Beruflich Dokumente
Kultur Dokumente
SO, WHAT IS
I~o~Al~~I~~yIN~;?
read nuvels: \10u'vy seen nlovips: you've
watched telews~on.What is it about these things t h a t
you've
is
Th~nkofroleplayingasacombinat~onof
interactive
storytelling, acting tmprovisation, and dice-roiling.
CREATING A CHARACTER
The &tails of the areas covcrecl here appear in the
rest of the book. (Play~rs,you rlon't r~eedto worry
about those chapters: only the gamemaster has to knntr:
the fine po~nts.)Once you'w reacl this section, you'll
he armed and ready tn becnmc a part nf a roIepla?ling
adventure. The D6 System is drs~gnedso that you can
play in any genrp (science fiction, fantasy, cyberpunk.
Victorian, pulp, horror. et cetera) withol~thaving to
learn a nrw set of rules for each on^!
Now kt's begin your foray into t h e exciting world
of roleptaying games...
CHARACTERS
To plav t h e gamr you'll need a character. 4 character
IS an alter ego whose part ytru assume for the duration ot a gamma sess~cin.Thinkof il a s improvisational
acting: you know the abilities and persnnalitv of your
character and you decide how that character reacts
to the situations presented to him. I-nlikt most traditional games. which foliow set prnceclur~s[or each
player's turn. rnlcplaying games leave all options
open. If someone shoots at your character. fnr rxample. you can decide t o leap out of t h r way. nr return fire. or catch the bullet in your teeth. ..
Okay. that last option sounds pretty outlaridish, but
what if your character is a sup~rherolAnd then again.
what i f he isn't?
So, we need a way to quantify t h e character's ahilities-his aptitudes, skills. special powers (magical.
psychic, super). et cetera. T h e D6 System represents
your character's level of ahillty in each area with a
dfe c n d ~a,number of six-sided dice plus a numhcr of
"pips," For example, a die code of 3 U + 1 means three
I six-sided dice plus one pip (don't worry about what
( you do with these die codts far now: we'll cover that
a little later In the section titled Making Drce Rolls).
AII ynu need to know sight now 1s that the mort dice
and the more pips, t h e better the character's exper, tise in t h e particular aptitude or skill
Attrihutts represent a character's basic aptitudesher inherent levels of ability in various areas, frtm
physical strength t o logical reasoning. Your
gamemaster rmll provide yr)u with either a character
ternplate {a partially crcated character that y t ~ ucan
customize tc, IISP as your own) or a list of attributes
that will he used for his game worId (soyou can create a character from scratch).
Example: S p a c ~Oppra Game Attributes
Stwrtgth r)r;~srrllslrrnqth
und l~r-el
of
physic.ol cnndrtioninq
Reflexr.~mucflon rrme
Cnnrdrnntrnn aim and hcllancp
I'erc~prion:oh~~n'ui1ot)
and s~uth-,wn.rr
R~asvnrngcl~drtrtronand prohlert?-,~ol~:~ng
Knorr~lrdqpeducarron (Formed or informal)
Characters begin with a total number of dice dictated by the gamemaster. usually three c l i c ~per attribute. In our cxampie thrn. a starting character
woulcl have a total of righteen dice (IXD).Y ~ NdI ~ c i d e
how t h o s t d i c e should be divicled a m o n g t h e
character's attributes. If you u a n t to create a space
'
.-
;or
,L\<.:.;
I,?,
'L<P
Coordmalron: 2 D
Perceptinn. .ID
Reasonrng. 33
K n o u . l p d , ~2111
,'
at t h r r t pips equals
onedie (1D=+3).(Don't worry, it's r ~ oas
t complicated
as it seems.)
Example: Revised S p a c ~
Srn uggler Choroc.
ter-18 Total Dice
Coordination 2D- I
Perception 4D
Reasoning: 2D
Let's check o u r math. First we'll add t h e dice
(4D+3D-ZD+4T3+2D+2D=
1i D j a n d t h e n t h e pips
(2+1=3-ID) for a total of 18D ( I iD+lD=lHD).
Attributes typically have a Iower limit of 2D and an
upper limit of I D , with :3D t h e average. Special circumstances can change those boundaries--ask yuur
qamemaster about them i f you're interested (or read
the Charactem chapter of t h e Gamemaster Section).
