attempting unusual and sometimes surreal feats. The use of creativity should be limited, however. It should be reserved only for stunts which the director feels are legitimately original and imaginative. A few examples of stunts are listed below. Walking a Tight Rope The character attempts to walk across a narrow rope. The difficulty for this stunt is impossible and if the rope is high off the ground, the risk is disastrous (or falling; see advanced combat). Impersonation A character may attempt to impersonate another by altering his speech and body patterns (using the performance skill). This is mostly for the sake of entertainment—anything else may require additional skills and increase the difficulty. The difficulty for this stunt is improbable. C task outcome---------------------------------------------------------------------------------------Determining the outcome of an advanced task is slightly different from that of a basic task. In addition to failing and succeeding, there are two other possible outcomes— triumphs and calamities. These replace the use of overkill in most situations and are completely optional. 47 Triumph The director declares a triumph when a character achieves overkill equal to two (2) or greater. This represents a superb success and provides extra effects. Calamity The director declares a calamity when a character fails at a task by two (2) or more points of effort. This represents a miserable botch and provides extra effects. advanced exploits THE EFFECTS OF TRIUMPHS AND CALAMITIES TRIUMPH • instead of the standard overkill rules, damage is either increased by two points or doubled at the director’s discretion • the character may narrate the outcome of the task in place of the director; he can embellish his actions in order to paint a vibrant and entertaining picture of events; the director must moderate his narration, however, preventing it from hindering the story or game play • another character may expend one point of luck in order to cancel this triumph CALAMITY • if the task was assigned a risk, the damage to the character is either increased by one or doubled at the director’s discretion • the character may expend one point of luck in order to cancel a calamity • the character may not gain experience from a calamity (unlike regular failures) C advanced combat-----------------------------------------------------------------------Interrupting Haste Let us suppose that a character has decided to act in haste and runs toward his opponent. Does this mean that the opponent will get attacked first? Not necessarily. If the character has some distance to run to reach his opoonent, he is ripe for an attack from his opponent. Ouch! INTERRUPTIONS BY EXAMPLE 48 Detective Winston is running to dive at another character. His movement may be interrupted by an action taken against him. If Winston gets shot and falls to the ground, he no longer has a target at which to dive. Or, after he begins his run, the target decides to take cover and he can no longer dive at his opponent. Or, his opponent is wielding a staff and strikes Winston thanks to its long reach. The strike causes Winston to fall, thereby interrupting his movement. The director needs to maintain a sense of logical flow and progression. Just because a character acts faster than another, it does not mean that he will be able to strike first. Elements such as distance and a weapon’s reach must also be factored into the equation. Deferring Actions Characters who act in haste are not only permitted to declare and execute actions before those who do not, but they are also allowed to save their actions and wait in a state of readiness. Once their opponent acts, the character may choose his own course of action, executing it simultaneously. Characters who defer actions may not be surprised unless they are totally oblivious to the source of the surprise. Continuous Actions Actions from a previous turn which are not dependent on timing and position, such as blocking and carrying objects are considered to be still in effect the following turn until the character gets a chance to declare a new action. CONTINUOUS BY EXAMPLE advanced exploits Detective Winston blocked a punch last turn. His opponent exerted one point of effort to act in haste this turn, but Winston did not. Winston must wait for his opponent to act first. Then and only then may Winston declare an action and execute it. Until that point, however, since he has not been able to declare his action yet, the good detective is still continuing his block from last turn. C combat conditions---------------------------------------------------------------3 Combat conditions require the use of Advanced Tasks. Just as regular tasks may be modified by conditions, so may combat. Concealment The target of an attack is partially hidden in a patch of similar color or shading. For example, camouflage in a jungle. While spotting the target may be difficult, it is only marginally more difficult to hit when his location is known. This task receives +1DIFF. Cover The target is hiding behind partial cover and makes it harder for the attack to hit. This task receives +1 to +3DIFF (director’s discretion based on the degree of cover). In/Under Water The combat exchange is occurring in or under at least a few feet of water. This task receives +1DIFF when the character is submerged up to his waist and +2DIFF when totally submerged. Large Target The target is larger than normal and makes for easier prey. This task receives -1 to -3DIFF (director’s discretion based on the target’s size). Poor Visibility The target is hard to spot because of poor lighting, fog, or smoke. This task receives +1 to +4DIFF (director’s discretion based on the level of visibility). Small Target The target is smaller than normal and makes for tougher prey. This task receives +1 to +3DIFF (director’s discretion based on the target’s size). Moving Target The target is moving, preventing a clear and stable shot. This task receives +2DIFF. 49 C combat stunts---------------------------------------------------------------------------------3 Combat stunts require the use of Advanced Tasks. advanced exploits Combat stunts function the same as regular task stunts. The more common ones are listed below. Wrong Hand The character attempts to attack using his off-hand. This is a rather clumsy action, unless the character is ambidextrous. This task receives +2DIFF. Precision The character attempts to focus his attack (a strike or gunshot) on a particular location on a target (opponent’s body, bullseye, etc.). This task receives +2DIFF. Sweep The character attempts to sweep the legs of an opponent either with his own legs or a melee weapons such as a staff. A success indicates that the opponent is knocked down. This task receives +2DIFF. Take Weapon This is similar to the disarm stunt, except the character actually attempts to take the weapon. This may be a contested task against each character’s fitness (muscle, agility, or even flexibility flairs may be used) if there is sufficient warning for the opponent to react. Success indicates that the character now wields the weapon. This task receives +3DIFF. Unbalance The character attempts to make his opponent fall to the ground by way of shoving or throwing. This task receives +2DIFF. Quickdraw The character attempts to ready his weapon and use it in the same action. This also requires the expenditure of two (2) points of effort from either awareness or fitness and it receives +1DIFF. Pin The character attempts to keep his opponent on the ground once he is knocked down. This is a contested task against each character’s fitness (muscle, agility, or even flexibility flairs may be used). Dive The character attempts to plunge head first away from an area or into a body of water. The risk should be gauged by the height of the dive. Constrict The character attempts to grapple an opponent, making it difficult for him to breathe. This is a contested task against each character’s fitness (muscle, agility, or even flexibility flairs may be used). 50 Disarm The character attempts to knock a weapon (or other object) out of an opponent’s hand. This can be done by hitting it with a strike or melee weapon, or by locking his joints in a grapple (which may be contested). A success indicates that the weapon drops to the ground. This task receives +2DIFF. Unarmed Block The character attempts to block a melee weapon with his bare hands (or arms or legs). This makes the task a precarious risk if blocking a weapon which causes fatigue and disastrous if it causes injury. Otherwise, the block is handled normally. C weapon traits----------------------------------------------------------------------------------3 Weapon traits require the use of Advanced Tasks. Scope The weapon may be aimed more accurately by way of its attached telescopic sight. The task receives -1DIFF at medium, long, and extreme ranges when at least one turn is spent aiming. Burst Fire The weapon is capable of firing short bursts of typically three rounds. This increases the damage by one (1) greade of injury when directed at a single target, but the task receives +1DIFF at medium, long, and extreme ranges. Any additional attacks at the same target next turn receive -1DIFF. Spray Fire The weapon is capable of firing a large number of rounds at a high rate (approximately twenty rounds). This increases the damage by two (2) grades of injury when directed at a single target. The task receives +1DIFF at medium, long, and extreme ranges and -1DIFF at point blank and short ranges. No other actions are possible in a turn when spray fire is used. advanced exploits We have covered two forms of task modifiers so far—conditions (environmental and situational factors) and stunts (advanced skill use). Weapon traits are also task modifiers, but they are derived from the abilities of weapons. Heavy Weapons The weapon is extremely heavy (a sledge hammer, for example) and may increase the difficulty of a task (usually +1 to +3DIFF) when used by weaker characters (fitness ratings of |-1| and |0|). The decision to increase the difficulty is up to the director. It may not be necessary to penalize all tasks, just those which require a bit more muscle in order to succeed. An increase in risk may also be relevant. For example, a character with a low fitness rating who is attempting to hammer (with a maul no less) a reinforced wooden door may be required to make a task with a +2DIFF penalty and a slight risk of injuring himself with the maul. C combat risks--------------------------------------------------------------------------------------3 Combat risks require the use of Advanced Tasks. While regular task risks are abstract in nature, combat risks are more defined. Either way, risks are something which characters should avoid unless seeking an adventurous setting. Confined Spaces The area in which a character is fighting is very restricting. The use of large melee weapons such as swords and staves may be blocked by an obstruction and cause the weapon to bounce back at the character, 51 advanced exploits causing damage. Characters should only receive a fraction of the damage normally delivered by whatever weapon he is using. Kinetic Damage The character is attempting to block an attack which may cause fatigue (blunt trauma) from the kinetic energy of the attack. For example, blocking a club with a shield or taking a bullet to armor may still cause damage, because while there is no bodily penetration, there is impact on his person. Falling See Falls in Other Damage Sources. C damage classes------------------------------------------------------------------------------The basic rules included a damage listing for the more common types of weapons. Since this cannot possibly include all forms of weapons, we have included standardized classes of damage. Each class represents a general category of weapon or attack. You are free to use this as a guide for designing your own weapons or to simplify weapon damage by referencing a single class for all weapons of the same category. 52 Breaking Weapons The character is attempting to attack an opponent or structure which is heavily reinforced. This can potentially break a weak weapon, such as a staff or wooden nightstick, if striking a strong wall of cement with excessive force. DAMAGE BY EXAMPLE All knives are of class B1 and inflict 1 grade of injury. While this may be slightly innacurate since some knives are sharper or longer than others, it simplifies the process of determining which weapon does what. CLASS WEAPON TYPE A1 A2 A3 B1 B2 B3 C1 C2 C3 D E F1 F2 F3 wooden bludgeons metal bludgeons large smashing bludgeons knives swords and small axes large axes arrows and crossbows antique firearms modern firearms explosives heavy weapons and machine guns stun weapons laser wapons particles weapons DAMAGE 1FAT 2FAT 3FAT 1INJ 2INJ 3INJ 2INJ 3INJ 4INJ 4-10INJ 5-8INJ 4FAT 5INJ 6INJ C drugs and medicines-------------------------------------------------------against a member of the opposite sex in the presence of an aphrodisiac receive -1DIFF. Magical Potions Magical spells can create potions with special properties. The director is free to invent whatever he desires. One such use could be a way to reduce a character’s level of etheria. Poisons Poisons are used to inflict injury upon ingestion or any other means which cause them to enter the bloodstream. This can either be a one time effect (three grades of injury) or a continuing effect (one grade of injury each hour) and represent snake venom, insect bites, or poisonous substances such as arsenic and cyanide. Weaker, nonfatal poisons are possible too—they inflict fatigue instead of injury. Anesthetics Anesthetics are used to numb a character’s pain (hence pain killers like aspirin and morphine are also in this category even though, they are technically something different). They are usually applied directly to the skin, although ingestion or injection is also possible. Anesthetics reduce the penalty on tasks for being injured by one. Radiation Radiation, while not technically a drug or medicine, functions similarly to poisons and toxins, so it is included here. Radiation can inflict fatigue or injury as with poisons or simply increase the character’s toxemia level. The exact nature and degree of the radiation is up to the director. Antidotes Antidotes are used to counter the effects of poisons. While antidotes don’t reverse existing fatigue or injury, they do cease the poison from inflicting additional harm. All poisons require specific antidotes— the director should require players to get their antidotes right or they could do even more damage. Relaxants Relaxants are used to calm people by numbing the senses. One grade of dementia is automatically reduced when ingested. One grade of fatigue is inflicted by each dose. In addition, all awareness-based tasks received +1DIFF. Aphrodisiacs Aphrodisiacs use pheromones to cause attraction between the sexes. All influence-based tasks used Salves Salves are used to heal wounds. One grade of fatigue is automatically reduced when applied, and one additional grade of injury is restored during normal recovery time. advanced exploits Drugs and medicines function similarly, but are created by different means. Drugs are synthetic in nature, requiring a chemistry lab and a lot of experimentation, more often than not. On the other hand, medicines are typically herbal remedies, created from plants and naturally occurring substances. Many are passed down from generation to generation as cultural traditions. The application of both drugs and medicines are identical and affect a character’s health or even a task. Specific effects are categorized in one of several ways. Each time a medicine or drug is introduced into the character’s body, he gains one grade of toxemia in addition to the specific effects. This represents the presence of outside agents working to alter or harm the character’s physiology. 53 advanced exploits Toxins Toxins are similar to poisons, except instead of inflicting fatigue or injury, they inflict toxemia through any means desired by the director. Toxins can take the form of radiation, bacterial and viral infections, or even toxic gases. C other sources of damage-----------------------------------Since natural disasters also occur in this world, it is possible for characters to be harmed in situations besides combat. A few are covered below. Smoke and Fire Characters who are on fire suffer one (1) to two (2) grades of injury per turn (director’s discretion based on the intensity of the flames) until the fire is extinguised. If characters are in enclosed spaces where smoke becomes overbearing, they receive one (1) to two (2) grades of fatigue (director’s discretion based on the amount of smoke) per turn. Falls Falling a great distance can either cause fatigue or injury at the director’s discretion. For example, a fall on a padded mat may cause only fatigue damage (‘having the wind knocked out of you’), while a fall on jagged rocks would most likely cause sever injury. The damage is equal to one (1) grade per six foot drop. This can also apply to being thrown by another character as part of an attack, such as by martial artists (for example, add extra grades for overkill). 54 Sedatives Sedatives are used to promote sleep by inflicting two (2) grades of fatigue per dose. Asphyxiation Characters can normally hold their breaths for a minute or two at the most. But when caught off guard, they can receive damage from asphyxiation. A character in this situation gains one (1) grade of fatigue. Another grade of fatigue is then sustained after a number of turns equal to the character’s fitness rating plus two. Once the character is unconscious, he receives injury instead of fatigue. It is also possible to receive other damage from the actual cause of the asphyxiation. For example, if a character is being choked by someone, he may also be taking damage from whatever is wrapped around his neck. Exposure A character who has been in the wilderness during periods of extreme heat or cold, or has been otherwise exposed to the elements, is subject to one (1) grade of fatigue per day until he can find shelter or receive medical attention. Characters with the survival skill avoid gaining fatigue each day if they take the appropriate precautions. Injury is also possible from severe conditions such as frostbite and dehydration; the exact details are up to the director. Radiation Characters exposed to radiation gain fatigue or injury once per hour. The type of damage depends on the the proximity of the source—a nearby source inflicts injury, while a distant one inflicts fatigue. The damage rating should be adjusted based on the strength and distance of the source, ranging from one (1) grade for slight exposure or extreme distance to four (4) grades for direct contact or active sources. C armor classes---------------------------------------------------------------------------------Just as weapon classes simplify the use of applying damage, armor classes may be used to generalize all types of armor which fall into the same category. In addition, each class offers specific protection against different classes of damage. ARMOR BY EXAMPLE Medieval armor only protects against damage from class A and B weapons (bludgeons and bladed weapons). This type of armor was clearly never designed to stop bullets or energy weapons. PROTECTION heavy skins/clothing leather armor makeshift shield A A A B AB AB ABC ABC AB C ABC F2 A B A B CD E ABC DE F2 ABC F3 medieval armor medieval shield older bullet-proof vest modern armored vest modern shields synthetics pressure suit armored pressure suit hi-tech armor hi-tech force field D D D D E F1 F2 RATING 1 2 2 1 1 2 2 3 3 1 3 1 3 1 4 2 3 1 4 3 2 5 3 advanced exploits ARMOR TYPE C permanent injuries---------------------------------------------------------------When a character has been maimed or incapacitated, there is a chance that he will suffer from permanent injury due to infection or improper treatment. For that matter, it may be impossible to treat some injuries. The director must decide the outcome of these injuries at the end of a story, although he can be generous and allow the character to heal completely. The following outcomes may be used (or ignored): 55 advanced exploits Small Scar(s) Scar tissue from the character’s injuries is barely noticeable to the casual eye, but nevertheless, it is present and apparent to anyone looking carefully. Disfiguring Scar(s) The character carries a physical reminder of his experiences. His scar is apparent at first glance and may unsettle some people. The character gains the disfiguring scar gimmick (see master gimmick list in the back of the book). Damaged Sensory Organ The character’s awareness rating (or a specific sensory flair) is reduced by one (|-1|). This cannot be raised via normal experience rules. Head Injury The character has suffered from brain trauma and lost part of his mental ability. The character’s reasoning rating (or memory, deduction, or numbers flair) is reduced by one (|-1|). This cannot be raised via normal experience rules. Muscle Atrophy The character’s fitness rating (or muscle, agility, or flexibilty flair) is reduced by one (|-1|). These can be raised via normal experience rules in the Basic Exploits section. C vehicles--------------------------------------------------------------------------------------------------------------- 56 Using vehicles, such as motorcycles, military jets, starships, and so on, is based upon the same concepts used for characters. Each has a set of abilities, aspects, and health assigned, although vehicle abilities are actually limited by the skill of the driver or operator (see below). The only concept that really separates vehicles from characters is that of scale. Automobiles and Airplanes are close enough in scale that they can work together with some literary license by the director. In other words, having a military jet strafe a highway with its machine gun would work with little problems, although racing a motorcycle against the same jet would require a little common sense from the director (the jet would obviously win the race). There are two other types of vehicles which can only be pitted against other like craft—starships and sea vessels. These vehicles do not normally cross into the domain of others. For example, a starship operates in space and a sea vessel only operates on or below the seas. There may be times, however, when one of these vehicles is required to function in a different domain. In such cases, the director must use his own judgement how to handle the situation. For example, a starship may be able to operate within an atmosphere and land. If it comes under attack while landing, the director may assign a new set of abilities to reflect its potential in a different environment (perhaps its handling rating is decreased and its speed is increased within an atmosphere). C vehicle abilties-------------------------------------------------------------------------------- VEHICLE ABILITY RATINGS -1 0 +1 +2 +3 +4 +5 poor performance average performance good performance excellent performance outstanding performance next generation performance unimaginable performance Like character abilities, vehicle abilities are rated on a scale from |-1| to |+5|. The amount of effort which may be exerted from these abilities is limited by the piloting or driving skill of a character, however. MAX VEHICLE EFFORT unskilled novice proficient expert 0 +1 +3 +5 Speed Speed represents the vehicle’s top velocity and acceleration. Handling Handling represents the vehicle’s maneuverability and responsiveness. advanced exploits Vehicles are capable of performing certain abilities in much the same way as characters. Every vehicle is assigned two abilities: handling and speed. These may be used to exert free effort for piloting or driving tasks. While it is considered free effort when determining prostrated tasks for characters, it is not free effort when doing the same for vehicle fatigue, referred to as mechanical stress (see Vehicle Integrity). EFFORT MAY BE EXERTED FOR THE FOLLOWING USES SPEED • outrunning another vehicle or object • catching up to another vehicle or object • reaching a destination in a given time HANDLING • precision steering • ramming another vehicle • sharp turns, stunts, and regaining control of vehicle • dodging incoming fire C vehicle flairs-------------------------------------------------------------------------------------These examples should help you understand how to assign your own flairs for use with the handling ability. Sub-Orbital This flair covers the operation of space vehicles when travelling with a planet’s upper atmosphere. Off-Road This flair covers the operation of land vehicles off the beaten-track. Surface This flair covers the operation of sea vehicles on the surface of the water. Hyperspace This flair covers the operation of space vehicles when travelling at super-luminal speeds. Submerged This flair covers the operation of sea vehicles beneath the surface of the water. 57 advanced exploits C vehicle aspects-------------------------------------------------------------------------------Frame The frame aspect represents the size, efficiency, durability, and degree of shelter offered to the passengers of the vehicle. This aspect functions in the same manner as dicipline for characters. Whenever effort exterted from vehicle abilities is greater than the frame rating in a single turn, the vehicle receives one grade of mechanical stress (see Vehicle Integrity). FRAME RATINGS 0 1 2 3 4 5 6 feeble frame weak frame avrage frame strong frame reinforced frame armored frame next generation frame Shields The shields aspect represents the effectiveness of a vehicle’s defensive energy fields when used with science fiction settings. All damage sustained by the vehicle is reduced by the current shields value. For example, laser hit inflicting four points of damage would be reduced to one if the vehicle currently has a shields rating of three. If the amount of damage is greater than the vehicle’s shields rating, however, not only does the vehicle receive structural damage, but its shield rating is also reduced by one (1) point. SHIELDS RATINGS 0 1 2 3 4 5 6 no shields weak shields avrage shields strong shields reinforced shields multi-layered shields next generation shields POINTS MAY BE EXPENDED FOR THE FOLLOWING USES 58 FRAME • one point may be expended to negate one damage grade inflicted upon the vehicle • one point may be expended to negate one damage grade inflicted upon passengers SHIELDS • one point may be expended to extend protection of shields to a nearby smaller craft • two points may be expended to extend protection of shields to a nearby craft of the same size C vehicle gimmicks------------------------------------------------------------------------- Cargo Capacity The vehicle is able to carry a large amount of cargo by way of roof racks, cargo bays, or storage containers. Passenger Capacity The vehicle is able to carry a large amount of passengers by way of extra seating. The number depends on the purpose and frame of the vehicle—the director is free to decide. Power Booster The vehicle has a one-shot device, which can boost the vehicle’s speed ability by |+1| for five turns or |+2| for two turns. Once used, the device must be recharged. The director may choose to limit recharging to fueling stations, docks, or construction yards. advanced exploits The director may assign (and create his own) gimmicks to vehicles as if they were characters. For example, vehicles can use gimmicks such as prestige, internal clock, and vulnerability. Some additional gimmicks specific to vehicles are listed below. C vehicle integrity-------------------------------------------------------------------------Vehicles possess health levels just like characters. Rather than a measure of health, however, we refer to them as a measure of the vehicle’s integity. There are two types of vehicle integity: structural damage and mechanical stress. Like character health, both have five grades of severity and the amount of effort which may be exerted by the vehicle’s abilities can be reduced when damaged or stressed. 