StiIl with us? Good. Don't worry, t h e die code prgression is the most difficult part of t h e game. Once
you've got that. cvprythinq else is simple.
rticular ski11 is based on t h e attribute that govit-in our example, p ~ s t d1s based on Coordina-
: .I,!:-;:r::;::->
.<ii;!:.?>r.<:::
kt::;:
;LI ;:: s < , , I
(I;C,C. ::\vide t l ~ v s t .dice amone :!I? skills thr chnrnctrr possesses (defined by the character template or selected
from t h e skill list prtwided by the gamemaster) just
like attributes, except that t h e number of skill dice is I
added to t h e base attribute. For exampte, ~f t h e character had a Coordination of 2D+ I and you spent 1D of
skill d ~ c eon blaster (a futuristic weapon), h e would
have a total b l a s t e r d ~ ecode of 3D.1 (2D+1 +
1 D=3D- 1).
I
1
PERSONAJAIny/PSYCflOUM;P
Define your character's current psychological state
by coming up with answers to questions like.
M'hat's t h e most important thlng in t h e character's
life?
FilTJ lBOIWI'S
Characters can b e i n with any num her of Fate Points.
from none to five. as detcrminecl by the gamemaster,
but in most games. characters start with one
I
1
ROJ,EPI,APIN(; NOTES
So far we've spent all nf our time recording quantifiable information ahout our character. Now we c o m t
to t h e less concrcte aspects: psycholo3 and sociol0.Q.
some quirks from the fol'towin2 list. These q u i r k d o not affect your character's
scores (llke ~Zdvantagesand Disadvantages can-see
below). hut instead serve to add depth to his personality.
Belches
Condescendin?
Constantly Quotes Cliches
Cracks Knuckles
Curscs
Drv Sense nf Humor
~ n h r m o u sAppetite
Fxtremely Organized
Favorite Drink
Growls
Keeps a Journni
Lisp
Loves Puns
Loves Tragedy
Mumbles
Must Alviays H a w t h e Last Kord in a Conversation
hlust Euy a Souvenir from Every Place C'is~ted
Nervous Twitch
Noisv Eatrr
Obsessively Clean
Optimistic
Practical Joker
Prefers a Particular Color(s)
Refuses t o Bathe
Responds only to Full Name and Title
Congrntuiations' You've completrd t h e character creatinn process. So now what d o you do with all of this
~nfnrmatinn?
Scratches Constantly
ries.
The gamemaster provides the setup-he tells you
the goal of t h e adventure (most of t h e time). From
that point on. t h e players direct t h e flow and pace of
the adventure, inlorrning t h e gamemaster of their
characters' a c t l v ~ t ~at
e seach step along the way. For
S p ~ a k in
s a Whisper
Yawns Constantly
how many skill dice you must either take awnyor add
to y o u r character's starting sk~lldicr: (a positive clie
code result means arld while a negative die code result means subtract).
l'nur gamemaster will tell you whether any of t h e
.Advantaqes o r Disadvantages listed in Chapter Three
do n o t apply to h ~ gnmc
s
world nr are not altowed.
t h e Talisman. o r tht. characttrs and t h e dragon hecome allies against a greater cviI. et cetera.
So how d o you win? WelI, technically, there's no
such thing as winnlng in a roleplayinggarne. The closest result t o a win condition wt)uld include the surviva1 of y o u r character and t h e accomplishment of
t h e goal set at t h e beginning of t h e adventure. Along
Thick Accent
Uses Flowery Langaugt
Utterly Unorganized
and Di.qadr:a~
rages
Aduantage/Di.roduonfag~
Dip cod^
4d
:8',sa8-a;,,,:.,4
c ):t~erlal~gungrc,
r r r a l l ~ r ~ gn f o r r r ~ a t i allout
on
a starport.
THE l\TII,nIll1
Whenever you makr askill o r attribute roll, make sure
one of t h e dice is of a different color than t h e rest.
This die is called t h e Wild Die. and it can either help
or harm you, depending on t h e value it turns up.
If you roIl a one on the Wild Die, it means you've
mad? a critical error in your skill attempt. I f your character was trying to dodge a bullet. it may mean that
he tripped and smashed his head into a nearby wall.
and still got hit by t h e projectile.
If you roll a six on t h e Wild Die. it means you've
done something especially helpful to your attempt.
After you add u p your dlce. you can roll t h e Wild Vie
again afid add that value t o t h e total. If you roll a six
again on t h e Wild Die. you add that and then roll a
third time, and so forth. Kote thaT a f t e r the lni t ial roll
ernpt, rollinga one on the Wild Die does
not indicate a critical error.
ExamoEe: The WiM Dip
o 1
1 I
I;,u 1011 uni)fht~r
I;, s o ~ O L Itrrfr!
that to your tolo1 11.3-1;- 19)and mll o901n Thrc
rime you roI1 a one and odd if lo rorol( 13+1=_70).
gluing a final roll of20 I'orrr qurn~rnrrsrtlrinF~rm.7
vou thof your charact~rrnarluqed 10 successful(v
jump out nffhe bullet's purh, tumbling o full rrrrn
and landing bock on your feet ( a s p e c t a c u l o r f ~ a ~ .
which you New abIe lo acrornpli~hk r o ~ r s ~ y o u
generated such a hiyh total)
Note
skill, 2
--.--
CIiAItrlCTER POINTS
h a m p l e : Character Paints
L ~ t sayd:vour
k
pricor~dct~ctiue~coundup uvfh
a tofa/ dodqe roll of h Since you don 'I think that
/hut total rs high enough to acoid the bullet. and
thew 1s u hiqh p e r r p n t a p r h o n c ~thalvotrrcharacter ruon'l srrrvrve sucll an rnjury, you d<gc.cid~to
s p n d o CharocfprPoint. You suhtruc[ one from
/he n u r n h r OF Charac~erPornts lived on your
chumcfer fernpiate and mil one additional dre
You roll a 4. and add that lo your inrfrni total of6
for 0 rot01 of I0 {6+4=Ifl,).
Sfill. the torai dwsn'l seem high enough Cnott?.
rhe gurnernusfcr sfill hasn't sold anyfl~ingahr)i~t
I:ll'a']ll POIX'l'S
You have one o t h r r option for ~r~creasing
t h e chances
of succeeding at a particular skill roll: Fate Points.
Before making t h e roll, y o u c a n inftrrm t h e
gamemaster that you will spend a Fate Point Lvou
cannot decide t n s p r n d a Fate P@nt after you've made
your skill roll). Subtract one from t h e Fate Point listing on your character tern plat^, but rather than adding onf extra die t o your roll like you did when you
To use a Fate Point, you musl declare it before making your roll.
You may spend only one Fate Point on a n v
skill attempt.
Only one die counts as the Wild Die, not two.
h a r n p l ~ Fate
r
Por'nh
>,
'
Yr <
L',
'-
"5<
Most times, t h e gamemaster will give you an indication of t h e difficulty level of a particular task, based
o n t h e table below.
I f you want to infiltrate a computer system. the
gamemaster might tell you that your character thinks
it will be an Easy task since t h e computer doesn't
seem to have any readily apparent s ~ c u r i t yfeatures
or encoding algorithms currently in operatinn. You
know from this information, then, that you need to
roll something between a six and a ten (from t h e chart
above), althnugh you don't know t h e exact number.
Of course, the gamemaster tells you how difficuItt h e
attempt will he boscd on your c h o m c l ~kr pprr~ption
o f tilt7 Pxfenuuhnq fcrctuts gocerning the rusk 3 ease or
diff~culp.There may be other determinants that your
character woi~ldhave n o way of knowing-which may
increase or decrease t h c difficulty.
Esscntrally, the ganiemaster gives you a general idea
of the difficulty Il-vcI: just remember vou can't always
rely on the validity nf t h e information.
TABLE
I!7TOTdITINI(;
CRI~IRAGTITIRS
DIFPICIJI,TY NUMBERS
gamemaster's job.
: OBJECTIVES:
I
m m ~ e a a m m a m o e * ~ m m e e e a m o m e a o a m m ~ m e a
e
SPECIAI, ABILITIES
Fate Points
Character Poin&
-
WUUSI) STATKS
A 2 Wounds
2 3 Wounds
: AIkIJOTE:
:
a
m
Don't worry if you didn't understand anything explained above; your gamemaster shoutd be able t o
heIp you out during the game. And you don't have to
m ~ m o r i z eanything. %!.lost of t h e information you'il
need during an adventure appears on the character
*ii
climactic. slow-mo
So, you tell the players that you're going to use the
most deta~lpdcornhar options so that every rnove t h e
characters make hecomes extremely important to the
outcome o f t he battle. You've spent a great deal of time
and effort to get to this point: you want to savor the
moment, not get ~tnvcr wlth.