1 2 3 4 5 Mechanical Stress Mechanical stress represents fatigue and wear on the vehicle’s drive components (engine, transmission, ailerons, etc.). When a vehicle receives five grades of stress, it is disabled and may not function. Mechanical stress my be abbreviated as MEC. Structural Damage Structural damage represents damage sustained by the vehicle. When it receives five grades of damage, the vehicle may not function and offers no protection to its passengers. Structural damage may be abbreviated as STR. STRESS GRADE DAMAGE GRADE engaged distressed overworked overheated disable dented impaired breached compromised wrecked PENALTY -1 -2 -3 — 59 C vehicle task conditions------------------------------------------- advanced exploits 3 Vehicle task conditions require the use of Advanced Tasks. Stressed The vehicle has gained more than one grade of mechanical stress. All tasks receive an increase in difficulty based on the severity of the stress. This replaces the penalties to effort by normal health rules if conditions are used in play. Damaged The vehicle has gained more than one grade of structural damage. All tasks receive an increase in difficulty based on the severity of the damage. This replaces the penalties to effort by normal health rules if conditions are used in play. Poor Visibility The target is hard to spot because of poor lighting, fog, or smoke. This task receives +1 to +4DIFF (director’s discretion based on the level of visibility). Military vehicles, those fitted with infrared technology, or characters with night vision can ignore this condition. Impediment The vehicle’s performance is hindered due to an obstacle, hill, patch of mud, turbulence, or other rough terrain. The task receives +1 to +4DIFF depending on the severity of the impediment. MECHANICAL STRESS STRUCTURAL DAMAGE distressed overworked overheated impaired breached compromised DIFFICULTY +1 +2 +3 C vehicle task stunts------------------------------------------------------------3 Vehicle task stunts require the use of Advanced Tasks. Vehicle stunts are usually a function of a pilot’s skill, although the vehicle’s abilties may also be a factor. 60 Aiming The character attempts to aim a projectile weapon while steering the vehicle. This does not increase the difficulty, but at least one point of effort from fitness must be spent for this stunt. The collision risk is also present. Precision The character attempts to focus an attack at a particular location on a target vehicle’s frame or a specific passenger. A success indicates that the location or passenger is hit. The difficulty to hit a passenger is adjusted by the current integrity of the target vehicle. For example, targeting a passenger on a vehicle with an integrity of 3 adds +3DIFF to the task. The collision risk is also present. High-Speed Maneuvers When a vehicle attempts handling-based tasks at high speeds, it receives +2 to +4DIFF and the collision risk is present. C vehicle task risks-----------------------------------------------------------------3 Vehicle task risks require the use of Advanced Tasks. All standard risks previously listed may either be applied to the passengers or the vehicle itself. In the case of the latter, mechanical stress may be substituted for fatigue and structural damage may be substituted for injury. The following risks may also be used. Collision A failure indicates that the vehicle has crashed into an obstacle, another vehicle, or building. Assign a number of damage grades equal to the current amount of effort exerted from speed. Luck and a character’s own effort exerted for use with a vehicle skill is also counted. This damage is applied to both the vehicle (structural damage) and the passengers (injury). Characters wearing seat belts receive one less damage grade and half of that value is converted to fatigue instead of injury. advanced exploits Nudge The character attempts to push another vehicle off the road or to follow a specific route. The collision risk is also present. Ram The character attempts to steer the vehicle into another, causing a violent impact. The target vehicle receives a number of grades of damage equal to the amount of effort exerted from the speed ability. The ramming vehicle receives half of that amount. The collision and flammable risks are also present. Flammable A failure indicates that the vehicle bursts into flames, causing D class damage to the vehicle as well as injury to passengers. C vehicle recovery-------------------------------------------------------------------------Mechnical Stress Mechanical stress may only be restored by one grade after at least one hour of rest. This gives the internal components time to cool down. Repairs can be performed at any level of stress, provided the vehicle is at rest. MAKESHIFT REPAIRS dented impaired breached compromised trivial routine challenging improbable Structural Damage The only way to remove a vehicle’s structural damage is to have it repaired, but only if it has not passed beyond the compromised level of damage. Repair requires the appropriate engineering skill. A relevant piloting skill is also acceptable, but the task should be penalized for more difficult repairs. Parts may also be a factor and should be taken into account when characters are performing repairs. The difficulty is determined by the extent of damage (see table at left). 61 C vehicle weapon damage---------------------------------------------- advanced exploits Additional classes are provided for larger vehicle weapons. They are assumed to be used at the proper scale (space ships vs space ships, tanks against tanks and helicopters, etc.) CLASS WEAPON TYPE DAMAGE D U V1 V2 X1 X2 X3 explosives antique cannons rockets torpedoes and missiles laser weapons particle weapons ion weapons 4-10STR 2STR 5STR 6STR 3-4STR 4-6STR 1-4MEC C other sources of damage-----------------------------------Storms and Extreme Environments These can all cause disruption to a vehicle’s circuits and inflict one or two grades of mechanical stress. Shields may also fail to work in these conditions. Radiation Light or latent exposure to cosmic radiation can cause a vehicle’s crew to sustain fatigue, while severe and constant exposure can cause injury. Shields can block an amount of damage from radiation up to its rating. 62 Shockwaves Exploding vehicles and objects can cause shockwaves which may disrupt a vehicle’s course or cause structural damage. Shields can block an amount of damage from shockwaves up to their rating as well as limit course deviation. The amount of damage is left up to the director. Impediments Contact with small impediments like speed bumps and buoys can inflict one or two grades of mechanical stress. Name / Setting diceless roleplaying IIIIII IIIIII Luck IIIIII Discipline IIIIII fitness awareness creativity reasoning influence health flairs gimmicks, convictions, and thr eads IIIIII IIIIII Fatigue dazed I stressed I strained I exhausted I unconscious I +1DIFF +2DIFF +3DIFF -— injury I bruised I sprained I wounded I maimed I incapacitated dementia sensitive I agitated I distracted I irrational I delirious I +1DIFF +2DIFF +3DIFF -— etheria I pallid I enfeebled I impaired I muted I consumed toxemia I exposed I tainted I infected I afflicted I diseased Skills background, notes, equipment, etc. © 2003 Precis Intermedia. This form may be copied for personal use only. Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ flairs IIIIII IIIIII Gimmicks, cr ew, passengers, cargo, notes, etc. handling IIIIII IIIIII © 2003 Precis Intermedia. This form may be copied for personal use only. speed shields frame Setting vehicle type — I wrecked I compromised I breached I impaired I dented structural damage weapons and armor -— +3 DIFF overheated I -3 EFFORT disabled I +2 DIFF overworked I -2 EFFORT - ADVANCED +1 DIFF - BASIC distressed I -1 EFFORT engaged I mechanical str ess diceless roleplaying / Since the very nature of Live Action Roleplaying encourages social interaction and only quick rules exchanges, the Live Exploits rules have been streamlined to play very quickly and smoothly. This is the most basic set of rules utilizing Active Exploits. This chapter is not about explaining how to organize, plan, or design live action games, since that is not the purview of this book. Instead, you will find mechanics derived from other parts of this book used to power a live action game. 3 live exploits 65 C abilities------------------------------------------------------------------------------------------------------------Abilities work the same as the rules presented in the Basic Exploits section. Note that aspects are not used, however, so fatigue is not gained by over-exerting oneself. Also, effort from only one ability may be exerted per turn. Special abilities may also be assigned depending on the setting and discretion of the director. C fields of expertise----------------------------------------------------------------live exploits Fields of expertise are used in the same manner as described in the Advanced Exploits section. C gimmicks---------------------------------------------------------------------------------------------------------Gimmicks may also be used. No changes should be required in order to accommodate them in these rules. C health---------------------------------------------------------------------------------------------------------------------Injury is the only form of health used for these rules. Injury reduces the amount of effort exerted, as per Basic Exploits. Injuries heal between 66 game sessions, but the number of grades restored depends on the amount of time which passes ingame. PASSAGE OF TIME GRADES RESTORED none (no time passes) days weeks months years 1 2 3 4 all C task resolution---------------------------------------------------------------------------- Contested Tasks Contested tasks are the only situation where effort comes into play. All players involved in the contest announce how much effort they are exerting simultaneosuly—a good way of doing this is by counting to three and then holding out their hand(s) with the chosen number of fingers extended to represent the amount of effort used. Effort may only be used from one relevant ability (physical exertion requires the effort to come from fitnesss and writing poetry requires effort from creativity, for example). If the task falls under the training and knowledge of a field of expertise, the amount of effort is doubled (or increased to one if it was zero). If the task is only loosely connected to the field (fringe training), the effort is increased by one (1), but only if it is greater than one (1). In other words, if the task is somewhat covered by the field, but not enough to warrant expert knowledge, the character must exert two (2) or more points of effort in order for it to gain the extra point. Other modifiers may also come into play, but these are at the director’s discretion if he happens to be judging the contest. Modifiers directly affect the total amount of effort which the character is using. A positive modifier increases effort and a negative modifier reduces it. After all the modifiers are applied, the winner of the contest is the character who has the largest amount of effort. In the case of ties, both characters fail. live exploits Determining the outcome of tasks in Live Exploits is quite easy compared to the Advanced or even Basic Exploits. Whenever a character attempts an action and it is in the purview of his training, he is successful unless another character contests the task or it is considered a complex task. The validy of a basic, successful task may be questioned by players and brought to the attention of the director if he was not present to witness it. The director has final say as to the outcome of the task. Both players questioning tasks and those attempting them should carefully consider their actions. Crying wolf or performing game-balancing actions can have serious consequences and it is unlikely that any director will stand for it. Complex Tasks Complex tasks are those which are uncontested and either affect a number of people, affect the plot of a story directly, or are near-impossible. The director is required to judge such tasks as they can create serious problems in the game. The following guidelines should be used: • The character requires a field of expertise which covers the situation completely. • If the character has only fringe training, he must also possess the appropriate ability at a rating of at least |+1|. Ultimately, the decision is left up to the director and he can ignore the guidelines above if he so chooses. 67 C damage------------------------------------------------------------------------------------------------------------------Successful attacks inflict damage on the opponent. The amount is determined by the nature of the attack (see the Live Exploits Reference page). The director may also apply damage from other sources as part of complex tasks or the environment. All damage is reduced by any armor being worn (see the Live Exploits Reference page). A character may also expend up to two points of experience to negate one grade of injury per point. live exploits C experience-----------------------------------------------------------------------------------------------------Each successful contested task gives the character one (1) point of experience if and only if it was a fair match. This means that characters cannot go around picking on weaker individuals simply to gain experience. The opponent must possess the same field of expertise or one in which the action is a key component. The director may also award a point to anyone he feels has done a superb job of roleplaying when a task would have normally determined the outcome of a situation. Experience may be used to increase the amount of effort used in a task or negate one grade of injury per point. No more than two (2) points of experience may be used at a time. Points used to increase effort are counted after all modifiers to the task—fields of expertise do not double or otherwise alter this value. C optional rules---------------------------------------------------------------------------------Threads and principles would also work quite well with live action roleplaying (consult the respective section of this book). House rules and other options from the Advanced Exploits section may be employed, but please keep in mind that live action is intended to be quick and easy, so as not to drag out encounters. Another interesting option is to have players make note of all tasks at which their characters succeed that are not central to their field(s) of expertise. When this task is performed more than four times successfully, the player may spend ten (10) points of experience to make it part of his character’s field of expertise. NEW EXPERTISE BY EXAMPLE 68 Detective Winston, whose field of expertise is law enforcement, has successfully completed five attempts at delivering babies over the course of his five month tour (the tour being part of the live action game). As a result, he can spend 10 experience points (if he has them) to make this task part of his law enforment expertise. All future attempts are considered to be central to law enforcement for him. C contested task flow of events-------------- EXERT EFFORT Exert effort from one ability. FIELD OF EXPERTISE? Double effort; or add 1 if it is 0. UNSKILLED? Proceed to next step. FRINGE TASK? Add 1 to effort if it is 2 or more. live exploits MODIFY TASK The director may give extra effort or penalize effort depending on the circumstances. ADD EXPERIENCE If experience points are expended on the task, count them as additional effort. Maximum is 2. WEAPON TYPE unarmed club knife staff sword arrow snub-nosed pistol 9mm and .45 magnum carbine assault rifle heavy machine gun hi-tech laser pistol hi-tech laser rifle DAMAGE 0/1* 1 1 1 2 2 2 3 4 4 4 6 5 5 * A difference of 2 or more points of effort is required to inflict 1point of damage. COMPARE EFFORT The character with the largest amount of effort wins the contest. Both characters fail if it is a tie. FAIR MATCH? If the contest was fair, the winning character receives one experience point. COMBAT? Stop here unless the contest occurred during combat and the winner was the attacker. medieval armor older bullet-proof vest modern armored vest synthetics hi-tech armor hi-tech force field RATING 1 2 3 3 4 5 ARMOR? DAMAGE Consult the table above to determine how much damage is inflicted on the loser. ARMOR TYPE EXPEND EXPERIENCE? If the loser is wearing armor, consult the table above and subtract it from the damage. If the loser expends experience, he may subtract it from the damage. Maximum is 2. HEALTH Increase the loser’s injury by the final damage value. 69 Name / Setting diceless roleplaying fitness awareness creativity reasoning fields of expertise injury I bruised - I sprained -1 I wounded -2 I maimed -3 I incapacitated — character background, gimmicks, notes © 2003 Precis Intermedia. This form may be copied for personal use only. This chapter is intended to provide a framework for the integration of Active Exploits with other dice game systems based on the ability/skill relationship. Two methods are provided, one for converting characters to Active Exploits and one for adapting the existing system to Active Exploits’ effort-based tasks resolution mechanics. A calculator is required, as is extreme familiarity with Basic and/or Advanced Exploits. Because of this and the fact that the director will need to improvise, it is recommended that you get some practical experience with those sections before attempting to integrate another system. 4 adaptive exploits 71 adaptive exploits C lexicon------------------------------------------------------------------------------------------------------------------Special terms are used to help differentiate elements between Active Exploits and the chosen system for integration. Before getting started with either methodology, definitions of these terms are provided. Active Gimmick This is any gimmick used in Active Exploits. Ability/Skill-Based System This is a set of gaming mechanics which rely on abilities (otherwise known as traits, stats, and attributes) and skills to define and regulate characters’ capabilities and actions. Skills are often dependent on a corresponding ability. Active Skill This is any skill used in Active Exploits. Active Ability This is any primary ability used in Active Exploits—fitness, awareness, creativity, reasoning, and influence. Active Category This is a descriptive rating used to convert a computed value from an Adaptive Ability or Skill to an Active Ability or Skill rating. Active Scale This is the level scale used to define abilities in Active Exploits: (-1) to (+5). Adaptive Ability This is any primary ability (trait, stat, or attribute) used in the system being adapted for diceless play. Adaptive Gimmick This is any trait, advantage, disadvantage, merit, or flaw in the system being adapted for diceless play which affects abilities, skills, or tasks or adds new capabilities not relying on itself to act as an ability or skill. Adaptive Skill This is any skill used in the system being adapted for diceless play. C converting to Active exploits-----------------Converting characters from other ability/skill-based game systems to Active Exploits is relatively easy. Unless the scale used for the Adaptive Abilities and Skills is not collapsible into broad levels of capability and achievement, a calculator is not necessary. 72 Converting Abilities Determine a corresponding Active Ability for each Adaptive Ability by consulting the table below. If an Active Ability has more than one corresponding Adaptive Ability, simply compute the average rating of all corresponding Adaptive Abilities. ACTIVE ABILITY CORRESPONDING ADAPTIVE ABILITIES fitness awareness creativity reasoning influence strength, dexterity, agility, coordination, movement awareness, perception, intuition, insight, empathy, reflexes style, cool, artistry, appearance intelligence, intellect, reasoning, ego presence, charisma, charm, manipulation, personality AVERAGING BY EXAMPLE System A uses two abilities which can correspond to fitness—strength and dexterity. As instructed, compute the average rating of both Adaptive Abilities. So a strength rating of 8 and dexterity of 12 would result in an average rating of 10 ((8+12)/2). When using flairs, assign a flair to each corresponding Adaptive Ability to determine the rating (a further step is added to properly assign flairs later). FLAIRS BY EXAMPLE Special abilities may also be used, especially if there is an Adaptive Ability with no corresponding Active Ability. Once you have made a list of the Adaptive Abilities to be converted, the scale in which the Adaptive Abilities are based must be converted. In some cases, you can arbitrarily separate the scale into the Active Categories below. Disabled is typically zero ability or less, but can vary greatly from system to system; the equivalent of an Active Ability rating of -1. Average Human is often quite different from game to game. In fact, this level may even be rare in systems that feature larger than life characters; the equivalent of an Active Ability rating of 0. Above Average Human is the norm for most systems; the equivalent of an Active Ability rating of +1 to +2. Superhuman is common among operatic and pulp systems; the equivalent of an Active Ability rating of +3 to +4. STEP 1 BY EXAMPLE If the scale runs from 0 to 100, there are 101 possible values. If the scale runs from 5 to 20, there are 16 possible values. adaptive exploits Expanding on the example above, the fitness (muscle) flair would have a rating of 8 (from strength) and the fitness (dexterity) flair would have a rating of 12 (from dexterity). Unimaginable is rare and may represent superheroes and magicallygifted characters; the equivalent of an Active Ability rating of +5. In cases when measurement of the original scale is not very apparent, conversion to the Active Scale requires some math. This may or may not be accurate as some systems use exponential scales or only measure mortal levels. Discretion is required when applying the results to Active Abilities. The following steps are required to convert the scale when you cannot readily discern Active Categories. 1. Compute the maximum number of values, by subtracting the lowest possible value from the highest and adding one (1). 2. If the lowest possible value is greater than zero (0), reduce the rating of each Adaptive Ability by the difference between the lowest possible value and zero. STEP 2 BY EXAMPLE If the scale runs from 5 to 20, reduce the rating with which you are currently working by 5 (5-0=5). This would make a rating of 10 into a 5. 3. Divide the rating of each Adaptive Ability by the result achieved in Step 1 and multiply the result by ten (rounding down). STEP 3 BY EXAMPLE Continuing from the previous example, divide a rating of 5 by the possible values of 16. The result is 0.3125. Multiplying that by 10 results in 3.125, rounding down to 3. 73 adaptive exploits 4. Consult the Master Conversion Table (next page) to determine the Active Category to which the rating belongs. The final rating can then be assigned to the Active Ability based on the values corresponding to each Active Category. If flairs are being used for the Active Ability, the rating for the Active Ability remains the same, but the individual ratings for its corresponding flairs may be different—because flairs are modifications to a specific ability, only the difference between the Active Ability and the flair are noted as a final result. 74 STEP 4 BY EXAMPLE Fitness (muscle) 1, fitness (agility) 6, and fitness (dexterity) 4 average out to 3. Consulting the table below, the character’s fitness rating is 0, muscle flair is -1, agility flair is +2, and dexterity flair is 0. This results in the following: fitness 0 (muscle -1; agility +2). We don’t need to indicate dexterity since its rating is the same as fitness. Converting Aspects Aspects such as luck and discipline are converted in the same manner as abilities, although their final ratings are different since they use a slightly different scale (see Master Conversion Table). Use the table below to find a corresponding Adaptive Ability for each. If none are available, the director should assign a rating based on the character’s other abilities. Skills Most systems should provide some description of what the various skill ratings represent. Adaptive Skills may either be retained and associated with a specific Active or Adaptive Ability, or completely replaced with the closest Active Skill. If the scale is not easily apparent, use the same procedure (the steps required to convert abilities and aspects) to convert Adaptive Skills to the Active Skill scale—unskilled, novice, proficient, and expert (see Master Conversion Table). ASPECT CORRESPONDING ADAPTIVE ABILITIES luck discipline luck, fate, destiny, karma willpower, endurance, stamina, constitution RESULT MASTER CONVERSION TABLE FINAL FINAL ACTIVE CATEGORY ABILITY ASPECT FINAL SKILL 0 1 2 3 4 5 6 7 8 9 10 disabled disabled average human average human average human above average human above average human superhuman superhuman unimaginable unimaginable unskilled novice novice novice proficient proficient proficient proficient expert expert expert -1 -1 0 0 0 +1 +2 +3 +4 +5 +5 0 1 2 2 2 3 3 4 5 6 6 SKILLS BY EXAMPLE A character from System A has the counterfeiting skill. This skill can either be carried over to Active Exploits or replaced with the design skill. The skill’s rating is a 4 on a scale from 0 to 6. Step 1 is to calculate the maximum possible values: 7. Step 2 can be skipped since 0 is the lowest possible value. Step 3 is to divide the skill rating of 4 by the result from step 1 and multiply by 10: 4/7*10=5.7, rounding down to 5. Step 4 is consult the Master Conversion Table, which gives a result of proficient for skills. GIMMICKS BY EXAMPLE adaptive exploits A disadvantage which reduces the character’s strength by 2 when faced with a holy symbol could be made into a gimmick which reduces the amount of effort a character can exert on muscle-based tasks by 1 when faced with a holy symbol. Or, instead of affecting effort, it could increase the difficulty of the same task by +2DIFF. There are no set rules, so the director should experiment and use his discretion. Converting Gimmicks There is no set way of handling gimmicks. Adaptive Gimmicks may either be converted to Active Gimmicks, flairs, principles, or convictions. The director should use his best judgement. A few suggestions are presented below. • If the Adaptive Gimmick modifies an ability, it should either be made an ability flair or a gimmick. • If the Adaptive Gimmick modifies a skill, it should either be made a new, special skill or a gimmick. • If the Adaptive Gimmick modifies a task, it should be made a gimmick which alters the amount of effort used or the difficulty of the task. • If the Adaptive Gimmick represents or causes emotional strain or specific behavior, it should either be made principle, conviction, or gimmick. C adapting another system-----------------------------------Adapting your current system for diceless play via Active Exploits can also be accomplished with a few easy steps. Unlike the previous methodology, all conversions are done during task resolution with the exception of an initial set of calculations in order to speed the conversions. Abilities No changes to abilities are required as all conversions are performed by the director while determining the outcome of tasks. When players attempt tasks, they may allocate a variable number of points from an ability as if they were exerting effort. Once allocated, the points may not be used until the end of the turn. Aspects Because the system’s own abilities are being maintained rather than converting to those normally used in Active Exploits, aspects may feel unnatural and should be ignored. If the system has a willpower, stamina, constitution, or endurance ability, however, it should be used to mirror the discipline aspect. That is, if the number of points allocated from abilities for a task is greater than the willpower, stamina, constitution, or endurance ability (choose one), the character gains fatigue (see Health, below). Skills Like abilities, no conversions are necessary until a task is attempted. 75 adaptive exploits Health Active Exploits’ health system may be used or you may stick with that of the system you are adapting. If you choose the latter, all weapons and damage values must remain consistent with those built for the system which you are adapting. If damage is determined by rolling an amount of dice, the average value capable of being delivered (or half the maximum value) should be chosen. Armor ratings may either be deducted directly from the damage value or you may find the percentage of the maximum armor value (armor value divided by maximum armor value) and mutliply the damage by that value. HEALTH BY EXAMPLE We are using a damage system which has a health scale from 0 to 20 and adapting it to Active Exploits’ health system. A character sustains an amount of damage equal to the roll of two six-sided dice. The average of this roll is roughly six and the character’s armor value is five (maximum armor value for the game is twelve). We may either reduce the damage by the armor value, making it one (6-5=1), or multiply damage by 0.41 (percentage of armor based on the maximum permitted amount, or 6/12), reducing the damage to two (6x0.41=2.46, rounding down to 2). Of course, we could have just simplified this by using Active Exploits’ damage system with general damage and armor classes to determine these effects. the system has a meter for tracking fatigue rather than serious wounds, it is applied to that meter. OVER-EXERTION BY EXAMPLE In a system that uses hit points, and the maximum amount for a character is 20, applying fatigue from over-exertion is done by inflicting an amount of damage equal to 20 divided by 5 (one-fifth), or 4. Penalties due to injury should also be applied to tasks. If penalties are not provided with the original system, use the table below to determine the effects on tasks resolution. Preparation In order for the task resolution process to move faster, the following steps should be performed before play begins. 1. Compute the maximum number of ability values, by subtracting the lowest possible value from the highest and adding one. This result is called the Effort Factor. 2. If the lowest possible value is greater than zero, you will also need to use an Effort Offset, which is equal to the difference between the lowest possible value and zero. When applying the effects of overexertion (gaining fatigue from exerting too much effort), the reduction in health is equal to 20% (or one-fifth) of the maximum value. If HEALTH LEVEL IS THIS % OF MAX 76 40-59% 60-79% 80-99% PREPARATION BY EXAMPLE If the scale runs from 2 to 20, there are 19 possible values, and therefore, the Effort Factor is 19. Because the lowest value of 2 is greater than 0, the Effort Offset is 2 (2-0=2). PENALTY FOR BASIC EXPLOITS PENALTY FOR ADVANCED EXPLOITS -1EFFORT -2EFFORT -3EFFORT +1DIFF +2DIFF +3DIFF Tasks Tasks are perfomed like Active Exploits (either Basic or Advanced Exploits), applying effort to tasks. A character attempting a task may allocate any number of points from a relevant ability. Free effort is also applied from skills and any conditions, risks, or other factors are applied to the total amount of effort applied (Basic Exploits) or the difficulty rating (Advanced Exploits). The total number of points allocated must be converted to Active Exploits’ scale. This is done with the following formula: ( ) points allocated - Effort Offset x 10 Effort Factor RESULT 0 1 2 3 4 5 6 7 8 9 10 10 points are allocated to a task from an ability. The Effort Factor is 19 and the Effort Offset is 2. ((10 - 2) / 19) x 10 breaks down as follows: a) 10 - 2 = 8 b) 8/19 = 0.42 c) 0.42 x 10 = 4.2; rounded down to 4 d) A result of 4 for an ability converts to 0 effort on the Master Effort Table. Free effort from luck is computed the same way. Experience may also be applied directly to effort as it can be used to alter the chance of success, making it possible to succeed at tasks normally impossible. Experience can either be awarded to specific skills as it is normally done with the Active Exploits rules or awarded to the character as a lump sum for general use. Skills also provide free effort depending on their rating. If it is not apparent to which Active Category a skill belongs, it may be computed by using the formula and consulting the Master Effort Table. MASTER EFFORT TABLE LUCK EFFORT FREE EFFORT -1 -1 0 0 0 +1 +2 +3 +4 +5 +5 0 0 +1 +1 +2 +3 +4 +4 +4 +5 +6 adaptive exploits Put simply: a) Subtract Effort Offset from points allocated b) Divide result by Effort Factor c) Multiple result by 10 (rounding down) d) Consult the Master Effort Table to convert effort and free effort from abilities and skills. TASK CONVERSION BY EXAMPLE SKILL FREE EFFORT 0 +1 +1 +2 +2 +2 +2 +2 +3 +3 +3 77 C common system scales------------------------------------------------1 TO 20 SCALE ABILITY ASPECT SKILL adaptive exploits 1-2 3-4 5-6 7-8 9-10 11-12 13-14 15-16 17-18 19-20 -1 -1 0 0 0 +1 +2 +3 +4 +5 0 1 2 2 2 3 3 4 5 6 unskilled novice novice novice proficient proficient proficient proficient expert expert LUCK SKILL EFFORT FREE EFFORT FREE EFFORT -1 -1 0 0 0 +1 +2 +3 +4 +5 0 0 +1 +1 +2 +3 +4 +4 +4 +5 0 +1 +1 +2 +2 +2 +2 +2 +3 +3 0 TO 10 SCALE ABILITY ASPECT SKILL 0-1 2 3 4 5 6 7 8 9 10 -1 -1 0 0 0 +1 +2 +3 +4 +5 0 1 2 2 2 3 3 4 5 6 unskilled novice novice novice proficient proficient proficient proficient expert expert LUCK SKILL EFFORT FREE EFFORT FREE EFFORT -1 -1 0 0 0 +1 +3 +3 +4 +5 0 0 +1 +1 +2 +3 +4 +4 +4 +5 0 +1 +1 +2 +2 +2 +2 +2 +3 +3 0 TO 8 SCALE ABILITY ASPECT SKILL 0 1 2 3 4 5 6 7 8 78 -1 -1 0 0 0 +1 +2 +3 +4 0 1 2 2 2 3 3 4 5 unskilled novice novice novice proficient proficient proficient proficient expert LUCK SKILL EFFORT FREE EFFORT FREE EFFORT -1 -1 0 0 0 +1 +2 +3 +4 0 0 +1 +1 +2 +3 +4 +4 +4 0 +1 +1 +2 +2 +2 +2 +2 +3 Bold rows indicate super-human ability. If the original scale does not include super-human ability or if it is mostly super-human ability, you will have to edit the scale using the Active Categories rather than using the formulas. This section presents two specific sets of rules additions. Its purpose is twofold: 1. The information allows direct accesss to the settings so the director does not need to develop them. 2. The framework for each setting provides an example of how to design new abilities, gimmicks, and so on. 5 setting specifics 79 the arcane Magic can be a very diverse element of play. It can take the form of divinely inspired miracles, spirit summoning, or even numerologybased inscriptions. Whatever the form, all magic follows the same simple mechanics as everyday tasks. Each type of magic must be powered by an ability and focused into an effect by way of a skill. The skill does not necessarily need to be linked to the actual ability, however, as in the case of the endowment ability. C astral inhabitants--------------------------------------------------------------- setting specifics 3 80 This addition to the Endowment ability may require the use of Convictions to represent entity worship at the director’s discretion. These are the entities which characters may call upon for power for use with the endowment ability (discussed in Chapter 1). They exist in the Astral Realm, a dimension mirroring ours, but lacking physicality and corporeality. The Astral Realm is sometime entered unknowingly while we sleep, exposing ourselves to the nightmares that occupy it. Some entities require they be worshiped before granting endowments to mortals, while others will only do so at their own whim. This can also limit the manner in which the endowment ability is used. Some entities will also go out of their way to ruin the plans of other astral inhabitants. Because of this, characters may expend endowment points to cancel out the use of endowment by other characters if their respective entities oppose each other (one point cancels out one point). In addition, points may also be used to add effort to a task attempted by another character if their respective entities do not oppose each other (one point adds one point of free effort). Some of the more powerful entities that endow humans with power in exchange for worship and favors are: Guardians Guardians are the monitors of the gateways between the realms. They oppose actions taken by or on behalf of the Shambalans and refuse to be worshiped, endowing mortals only when it suits their needs. Guides Guides often come to us in our dreams, offering advice and knowledge. Their ultimate goal seems to be the enlightenment of humanity. While they do not typically make their presence known, there are times when they contact individuals openly during meditation and trances. They oppose actions taken by or on behalf of the Overlords and Jinn, and endow mortals without the need of making covenants with them. Their endowment may only be used to add free effort to reasoning-based skills. Jinn Jinn are the masters of the Astral Realm and seek worship. They oppose actions taken by or on behalf of the Mythos and Oni, and their endowment is used in the same manner as the discipline ability. Mythos Mythos are the masters over man, beast, and vermin, and commonly recruit minions to interfere with the societies and cultures of man. They oppose actions taken by or on behalf of the Jinn and Oni, and their endowment may only be used to add free effort to any fitness-based skill. Shambalans Shambalans are the fabled creators of our realm and everything in it. They seek to inspire the creativity of the mortal realm. Shambalans oppose actions taken by or on behalf of the Guardians, and their endowment may only be used to add free effort to any creativitybased skill. C the channeling ability-------------------------------------------------Channeling is an accented ability used to gather pure energy from one’s surroundings, convert it to a usable form of magical energy, and focus it into an effect (or spell) directed at the same type of source. Channeling can be used to exert effort for any applicable skill in conjunction with the following flairs: Air allows characters to focus energies from all gaseous materials, including oxygen, methane, and propane. Earth allows characters to focus energies from all solid minerals substances, such as rock, dirt, and raw gems. Fire allows characters to focus energies from all occurrences of flames, heat, or light. Beast allows characters to focus energies from living animals or their derivatives, such as parchment and leather. Man allows characters to focus energies from living human beings. Plasma allows characters to focus energies from electrical sources, such as power lines, computers, and wall sockets. Water allows characters to focus energies from all liquid materials, such as the sea, alcohol, or soda. Wood allows characters to focus energies from all living vegetation or their derivatives, such as trees, shrubs, weeds, and paper. setting specifics Oni Oni are the masters of nature and seek to motivate change and evolution in all living creatures, while preserving the harmony of shared existence. They oppose actions taken by or on behalf of the Mythos, and their endowment may only be used to add free effort to any awareness-based skill. Overlords Overlords are the masters of mortal souls, and guide departed souls to their destinies from behind the scenes or by way of worshipping minions. They oppose actions taken by or on behalf of the Guides and Jinn, and their endowment is used in the same manner as the revelation ability. 81 C the faith ability--------------------------------------------------------------------------3 Faith requires the use of Convictions. Faith represents pure devotion to the character’s deity and in return, he radiates divine energies which can be harnessed to create miracles. This ability requires the character to possess the beliefs and values convictions (to represent his faith in the deity and doctrines, respectively) and cannot be used by anyone with the channeling ability. Faith can be used to exert effort for any applicable skill which does not violate the character’s values. C the necromancy ability---------------------------------------------- setting specifics Necromancy is the ability to command the spirits of the Astral Realm. Spirits can resist the effects of necromancy by contesting the task with its manifestation ability and an appropriate skill (director’s discretion). C the manifestation ability-----------------------------------Manifestation is a spirit’s ability to interact with our world. This ability may only be used by Astral inhabitants. In addition to providing access to manifestation-based skills, astral inhabitants may also use the manifestation ability to attempt any fitness-based skill while in a corporeal state (manifested or in possession of a mortal or corpse). Most manifestation-based tasks are contested by the target’s discipline rating (see the table at right). MANIFEST DIFFICULTIES 0 1 2 3 4 5 6 trivial routine routine challenging improbable improbable impossible C the transformation aspect--------------------------- 82 Transformation allows a character to change form at will. The type of change is dependent on the number of points expended, which are recovered at a rate of one per hour. Points are not required to be expended in order to return to the character’s original appearance and he may do so at his leisure. TRANSFORMATION EXPENDITURES 1 2 3 4 5 facial appearance only mortal appearance only wolf or similar-sized animal bat or similar-sized animal mist or a swarm of insects C arcane skills--------------------------------------------------------------------------------------The following skills are for use with the new abilities presented above as well as the ESP and reasoning abilities. ESP-Based Skills Astral Projection allows a character to remove his consciousness (or soul) from his body while in a dream state. It then manifests midway between our world and the Astral Realm. This renders his soul incapable of interacting physically with either world (including communication with both mortals and astral inhabitants), but it can move throughout either, seeing whatever is present. The character’s soul must return to his body within a specific time frame (novice skill level: fifteen minutes; Channeling-Based Skills Conjuring is the art of illusion. It allows a character to create an insubstantial image which has no physical properties other than appearance. The illusion must be fashioned after an appropriate magical energy. For example, an air-based illusion can appear as a tornado or a water-based one may appear as rain or a puddle. The director should assign a difficulty on the task based on the size of the illusion. A fixed rule on difficulty is not included here so that directors can alter the power of the characters to fit the setting. Countermagic is the art of draining magical energy from any arcane task in order to counter its effect(s). In essence, this skill is used to contest any channeling or faith-based task. In addition, countermagic may also be used to decrease the amount of etheria sustained by a number of grades equal to the amount of overkill, if attempted in the same turn. Summoning is the art of conjuring physical objects or creatures. The summoned target must be fash- setting specifics Reasoning-Based Skills Alchemy allows a character to mix a potion which, when activated through ingestion or application on a surface (painting or throwing the potion on it), creates a single effect from a channeling-based skill. Once the potion has been created, it may be activated by anyone. The duration of the effect is decided by the director as appropriate for the circumstances, but can be cancelled by the countermagic skill. Runes allows a character to imbue a series of symbols, called runes, with any single effect from a channeling-based skill. The runes must use a magical language and therefore, can only be read by those who are familiar with the language. Their effect can either be activated upon being read or made active at the time of writing. The duration is typically permanent, but can be cancelled by the countermagic skill. proficient: forty-five minutes; and expert: two hours) or his consciousness will manifest completely in the Astral Realm and he will become trapped forever. Clairaudience allows a character to communicate with astral inhabitants within the character’s immediate vicinity. He can hear them as if they were speaking and vice versa. Clairvoyance allows a character to look into the Astral Realm and see all inhabitants present in his immediate vicinity. 83 setting specifics 84 ioned after an appropriate magical energy. For example, a beastbased summoning can create a mouse or a plasma-based one can create a bolt of lightning. A fixed rule on difficulty is not included here so that directors can alter the power of the characters to fit the setting. Countermagic can be used to dispel summoned items. Warding allows a character to create a protective sphere around himself or a circle engraved or inscribed on the ground. The difficulty should be affected by the desired size of the circle, but a fixed rule is not included here so that directors can alter the power of the characters to fit the setting. A success indicates that all damage applied to anyone within the perimeter of the circle from a source outside of it is reduced by a number of grades equal to the amount of effort applied from the channeling ability. Faith-Based Skills 2 The Inscription and Seals skills have been replaced by skills representing the different types of seals present in the first edition rules. Bless allows a character to imbue another with divine emanations. This causes all attempts at tasks by the target character which do not violate the original character’s beliefs to receive a decrease in difficulty by one grade for a period of one day to a week (director’s discretion). Curse allows a character to block divine emanations from another character. This causes all attempts at tasks by the target character which violate the original character’s beliefs to receive an increase in difficulty by one grade for a period of one day to a week (director’s discretion). Divine Archway allows a character to bless a door or other portal. Only those who share the caster’s religious beliefs or values may pass through the door. Healing Touch allows a character to restore a number of grades of injury, fatigue, or dementia equal to the amount of one plus any overkill from the task. Mana allows a character to pray for food. When successful, mana, a nutritious food source similar in taste to coriander, will fall from the heavens in the immediate area. It will dissolve if not collected within two hours on a hot and sunny day. Purify allows a character to eliminate all sources of poison from a food or beverage, or eliminate all toxins from a person’s body (reduces toxemia level to zero, but does not heal the character if he has sustained dementia, fatigue, or injury). Rapport allows a character to form a bond with an animal or person, causing the target to trust and feel comfortable around him. This can easily be countered if the character behaves in a manner which conflicts with the target’s instincts (in the case of animals) or convictions, or becomes hostile toward him. This lasts for a period of one to two days (director’s discretion). Truth allows a character to sense if the words coming out of another character’s mouth are true. Ward allows a character to create an area around a holy symbol (which the character must hold) which protects all those touching him. A success indicates that all attacks made against anyone within the perimeter of the circle receive an increase in difficulty by one or two grades (director’s discretion). Characters or creatures opposed to the character’s religious beliefs receive one grade of injury if they touch any of the affected characters. Necromancy-Based Skills Animate allows a character to bind a nearby spirit into a human or animal corpse for the purposes of control. The spirit must obey the character’s commands and in turn animate the corpse’s lifeless body. Banish allows a character to force any Astral inhabitant (but not powerful entities) to flee the immediate area or leave the body of a possessed mortal or corpse. It may not attempt to return for at least one day. Name allows a character to call any Astral inhabitant (but not powerful entities) by speaking its name. setting specifics Manifestation-Based Skills Lure allows a spirit to entice a character to approach it. This will most likely be a trap and lead to the character’s demise. The difficulty is based on the target’s discipline rating (see the manifest difficulty table). Paralyze allows a spirit to cause a target character to freeze in his tracks. The character may not move on his own (no walking, crawling, swimming, etc.) for up to five turns. The difficulty is based on the target’s discipline rating (see the manifest difficulty table). Possession allows a spirit to inhabit the body of a living animal or human. Once in possession, the spirit can assume control of the body at will. By expending one point of discipline, the character can temporarily overcome the possession for up to one hour. Silence allows a spirit to control the speech centers of the human brain. The target character may not speak for up to ten turns. The difficulty is based on the target’s discipline rating (see the manifest difficulty table). Terrorize allows a spirit to manifest an incorporeal appearance that strikes fear in one’s very soul. Characters that witness the manifestation gain one grade of dementia. 85 C arcane gimmicks-------------------------------------------------------------------------Astral Magnet For one reason or another, the character attracts entities from the Astral Realm that have manifested into our world. There is no telling what their motivations or intentions are. setting specifics Astral Vision The character is haunted by visions of entities from the Astral Realm. He can see those present in the immediate vicinity, although he cannot speak to or hear them. This can be used to replace the clairvoyance skill if the director wishes to use a more abstract method of visions of the Astral Realm. Disruptive Discharge The character is capable of directing focused energy using his channeling ability in order to inflict etheria-based damage by touching a victim. The amount of damage is equal to the amount of effort exerted only from the channeling ability. In addition, for every two points of effort exerted, the character may throw a bolt of pure magical energy at a target using a normal athletics task. Guardian Angel The character enjoys the protection of a guardian angel, who attempts to divert the character’s from danger through naturalseeming occurrences. This is basically a part-time job for the director, offering the player some helpful tips in order to keep the character alive. Gremlins The character causes all machinery or electronics in his immediate vicinity to jam or malfunction. Haunt The Astral inhabitant is tied to a particular piece of land, structure, or individual and may not leave unless banished. Immortality The character does not age and will live forever unless killed by a violent act. Invulnerability The character is supernatural in origin and does not receive normal damage unless exposed to a vulnerability. Treat this gimmick as if the character has rmor ratings of 3 against ‘A’ damage, 2 against ‘B’ and ‘C’ damage, and 1 against ‘E’ damage. Longevity The character has ceased aging due to a secret formula, fountain of youth, or vampire bite which must be reintroduced once per week. Lycanthropy Bloodline The character transforms into a wolf during a new moon and a werewolf during a full moon. Lycanthropy Curse The character transforms into a werewolf during a full moon. The curse is passed on to anyone unfortunate enough to be bitten by the character in werewolf form. MANIFESTATION ABILITY AND DURATION 86 +1 +2 +3 +4 +5 walking and creaking shimmering lights incorporeal human appearance corporeal human appearance corporeal human, animal, or object appearance 2 turns 10 turns 30 minutes 4 hours 1 day Manifest The spirit can assume a physical form for short periods of time and is capable of interacting with our world. Once manifested, the creature can substitute the manifest ability for tasks requiring the fitness ability. The type of manifestation and duration is determined by the creature’s manifestation ability. Mist The Astral inhabitant causes a fog or heavy mist to appear whenever it uses a manifestation-based skill. Mortal Focus The character is susceptible to channeling-based skills. Their difficulties are reduced by two (2) grades (-4DIFF) when targeted at the character. In addition, all channelingbased tasks performed by the char- Non-Reflective The character casts no reflection or shadow. Protective Aura The character has a natural resistance to etheria. This acts as armor with a rating of 2 which protects against all sources of etheria damage. Regeneration The character heals at an accelerated pace; injury is restored by one grade per day and fatigue is restored by one grade per hour. Resistant Aura The character is incapable of using the channeling ability and all channeling-based tasks directed at him receive an increase in difficulty by one grade. Shivers The Astral inhabitant causes the air in his immediate vicinity to drastically decrease in temperature. Wind The Astral inhabitant causes sudden breezes to emanate from his location whenever he uses a manifestation-based skill. setting specifics Mortal Demise The character dreams about his death every night. He is now accustomed to it, but anything he experiences while he is wake that hints that his time is near causes anxiety and panic. On the other hand, the character knows how he will die (this should be fleshed out before play) and may put himself in harm’s way if it does not appear that his course of action is linked to his death. acter receive a decrease in difficulty by two (2) grades (-4DIFF) . C the shaded veil-------------------------------------------------------------------------------The Shaded Veil is an imperfect barrier which separates the Astral Realm from our world. Parts of the Veil thicken and thin during specific times of the year. When the Veil is thin, horrors from the other side visit us; ghosts are more common and creatures such as vampires and werewolves become stronger. This change in the Veil is referred to as shading. The Astral World Entering the Astral Realm is like stepping into an abyss. It lacks physicality and is home to billions of creatures and spirits capable of interacting with one another. Our world is clearly visible, yet incorporeal to the Astral inhabitants. We sometimes unknowingly enter the Astral Realm while sleeping, exposing ourselves to the night- 87 setting specifics mares of the other side. This also leaves us vulnerable to possession and ghostly influences. Spirits wait for times of shading to interact with us physically. These occurrences are typically classified as hauntings or poltergeist activity. 88 Times of Shading Samhain (or more commonly All Hallow’s Eve) occurs on October 31 and marks the period of maximum thinning. More spirits visit our world during this day than any other. Channeling ability is also more common during this period because the thinning of the Veil allows more magical energy to permeate our world. Yule occurs for twelve days beginning on December 20 and marks the Veil’s recovery from its past shadings. It is a period of reflection for most channeling practitioners. ESP ability is heightened during this period due to the thinning, however. Imbolc occurs around February 1 and is a period of rebirth for both worlds. It is during this time that the Veil acts as an umbilical cord, connecting both worlds so that order is restored. Ostara marks the return of nature’s power over our world. It occurs on the first day of spring and lasts for approximately three days. It is during this period that we are more susceptible to entering the Astral Realm while dreaming and are often assaulted by nightmares. This period is also associated with an increase in werewolf activity. Beltane occurs for two days beginning on April 30. It marks a rise in vampire activity. This is usually credited to the increase in nightly activity brought on by nice weather. Midsummer occurs for an entire month beginning on June 15. It is during this period that the Veil is thickest. Umhvar begins on September 21 and continues until Samhain. It marks the beginning of an increase in thinning which ends after Samhain. Locations of Shading Holy Grounds include churches, synagogues, and other places of divine worship. They thicken the Veil and disrupt manifestations from the Astral Realm. The difficulty of all tasks involving the manifestation ability while on holy ground is increased by two grades (+4DIFF). Burial Grounds include cemeteries, tombs, and other burial places. They thin the Veil and strengthen manifestations from the Astral Realm. The difficulty of all tasks involving the manifestation ability while on burial ground is decreased by one grade (-2DIFF). Nature’s Grounds include forests, lakes, and other dense areas in nature. They strengthen the manifestation ability of spectres. The difficulty of all tasks involving the manifestation ability for a spectre while on nature’s grounds is reduced by one grade (-2DIFF). TIMES OF SHADING setting specifics SAMHAIN • the difficulty of all tasks involving the channeling ability during Samhain is reduced by two grades (-4DIFF) • the difficulty of all tasks involving the manifestation ability during Samhain is reduced by two grades (-4DIFF) YULE • the difficulty of all tasks involving the channeling ability during Yule is increased by one grade (+2DIFF) • the difficulty of all tasks involving the ESP ability during Yule is reduced by one grade (-2DIFF) • the difficulty of all tasks involving the manifestation ability during Yule is reduced by one grade (-2DIFF) IMBOLC • the difficulty of all tasks involving the manifestation ability during Imbolc is reduced by one grade (-2DIFF) OSTARA • the difficulty of all tasks involving the ESP ability during Ostara is reduced by one grade (-2DIFF) • the difficulty of all tasks involving the manifestation ability during Ostara is increased by one grade (+2DIFF) BELTANE • the difficulty of all tasks involving the channeling ability during Beltane is increased by one grade (+2DIFF) • the difficulty of all tasks involving the manifestation ability during Beltane is increased by one grade (+2DIFF) MIDSUMMER • all vulnerabilities from herbs inflict one additional grade of fatigue or injury when exposed during Midsummer • the difficulty of all tasks involving the channeling ability during Midsummer is increased by one grade (+2DIFF) • the difficulty of all tasks involving the manifestation ability during Midsummer is increased by one grade (+2DIFF) • the difficulty of all tasks involving the ESP ability during Midsummer is increased by one grade (+2DIFF) UMHVAR • the difficulty of all tasks involving the channeling ability during Umhvar is reduced by one grade (-2DIFF) • the difficulty of all tasks involving the manifestation ability during Umhvar is reduced by one grade (-2DIFF) LOCATIONS OF SHADING • the difficulty of all tasks involving the manifestation ability while on holy ground is increased by two grades (+4diff). • the difficulty of all tasks involving the manifestation ability while on burial ground is decreased by one grade (-2diff). • the difficulty of all tasks involving the manifestation ability for a spectre while on nature’s grounds is reduced by one grade (-2diff). 89 setting specifics C astral horrors---------------------------------------------------------------------------- 90 Entities Entities are often mistaken for gods, and are the dominant Astral powers. There are seven recognized entities (as already discussed), but it is unclear if they are single beings or a mass of influential factions. Entities commonly endow mortals with supernatural ability in exchange for worship and subservience. They are also referred to as totems or archetypes and do not manifest into our world except to make covenants with worshippers. Spectres Spectres are less powerful entities that enigmatically manifest near patches of undisturbed areas of nature. They roam swamps, lakes, forests, and the like. These nature spirits can be childishly playful or violently protective of their grounds. Legends suggest they might be related to the Oni (entities) and were stripped of power. They can manifest in various forms, including nymphs, hags, and wailing banshees. Ghosts Ghosts are the disembodied souls of the dead. It is believed that the soul departs the body for the Astral Realm shortly after death and is eventually reborn into a new, suitable host. For one reason or another, it is possible for souls to become trapped in the Astral Realm, in which case, they never find a new mortal body and roam the incorporeal plains for all eternity. Mortals occasionally use seances to contact the dead, but the dead attempt to contact us every day. They exist in a state of limbo and use every opportunity to communicate with the living. Most are benign, although their activity can certainly cause panic and nightmares. Ghosts are not particularly powerful and have limited manifestation ability. There comes a time when a mortal soul can withstand only so much pain and suffering. When it reaches its limit, the ghost becomes a poltergeist and the soul has only one purpose—to terrorize the living. Poltergeists use any means available to them and can be quite effective. Spirits The Astral Realm is home to the spirits which are the servants of the entities. They are sometimes granted power in order to manifest in our world and carry out the entities’ wishes. Other times, their jealousy of mortal freedoms motivates them to manifest in our world and attempt to live as we do. Many are capable of possessing human bodies or corpses. Spirits possessing living bodies are called dybbukim, while those in corpses are zombies. Although, it is rare, spirits have been known to animate stone and earthen structures such as gargoyles and golems. C earthly horrors------------------------------------------------------------------------Cults Many groups of worship exist in our world to serve astral inhabitants. They are often contacted by one entity and carry out its wishes in exchange for power. Often, cults are violent and distance themselves from humanity. Werewolves Two varieties of werewolves exist in the world today: cursed and true. The cursed ones carry an infectious viral strain which is paranormal in nature and passed on to their victims setting specifics Vampires Vampires have been hunting mortals for thousands of years. Their origins are unclear, but some say they resulted from cross-breeding between Astral entities and mortals. One legend describes how early vampires were given the choice between mortal life and an eternal one. When they chose the latter, the gods grew worried that the vampires’ population would become too powerful. In order to prevent a conflict, they gave the vampires the thirst for human blood with the belief that humans would hunt them and keep their populations small. Instead, the vampires learned to hunt mortals and prospered as a society. By the middle ages, the hunted had become the hunters; man crusaded against evil and destroyed all vampire settlements, turning them into a society of outcasts and creatures of the night. Now, their presence has been forgotten except by a select few. Vampire’s are anarchistic by nature. They play by their own rules and take whatever they desire. Many remain isolated from human society, while others prefer to hunt mortals in their own backyards. Vampires are supernatural, undead creatures. This means that they walk and talk, but fail to register as human beings (no heartbeat or pulse). Their only method of reproduction is by draining a victim completely of blood. If the body is not disposed of properly (stake through heart, decapitation, or cremation) it will rise again as a vampire, usually the following night. There are four methods for killing a vampire: driving a wooden stake through its heart, chopping off its head, setting it on fire, or allowing sunlight to ignite its body into flames. It is possible for a vampire to become incapacitated, but its wounds will soon heal and become a threat again unless one of the methods described above is employed. Vampires have large fangs which, despite modern fiction, cannot be retracted. They are used to drain blood from their victims in order to survive. This must be done once per week or a vampire’s regenerative powers will cease to work until fresh blood is found. Vampires sleep during the day, using abandoned buildings, crypts, caves, or whatever shelter is available. Sunlight is a vampire’s most serious threat and will never willingly expose itself to it. Vampires usually employ ghouls to protect them and perform chores during the day. The vampire makes them drink some of his own blood which gives them supernatural physical ability. Ghouls receive a number of physical endowment points equal to the vampire’s fitness rating. These points will disappear after one week and can only be regained by ingesting more of the vampire’s blood. 91 setting specifics 92 through a single bite. True werewolves are the descendants of a strange offshoot of man and wolf. The curse of lycanthropy has been traced back to a band of gypsies who traveled Europe during the middle ages. After being driven off a patch of land, they put a curse on a man, condemning him to a life of uncontrollable savagery. On the first full moon after the incident, the man transformed into a horrifying creature; that of half man and half wolf. His instincts took over and he mauled his entire family. He awoke a few days later in an isolated area with no memory of the past days’ events. Upon arriving back at his village, he learned of his family’s fate as well as his own. Over the course of several months, the cursed man decimated half of the village’s population. He was finally killed by a hunting party, but not before biting several others. The ravaging continued the next month by those who were bitten and the curse of the werewolf began to spread throughout Europe and Asia. The origins of the bloodline of true werewolves are unknown, but those born into it do not carry the curse. It is purely a hereditary condition and cannot be transmitted by any means other than reproduction. Members of the bloodline undergo painful transformations into wolves during the new moon and werewolves during the full moon. All werewolves act on instinct and are extremely ferocious. Their sharp fangs and long claws make them a formidable opponent. Only cursed werewolves are vulnerable to silver (presumably, to give them a weakness the gypsies could exploit should they become threatened). The bloodlines are capable of regeneration, making them even more dangerous. Wild Animals From snakes to bears to wolves, wild animals are always a threat to any adventurer. The Quick and Dirty Extras rules (see page 108) work best for adding wild animals to the game. Zombies Spirits can animate both animal and human corpses and do not feel pain or possess values, moral or otherwise. They are commonly controlled by necromancers. Severed body parts still function as long as the spirit is in control of the body proper. Banishing the spirit, decapitation, or a bullet in the head are the only ways to ensure that a zombie will stay down. A selection of templates can be found in the back of this book. C relics------------------------------------------------------------------------------------------------------------------------ The Ring of Akheton This relic dates back to the time of the Pharaohs. It provides an extra two points of free effort to act in haste each turn. It was originally intended to give Akheton, a despised Pharaoh, additional time to get away from his many assassins. The Skull of Hritt Anyone who holds this skull in the palm of his hand receives one extra point of free effort when attempting necromancy-based tasks. The Ivory Queen This is a chess piece (the Queen) made out of ivory. It was endowed with the magical ability to increase one’s intelligence. A total of four points can be expended to add one point of free effort (for each) to reasoning-based tasks when in a character’s possession. Once each point is used, it is lost. If all points are used, the Ivory Queen becomes a regular chess piece. Zutya’s Crystal Ball This relic was created by the powerful gypsy medium, Zutya. It was in her family for five generations until it mysteriously disappeared. The relic adds two points of free effort to any ESP-based task when used. The First Bible This is one of the first complete bible manuscripts. It is hand-written and has survived for over a thousand years. The relic adds two points of free effort to any faith-based task when a full page is read aloud. Four-Leaf Clover Four-leaf clovers are rare, so don’t expect a character to find one anytime soon. If one does, however, it provides him with four (4) extra points of luck. Once the points are used or the clover is no longer in the character’s possession, it wilts and becomes useless. Tudor’s Sheathe Tudor’s Sheathe is a leather scabbard fitted with small rubies along one side, and large enough to hold a long sword. When a sword is kept in the sheathe for more than one day, it inflicts one extra grade of fatigue when used. No more than one sword can gain this bonus at a time and if even one ruby is removed, it becomes just another scabbard. setting specifics Relics represent a unique magical relic, and when in the possession of a character, can either be used as an ability or aspect. When used as an ability, the relic has a limitless supply of power and is only limited by its rating (since it is a potential ability, the rating replenishes each turn). When used as an aspect, the relic has limited power and when all points are expended, it becomes a mundane item. The director is free to decide how a relic may be used. For example, a magical sword may add free effort when used to strike an opponent, a magical crown may add free effort when attempting reasoning-based skills, or a magical shield may allow its user to expend points to reduce grades of damage. The following examples are included to help you understand how to create your own relics: Thor’s Hammer This giant hammer gives its user up to two extra points of free effort when attacking, but it requires the character to have a fitness ability of |+2| or greater. Vampyr Wine This is the bottled and preserved blood of a typical vampire. When ingested, the character receives a physical endowment of six points. 93 C arcane damage---------------------------------------------------------------------------------Damage inflicted by arcane effects should be based on the source of the effect—fire-based does fire damage, water-based may cause asphyxiation, telepathy-based causes dementia, raw, unconverted energy causes etheria, and so on. The amount of damage should be limited to one (1) to two (2) grades of damage and is left up to the director’s discretion, based on the amount of overkill (or luck expended). C what’s next----------------------------------------------------------------------------------------------- setting specifics You should have enough of a base from this section to provide a wealth of ideas for creating your own arcane abilities, skills, and gimmicks. Imagination is your only limit. Give your players ESP or faith to help track down ghosts and demons (don’t forget to also let them use the 94 martial arts rules in the next section), make them par t of a warlock cabal conspiring to take over the world, or simply use it as-is for a magical fantasy world. If you come up with something cool, let us know. martial arts There are two basic varieties of martial arts—those which solely rely on strength and positioning and those which also focus a character’s internal energy (or chi). These rules are intended for the latter because they rely on chi, which supplements the fitness ability, primarily in conjunction with the brawling and melee skills. If you wish to use martial arts without chi, simply work with the fitness ability and skills such as brawling and melee. C chi------------------------------------------------------------------------------------------------------------------------------------be in harmony with the entity or object through which it flows. States of unbalance result in illness and disease. When a character learns to balance his chi, it can become a source of unbelievable power. Chi is an accented ability (or, you may choose to use it as an aspect, replenishing only after rest or meditation) and can only be used to exert effort in a manner described by one of the following flairs (based upon Japanese terminology, but generic in nature): setting specifics Chi is the life energy of the universe. It propagates itself in nature and permeates all living things. If this sounds like “the force” then you already know what it is. It is not a supernatural or mythical concept—it is real to those who understand and can control it. The Chinese call it chi, the Japanese call it ki. Regardless of its pronunciation or spelling, it is universally recognized as the flow of life energy throughout not only the human body, but all animals, plants, and even streams of water. Chi must Ku i Ukemi em Uk Ch ik ar a Ku Kokyu Tori Fudoshin Sabaki Tori Chikara i em At Sabaki Fu do sh in Atemi Kokyu 95 Ku is the discipline of emptiness of the mind and one’s faith that universal harmony will provide for him. It allows a character to act on reflexes and training without interference from emotions or thoughts. Ukemi is the discipline of protecting one self from harm by preventing weak points from being exposed while in combat and minimizing injury. It also allows a character to regain his balance and recover from a fall quicker and safer. This is often observed as flexibility, responsiveness, and subtle movements. Tori is the discipline of restraining one’s opponent by recognizing his weak spots (balance, poor positioning, etc.). Fudoshin is the discipline of immovability through blending with outside momentum. setting specifics EFFORT MAY BE EXERTED FOR THE FOLLOWING USES 96 KU • increasing haste while acting in combat • tasks in which the character is surprised • archery and firearm attacks UKEMI • parrying and dodging attacks or objects • maintaining one’s balance • recovering from a fall TORI • grappling, including increasing injury by way of adding to overkill • unbalance an opponent by throwing, pushing, or tripping • pinning a character on the ground FUDOSHIN • maintaining a strong balance and rooting one’s self to the ground • blocking an attack or object KOKYU • relaxing one’s self to reduce fatigue sustained by a brawling attack; difficulty should be challenging • contested action involving strength • throwing objects ATEMI • punching and kicking • melee attacks • feinted action SABAKI • walking, running, swimming, and jumping • dodging an attack or object • increasing haste while acting in combat CHIKARA • increasing injury when punching, kicking, and throwing objects by way of adding to overkill • unbalancing an opponent by grappling • pinning a character on the ground Kokyu is the discipline of breathing and relaxation. It is often observed as exhales and kiai (short scream). Atemi is the discipline of striking an opponent, and understanding his vulnerable areas and typical responses from such a threat. Sabaki is the discipline of moving one’s body gracefully. Opponents commonly speak of certain practitioners suddenly disappearing or somehow appearing behind them. Chikara is the discipline of extending one’s chi outside of his body. This is often observed as unusually warm emanations and static shock from practitioners. C martial arts ranks------------------------------------------------------------ Japanese Belts Japanese martial arts use different colored belts to track rank. There are two clear sides of the track: white belts (kyu ranks; also called mudansha) are for beginning students, while black belts (dan ranks; also called yudansha) are somewhat experienced and have proceeded to learn more advanced techniques. Within each group (or belt color), there are multiple subranks, which denote progress. Many styles (and schools), however, assign additional belt colors (green and brown, for example) to non-black belt ranks, and some styles only use five ranks of white belt rather than ten. Of course, colors and ranks used can vary from school to school depending on traditions. Korean Belts The Korean belt system is similar to those used in Japanese martial arts. Chinese Sashes Traditionally, Chinese martial arts were not taught with the aid of progress ranks such as belts. Some modern (western) school have adapted the use of colored sashes in order to give students incentive to maintain rigorous practice. These ranks can vary from school to school. Teaching Ranks It is unlikely that a non-black belt (or yellow or green sash) student will be assigned to teach others except in rare cases. Second or first kyu/gup students are sometimes responsible for assisting beginners, especially when they are disciples, but other than that, only black belts are permitted to instruct when the head teacher is not available. The head teacher always has the final say. He is the most respected member of the school. Well, usually, there are always exceptions. We setting specifics Many styles (and schools) of martial arts track a student’s progress by way of rank. Promotions in rank are typically achieved by passing a test encompassing specific techniques and body movements. Some promotions are given as a result of the student’s dedication or the amount of time he has been practicing, however. Ranks are not necessarily a measurement of skill, but they should be a rough indication of it. Some schools are lenient when it comes to handing out promotions, while others are quite finicky and rightfully so. There can be a huge difference in proficiency from two students of identical rank, but from different schools. It all boils down to the teacher and his top students. 97 setting specifics 10 9 8 7 6 5 4 3 2 1 1 2 3 4 5 6 7 8 9 10 98 10 9 8 7 6 5 4 3 2 1 1 2 3 4 5 6 7 8 9 10 JAPANESE RANK BELT COLOR MAXIMUM SKILL jukyu kukyu hachikyu nanakyu rokyu gokyu yonkyu sankyu nikkyu ikkyu shodan nidan sandan yandan godan rokudan nandan hachidan kudan judan white white (yellow) white (orange) white (green) white (green) white (blue) white (blue) white (brown) white (brown) white (brown) black black black black black black (red & black) black (red & black) black (red & black) black (red) black (red) unskilled unskilled unskilled unskilled novice unskilled or novice novice proficient proficient proficient proficient proficient expert expert expert expert expert expert expert expert KOREAN RANK BELT COLOR MAXIMUM SKILL shipgup koogup palgup chilgup yookgup ohgup sagup samgup eegup ilgup ildan eedan samdan sadan ohdan yookdan childan paldan koodan shipdan white white w/yellow stripe yellow yellow w/green stripe green green w/blue stripe blue blue w/red stripe red red w/black stripe black black black black black black black black black black unskilled unskilled unskilled unskilled novice novice novice proficient proficient proficient proficient proficient expert expert expert expert expert expert expert expert CHINESE SASH COLOR MAXIMUM SKILL yellow green red black unskilled novice proficient expert Sidai (Cantonese; student junior to another) Sihing (Cantonese; student senior to another) Sa Bum Nim (Korean; teacher) Kyo Bon Nim (Korean; assistant teacher) Kwan Chang Nim (Korean; grandmaster) Sun Bae Nim (Korean; student senior to another) Hoo Bae Nim (Korean; student junior to another) C chi-based skills--------------------------------------------------------------------------There are also skills which are not part of specific styles of martial arts, but still utilize chi. They represent training which is typically taught to more experienced practitioners or those of alternate philosophies. Healing Arts There are various forms of healing arts, but all are based on the principles of Chi Kung, a series of exercises based on breathing, which are used to channel energy for the purposes of bringing one’s body into harmony with the elements and itself. Not all of the chi flairs are compatible with healing arts, but those which are promote different effects. All healing arts tasks require no less than five minutes worth of preparation. Kokyu Chi can be used to raise the character’s body temperature, thereby reducing injury due to cold weather and the elements (see exposure in Advanced Combat). The director must assign a difficulty based on the degree of cold (maybe challenging for freezing temperatures, improbable for -10°F; also adjusting for wind chill). A success indicates that one (1) grade of injury is reduced when received due to the conditions. Overkill can reduce two (2) to three (3) grades. Kokyu Chi can also be used to raise the character’s inner power. This functions in the same manner as above, except that fatigue is reduced from exposure and prostrated tasks. As an option, this may also reduce etheria. Chikara Chi can be used to remove bruises from one’s or another character’s body. By setting specifics won’t get into that, however. Here are some common terms used: Sensei (Japanese; head teacher and all those above him) Shihan (Japanese; senior teacher for a region or style) Sempai (Japanese; student senior to another) Kohai (Japanese; student junior to another) Deshi (Japanese; disciple, uchideshi is a live-in student) Sifu (Cantonese; teacher) Sigung (Cantonese; a teacher’s teacher) 99 setting specifics preparing his chi and working the affected area, the character can remove bruising. This can be simulated in game play by also removing one grade of fatigue or injury, although that decision is up to the director. In heroic stories, it may also be possible to use Chikara Chi to remove scars. Similarly, Chikara Chi can be used to alter the chi flow in another character’s body, so that toxins are secreted or moved to less susceptible areas. This reduces a character’s toxemia level in the same manner as injury and fatigue above. As an option, this may also inflict etheria. Shadow Arts In addition to fighting and healing art, some secret societies specialize in stealth and deception. Sabaki Chi can be used to exert effort on a stealth task. Sabaki Chi can also be used on an athletics task to allow him to walk on water, or snow and sand without leaving tracks. Ukemi Chi can be used on a parrying task to change all injury sustained from a bladed weapon to fatigue. Killing Arts There are various ways to kill a man, but none more precise than the killing arts. Rumored to exist, and in reality only known to a few masters, this knowledge uses chi to cause an unbalance an opponent’s own chi flow, leading to disease or death. Different forms of chi create different effects. Chikara Chi can be used on a punching task to instantly kill an extra. This can also be used with a time delay, causing the character to suffer the attack’s effects up to two days later. Atemi Chi can be expended in a turn to allow the character to make a number of continuous attacks equal to that amount of effort. Only one task is made for all attacks and no further actions are possible this turn. The effort from Atemi Chi may not be counted with the task. C martial arts gimmicks----------------------------------------------Action Star The character has starred in countless action movies and is well known throughout the world. He can’t enter a public place without being surrounded by a horde of fans seeking his autograph. Competing School The character’s school has a longstanding feud with another school. Competitions are big deals as both schools wish to defeat the other in order to win the glory. Some students of either school may even go to extremes to win. 100 Disciple The character is a dedicated student to his teacher. He sleeps in the school, watching over and maintaining it (i.e cleaning, repairs, etc.). Famous School The character’s school is known for its extremely competent students or constructive work in the community. As a result, other martial artists view the character with respect when they find out where he trains. Famous Teacher The character’s teacher is known for being extremely adept or compassionate. As a result, other martial artists treat the character graciously when they find out about his teacher. Infamous School The character’s school is known for its callous or incompetent students, or break with traditions. As a result, other martial artists view the character with animosity when they find out where he trains. Infamous Teacher The character’s teacher is known for being particularly cruel or incompetent. As a result, other martial artists view the character with animosity when they find out about his teacher. School Rivals The character is at odds with a fellow student from his school. They often compete in order to prove which one is more proficient. Rivals also try to show each other up in other ways, such as career, wealth, and love. C martial arts styles-----------------------------------------------------------There are countless styles of martial arts, each with its own unique techniques and methods of practice. It is these differences which determine how chi may be used by a character—the style indicates which flairs may be used by the character and at which level (the skill level determines the sum total allowed of all forms of chi). This is only a guide, however, so that directors are not left with characters who are Chi Masters. Ignore it, if you’d like. Each style is a separate skill. Characters who wish to learn other flairs, must train in another style utilizing it or find a martial arts grand master—they are accessible, but require a great deal of practice and training. Good luck, Grasshopper! setting specifics Inner Circle The character is part of his school’s inner circle when it comes to making decisions and knowing what is going on in its finances, plans, and events. The character is also very close to the other members of this circle. School Outcast The character has been thrown out of the school and excommunicated by its other students. The character may not join other schools which are in some way affiliated with this school or those with which the teacher is a friend of the character’s own teacher. Other martial artists view the character with animosity when they find out about his excommunication. Studying martial arts can be a long process, often taking five or ten years, or even a lifetime to even begin to grasp the underlying principles which give way to chi. Directors are encouraged to make their characters work for their knowledge when playing dramatic games—make them ache and feel fatigued when practicing a new style. These are just a few examples and one person’s observations. The director is free to create his own styles to fit his needs. Aikido (Japanese) Aikido focuses on one’s connection to the universe and is purely defensive, although taking the offensive is quite simple with enough training. Aikido uses an opponent’s 101 momentum against him. This results in being thrown or guided to a pinning position. Joint locks are also used to immobilize and control opponents—an experienced practitioner can control the degree of force used. Training with Aikido weapons (wooden sword, staff, and knife) are also encouraged in order to promote better movement and timing. setting specifics Karate (Japanese) There are many forms of Karate. Some bear more resemblance to a Chinese style rather than a Japanese one. Indeed, Karate has many incarnations and the use of chi can vary with each. Tai Chi Chuan (Chinese) Tai Chi Chuan is a fighting style based on the intricate patterns of movement and breathing of Tai Chi. This style shares many similarities with Aikido, although the movement and use of chi are different. Tai Chi Chuan also utilizes powerful strikes intended to cripple and do serious harm to an opponent. Weapons such as the long sword and staff are often taught in conjunction with Tai Chi Chuan, although that training is not technically part of the style. Wing Chun (Chinese) Wing Chun is a no-nonsense style of martial arts. Its intent is to incapacitate an opponent as quickly and efficiently as possible, utilizing mostly punches and joint locks. Kung Fu (Chinese) Kung Fu is the term given to any form of Chinese boxing style. Like Karate, its function and form can vary greatly. Tae Kwon Do (Korean) Tae Kwon Do shares many similarities with Karate, although is utilizes kicks as a more central element. Capeoria (Brazilian) Capeoria was created by Brazilian slaves and has to be one of the most fascinating styles to watch. Movements are based on rhythm, similar to a dance, but with the intent to confuse and misdirect an opponent. Kicks are an important element of Capeoria. C what’s next----------------------------------------------------------------------------------------------Now that you have a framework for martial arts games, you could use it to play in a wuxia, street fighter, or even anime setting. Use the rules to create you own martial arts skills, such as chi projection or chi sorcery, 102 or invent entirely new martial arts styles. There’s also nothing stopping you from adding new chi flairs or creating a dark chi ability. If you come up with something cool, let us know. While everything you need to play has already been presented to you, this chapter contains additional material that can extend its usefulness and make the director’s job a little easier. This includes additional changes from the first edition,time-saving ideas for task resolution, balancing game play and characters, working with non-player characters (or extras), updating characters, an option for using dice, and notes for creating your own compatible products. 6 director’s notes 103 C aptitudes & academia-----------------------------------------------------Although the terms aptitude and academia are no longer used in these rules, they represent an important distinction between skills. As the director, you may choose to use these labels so that players can better identify with what their characters are trying to do. Aptitudes can be attempted unskilled. They represent general knowledge and training, and therefore, anyone has a chance of performing a task based on one. Think of aptitudes as skills which are developed from trade schools, apprenticeships, and life experience. Academia, on the other hand, consist of a large body of knowledge and rely on extensive training. These are the skills listed with an asterisk (*) beside them; the ones which cannot be attempted unskilled. Characters need to invest considerable time and dedication to studying and practicing these skills in order to even have a chance with them. Think of academia as skills which are developed from college, graduate school, flight school, and other extensive courses. C outcome table-------------------------------------------------------------------------------------- director’s notes 2 This is the success table used in the first edition rules. Directors can use this success table as reference to determine the amount of effort required for each level of skill. It is virtually identical to the basic method for calculating success, but does not reflect the use trivial routine challenging improbable impossible of advanced difficulty levels. The director has the option to bypass task resolution and permit the character to succeed automatically when an entry is marked with an asterisk (*). UNSKILLED NOVICE PROFICIENT EXPERT 1 2 4 6 8 0 1 3 5 7 0 0 2 4 6 0 0 1 3 5 C raw ability tasks-------------------------------------------------------------------There will most likely come a time when a character will attempt an action for which there is no apparent skill. In this situation, the director has two choices. 104 1. Choose a skill which is even remotely close to what the character is attempting. 2. Decide whether the character succeeds based on the needs of the story (see Outcome without Tasks). Or you could toss a coin as a last resort, but please do not rely on tossing a coin every time. C outcome without tasks-------------------------------------------Trivial and routine tasks occur every day and are annoyingly common. So, why bother wasting time in going through the motions of exerting effort, determing the outcome, and so on? You don’t. In fact, unless the character is attempting a contested task, don’t bother. The story is more important. If the task helps to progress the story, let the character succeed. If it hinders the story, make him fail. It is as simple as that. Do not allow the story to become sidetracked or encumbered with monotonous and unnecessary task attempts. It’s all about the drama. Think of yourself as the director of a movie or play. Set the scene with language that places the players in the action. Setting the proper mood and maintaining it is more important than the rules if the players are enjoying themselves. C balancing game elements---------------------------------------fears (people). These should be called into play quite often so that they become perceived as disruptive to the character’s life and, in turn, a negative influence. This is how game balance is achieved. For while the character may have better ability, it does not come without a price. The exact bonus received from possessing a negative conviction or gimmick is up to the director. For an example of use, see the box below. director’s notes Some directors may wish to use game elements such as convictions and gimmicks to balance characters. This is a way for characters to possess higher than normal ratings for skills and abilities by suffering from the detriments of a gimmick or conviction. For example, a character may use a conviction such as a temptation for alcohol as a way to balance an above normal ability or skill rating. The director is free to assign specific convictions and gimmicks as negative elements, which would provide bonuses for a character during his creation. This assignment is completely relative to the game setting and other characters in the group. Put simply, the fugitive gimmick in a setting where the law is everywhere would be detrimental to a character and therefore, negative. Some negative gimmicks may include fugitive, mannerisms, vulnerability. Some negative convictions may include temptation (alcohol), belief (delusions), triggers (insult), RULE OF THUMB FOR USING NEGATIVE CONVICTIONS AND GIMMICKS • each negative gimmick or conviction increases any one ability by |+1|. this ability may not be affected by another gimmick. OR • each negative gimmick or conviction increases any one skill rating by one level. this skill may not be affected by another gimmick. 105 C rules extortion----------------------------------------------------------------------------- director’s notes With the variability of players’ actions, it may be hard for directors to keep the story properly focused. Directors may be tempted to force their players into a particular course of action, but this could give the impression of a lack of freedom, hindering the players’ enjoyment of the game. One way around this is to extort players to do what the director wants so that a character’s actions appear normal. Since aspects and health change during play, they are the perfect element with which to extort players. Directors can offer players the choice of gaining fatigue, injury, or dementia, or the reduction of an aspect in exchange for a particular course of action. This works particularly well as a form of willpower for the character. In other words, giving the player a choice between losing a point of discipline 106 or acting on a conviction retains the illusion of freedom. He may not make the best decision, but at least the director has not taken away his free will. EXTORTION BY EXAMPLE Detective Winston (who has a trigger of disrespect at the compulsion level) is questioning a suspect. The director wants the Detective to attack the suspect, so he has the suspect insult Winston’s mother. Winston can either ignore the insult or strike the suspect. Since his trigger encourages the detective to act, he must do so to stay in character. The director offers a deal with the player controlling Winston: either spend a point of discipline to remain calm or strike the suspect (remaining calm requires discipline). The director can also offer this deal: either gain one grade of fatigue to remain calm or strike the suspect (remaining disciplined takes a toll on your energy). C supplemental experience----------------------------------------Additional experience may be awarded to characters at the end of each episode and story. After Each Episode Players who chose to forego violence and acted their way out of dangerous situations receive two (2) points of experience in any combination of creativity, reasoning, or influence-based skills for each occurrence. Players who won an honest duel receive one (1) point of experience in any combination of combatoriented skills for each occurrence. Players who did not stray from their character’s beliefs or backgrounds, receive three (3) points of experience in any combination of skills. Players who described their character’s actions cinematically or creatively receive two (2) points of experience in any combination of creativity-based skills. After Each Story Players who acted heroicly throughout the story receive two (2) points of experience in any combination of skills. Players who accomplished all goals set before them receive two (2) points of experience in any combination of skills. Players who were successful at uncovering dastardly plans, secret plot elements, etc. receive two (2) points of experience in any combination of awareness-based skills. C exploits experience--------------------------------------------------------------Players may prepare a list of situations during the character creation process in which their characters have had previous experience. These are called exploits. If a character should find himself in one of these situations, he gains the use of extra experience points. Exploits should fit logically within a character’s background. The maximum number of exploits which may be chosen for each character is limited by the reality level chosen for the game. To determine how many experience points are gained for each exploit, consult the table below, using the rating of the most appropriate ability . ABILITY RATING -1 0 +1 +2 +3 +4 +5 EXPERIENCE 1 2 3 4 5 6 7 MAXIMUM EXPLOITS dramatic heroic epic 2 3 4 EXPLOITS BY EXAMPLE Lonnie has been playing a lot of poker lately. His most appropriate ability for gambling is awareness (or could also be influence if he bluffs a lot), which has a rating of +1. Therefore, he receives 3 experience points which can be used whenever he plays poker. In order to speed up combat resolution, these rules require only two elements to determine the outcome: total effort exerted by each contestant and a damage value for attacks. 1. All actions occur simultaneously, unless effort has been exerted in order to act in haste. 2. Each contestant determines the form his task will take. This can be an attack or defense. Effort is applied and total effort is determined by factoring in the free effort from the skill level of the relevant skill. Other modifiers may also be applied, such as those from conditions (read changes in difficulty as inverse changes in effort: nDiff x -1 = -nEffort) from the Advanced Exploits section. The director is free to assign modifiers as needed—one contestant swinging a staff on higher ground, for example, may receive one extra point of effort. 3. The contestant with the most effort is the victor. If he attacked, damage is applied to his opponent (factoring in armor, of course). If the victor defended, he has successfully parried or evaded his opponent’s attack. If the contest was a tie, an attacker deals one grade of the relevant type of damage (fatigue or injury) to his opponent. director’s notes C quick and dirty combat------------------------------------------ That’s it. Repeat as needed. 107 C quick and dirty extras-------------------------------------------Extras can be important in a game. They are used as henchmen, friends, obstacles, sources of information, and of course, cannon fodder. The following text explains how to quickly create extras for use in any genre. You will need to become familiar with the Fields of Expertise optional rules from Advanced Exploits, but apart from that, it is relatively simple. director’s notes Abilities Extras only possess one ability which determines their primary function. Awareness is not an important ability for extras, as its use is not relevant much of the time, but feel free to use it should the need arise. TYPE OF EXTRA ABILITY physical intelligent artistic social spiritual fitness reasoning creativity influence awareness The director must also decide whether the extra is feeble, typical, or talented in his ability. This decision along with the game’s reality level determines the ability rating. Luck Extras typically do not use luck, although the director may add +1 effort to any one task or ignore one successful attack targeted at the extra per episode. Discipline and Health Extras do not normally use discipline, gain fatigue from expending REALITY LEVEL 108 dramatic heroic epic effort, or require the director to keep track of health (although the director may still choose to do so). Instead, successful attacks which inflict fatigue cause extras to fall unconscious, and attacks which inflict injury cause extras to become incapacitated. In addition to one successful attack being ignored from luck, an additional attack may be ignored for every two points in the fitness ability. Dementia, etheria, and toxemia are not used with extras. Fields of Expertise All extras should have one area of knowledge in which they specialize (a scientist specializes in science, a police detective specializes in investigation, a thief specializes in burglarly, for example). The director must use his discretion as to which field of experience an extra possesses. Gimmicks Some extras may possess gimmicks just like regular characters. Police would possess the authority gimmick, while a famous actor would possess prestige, for example. The director must choose the most relevant gimmick(s) for the extra, or ignore them completely—gimmicks are not necessary for extras, but go that extra mile to flesh them out. Gear The equipment an extra carries should be limited to that which his field of expertise requires. The director is free to give an extra the property gimmick, however. FEEBLE TYPICAL TALENTED 0 +1 +2 +1 +3 +4 +2 +4 +5 C basic dice option----------------------------------------------------------------------There may be times when a more random method is desired for determining the outcome of a task. For this purpose, we have included a set of optional rules utilizing multiple six-sided dice. Since the purpose of this system is to participate in a diceless roleplaying experience, the use of dice should be reserved for action sequences or tense moments where luck could help break up monotony. Tasks require a number of dice equal to the total amount of effort exerted. This effort can be exerted by abilities, aspects, or bonuses. Skill ratings add a bonus to the die roll rather than free effort. Add this bonus to the sum of the dice rolled. SKILL BONUS unskilled novice proficient expert 0 +5 +10 +15 REQUIRED TOTAL trivial tasks routine tasks challenging tasks improbable tasks impossible tasks 3 6 16 26 36 When using advanced tasks, all references to ±xDIFF (a change in actual effort required for success) should be multiplied by five (5) in order to make them compatible with the dice rules. If you would prefer a more thorough set of rules for dice, try Impresa Express (a basic version of our expandable and customizable house system, utilizing multiple tensided dice) or genreDiversion i (a rules-lite system for our line of minigames which uses two six-sided dice). Both can be found later in this book for convenience. The foundation (abilities, skills, and gimmicks) of both is identical to Active Exploits. director’s notes If the final total is equal to or greater than the required total, the task is successful. If the dice total is greater than the required total by ten (10), it is a triumph. If the dice total is less than the required total by ten (10), it is a calamity. USING DICE BY EXAMPLE Detective Winston is exerting 3 points of effort on an investigation task. He rolls 3 dice (one for each point of effort) and gets a 2, 5, and 6, totalling 13. Now, he adds his skill bonus of +10 (for proficient) to it, making a grand total of 23. The director has determined that the difficulty of the task is challenging, or 16. Since 23 if higher than 16, Winston is succesful at the task. If a condition was applied to the task, however, requiring +2DIFF, the director would multiply the 2 by 5, making an increase in the difficulty of this dice roll of 10 (2x5), bringing it up to 26. Since the 23 that he rolled is less than 26, Winston fails this task. 109 director’s notes C social contracts------------------------------------------------------------------------ 110 Sometimes players wish to have more of a say in the game by taking on the roles of additional characters or even sharing their own. This form of play is beyond the purview of Active Exploits, but can be easily adopted as part of a loose framework. As entertaining as it may sound to roleplay in this manner, the activity shifts to more of storytelling rather than roleplaying, and can easily turn to chaos without some kind of formal agreement between the players. Enter the social contract. Prior to beginning the game, all players should participate in the drafting of a social contract. A social contract is an implicit verbal or written agreement made among individuals that results in the defined organization of a game’s premise, setting, and other tenets. That is, a social contract is a mutual agreement drafted by all of the players to adhere to certain rules in regard to given elements of a game. When drafting a social contract, the most important thing to remember is that it exists to organize a game according to the wishes of all participating players. As the contract exists to ensure that all players enjoy the game, all players should have an equal say in the drafting process. While some concessions will undoubtedly be made by individuals during the drafting process, a good rule of thumb to which to adhere is that of majority rule. In the interest of promoting fairness, players may want to consider actually voting on individual tenets of a social contract. Once a social contract has been drafted, however, it is important to remember that it is not set in stone. Social contracts by their very nature are mutable. There may come a time when the players decide that they want to alter the social contract during the course of a game, and this is perfectly acceptable. A list of common game elements addressed by social contracts is presented on the next page. This list is by no means all encompassing, nor is it intended to be. It is simply included as an aid to assist players in drafting their own social contracts, providing them with some insight into the myriad of possible factors that can be encompassed by such agreements. CONTRACT BY EXAMPLE Rachel, Jon, Ben, and Chris are preparing to play a game based in ancient Greece. They all agree beforehand that they want the game to focus on soldiers, do not wish the Gods to be anything more than idealistic theory, and want to stay as true to historical Greece as possible (as opposed to mythic Greece). In addition, the Basic Exploits, Quick and Dirty Extras, and Quick and Dirty Combat rules will be utilized in order to keep the action fast-paced. Finally, all players may portray up to two extras in addition to their regular characters on a first come first served basis, and Chris will be the director. In this example, the players have drafted a simple social contract which restricts their characters to being soldiers, expressly forbids the appearance of Gods as physical entities (no supernatural elements), suggests the exclusion of larger than life heroics (dramatic rules), defines which rules will be used, indicates that players can control more than one character, and states who the director is. This is, of course, only one of many possible variations of the social contract. Depending upon the preferences of individual players, many other elements of a game may need to be addressed in a social contract. COMMON GAME ELEMENTS Sample Social Contract: Dark Alleys The game hereafter known as Dark Alleys will combine elements of both hard-boiled detective fiction and supernatural horror, though the primary focus should remain on the hard-boiled elements. Special elements for Active Exploits include arcane abilities, aspects, gimmicks, and skills, as well as the revelation aspect, convictions, and dementia. The players will cooperatively tell a story that centers on the principal character of Ivy Ford; each player taking turns adding narrative to the story with play proceeding around the table in a clockwise motion, beginning with Rachel. Turns shall consist of a player adding a line or two of narrative to the story, possibly a bit more if all parties agree, though dragging out narrative to hog the spotlight is not allowed. Finally, although it may be genre appropriate, no lengthy internal monologues shall be allowed. Basic Exploits shall be used to resolve tasks, except for those during combat which will be resolved using the Quick and Dirty Combat rules. Players are encouraged to set up conflicts for other players. Sample Social Contract: Reclaimation The game hereafter referred to as Reclaimation takes place at the dawn of Earth’s Second Aeon, director’s notes GENRE • What genre best describes the game that you want to play and what tropes are common to that genre? • Are all of the players familiar with the chosen genre and its tropes? If not, should these elements be explained in more detail for players that are not familiar with them? • On what elements of the chosen genre will the game focus? • Will any elements of the chosen genre be implicitly ignored? If so, which elements will be ignored? SETTING • On what elements of the chosen setting will the game focus? • Will any elements of the chosen setting be expressly ignored? If so, which elements will be ignored? • Will any elements be added to the chosen setting? If so, which elements will be added? TONE • What tone will be the established standard for the game? • Will the game be entirely serious or entirely humorous? • If serious, will the game allow for any humor at all? • If humorous, will the game allow for moments of serious drama? CHARACTER POWER • Will characters be individual people, entire cultures, or physical objects? • Will characters be represented as average examples of their type or will they be represented as extremely powerful (which reality level will they use)? RULES • Which version of the rules will be used (Basic Exploits, Advanced Expoits, etc.) and will any optional rules be implemented? If so, which ones? • Will the game use the rules as written, or will it allow house modifications to the rules? If modifications are made to the rules, what will they be? 111 following the decline of humanity and the subsequent war that scorched the surface of their planet. Special elements for Active Exploits include fields of expertise and principles. Additionally, characters will be designed based on the stories developed for them by their players rather than the normal character creation rules. Chad is designated as the director, while Herman and Harry will assume the roles of the two protagonists. These protagonists find themselves in the Northern Wastes on a mission to reclaim a religious artifact of Earth’s First Aeon for their liege, Lord Griffon. Accompanying these two principle characters is a non-player character named Gregor Storch who has been hired by their liege in the capacity of a guide. The outcome of all tasks will be resolved by the players’ narrative rather than any set rules, although tasks during combat situations will be resolved using the Advanced Tasks rules. C updating characters------------------------------------------------------- director’s notes Using characters created for the first edition rules with Take2 is very simple. The only change required is that of organizing the older separate convictions into the newer cate- 112 gories or principles. The following table lists the first edition conviction and the appropriate Take 2 category to which it should be grouped. FIRST EDITION CONVICTION PRINCIPLE dependency delusional duty bound egotist greedy honor bound impulsive judicial loyalty money hungry moralistic paranoid passionate phobic pious power hungry raging sadistic timid worship temptations beliefs values beliefs temptations values triggers values values temptations values beliefs temptations fears values temptations triggers temptations fears beliefs faults faults codes faults faults codes faults codes codes objectives codes faults faults faults codes objectives faults faults faults codes or faults C genres--------------------------------------------------------------------------------------------------------------------The number of settings and themes available for your game is mind-boggling. You can get good ideas from watching movies or television, or reading books. There are numerous sources for stories available, so we will not disucss that element of playing, but a few common genres are listed below. If you like the sound of one, do a little research and try your hand at penning a story around it. Anachronism Create a new world where technology is either more advanced than it should be or strangely different to what we are familiar. Try adding magically-powered appliances to modern day or electrically-charged swords to a world of holy knights and their crusade against evil. Apocalyptic It’s the end of the world as we know and only a handful have survived. Those who did have mutated and must scrounge to survive. Creatures of the Night The heroes are the monsters. Will they embrace their instincts? Will they survive the hunt? Espionage Go under cover and discover plots to overthrow the world or assasinate world leaders. Fantasy Go back to the Middle Ages or create a custom fantasy world, where magic is prevalent and the sword rules. Monster Hunters Call on super-soldiers, vampire stalkers, and demons born unto man to hunt down and destroy the powers of darkness and man’s worst nightmares incarnate. Mystery Call on the heroes to investigate a murder—Sherlock Holmes to the rescue. Occult Hunt ghosts, investigate the paranormal, battle evil minions, or introduce other tales of horror. Pulp Action Heroes are larger than life and villains seek to dominate all. Try it using the epic reality rules and see just what your characters can get away with. Combine this with Science Fiction and set course for wild space opera. director’s notes Anime Put together your own Japanese animated cartoon. Portray wild heroes or clever villains. Anything can happen in a universe based on anime. Historical Fight in the American Civil War; flee Tibet and the Chinese invasion; explore the pyramids and unlock the mummy’s curse; sail the high seas in search of treasure; enforce the law in the old west; track down Jack the Ripper in London; or even act out Greek tragedies. Science Fiction This can include just about anything futuristic in nature. Take to the stars in starships the size of small cities or go to work in the dark future of cybernetics and psionicswielding punks. Superheroes Villains have threatened to destroy the city. Only one group is powerful enough to stop them. Wild Adventure Hit the wilds of Africa or explore the Brazilian rain forest. 113 director’s notes C final words for the director---------------- 114 The director is responsible for creating the plot, setting, and cast of characters. He is also charged with propelling the story forward. Hence, he can also be called a storyteller. A good plot will keep the players guessing. It should be well thoughtout and planned. Since no one can predict every decision made by the players, many of the roads travelled will need to be improvised by the director. As long as a basic storyline has been prepared, any divergence can be made into an interesting addition. Movies, books, and television can all be good sources for stories and plots, even if they come from different genres—the human condition is a constant. Powerful wizards and quicktempered gangsters can make the ultimate villains in a story. This forces all of the characters to pull together for a common goal. Any back story will do, but a more interesting villain will make for a more interesting story. Supporting characters are also an important factor in any roleplaying game. They are friends, family, enemies, and unnamed extras. Drama is yet another important factor in storytelling. The director should impart all the gritty details to the characters by using the mood of the setting. If the characters are tracking down a killer in a dark, wooded area, describe what they glimpse out of the corner of their eyes, the hoots of an owl, or even how they might be feeling. When describing what a supporting characters says, do it with feeling. Act it out and make the players really experience it. The director must also know the rules if he is to be a referee. It is unlikely that anyone will remember every single rule, but the director should make sure that he understands the basic rules foundation (i.e. Basic Exploits), combat, and perhaps a few options. Players will undoubtedly raise questions during the course of play and it is the director’s job to answer them. No one wants to sit around waiting for him to find the answer. The longer it takes, the more distracted the players will be. If it takes more than a few minutes to find the answer, make an educated guess. While Active Exploits is structured, it lends very well to a more freeform style of play, so the rules are not all-important. After all, the director is the referee and can make any call he sees fit (as long as it is fair). In the end, the game is about having fun, so all players should be given chances to interact with the world and become heroes, even if the rules say otherwise. The director must also watch over his players without sacrificing the enjoyment of the game. He is the characters’ guardian angel and inner voice. There will always be times when players act foolishly or inappropriately. This is a sign for good directors to either question their actions or subtly and fairly punish them. Players should always be free to have their characters act in any manner they see fit, but just like the real world, actions always have consequences. When a person commits acts that go against their nature, they are viewed in a whole new light. Relationships may be strained and their reputation may either be blemished or elevated. Impresa Express is closely related to Active Exploits, sharing the same underlying framework. It uses multiple ten-sided dice to determine the outcome of tasks rather than Active Exploits’ allocation of effort. Impresa Express shares the same relationship to the full version of Impresa as Chapter 1 of this book does to Active Exploits. Because much of Impresa Express is similar to Active Exploits, only required changes are noted. Active Exploits is used as the foundation, with the following information amending the previously established rules. 7 1 express rules 115 C abilities and aspects-----------------------------------------------------Abilities in Impresa Express are identical to those in Active Exploits. The ratings system, however, is somewhat different. Because Impresa does not rely on effort, abilities are rated on a scale from zero (0) to six (6) (the full version of the Impresa rules accomodates ability ratings up to twenty). These ratings determine how many dice are rolled when attempting tasks dependent on the relevant ability. Additionally, IMPRESA RATING 0 1 2 3 4 5 6 flairs may also be used in the same manner, changing the amount of dice rolled instead of the amount of effort exerted. Special abilities, such as ESP and conduction may be added in the same manner. Although creating new aspects for Impresa Express is simple enough to do, the only one used by default is luck. DESCRIPTION disabled child-like or poor low average average talented gifted unimaginable ability AE EQUIVALENT -1 0 0 +1 +1 +2 +3 impresa express C skills-----------------------------------------------------------------------------------------------------------------------Skills are also identical to those in Active Exploits, although the ratings are different. Skills are measured on a scale from two (2) to eight (8); zero (0) is the default rating for academia, while one (1) is the IMPRESA RATING 2 3 4 5 6 7 8 default for aptitudes. In other words, academia have no chance of success when attempting them unskilled, but aptitudes have a minimal chance to succeed. (Skills with an asterisk beside them are academia.) DESCRIPTION AE EQUIVALENT undertrained novice capable proficient seasoned professional expert unskilled novice novice proficient proficient expert expert C gimmicks---------------------------------------------------------------------------------------------------------116 Gimmicks are used to modify tasks with changes in ability, skill, or difficulty. Their use is little different from that of Active Exploits, although some adjustments may be required. These are covered on the next page. C health---------------------------------------------------------------------------------------------------------------------No changes are required to the health system. It functions in the same manner as that of Active Exploits, except that penalties due to health reduce the number of dice rolled for a task just like the amount of effort is exerted in the Basic Exploits rules. C quick character creation---------------------------------Characters for use with Impresa Express can be designed in four easy steps. Please note that Impresa Express is not designed for heroic and epic-level games (although the full version of Impresa is). Step 1. Choose a name, profession, and background. Complete the remaining steps, using this one as a guide. Step 2. Up to three gimmicks may be chosen for each character. Positive gimmicks (director’s discretion; see Balancing Game Elements, REALITY LEVEL dramatic loose dramatic light heroic page 105) reduce the amount of points available in step 3 by one or step 4 by three. Negative gimmicks add points instead of reducing them. Step 3. Allocate points to abilities. The exact number of points depends the nature of the game and is determined by the director. No ability may be less than one or greater than six. Step 4. Allocate points to skills. No skill may be less than two (unless unskilled) or greater than eight. ABILITY POINTS SKILL POINTS 14 18 22 25 32 40 All tasks are resolved with tensided dice. The proper notation for dice rolls is xD, where x corresponds to the number of dice used. For example, 2D indicates that two dice are rolled. The number of dice rolled is equal to the rating of the appropriate ability. Luck points may also be expended in order to increase the number of dice rolled by one (1) for each point. The result of each rolled die which is less than or equal to the skill rating is called a step. This represents how close (how many steps) the character has come to succeeding at his task. Unskilled attempts must roll a one in order to achieve a step. The number of steps required for success is dependent upon the difficulty of the task. impresa express C task resolution---------------------------------------------------------------------------- Adjusting Tasks When adjusting tasks between Active Exploits and Impresa Express, please bear the following in mind: 1. Changes in effort are identical to changes in ability. Therefore, you can substitute ±xD where ±x Effort is found. For example, if a task in Active Exploits calls for +1 effort, the same task in Impresa Express would be modified by +1D. 117 2. Changes in difficulty for Basic Exploits may be converted to changes in difficulty for Impresa Express on a 2:1 ratio. Put simply, every two changes in grade of difficulty in Active Exploits is equal to ±1DIFF in Impresa Express. For example, if a task in Active Exploits calls for a decrease of two grades of difficulty, the same task in Impresa Express would be modified by -1DIFF. 3. Changes in difficulty for Advanced Exploits are identical to changes in difficulty for Impresa Express. For example, if a task in Active Exploits calls for +2DIFF, the same task in Impresa Express would be modified by +2DIFF. Automatic Tasks If a character with a skill rating of four (4) or more is attempting a trivial or routine task which is not resisted or contested, it is an automatic success as long as the number of dice rolled from the appropriate trait only is greater than or equal to the difficulty. impresa express Contested Tasks The dice roll with the highest number of steps wins the contest. Resisted Tasks The number of steps achieved by the original task becomes the difficulty, although in cases where difficulty can vary (ranged combat, for example), the difficulty is increased by the number of steps achieved instead. DIFFICULTY SCALE 118 1 2 3 4 5 6 7 trivial routine complex challenging formidable improbable impossible Sustained Tasks If a character spends more time on the task than the minimum, add 1D to the roll for each incremental amount of time beyond the minimum spent concentrating. If the minimum amount of time is not met, reduce the number of dice rolled (director’s discretion). United Tasks Only the leader of a sustained task makes a roll, but he may add 1D to it for each additional character assisting who is able to use all his dice relative to the skill (all dice for one specific ability are available) and has a skill level of two (2) or greater for simpler tasks (such as lifting), or four (4) or greater for complex tasks (such as surgery). Prostrated Tasks A character may exert an extra 1D for any fitness-based task roll by choosing to gain one (1) grade of fatigue. Composure Tasks There are times when a character must restrain himself or overcome his convictions. To do so, he must make a successful composure roll. The difficulty is determined by the character’s level of conviction (or may be assigned by the director for similar tasks not involving convictions; fright, for example) and the ability used is based on the nature of the restraint. LIFTING CAPACITY 45kg / 100lbs 60kg / 125lbs 80kg / 175lbs 115kg / 250lbs 160kg / 350lbs 230kg / 500lbs 320kg / 700lbs CONVICTION inclination habit commitment compulsion DIFFICULTY 1 2 4 6 Fitness is used when the character is attempting to control responses from physical stimuli such as crying out or flinching from pain. Awareness is used when the character must recognize and prevent his habits such as nervous tics and unconscious speech patterns like stutters, as well as controlling his temper. Reasoning is used when the character must prevent either compulsive patterns of behavior such as addictions, or immoral acts such as sadism or infidelity. Experience The use of experience in tasks is slight different for Impresa Express. Otherwise, it is handled the same way as in Active Exploits. The number of points which can be expended per task is limited by the skill from which the experience originates. Combat is handled similarly to the methods presented in Active Exploits. Because dice are used and can potentially allow for more detail, some elements are more expanded. RATING 0 2-3 4-6 7-8 EXPENDITURE 0 1 2 3 C combat tasks--------------------------------------------------------------------------------------based task per point of awareness allocated to reaction. The first action occurs in the order determined by the roll. If a character is attempting a second action, it occurs after everyone else has completed their first action; if others are also attempting a second action, the initial reaction roll, once again, determines the order in which they act. This continues in the same manner until all actions have been completed. A character may allocate impresa express Reaction To determine the order in which characters act, each player rolls 1D. This is called a reaction roll. They may act in the order of lowest result to highest. If there are ties, compare fitness ratings—higher acts first. Players may also add 1D to the roll for each point of either fitness or awareness sacrificed for the turn in order to increase reaction speed (these points may not be used for the remainder of the turn). The lowest die is used as the result for the reaction roll. A character may perform one action of any kind per turn, plus as many additional actions as the number of extra dice added to his reaction roll. Additional actions are dependent upon the abilities used to increase his reaction roll—one extra fitness-based task per point of fitness allocated to reaction and one extra awareness, reasoning, or influence- REACTION BY EXAMPLE Joe allocates one point from his awareness rating of 4 in order to increase his reaction speed, so he rolls 2D. He may now only roll 3D (4 minus 1) for awareness-based tasks until next turn. Because he has added 1D from awareness to the reaction roll, he may perform one extra awareness, reasoning, or influence-based task this turn. 119 dice from the appropriate abilities to each action, but once used, they are not available for the remainder of the turn. It is up to the director to determine if multiple actions chosen by a character are feasible given the situation. For example, a character may run across the room and fire his gun, or stay alert while defusing a bomb, but he cannot run across the room and defuse the bomb at the same time. impresa express Movement The move action distances are somewhat different since the difficulty scale is more detailed. Otherwise, movement is handled the same way as in Active Exploits. Attacking The attack skills remain unchanged from the Active Exploits rules, but weapon accuracy is somewhat different. Recoil modifiers can either be used as described in Active Exploits, or as specific values defined by each firearm and applied directly to the attacker’s skill rating. Maximum Accuracy indicates the maximum number of bonuses which are applied from bracing the weapon. Bracing indicates that the weapon has been made more stable for the purposes of accuracy. There are three types of bracing—using two hands, using a shoulder, and using a mount to stabilize the weapon. Each DIFF 1 2 3 4 5 6 7 120 RANGE p point blank s short m medium l long e extreme type of bracing adds one to the skill level for the roll, but two hands must be used in order to receive additional bonuses. Maximum Acccuracy is different for each firearm. +1 the weapon can only be braced by using two hands. +2 the weapon can be braced by using two hands (+1) or two hands AND a shoulder (+2). +3 the weapon can be braced by using two hands (+1); two hands AND a shoulder (+2); or two hands, a shoulder, AND a mount (+3). Defending Like attacking, the skills used remain unchanged from the Active Exploits rules. The number of steps from the defense roll, however, becomes the difficulty for all attacks except firearm, thrown, and bow/crossbow; the difficulty is merely increased for these by the number of steps achieved. WALK RUN CRAWL CLIMB SWIM THROW 2m 3m 4m 5m 6m 7m 9m 15m 20m 25m 30m 35m 40m 50m 1m 2m 3m 4m 5m 6m 8m 2m 4m 6m 8m 10m 12m 16m 3m 6m 12m 20m 35m 50m 75m WEAPON TYPE -1 -1 -2 -3 - RECOIL +1 +1 +1 +2 +2 +3 +1 +2 +1 +1 - MAX ACCURACY 1i 2i 3i 4i 5i 6i 5i 7i 2f 1i 3f 3i 1i DAMAGE 5m 5m 5m 5m 5m 5m 10m 10m 10m PB 10m 10m 10m 10m 10m 20m 20m 20m 25m SHORT 40m 40m 40m 40m 50m 50m 30m 30m 75m MED 75m 75m 75m 100m 100m 150m 50m 75m 100m LONG 6 9 6 20 20-50 50-100 50 100 1 AMMO impresa express snub nosed pistol 9mm and .45 magnum carbine assault rifle heavy machine gun hi-tech laser pistol hi-tech laser rifle club knife staff sword arrow 121 impresa express C determining damage------------------------------------------------------------ 122 In order to determine damage, roll a number of dice equal to the weapon’s damage rating. Unarmed attacks inflict fatigue and use one die, plus an extra 1D if the attacker’s fitness is three or greater. Melee attacks use an amount of dice equal to the damage rating and +1D if the attacker’s fitness is three or greater. The attacking character may also expend luck to increase damage. For each point expended, he may roll an additional die for damage. Each die which is equal to or less than the armor rating (add one to armor rating if the target’s fitness rating is four or greater) prevents one grade of fatigue or injury from penetrating. Each die which does penetrate inflicts one grade of the relevant damage to the target character. If the character is not wearing armor and his fitness rating is less than four, no roll is required. Instead, he receives one grade of injury or fatigue (depending on the source of damage) per die. A character may expend luck in order to ignore one grade of fatigue or injury per point. If a character receives two or more grades of injury, or three or more grades of fatigue, he is knocked down and must spend the next turn returning to his feet or may act on the ground with a -1D on all fitness-based tasks as well as reaction amount of damage against a character is his fitness rating, he is down. rolls. If the dice rolled greater than also knocked Smoke and Fire A damage roll is required to determine the number of grades of fatigue (one or two dice) or injury sustained (one to five dice), using the character’s fitness rating as the armor rating. Falls This is treated in the same manner as a damage roll from an attack. The damage rating is equal to one (1) per six-foot drop. This can also apply to being thrown by another character as part of an attack, such as by martial artists (add one to damage for every three steps achieved in the attack). Asphyxiation A character must succeed at a fitness-based composure roll in order to avoid gaining one (1) grade of fatigue when caught off guard. Another roll is then made after a number of turns equal to the character’s fitness rating, and so on until he is no longer being asphyxiated or he dies. Once the character is unconscious, he receives injury instead of fatigue. TYPE OF ARMOR ARMOR RATING heavy skins/clothing leather armor medieval armor older bullet-proof vest modern armored vest synthetics hi-tech armor hi-tech force field 2 3 2 4 5 5 7 8 PROTECTION fatigue fatigue fatigue fatigue fatigue fatigue fatigue injury & injury & injury & injury & injury & injury genreDiversion i is closely related to Active Exploits, sharing the same underlying framework. It uses two sixsided dice to determine the outcome of tasks rather than Active Exploits’ allocation of effort. genreDiversion i is considered a rules-lite system, offering quick and tidy rules, yet maintaining the flexibility needed to tackle various genres. Because much of genreDiversion i is similar to Active Exploits, only required changes are noted. Active Exploits is used as the foundation, with the following information amending the previously established rules. 8 q 123 C character abilities and aspects-----Abilities in genreDiversion i are identical to those in Active Exploits. The ratings system, however, is somewhat different. Because genreDiversion i does not rely on effort for determining the outcome of tasks, abilities are rated on a scale from zero (0) to five (5). While flairs are not used in genreDiversion i, GDi RATING 0 1 2 3 4 5 those in Active Exploits can easily be converted to gimmicks, altering difficulty instead of effort. Special abilities are not normally used with genreDiversion i, but this should not stop you from doing so. Likewise, aspects are not used with genreDiversion i, but can be easily added. DESCRIPTION AE EQUIVALENT disability low average average high average noteworthy gifted -1 0 0 +1 +1 +2 C vehicle abilities and aspects--------------------- genrediversion i The vehicle Abilities of speed and handling in genreDiversion i are identical to those in Active Exploits, although the ratings are slightly different. genreDiversion i uses vehicle abilities to modify a character’s task roll. They represent a penalty or bonus to the operator’s own ability, although his ability rating may not be reduced below zero (0) or increased beyond twice its value when applied. 124 GDi RATING -5 -4 -3 -2 -1 0 +1 +2 +3 +4 +5 The vehicle aspects of frame and shields are utilized as regular genreDiversion i abilities, ranging from zero to five. ABILTIES BY EXAMPLE A character with a fitness of 3 is attempting to outrun his competition in a race. Because his heavily modified spacecraft’s speed rating is +4, his total ability would be 7. However, his fitness rating doubled is only 6, so the total ability for speed-based tasks would be 6. DESCRIPTION abysmal performance dreadful performance poor performance poor performance below average performance average performance above average performance good performance good performance exceptional performance wonder of engineering AE EQUIVALENT -1 -1 -1 -1 -1 0 +1 +2 +3 +4 +5 GDi RATING 0 1 2 3 4 5 FRAME SHIELDS feeble/exposed average above average reinforced armored next-generation none weak average strong multi-layered next-generation AE EQUIVALENT 0 2 3 4 5 6 C skills-----------------------------------------------------------------------------------------------------------------------Skills are also identical to those in Active Exploits, although the ratings IMPRESA RATING 1 2 3 4 5 6 7 8 are different. Skills are measured on a scale from one (1) to eight (8). DESCRIPTION AE EQUIVALENT passing knowledge undertrained novice solid training proficient seasoned professional expert unskilled unskilled novice novice proficient proficient expert expert C gimmicks---------------------------------------------------------------------------------------------------------Gimmicks are used to modify tasks with changes in ability, skill, or difficulty. Their use is little different from that of Active Exploits, although some adjustments may be required. These are covered on the next page. C health and integrity--------------------------------------------------------except that penalties due to health/integrity increase the difficulty of a task just like in the Advanced Exploits rules. C vehicle weapons---------------------------------------------------------------------------All vehicle weapon systems are either fixed to fire in one direction or mounted on rotating turrets, capable of targeting any object within multiple bearings. Half of all the turreted systems may target any logical firing arc at any given time— front, left, right, side, up, down. Please use your best judgement. FIRING ARCS BY EXAMPLE A space cruiser with four turrets could lock two of them onto a target in front of it. The other two can be locked onto any other firing arc. A naval battleship, on the other hand, cannot target every arc, since its turrets cannot be aimed straight down or completely vertical. genrediversion i No changes are required to the character health and vehicle integrity systems. They function in the same manner as that of Active Exploits, 125 C quick character creation---------------------------------Characters for use with genreDiversion i can be designed in four easy steps. Step 1. Choose a name, profession, and background. Complete the remaining steps, using this one as a guide. Step 2. Up to three gimmicks may be chosen for each character. Positive gimmicks (director’s discretion; see Balancing Game Elements, page 105) reduce the amount of points available in step 3 by one or step 4 by three. Negative gimmicks add points instead of reducing them. Step 3. Allocate ten (10) to sixteen (16) points to abilities. The exact number of points depends on the nature of the game and is determined by the director. No ability may be less than one or greater than five. Or, for a random option, a single die may be rolled for each ability, rerolling sixes. Step 4. Allocate twenty (20) to thirty (30) points to skills. Again, the number is up to the director. No skill may be less than one (unless unskilled) or greater than eight. genrediversion i C task resolution---------------------------------------------------------------------------- 126 All tasks are resolved with two sixsided dice. The first step is to determine the character’s skill total. This is equal to the sum of the relevant ability and skill ratings. Next, roll two dice and calculate their sum—this is called the dice total. Snake eyes (double ones) is an automatic success and box cars (double sixes) is an automatic failure. The difference between the skill total and dice total (skill total - dice total) is called the margin. A basic task is successful when the margin is zero or greater. Different margins are required for the various difficulty values. These values differ from those used in Active Exploits. Adjusting Tasks When adjusting tasks between Active Exploits and genreDiversion i, please bear the following in mind: 1. Changes in effort should be converted to changes in difficulty. Therefore, you can substitute –(±DIFF) where ±x Effort is found. For example, if a task in Active Exploits calls for +1 effort, the same task in genreDiversion i would be modified by -1DIFF. A simpler option (although not consistent with the genreDiversion i rules) is to convert changes in effort directly to changes in skill total. For example, -1 effort would subtract 1 from the task’s skill total. DIFFICULTY/MARGIN DESCRIPTION -2 to -1 0 to 1 2 to 3 4 to 5 6 to 7 trivial routine complex challenging impossible RANGE p point blank (-2) s short (0) m medium (4) l long (6) 2. Changes in difficulty for Basic Exploits may be used directly in genreDiversion i. For example, a change of one grade of difficulty in Active Exploits (increasing routine to challenging) would be the same as one grade of difficulty in genreDiversion i (going by the names of difficulty ratings, this would increase routine to complex). 3. Changes in difficulty for Advanced Exploits are identical to changes in difficulty for genreDiversion i. For example, if a task in Active Exploits calls for +2DIFF, the same task in genreDiversion i would be modified by +2DIFF. Calamities and Triumphs If a task not of trivial or routine difficulty results in margin less than the assigned difficulty rating minus ten (margin < difficulty–10), it results in a calamity. If a task results in a margin equal to or greater than the difficulty rating plus six (margin => difficulty+6), it results in a triumph. Contested Tasks The character with the highest margin wins the struggle. If neither roll is successful or in the case of ties, both parties fail. Sustained Tasks This type of task is not normally used with the genreDiversion i rules, although it may be adapted from the Active Exploits rules, reducing the difficulty of a task rather than adding effort to it. United Tasks As with sustained tasks, this form of task is not normally used with the genreDiversion i rules, but may be Prostrated Tasks A character may choose to overexert himself in order to receive -2DIFF on any fitness-based task roll. In exchange for this bonus, the character receives one (1) grade of fatigue. Vehicles may also be prostrated to receive -2DIFF on any speed or handling-based task roll in exchange for one (1) grade of mechanical stress. Composure Tasks There are times when a character must restrain or overcome his convictions. To do so, he must make a successful composure roll. The difficulty is determined by the character’s level of conviction (or may be assigned by the director for similar tasks not involving convictions; fright, for example) and the ability used is based on the nature of the restraint. Fitness is used when the character is attempting to control responses from physical stimuli such as crying out or flinching from pain. Awareness is used when the character must recognize and prevent his habits such as nervous tics and unconscious speech patterns like stutters, as well as controlling his temper. Reasoning is used when the character must prevent either compulsive patterns of behavior such as addictions, or immoral acts such as sadism or infidelity. CONVICTION inclination habit commitment compulsion genrediversion i Resisted Tasks The difficulty should be increased by an amount roughly proportional to the original success. adapted by reducing difficulty instead of adding effort to tasks. DIFFICULTY -2 0 4 6 127 Automatic Tasks Automatic tasks allow a character to forego the process of rolling dice. Instead, the director can look at the character’s ability or skill rating and choose to make the task an automatic success if all of the following conditions are met: • The character’s raw ability is equal to or greater than the assigned difficulty or the character’s skill rating is equal to or greater than two plus the assigned difficulty. • The task is not contested. • The player provides a descriptive explanation of his actions. • The task does not disturb the director’s vision of the story. Automatic tasks can also be used for situations not covered by skills or as a replacement for composure rolls—if the character’s raw ability is equal to or greater than the assigned difficulty and the task is not contested or disruptive to the story, it is successful. Experience Experience may not be used to alter tasks when using the genreDiversion i rules. C personal combat tasks-------------------------------------------Reaction To determine the order in which characters act, each player rolls one die and adds his fitness and awareness ratings to it. The characters may then act in the order of highest result to lowest. If there are ties, compare fitness ratings. Various conditions may affect the reaction roll, by modifying the result. A character may perform only one action per turn (unless defending). genrediversion i REACTION MODIFIERS 128 wearing ‘heavy armor’ -1 knocked down -2 surprised -2 carrying heavy/bulky items -1/-2 stressed/sprained -1 strained/wounded -2 exhausted/maimed -3 Attacking The attack skills remain unchanged from the Active Exploits rules. Some weapons have accuracy modifiers which are applied to the difficulty. Weapon ranges can be handled as they are in Active Exploits (as abstracts) or calculated using a single long-range value. Defending Like attacking, the skills used remain unchanged from the Active Exploits rules. This is treated as a contested task and if a character chooses to defend but an attack never comes, he may attempt another action at the end of the turn. Aiming Characters may aim a ranged weapon attack, providing -1DIFF for each turn spent aiming (up to three turns)—being struck by an attack interrupts a character’s aim and he loses the use of the aiming bonus. CALCULATING RANGES point blank short medium long = = = = within 10m value / 4 value / 2 value C determining character damage------------In order to determine damage, roll a number of dice equal to the weapon’s damage rating. Unarmed attacks inflict fatigue and use one die, plus an extra die if the attacker’s fitness rating is four or greater. Melee attacks use an amount of dice equal to the damage rating and an extra die if the attacker’s fitness rating is four or greater. Prostrated attacks add one extra die of damage. Triumphs can add one, two, or even double the amount of dice at the director’s discretion. WEAPON ACCURACY DAMAGE RANGE +1DIFF -1DIFF1 -1DIFF -1DIFF -2DIFF +3DIFF2 1INJ 2INJ 3INJ 2INJ 4INJ 5INJ3 2INJ4 4INJ4 4FAT 1FAT 2FAT 3INJ 1-2INJ 50m 75m 100m 75m 300m 300m 120m 120m 25m 200m musket/flintlock revolver magnum semi-auto pistol rifle assault rifle blaster pistol blaster rifle stun pistol club/baseball bat lead pipe/crowbar sword arrow point blank and short burst fire only indirect fire only point blank and short +1INJ point blank and short +2INJ TYPE OF ARMOR ARMOR RATING heavy skins/clothing leather armor medieval armor kevlar vest flight suit armored flight suit hi-tech armor hi-tech force field 1 1 2 3 3 4 5 5 PROTECTION fatigue fatigue fatigue fatigue fatigue fatigue fatigue injury genrediversion i 1 2 3 4 Each die which is equal to or less than the armor rating (add one to armor rating if the target’s fitness rating is four or greater) prevents one grade of fatigue or injury from penetrating. Each die which does penetrate inflicts one grade of the relevant damage to the target character. If the character is not wearing armor and his fitness rating is less than four, no roll is required. Instead, he receives one grade of injury or fatigue (depending on the source of damage) per die. & injury & injury & injury & injury 129 MULTI-STRIKES BY EXAMPLE Josh is wearing a kevlar vest and three people have taken shots at his stomach. Since each attack is successful, the armor is worn down in that location. The armor rating is 3 against the first attack, 2 against the second, and 1 against the third. If there was a fourth attack, the armor would remain at 1. genrediversion i If a character receives a number of grades of injury or fatigue greater than his fitness rating, he is knocked down and must spend the next turn returning to his feet or may act on the ground with +2DIFF on all fitnessbased tasks. If the amount of damage dice rolled against a character is greater than his fitness rating, he is also knocked down. When multiple called strikes are directed at the same location of a target and a damage roll applies, the armor rating used for each attack past the first is reduced by one (but never less than one). Optional: If the total amount of injury sustained by a character from a single attack is less than his armor rating, it is converted to fatigue damage. This simulates the physical impact of the attack even when armor does its job. 130 Smoke and Fire A damage roll is required to determine the number of grades of fatigue (one or two dice) or injury sustained (one to five dice), using the character’s fitness rating as the armor rating. Falls This is treated in the same manner as a damage roll from an attack. The damage rating is equal to one (1) per six-foot drop. Asphyxiation A character must succeed at a fitness-based composure roll in order to avoid gaining one (1) grade of fatigue when caught off guard. Another roll is then made after a number of turns equal to the character’s fitness rating, and so on until he is no longer being asphyxiated or he dies. Once the character is unconscious, he receives injury instead of fatigue. Radiation Characters exposed to radiation gain fatigue or injury once per hour. The type of damage depends on the the proximity of the source—a nearby source inflicts injury, while a distant one inflicts fatigue. The damage rating should be adjusted based on the strength and distance of the source, ranging from one (1) grade for slight exposure or extreme distance to five (5) grades for direct contact or active sources. A damage roll is made in the same manner as damage from an attack, except that the character’s fitness rating is used as the armor value. C vehicle combat tasks-----------------------------------------------------Reaction This works the same as it does with genreDiversion i combat, except that the vehicle’s speed rating is added to the reaction roll. REACTION MODIFIERS confined regions -2 obscured regions -3 surprised -2 hauling heavy cargo -1/-2 distressed/impaired -1 overworked/breached -2 overheated/compromised -3 disable (for weapons fire only) -4 Attacking As with all vehicle tasks in genreDiversion i, the speed or handling ability is added to the character’s own ability (but it will not reduce it to less than zero or increase it to more than double the original rating). A target vehicle’s speed rating also modifies the difficulty of the task. Evading This is the same as defending, but is most commonly used to avoid collisions or weapons fire. This is treated as a contested task and if a character chooses to evade but an attack never comes, he may attempt another action at the end of the turn. Aiming Characters may aim a turreted weapon, providing -1DIFF for each turn spent aiming (up to three turns)—being struck by an attack interrupts a vehicle’s aim and it loses the use of the aiming bonus. TARGET’S SPEED MODIFIER -5 -4 -3 -2 +2 +3 +4 +5 -3DIFF -2DIFF -2DIFF -1DIFF +1DIFF +2DIFF +3DIFF +4DIFF C determining vehicle damage--------------------------attacks add one extra die of damage. Triumphs can add one, two, or even double the amount of dice at the director’s discretion. Energy weapons may also be overloaded to add one extra die at the expense of gaining one (1) grade of mechanical stress, but only one weapon may be overloaded per turn. Each die which is equal to or less than the target’s frame rating prevents one grade of mechanical stress or structural damage from penetrating. Each die which does penetrate inflicts one grade of the relevant damage to the target vehicle. genrediversion i Before damage from energy weapons (laser, particle, and ion cannons) can be applied to a vehicle, it is reduced by the vehicle’s shields— decrease the damage value by the current shields rating. The shields rating is also reduced by one if the damage value is greater than its current rating. Otherwise, the shields rating will increase by one each turn until it is restored to its original value. The damage from all called strikes to the same location by energy weapons is added together when subtracting the shields rating. A damage roll is then made using the remaining damage value as the number of dice rolled. Prostrated 131 SHIELDS BY EXAMPLE A space fighter with a shields rating of 2 has been hit by a laser cannon with a damage rating of 2STR. Luckily, the shields reduce the damage to 0, and since the damage value is not greater than the shields rating, the shields remain intact. On the other hand, if the damage rating was a 3, 1 point of damage would have penetrated the shields and the shields rating would have been reduced by 1. Shields may also be extended to protect other smaller vehicles which are in extremely close proximity at the expense of gaining one (1) grade of mechanical stress. Extending the shields around another vehicle of the same size (doubling shields) would cause two (2) grades of mechanical stress. If the total amount of dice rolled against a vehicle for damage in one attack is greater than its frame rating, it is knocked off course and either must spend the next turn correcting its heading or continuing on the new course. If a personal weapon attack is made against a vehicle, the vehicle’s frame is a five (5) for purposes of the damage roll. If a personal genrediversion i WEAPON 132 antique cannon machine gun cannon rocket torpedo/missile laser cannon laser cannon (linked pair) laser cannon (linked trio) laser battery particle cannon ion cannon hunter-killer missile rocket battery weapon attack is made against passengers as a called strike, two sets of damage rolls are made. The first determines how much damage makes it inside the vehicle (using the vehicle’s frame as the armor rating). The second is a standard damage roll against the target character, but the number of dice rolled is equal to the resulting damage from the first roll. PASSENGERS BY EXAMPLE Chin Ho is firing his gun at a fleeing car. It has a damage rating of 3INJ. Let’s assume he hit the car, which has a frame rating of 5. We would roll 3 dice (one for each point of damage), but a roll of 6 is required for each to actually do damage to the car. Let’s further assume that one point of damage penetrated the car’s frame and the shot was originally a called strike to the driver. We now have to make a damage roll against the driver for the 1INJ if the driver is wearing armor. Fortunately for Chin Ho, he is not, so the driver sustains one grade of injury. ACCURACY DAMAGE +2DIFF -1DIFF (PB & S) +2DIFF -1DIFF -2DIFF -3DIFF +2DIFF +3DIFF (L) -2DIFF (PB & S) - (M) +4DIFF (L) 2STR 1STR 3STR 5STR 6STR 2STR 3STR 4STR 6STR 5STR 4MEC 8STR 5STR 3STR 1STR C making the game more heroic------------------Normal characters probably won’t last long in a combat-intensive game—players should either learn to avoid combat or understand the advantages of taking cover. One way to keep characters in the game longer is to make them heroes— simply give them a constant armor rating of four (4) or five (5). By going this route, it will take considerable firepower to incapacitate them. Another method is to make all players roll a bonus die when attempting tasks. Now heroes can use the sum of the two lowest dice as the dice total. This will greatly increase a character’s odds of success. This style of play works best for one-shot and operatic games, and can also be used to simulate Active Exploits abilities of +4 and +5. Prop Plane Private Jet Jet Fighter Helicopter Motorcycle Typical Car Sports Car Luxury Car VIP Limousine Truck Tank VEHICLE TYPE +3 +2 0 +3 +2 +3 -1 -2 +2 +3 +4 +2 +1 +1 +2 +2 +2 0 +1 SPEED -1 +1 +1 0 +2 +1 0 -3 +1 +2 +4 +2 +2 +1 +2 +1 +1 -1 0 HANDLING 3 1 1 2 2 3 3 4 1 1 2 2 0 1 1 2 3 4 5 FRAME — — — — — — — — — — — — — — — — — — — SHIELDS WEAPONSLAND — — — — — — cannon machine gun machine gun 12 rockets — — machine gun 4-6 missiles lots of bombs — — — — — — 8 cannons genrediversion i Bomber Motor Boat Sail Boat Speed Boat Patrol Boat Cutter Yacht Galleon 133 134 genrediversion i 0 -2/0* +1/+3* 0/+4* +4 +2/+1* +1/+3* -2/+2* -4/+2* Space Shuttle Cargo Transport Scout Explorer Fighter Patrol Craft Corvette Cruiser Dreadnought * Second speed is for supralight travel. SPEED VEHICLE TYPE -3 0 -1 +2 0 0 +2 -1 +3 HANDLING 5 4 3 1 1 2 1 2 1 FRAME 4 4 3 2 — 1 1 1 2 SHIELDS — 2 laser turrets laser turret (linked pair) 2 laser turrets (linked pair) laser canons (linked pair; forward only) laser canons (linked pair; turret) HK Missile Launcher (forward) 6 particle cannons (2 forward; 2 aft; 2 turrets) HK Missile Launcher (turret) 8 laser battery turrets 2 HK Missile Launchers (turrets) 1 rocket battery (forward) 10 particle cannons (turrets) 2 HK Missile Launchers (turrets) 4 rocket batteries (2 port; 2 starboard) WEAPONSLAND This section provides comprehensive lists of skills (plus sample stunts), gimmicks, extras, arcane creatures, plus reference sheets and more. The lists are compiled from the previous sections of this book, as well as some new items. They are intended to give directors a helping hand when designing characters and stories, or developing ideas. 9 master lists 135 C skills of the times---------------------------------------------------------------While the director is free to use any skills described in this book, not all are relevant for specific time periods. For example, no one would have any knowledge of computers in a fantasy setting (unless, of course, they are aliens or time travelers). In order to indicate the proper usage, symbols are listed with each skill. Bear in mind that any skill followed by an asterisk may not be used unskilled. Some of the skills listed also include sample stunts in order to better illustrate their use. SKILLS OF THE TIMES F A M X fantasy settings 16th century and older antique settings 17th - 19th centuries modern settings 20th - 21st centuries science fiction settings 22nd century and up C fitness-based skills---------------------------------------------------------Archery FAMX Use and construction of bows, arrows, and crossbows. Athletics FAMX Running, climbing, swimming, throwing, dodging, and gymnastics. Precision +2 to +4DIFF Stunts requiring delicate movements such as walking on narrow ledges, swimming between sharp coral, and back flips. The director should adjust the risk accordingly. Sling +2DIFF Hurling items at a target from a slinglike pouch. master lists Evade +1DIFF Dodging incoming projectiles while running in a zig-zag motion or erratic pattern. This is a resisted action, affecting the difficulty of the attack. 136 Dive +2DIFF Plunging head first away from an area or into a body of water. The risk of falling is gauged by the height of the dive. Dive for Cover +1DIFF Getting under cover as quickly as possible. This takes an entire turn and can also be used as a dodge with a +1DIFF. Roll +2DIFF Rolling can be used to lessen injury received from falls by one grade. It can also help a character restore balance. The difficulty is +2 if the cause of the fall did not inflict injury, otherwise it is +4. Unarmed Block Block a weapon with bare hands. Precarious risk if weapon inflicts fatigue or disastrous if it causes injury. Brawling FAMX Punching, kicking, parrying, and wrestling. See Advanced Combat for more rules regarding Brawling. Wrong Hand +2DIFF Strike with character’s off-hand. Precision +2DIFF Strike to a particular location. Sweep +2DIFF Sweep legs of opponent to cause him to fall. Unbalance +2DIFF Grappling attack to cause the opponent to fall. Pin Keep opponent immobile. Contested against fitness. Constrict Strangle opponent. Contested against fitness. Disarm +2DIFF Make opponent lose grip on weapon. May be contested by fitness. Take Weapon +3DIFF Take weapon away from opponent. May be contested by fitness. Driving MX Operation and maintenance of automobiles, motorcycles, and trucks. See the vehicle rules in Chapter 2 for more rules regarding Driving. Nudge Push another vehicle off the road. Risk of collision. Ram Steer vehicle into another. Risk of collision and flammability. High Speed Maneuvers +2 to +4DIFF Controlling the vehicle at high speeds. Risk of collision. Maintenance Uses reasoning. Makeshift Repairs Restore one grade of structural damage without the aid of a fully equipped garage. The difficulty is dependent on the extent of damage (see the Makeshift Repairs Table on page 61). Uses reasoning. Firearms AMX Operation and maintenance of pistols, rifles, shotguns, and submachine guns. See Advanced Combat for more rules regarding Firearms. Heavy Weapons MX Operation and maintenance of machine guns, grenade launchers, and mortars. Precision +2DIFF Shoot weapon at a particular location. Maintenance Uses reasoning. Jousting Using a lance on horseback. F Melee FAMX Use of knives, swords, staves, axes, and clubs. See Advanced Combat for more rules regarding Melee. Wrong Hand +2DIFF Use weapon with character’s offhand. Precision +2DIFF Use weapon to strike a particular location. Sweep +2DIFF Sweep legs of opponent with weapon, causing him to fall. Quickdraw +1DIFF Ready weapon and use it in same turn. Requires expenditure of two points of effort from awareness or fitness. Disarm +2DIFF Make opponent lose grip on weapon. May be contested by fitness. Precision +2DIFF Aim and shoot weapon at a particular location. High Speed Maneuvers +2 to +4DIFF Controlling the vehicle at high speeds. Risk of collision. Quickdraw +1DIFF Ready weapon and shoot in same turn. Requires expenditure of two points of effort from awareness or fitness. Maintenance Uses reasoning. Maintenance Uses reasoning. Makeshift Repairs Restore one grade of structural damage without the aid of a fully equipped garage. The difficulty is dependent on the extent of damage (see the Makeshift Repairs Table on page 61). Uses reasoning. master lists Wrong Hand +2DIFF Shoot with character’s off-hand. Piloting (aircraft)* MX Operation and maintenance of airplanes and helicopters. 137 Ram Steer vehicle into another. Risk of collision. Makeshift Repairs Restore one grade of structural damage without the aid of a fully equipped garage. The difficulty is dependent on the extent of damage (see the Makeshift Repairs Table on page 61). Uses reasoning. Atmospheric Maneuvers +1 to +3DIFF Controlling the vehicle at high speeds while in the atmosphere. Risk of collision or flammability. Riding FAMX Controlling horses and other riding animals. Piloting (spacecraft)* MX Operation and maintenance of starships and space shuttles. Maintenance Uses reasoning. Makeshift Repairs Restore one grade of structural damage without the aid of a fully equipped garage. The difficulty is dependent on the extent of damage (see the Makeshift Repairs Table on page 61). Uses reasoning. Piloting (watercraft)* AMX Operation and maintenance of motorboats, yachts, and trawlers. See Vehicles for more rules regarding Piloting. Nudge Push another vehicle into an obstacle. Risk of collision. Ram Steer vehicle into another. Risk of collision. Wild Animals +2DIFF Controlling or riding wild, untamed animals. Risk of falling if riding the animal. Training animals Uses reasoning. +1DIFF Sailing FAMX Operation, navigation, and maintenance of sail boats. Maintenance Uses reasoning. Makeshift Repairs Restore one grade of structural damage without the aid of a fully equipped garage. The difficulty is dependent on the extent of damage (see the Makeshift Repairs Table on page 61). Uses reasoning. High Speed Maneuvers +2 to +4DIFF Controlling the vehicle at high speeds while in the atmosphere. Risk of collision or flammability. Maintenance Uses reasoning. master lists C awareness-based skills------------------------------------------- 138 Criminal FAMX Racketeering, scamming, picking locks, pilfering, and other criminal activities. Gambling FAMX Playing games of chance and bluffing. Subterfuge FAMX Disguises, forgery, misdirection, and sabotage. Director may decide on best ability for the circumstances: creativity for disguise; influence for fast-talking, etc. C creativity-based skills------------------------------------------Crafts FAMX Creating pottery and forging crude alloys. Design FAMX Painting, drawing, sculpting, metal working, and graphic design. Literacy FAMX Reading and writing. Performance FAMX Oration, singing, acting, and performing. Instrument FAMX Playing musical score with a specific type of instrument. C reasoning-based skills-------------------------------------------Advanced Sciences* X Advanced theoretical sciences such as genetic engineering, temporal physics, and robotics. Use this skill when you don’t require a lot of individual skills. Alchemy AMX Brewing potions with magical effects. Astronomy* AMX Knoweldge of the stars, constellations, and other heavenly bodies. Biology* AMX Science of living organisms such as humans, animals, plants, viruses, and insects. Boating FAMX Constructing and steering canoes, rafts, and rowboats. Botany* AMX Science of plant life. Also see herbal medicine. Computers MX Operation and maintenance of computer systems. Reconfiguring +2 to +4DIFF Reprogramming a system for a completely new use. Court Etiquette MX Behaving properly and understanding the protocols of a royal court. Manipulate the court Uses influence. Economics* AMX Knowledge of taxes, commodities, currency, and business practices. Electrical MX Designing, building, and repairing electronic devices. Hot Wiring +1 to +3DIFF Engaging a device without the required key. Engineering (Aerospace)* MX Designing and constructing airplanes and space shuttles. Engineering (Astronautical)* X Designing and constructing starships and space shuttles. Engineering (Architectural)* MX Designing and constructing buildings. master lists Chemistry* AMX Design, construct, and analyze chemical formulas. Hacking +1 to +3DIFF Breaking in and locating information. 139 Engineering (Civil)* Designing and bridges and damns. MX constructing Investigation AMX Examination, observations, and research. Engineering (Electrical)* MX Designing and constructing complex electrical and electronic systems. Masonry A Designing and constructing buildings from stone. Engineering (Mechanical)* MX Designing and constructing complex mechanical systems such as engines. Engineering (Nano)* X Designing and constructing microscopic machines. Engineering (Temporal)* X Designing and constructing time travel devices. Leadership FAMX Command over others. Financial AMX Accounting, business management, and trading. First Aid AMX Basic and emergency medical techniques. Legends FAMX Occult, superstitions, and mythological stories. General Medicine AMX Performing standard medical procedures, diagnosis, and treatment. Parapyschology* MX Study of supernatural elements such as ESP and ghosts. Genetics* MX Design, construct, and analyze DNA. master lists Law* AMX Knowledge of corporate, criminal, tax, and probate law. Rallying Troops +1 to +3DIFF Increase the morale of troops by oration—provides one extra point of effort to each character present on their next relevant task. Uses Influence. Field Medicine Restore one grade of injury without the aid of a fully equipped hospital. The difficulty is dependent on the extent of damage (see the Field Medicine Table on page 31). 140 Mathematics* AMX Advanced theoretical mathematics including, but not limited to statistics, trigonometry, and calculus. Geology* MX Science of rock, minerals, tectonic plates, and other terrestrial elements. Herbal Medicine FAMX Using herbs and other plants to create a medicine. Pathology* MX Study and diagnosis of diseases and their effects on organs. Also used for autopsies. Pharmacology* MX Study of the effects of drugs and chemicals on the human body. Photography AMX The art of taking and developing photographs. Physics* MX Study of the building blocks of the universe: gravity, magnetism, and electricity, and the theories which attempt to bind them together: relativity, quantum theory, and string theory. Politics* AMX Knowledge in the workings of government. Psychology* AMX Performing standard psychological diagnosis and treatment. Field Treatment Restore one grade of dementia without proper extended treatment. The difficulty is dependent on the extent of dementia (see the Field Treatment Table on page 43). Runes AMX Inscribing magical effects. Sociology* AMX Knowledge of cultural and social traditions and behavior. Surgery* MX Performing medical procedures to repair serious injuries using a fully equipped hospital. Overkill can be used to heal more than one point of injury. The difficulty is dependent on the extent of injury (see the Surgery Table on page 43). Survival FAMX Staying alive in the wilderness. Theology* AMX Knowledge of religion and its origins. Veterinary Medicine* MX Knowledge of animal anatomy and performing medical procedures, diagnosis, and treatment on animals. Warfare AMX Knowledge of military tactics and strategy, as well as explosives. Defusing a Bomb +1 to +3DIFF Disarm an explosive device. Xenobiology* AMX Science of non-terrestrial living organisms (aliens). Field Medicine Restore one grade of injury without the aid of a fully equipped hospital. Overkill can be used to heal more than one point of injury. The difficulty is dependent on the extent of damage (see the Field Medicine Table on page 31). C influence-based skills------------------------------------------------- Performance FAMX See Performance under CreativityBased Skills. Seduction FAMX Using the allure one has with the opposite (or the same) sex to convince him to listen to the character. Streetwise AMX Surviving on the streets. master lists Leadership FAMX See Leadership under ReasoningBased Skills. 141 C ESP-based skills------------------------------------------------------------------------Astral Projection FAMX Removing one’s consciousness from his body and exploring the Astral Realm. Clairaudience Communicating Inhabitants. FAMX with Astral Clairvoyance FAMX Seeing Astral Inhabitiants. Mesmerism FAMX Hypnotising other characters. Dig +2DIFF Determine specific commands previously implanted in another character’s subconscious. Deprogram +2DIFF Remove specific commands previously implanted in another character’s subconscious. Telekinesis FAMX Moving objects with the power of the mind. Strike +1DIFF Telekinetically project mental energies at a specific target with the intent of causing harm. This causes the target to gain one or more grades of fatigue or injury if there is sufficient overkill (director’s discretion). Wall +2DIFF Project a physical barrier around self or another character in order to deflect incoming attacks. This is the same as blocking, but by using effort from ESP instead of fitness. Telepathy Communicating another character. FAMX thoughts to Noise +2DIFF Scramble mental processes in order to confuse telepathic intruders. This is a contested task. Shock +1DIFF Telepathically project mental energies into the mind of a specific target with the intent of causing harm. This causes the target to gain one or more grades of dementia if there is sufficient overkill (director’s discretion). C conduction-based skills--------------------------------------Absorption FAMX Absorbing electricity into one’s system. Streaming FAMX Radiating a focused bolt of electrical energy. master lists Pulsing FAMX Radiating electromagnetic signals at defined frequencies. 142 C necromancy-based skills------------------------------------Animate FAMX Binding and corntrolling spirits. Banish FAMX Forcing Astral inhabitants to flee. Name FAMX Calling Astral inhabitants by name. C channeling-based skills----------------------------------------Conjuring FAMX The art of illusion. Countermagic FAMX The art of nullifying arcane effects. Absorb +2DIFF Draw energy from a countered effect instead of simply dispelling it. The character may redirect all overkill from his successful absorption to a channeling-based effect of his own. Summoning FAMX The art of manifesting solid matter. Warding FAMX The art of creating protective circles. C faith-based skills-----------------------------------------------------------------Bless FAMX The miracle of divine intervention (reduces difficulty on tasks which do not violate the character’s beliefs). Curse FAMX The miracle of divine intervention (increases difficulty on tasks which violate the character’s beliefs). Divine Archway FAMX Only those who do not violate the character’s beliefs may enter the doorway. Healing Touch FAMX Restores injury, fatigue, or dementia. Mana FAMX The miracle of food from heaven. Purify FAMX Eliminates toxins and toxemia. Rapport FAMX Helps people trust the character. Truth FAMX Detects the truth of another character’s words. Ward FAMX The miracle of divine intervention (increases difficulty on attacks against the protected area). C manifestation-based skills--------------------------- Paralyze FAMX Freezing a character dead in his tracks. Possession FAMX Inhabiting and controlling the body of a living animal or person. Silence FAMX Rendering a character speechless. Terrorize FAMX Manifesting with a horrific appearance. master lists Lure FAMX Enticing characters to approach a spirit. 143 C chi-based skills--------------------------------------------------------------------------Healing Arts* Restores health. AMX Shadow Arts* AMX Keeps a character out of sight. Killing Arts* AMX Makes attacks more efficient. C fields of expertise----------------------------------------------------------------This is by no means a complete list. The fields below are intended to give directors a better understanding of fields of expertise, so that they may create their own to fit the setting in which they are running. Actor FAMX Performer extraordinaire. Combat Pilot MX Trained in aerial warfare and combat. Doctor AMX Includes training by physicians. It can be used for surgery, pharmacology, pathology, and biology. Investigative Priest FAMX A special agent of the Vatican in search of stigmata or demons. Trained in theology, the occult, and parapsychology. master lists Law Enforcement AMX includes the training required by police officers, detectives, and federal investigators. It can be used for tasks related to weapons, investigation, computers, and the law. 144 Magician FAMX Trained in the art of illusion. Nothing magical, just sleight of hand tricks. Organized Crime Boss AMX Trained in all aspects of criminal activity, as well as firearms and surviving on the streets. Psychologist AMX Mental health professionals. Used for psychology. Parapsychologist MX Includes training in parapsychology, the occult, and investigation. Psychiatrist AMX Mental health professionals. Used for psychology and general medicine. Rogue FAMX Includes training by cat burglars, racketeers, and con artists. It can be used to pick pockets, bypass security systems, attempt confidence scams, and escape from bonds. Scholar FAMX An academic. Studies many different fields of knowledge, such as history, art, and literature. Scientist AMX Inventors and theorists, scientists may have training in just about any scientific field. Sensei FAMX A martial arts master. Soldier AMX Trained in warfare and combat. May specialize in a particular technical field such as aircraft mechanic. Wizard FAMX A practitioner of the arcane. C generic gimmicks-----------------------------------------------------------------------Animal Kinship The character can understand the language of one classification of animal (birds, felines, canines, rodents, etc.). He may speak to them in his own language and they speak to him in their own. Authority The character has certain responsibilities which permit him to exercise special rights. He can be involved in law enforcement, the justice department, or even city hall. Connections The character has friends or associates in some sort of criminal, political, community, religious, or military organization which he can call on for assistance. The connections can also take the form of students, followers, or employees. Dependent The character is in charge of protecting or caring for someone. It could be a professional assignment, sick family member, or minor. Enemies Someone doesn’t like the character and either enjoys or is duty bound to thwart his efforts. The enemy may even go so far as to actively hunt the character or put a price on his head. Immunity The character can ignore all damage from one source. Bullets, extreme color, and fire are some examples. Internal Clock The character possesses a knack for always knowing the exact time and date. Jack of All Trades The character has a knack for learning new skills. Whenever he succeeds at a task for a skill which he does not possess, the character may spend ten experience points (taken from any skills) to gain that skill at novice level. This skill may never be raised above proficient, however, since he is a jack of all trades, but master of none. Lackies The character has an entourage of fans, devotees, or henchmen. In any case, they are always around to protect the character and can be sent away to run errands for him. Military Rank The character is in the military and holds an officer’s rank. He may also have access to sensitive material and weapons. Multilingual The character can speak up to two languages in addition to his native tongue as a result of growing up in a household or culture where more than one language is used. Natural Armor The character has some sort of tough hide, scales, or other defensive covering which increases his armor rating. The armor value and form of protection may vary, but the table below should be used as a guide. master lists Fugitive The character is an outlaw and on the run from law enforcement agencies. He should avoid the law as much as possible. Internal Compass The character can never become lost in the wilderness or a city. He can extrapolate his general location from signs in nature. 145 NATURAL ARMOR tough hide scales carapace genetically modified armor/hide Natural Weapon The character has some sort of natural weapon (claws, fangs, etc.) which can be used to damage an opponent. This damage rating can vary, but the table below should be used as a guide. Some weapons may also be used to inject venom. master lists RATING A AB AB AB 1 1 2 3 Peripheral Vision The character can see out of the corner of his eye. This allows him to spend one point of effort on tasks while surprised (normally a character cannot spend effort when surprised). NATURAL WEAPON CLASS DAMAGE small fangs large fangs stingers small claws large claws horns strong tails A1 A2 or B1 A1 or B1 B1 B2 B3 A3 1FAT 2FAT or 1INJ 1FAT or 1INJ 1INJ 2INJ 3NJ 3FAT Prestige The character is widely known in a region, nation, or even the world for one reason or another. He could be a famous musician, actor, political figure, or businessman. This gimmick can be used to add one (1) point of free effort to an influence-based task a number of times per episode equal to the character’s influence rating (|+2| would allow a character to use it two times, for example). 146 PROTECTION Property The character carries a particular item wherever he goes, such as a cane or a pocket watch. No matter what happens, the item is never lost—merely misplaced. It always turns up before the end of an episode. Servitude The character is in debt to another person and must work it off as a servant (butler, maid, assistant, etc.). Stoic The character is very rational and can control his emotional responses when faced with trauma and the supernatural. He can ignore all penalties caused by dementia, but is not immune to the effects of delirium once the dementia has reached that point. Tolerance to Pain The character is somehow immune to pain and can ignore all penalties caused by fatigue and injury. Vulnerability The character is extremely sensitive to a specific substance or mystical force (such as ESP). He receives two (2) grades of fatigue when directly exposed and double the normal amount of injury or fatigue when the contact is the result of an attack. Wealth The character is extremely rich. He can usually scrape together enough cash for any deal. C arcane gimmicks-------------------------------------------------------------------------Astral Magnet For one reason or another, the character attracts entities from the Astral Realm which have manifested into our world. There is no telling what their motivations or intentions are. Astral Vision The character is haunted by visions of entities from the Astral Realm. He can see those present in the immediate vicinity, although he cannot speak to or hear them. This can be used to replace the clairvoyance skill if the director wishes to use a more abstract method of visions of the Astral Realm. Gremlins The character causes all machinery or electronics in his immediate vicinity to jam or malfunction. Haunt The Astral inhabitant is tied to a particular piece of land, structure, or individual and may not leave unless banished. Immortality The character does not age and will live forever unless killed by a violent act. Invulnerability The character is supernatural in origin and does not receive normal damage unless exposed to a vulnerability. Treat this gimmick as if the character has armor ratings of 3 against ‘A’ damage, 2 against ‘B’ and ‘C’ damage, and 1 against ‘E’ damage. Longevity The character has ceased aging due to a secret formula, fountain of youth, or vampire bite which must be reintroduced once per week. master lists Disruptive Discharge The character is capable of directing focused energy using his channeling ability in order to inflict etheria-based damage by touching a victim. The amount of damage is equal to the amount of effort exerted only from the channeling ability. In addition, for every two points of effort exerted, the character may throw a bolt of pure magical energy at a target using a normal athletics task. Guardian Angel The character enjoys the protection of a guardian angel, who attempts to divert the character’s from danger through naturalseeming occurrences. This is basically a part-time job for the director, offering the player some helpful tips in order to keep the character alive. 147 Lycanthropy Bloodline The character transforms into a wolf during a new moon and a werewolf during a full moon. Lycanthropy Curse The character transforms into a werewolf during a full moon. The curse is passed on to anyone unfortunate enough to be bitten by the character in werewolf form. Manifest The spirit can assume a physical form for short periods of time and is capable of interacting with our world. Once manifested, the creature can substitute the manifest ability for tasks requiring the fitness ability. The type of manifestation and duration is determined by the creature’s manifestation ability. Mist The Astral inhabitant causes a fog or heavy mist to appear whenever it uses a manifestation-based skill. master lists Mortal Demise The character dreams about his death every night. He is now accustomed to it, but anything he experiences while he is awake that hints that his time is near causes anxiety and panic. On the other hand, the character knows how he will die (this should be fleshed out before play) and may put himself in harm’s way if it does not appear that his course of action is linked to his death. 148 Mortal Focus The character is susceptible to channeling-based skills. Their difficulties are reduced by two (2) grades (-4DIFF) when targeted at the character. In addition, all channelingbased tasks performed by the character receive a decrease in difficulty by two (2) grades (-4DIFF) . Non-Reflective The character casts no reflection or shadow. Protective Aura The character has a natural resistance to etheria. This acts as armor with a rating of 2 which protects against all sources of etheria damage. Regeneration The character heals at an accelerated pace; injury is restored by one grade per day and fatigue is restored by one grade per hour. Resistant Aura The character is incapable of using the channeling ability and all channeling-based tasks directed at him receive an increase in difficulty by one grade. Shivers The Astral inhabitant causes the air in his immediate vicinity to drastically decrease in temperature. Wind The Astral inhabitant causes sudden breezes to emanate from his location whenever he uses a manifestation-based skill. C martial arts gimmicks----------------------------------------------Action Star The character has starred in countless action movies and is well known throughout the world. He can’t enter a public place without being surrounded by a horde of fans seeking his autograph. Infamous Teacher The character’s teacher is known for being particularly cruel or incompetent. As a result, other martial artists view the character with animosity when they find out about his teacher. Disciple The character is a dedicated student to his teacher. He sleeps in the school, watching over and maintaining it (i.e cleaning, repairs, etc.). Inner Circle The character is part of his school’s inner circle when it comes to making decisions and knowing what is going on in its finances, plans, and events. The character is also very close to the other members of this circle. Famous School The character’s school is known for its extremely competent students or constructive work in the community. As a result, other martial artists view the character with respect when they find out where he trains. Famous Teacher The character’s teacher is known for being extremely adept or compassionate. As a result, other martial artists treat the character graciously when they find out about his teacher. Infamous School The character’s school is known for its callous or incompetent students, or break with traditions. As a result, other martial artists view the character with animosity when they find out where he trains. School Rivals The character is at odds with a fellow student from his school. They often compete in order to prove which one is more proficient. Rivals also try to show each other up in other ways, such as career, wealth, and love. School Outcast The character has been thrown out of the school and excommunicated by its other students. The character may not join other schools which are in some way affiliated with this school or those with which the teacher is a friend of the character’s own teacher. Other martial artists view the character with animosity when they find out about his excommunication. master lists 149 C extras--------------------------------------------------------------------------------------------------------------------DESCRIPTION ABILITY FIELD OF EXPERTISE GIMMICKS police officer police detective security guard soldier military officer government agent mercenary hitman tradesman artist computer tech design professional surgeon street thug mobster politician knight man at arms fighter pilot space marine spy fitness +1 reasoning +1 fitness +1 fitness +2 awareness +1 reasoning +2 fitness +1 fitness +2 influence +1 creativity +2 reasoning +1 reasoning +2 reasoning +2 fitness +1 influence +2 influence +2 fitness +2 fitness +1 fitness +2 fitness +2 influence +2 law enforcement law enforcement/investigation surveillance infantry/marine training officer/special training law enforcement/investigation warfare assassination small business the arts computer science/engineering architectural/civil engineering medicine street life racketeering politics chivalry and combat combat aerial/space combat piloting zero-g combat espionage authority authority – – military rank authority connections fugitive connections – – – wealth – lackies prestige authority – military rank – connections master lists C animals---------------------------------------------------------------------------------------------------------------- 150 DESCRIPTION ABILITY EXPERTISE GIMMICKS bat crocodile/alligator awareness +2 fitness +2 giant rat fitness +4 giant spider fitness +4 poisonous snake constricting snake poisonous snake rat wolf rat cat lion/tiger hawk horse awareness +1 fitness +1 awareness +1 awareness +2 fitness +2 awareness +2 awareness +2 fitness +2 fitness +1 fitness +2 nocturnal hunting natural weapon (small fangs) hunting natural weapon (teeth, claws, tail), natural armor (tough hide) foraging natural weapon (fangs, claws), natural armor (tough hide) trapping natural weapon (large fangs, natural armor (tough hide) hunting natural weapon (fangs, veonom) hunting/grappling natural weapon (fangs, constriction) hunting natural weapon (fangs, venom) foraging natural weapon (teeth, disease) hunting natural weapon (fangs, claws) foraging natural weapon (teeth, disease) hunting natural weapon (small fangs, claws) hunting natural weapon (large fangs, claws) hunting natural weapon (talons) running natural weapon (legs) C creatures-----------------------------------------------------------------------------------------------------DESCRIPTION ABILITY EXPERTISE GIMMICKS GHOSTS ancestral ghost manifestation +1 – murder victim manifestation +2 – war casualty manifestation +3 – poltergeist manifestation +3 terrorize haunt (family members), manifest, shivers haunt (murder scene), gremlins, manifest, shivers haunt (battlegrounds), manifest, mist, shivers haunt (house), manifest, shivers, wind SPECTRES banshee manifestation +3 silence, terrorize hag manifestation +4 terrorize wood nymph siren manifestation +3 manifestation +4 – lure, silence SPIRITS gargoyle golem dybbuk ZOMBIES graveyard zombie fallen comrade mummy skeleton hell hound haunt (rustic villages), manifest, wind haunt (abandoned cottage in the woods), gremlins, manifest haunt (tree), manifest haunt (the sea), manifest manifestation +5 paralyze, possession awareness -1 manifestation +1 terrorize fitness +2 awareness -1 manifestation possession (director’s discretion) tolerance to pain, invulnerability tolerance to pain, vulnerability (water) manifestation +4 – fitness -1 manifestation +4 possession (fitness same as character’s original rating) manifestation +2 – fitness -1 awareness -1 manifestation +4 – tolerance to pain, vulnerability (salt) tolerance to pain manifestation +2 fitness +2 hunting tolerance to pain master lists tolerance to pain, vulnerability (salt), natural armor (tough hide) tolerance to pain, invulnerability tolerance to pain, invulnerability, natural armor (fangs, claws) 151 YOUNG VAMPIRE Abilities: fitness +3, awareness +2 Aspects: discipline 6 Skills/Expertise: variable as per character Gimmicks: immortality, vulnerability (sunlight, fire, symbols of faith), night vision, regeneration, natural weapon (fangs), non-reflective, invulnerability Convictions: temptations (human blood: compulsion), fears (symbols of faith, running water: compulsion), fears (garlic: habit) TYPICAL VAMPIRE Abilities: fitness +4, awareness +2, ESP +2 Aspects: discipline 6, transformation 3 Skills/Expertise: mesmerism (proficient); others variable as per character Gimmicks: immortality, vulnerability (sunlight, fire, symbols of faith), night vision, regeneration, natural weapon (fangs), non-reflective, invulnerability, tolerance to pain Convictions: temptations (human blood: compulsion), fears (symbols of faith, garlic: commitment) ELDER VAMPIRE Abilities: fitness +4, awareness +2, ESP +4 Aspects: discipline 6, transformation 6 Skills/Expertise: mesmerism (expert); others variable as per character Gimmicks: immortality, vulnerability (sunlight, fire), night vision, regeneration, natural weapon (fangs), non-reflective, invulnerability, tolerance to pain Convictions: temptations (human blood: compulsion), fears (garlic: compulsion) master lists GHOUL Abilities: fitness +1 Aspects: discipline 6, endowment (physical) 4 Skills/Expertise: variable as per character Gimmicks: longevity Convictions: temptations (loyalty to vampire master: compulsion) 152 CURSED WEREWOLF (WEREWOLF FORM) Abilities: fitness +4, awareness +1 Aspects: discipline 4 Skills/Expertise: hunting; others variable as per character Gimmicks: vulnerability (silver), night vision, natural weapon (fangs, claws), lycanthropy curse, natural armor (tough hide) Convictions: triggers (rage, threat of attack: commitment) TRUE WEREWOLF (WEREWOLF FORM) Abilities: fitness +4, awareness +1 Aspects: discipline 4 Skills/Expertise: hunting; others variable as per character Gimmicks: night vision, natural weapon (fangs, claws), lycanthropy bloodline, regeneration, natural armor (tough hide) Convictions: triggers (rage, threat of attack: commitment) C vehicles--------------------------------------------------------------------------------------------------------------VEHICLE TYPE Motorcycle Typical Car Sports Car Luxury Car VIP Limousine Truck Tank Helicopter Private Plane Private Jet Fighter Jet Motor Boat Sail Boat Yacht Space Shuttle Space Cargo Transport Space Fighter Space Explorer Space Cruiser Space Dreadnought +1 +1 +2 +2 +2 0 +1 +2 +2 +3 +4 +2 0 +1 0 -1 +2 +3 +1 +2 SPEED +2 +1 +2 +1 +1 -1 0 +2 +1 +2 +4 +2 +1 +2 0 0 +3 +2 +1 +1 HANDLING 0 1 1 2 2 3 6 3 2 2 4 2 1 3 1 2 2 3 4 5 FRAME — — — — — — — — — — — — — — — — 2 3 4 5 SHIELDS WEAPONS master lists ARMOR — — — — — — — — — 3 — — cannon, machine gun 4 10 rockets 2 — — — — machine gun, 4 missiles 2 — — — — — — — — laser cannon — twin laser canons 1 4 laser turrets 2 8 laser turrets, 4 torpedo tubes 4 10 laser turrets, 10 torpedo tubes5 153 C basic exploits reference--------------------------------------FITNESS-BASED SKILLS ESP-BASED SKILLS Archery Athletics Brawling Driving Firearms Melee Piloting* Riding Sailing Mesmerism Telekinesis Telepathy CONDUCTION-BASED SKILLS Absorption Pulsing Streaming AWARENESS-BASED SKILLS Criminal Gambling Subterfuge CREATIVITY-BASED SKILLS Crafts Design Instrument Literacy Performance master lists REASONING-BASED SKILLS 154 Boating Computers Electrical Financial First Aid Investigation Engineering* Leadership Legends Mechanical Medicine* Natural Sciences* Parapsychology* Social Sciences* Streetwise Survival INFLUENCE-BASED SKILLS Leadership Performance Seduction Streetwise ATTACK SKILLS unarmed melee gun thrown bow brawling melee firearms athletics archery DEFENSE SKILLS unarmed block unarmed parry shield/missile block melee parry dodge athletics brawling melee melee athletics FREE EFFORT unskilled novice proficient expert 0 +1 +2 +3 C basic exploits reference--------------------------------------WEAPON TYPE DMG PB snub nosed pistol 9mm and .45 magnum carbine assault rifle heavy machine gun hi-tech laser pistol hi-tech laser rifle club knife staff sword arrow 2INJ 3INJ 4INJ 4INJ 4INJ 6INJ 5INJ 5INJ 1FAT 1INJ 1FAT 2INJ 2INJ 5m 5m 5m 5m 5m 5m 10m 10m 10m SHORT MEDIUM LONG 10m 10m 10m 10m 10m 20m 20m 20m 25m 40m 40m 40m 40m 50m 50m 30m 30m 75m ARMOR TYPE 75m 75m 75m 100m 100m 150m 50m 75m 100m 6 9 6 20 20-50 50-100 50 100 1 ARMOR RATING heavy skins/clothing leather armor medieval armor older bullet-proof vest modern armored vest synthetics hi-tech armor hi-tech force field 1FAT 2FAT 1FAT/INJ 2FAT/INJ 3FAT/INJ 3FAT/INJ 4FAT/INJ 5INJ EFFORT REQD trivial routine challenging improbable impossible 1* 2 4 6 8 DIFFICULTY THROW 3m 6m 20m 50m 75m CARRYING LIFTING RANGE 15kg/35lbs 30kg/65lbs 60kg/125lbs 75kg/165lbs 100kg/225lbs 45kg/100lbs 60kg/125lbs 115kg/250lbs 230kg/500lbs 320kg/700lbs+ point blank short medium long extreme JUMP WALK RUN 1m 2m 3m 4m 5m+ 2m 3m 5m 7m 9m+ 15m 20m 30m 40m 50m+ CRAWL/CLIMB 1m 2m 4m 6m 8m+ SWIM 2m 4m 8m 12m 16m+ master lists DIFFICULTY trivial (1*) routine (2) challenging (4) improbable (6) impossible (8) AMMO 155 C advanced exploits reference----------------------FITNESS-REFINING FLAIRS CREATIVITY-REFINING FLAIRS Dexterity Muscle Agility Quickness Flexibility Manipulation Improvisation Visualization Harmony Emulate AWARENESS-REFINING FLAIRS REASONING-REFINING FLAIRS Hearing Vision Touch Smell Taste Instinct Cognizance Empathy Memory Deduction Numbers ESP-REFINING FLAIRS CONDUCTION-REFINING FLAIRS Touch Family Range INFLUENCE-REFINING FLAIRS Charm Financial Appearance BASIC RISKS master lists slight precarious disastrous 156 +1 fatigue +1 injury +2 injury harried +1DIFF encumbered +1 or +DIFF subdued +2DIFF stressed (fatigue) +1DIFF sprained (injury) +1DIFF agitated (dementia) +1DIFF enfeebled (etheria) +1DIFF distressed (mechanical) +1DIFF impaired (structural) +1DIFF strained (fatigue) +2DIFF wounded (injury) +2DIFF distracted (dementia) +2DIFF impaired (etheria) +2DIFF overworked (mechanical) +2DIFF breached (structural) +2DIFF exhausted (fatigue) +3DIFF maimed (injury) +3DIFF irrational (dementia) +3DIFF muted (etheria) +3DIFF overheated (mechanical) +3DIFF compromised (structural) +3DIFF concealment +1DIFF cover +1 to +3DIFF in/under water +1 to +2DIFF large target -1 to -3DIFF poor visibility +1 to +4DIFF small target +1 to +3DIFF moving target +2DIFF impediment +1 to +4DIFF C advanced exploits reference----------------------CLASS WEAPON TYPE DAMAGE A1 A2 A3 B1 B2 B3 C1 C2 C3 D E F1 F2 F3 U V1 V2 X1 X2 wooden bludgeons metal bludgeons large smashing bludgeons knives swords and small axes large axes arrows and crossbows antique firearms modern firearms explosives heavy weapons and machine guns stun weapons laser wapons particles weapons antique cannon rockets torpedoes/missiles laser weapons particle weapons PROTECTION heavy skins/clothing leather armor makeshift shield A A A B AB AB ABC ABC AB C ABC F2 A B A B CD E ABC DE F2 ABC F3 medieval armor medieval shield older bullet-proof vest modern armored vest modern shields synthetics pressure suit armored pressure suit hi-tech armor hi-tech force field D D D D E F1 F2 RATING 1 2 2 1 1 2 2 3 3 1 3 1 3 1 4 2 3 1 4 3 2 5 3 master lists ARMOR TYPE 1FAT 2FAT 3FAT 1INJ 2INJ 3INJ 2INJ 3INJ 4INJ 4-10INJ 5-8INJ 4FAT 5INJ 6INJ 2STR 5STR 6STR 3-4STR 4-6STR 157 index Abilities 6, 10, 20, 31, 34, 37, 56-57, 66, 72, 73, 75, 81-82, 95, 104, 108, 116, 124 Accented Abilities 37, 95 Actions 27-29, 48-49, 120, 128, 131 Armor 29, 55, 76, 122, 129 Aspects 12-13, 31, 37, 44, 56, 58, 74-75, 82, 116, 124 Astral Inhabitants 80, 82 Astral Realm 80, 87, 90 Categories 72-73, 77 Conditions 45, 49, 60 Convictions 38, 118-119, 127 Damage 29, 52, 54, 62, 68, 76, 94, 122, 129, 131 Dice 109, 117, 126, 129, 131 Difficulty 24, 43, 45, 117-118, 126-127 Effort 7, 10, 12-13, 19, 24, 27, 67, 76-77 Entities 80, 82, 90 Episodes 6, 106 Experience 7, 24, 26, 35, 38, 40, 68, 106-107, 119, 128 Extortion 106 Extras 6, 108, 150 Fields of Expertise 37, 66, 108, 144 Flairs 34, 57, 73 Focus 6, 27 158 Genre 6, 113 Gimmicks 17, 22, 59, 66, 72, 75, 86, 100, 108, 116, 125, 145 Health 7, 19, 29, 31, 42-43, 46-47, 53-56, 58, 59, 61, 66, 76, 116, 125 Integrity 57-59, 61, 125 Martial Arts 95, 97, 101 Open Aspects 37 Outcome 37, 104-105 Overkill 24, 47 Principles 18, 22, 68 Reality Levels 20, 108 Relics 93 Risks 47, 51, 61 Skills 7, 14, 21, 24, 72, 74-75, 83, 99, 104, 116, 125, 136 Social Contract 110 Steps 117 Stories 6, 106 Stunts 47, 50, 60 Tasks 7, 24-26, 37, 43, 45, 47, 67-68, 77, 104, 109, 117-119, 126-128, 131 Threads 41, 68 Turns 6, 27 Vehicles 14, 56, 124, 153 Weapon Traits 51 ALSO AVAILABLE FROM PRECIS INTERMEDIA ™ ™ The Definitive RPG of Thrilling Pulp Action returns in an all-new second edition. Jump into action by creating your very own pulp icon with customizable templates that feature gadgets, special talents, magic, mystical arts, and even Golden Age superpowers. Climb mountains, fight off dozens of gibbering goons, fly airplanes through ravines, defuse bombs, and solve murder mysteries before breaking for lunch. ™ Go back to a time when roleplaying was a do-it-yourself venture. Create your own game board on which to play and then add miniatures or toy figures. Meant to be played rather than learned or studied, the action in Lair of Sword & Sorcery is quick, fun, and full of excitement. Will your hero master the arts of the fighter or the mysterious and deadly skills of the sorcerer? Metal, Steel, Gold, and Iron meets Mystery, Doom, and High Adventure. ™ Watch out, super-villains! One of the earliest super-powered roleplaying games returns in this all-new edition. Create your own hero in minutes using a wide range of powers that can be measured with universal benchmarks. The fast-playing, easy-to-learn rules feature various scales of power and a number of options to allow for customization. A classic reprint of the 1980/1982 version is also available. Inspired by the earliest of tabletop RPGs, this rules-lite fantasy roleplaying game relies on a single six-sided die (1d6) and single, expanding monster stat (plus any special abilities). With quick and easy gameplay, it is great for old-schoolers looking to get more gaming done in less time. ™ Hunt for lost treasures among the ruins of a bygone age in this roleplaying game inspired by classic pulp tales of Planetary Romance, Sword and Sorcery, and the Wild West. Swords, blasters, and sorcery mix with monsters, robots, and aliens while searching for fortune and adventure amidst danger and intrigue. All this awaitsin the desertnoman’s land ofthe distant future. ™ Experience the ancient world as seen through the eyes of those who lived it: one filled with magic and sorcery, demons and monsters, and incredible powers that hold the key to the domination of all mankind. Reincarnate as an Egyptian Sorcerer, British Druid, or even an Irish Leprechaun to face the might and mysteries of the ancient world. These are man’s greatest adventures. ™ Take your fantasy adventures to a chain of islands filled with danger, intrigue, and excitement. For use with the Original Edition rules or an OSR equivalent (B/X recommended), this book compiles all three classic Wee Warriors™ Dungeon Kits into a single volume: Palace of the Vampire Queen (1976), The Dwarven Glory (1977), and The Misty Isles (1977). LORDS OF OLYMPUS DICELESS OLYMPIAN FANTASY (Uses a Different Style of Diceless Rules than Active Exploits) Take on the roles of gods and demigods. Portray the children of Olympian Gods, Titans, or Primordials. Explore new realms or the classic worlds of Earth and Mythological Greece. Visit Zeus’ Olympus, Poseidon’s Seas, or Hades’ Underworld. Mix politics with intrigue, as power-struggles and vengeance drive stories. Encounter mythological creatures like Cyclops or Harpies. Cross paths with mighty deities like Ares or Hermes. Quest for magical artefacts, such as the weapons or armors of the gods. ©2012, 2014 Precis Intermedia. All rights reserved. Lords of Olympus and Active Exploits Diceless Roleplaying are trademarks of Precis Intermedia.