If yo11 w0~11dlike to just start playing a
game
withui~thaving to create your o w n system. don't
worry. In Chapter Eleven you'll find a complrtc garnp
system already developed. plus a frw rharacter templates for your players,
\\TH~lT
IIOES THE
~~f\M~~8h\srl'Kl~
Do?
The gamemastyr fulfillsmany roles, f m n ~referee to
game
creator-and in the case t h e D6 system*m e n game rules d c s ~ ~ m eSnme
r . GMs may choose
to play only one o r two of these roles, and others
may choose to play all of tt~em.Your level of invt~lvernent and time expend~turer r r n a ~ n cs n t ~ r c l y u pt o you.
DIIW(YI"I'R
-.
\\,j;\;jw'tm<
\al:l.tl
":,a
>C2LL
',:b,:
t \:vet
'I\'ORT,l) CRKATOR
.As world creator you design and develop t h e milieu in which your players' characters will adventure.
You are responsible for determining every aspect of
this world, from its .ohvsical
nature to its uolitics to
+
its populace. Does magic exist? If it does, is it treated
Ilk? a s c i e n c ~nr like a superst~tion?Who realEy controls the world? Are thew vampires o r cyborgs or diI
nosaurs running amok? D o Kleecnps irnm t h e planet
Bobeen constantlv take human form and parade
: around like insane monkeys'!
Ot course. you always have t h e option d using an
I established sefting, either from a bonk. a televis~on
I show. nr a movie you love, or from one of Ukst End's
other game lines (like Slur M'on,for example).
GAME JIlSSIGNEIt
I
'
Last. you may take on the role of game designer. deciding how cach aspect of t h c rules works, from character c r ~ a t i o nto combat This book prnwdes you with
several options for each area, hut you are more than
encouraged to come up with your own ideas
On the following sheets you'll record t h e basic structure of your game system, from character template
information t o combat options t o magic rufes.Think
of t h e Character Creation Template as t h e players'
guide to drsigning characters t o play in your game
world. and t h c Game Tvmpfate as your structure for
t h e game system itself.
Make photocopies of these templates so that as you
p r n c ~ e dthrough this hook, you can start designing
your first game system! Just record the options you
choose on the sheet and you're ready to go!
Game Name:
Came Designer:
Genre:
Uhrld Overview:
POWERS SE43'ION
IIOY1,IBATSIICTIOX
TI'ItE(S)
1):kMAGE SYSTIIM
2 ZZ'ounds f :-
J Slagic
7 Psionic
A Super
3 Other:
LIMITiZTlOXS h BESTRICTIOSS
-
LI Speed
3 Wound Type
PnWER SKY1.I. NdMES
IIRVELOPINI; r l
IBEIRS0NA.C
1NFOltl!I~~l'lON
'~ERIR'IJVI'E
,,
>*(.\>(
,,
.&>,
&
',
% \
<.
\"%{ > b 2 . -
",,l',
<
,,\I
APFII,IiYlt'IONS
\'ou may create organizations in your worId to whlch
th, characters "lay helone Examples lnclude antiterrorist groups, rerigious cults. adventuring bands.
MlI14illrr14Nl) \t71i14;Iirr
Chrmse a rnaxlmurn ar~cli n i ~ ~ i m uheiyttt
~ n ,ind w e ~ g h t
Height Minimum/Maximum:
Weight Minirnum/Maximum:
Physical Description:
Weaknesses:
., -,, .
-,
*..,.',
,,-, , > -
: ,<..<..
,,'-, , - , '>,<
-,
-.,'
1,. -
\;;
< . . ,/.,
hySi?f~
LJ:[T!F.~
~
r d y ~ 1 1 ) o i :l):%w
iittr~'>iit?\..-Ic!~~!r;jc!er
\trI IA~Ar'~b\!Tlm
Alternate Names: Mental Fortitude. Mind. Spirit
A character's i+illpower represents his ahilitv to withstand rn~ntalattacks, whether they come fro111situational prpssurps, l t k ~stress, o r d i r ~ c assautt.
t
like
magical crr psychic p h u n t ~ ~ ~ ~ t - ~ ~ n .
8lAGIc
Mternate Names: Dweornercm[t. Zlvsticisrn. Witchcraft
The Magic attribute gauges a d ~ a r a c t e r ' salfinitv for
t h e use of mystical forcer. Most skills l~asedon this
are
others do
f u r exarnplc. t h e ability to determine what incantation anChap
other character 1s attempting to P r f n r m .
ters Six and Eleven for m o r t information nn m a q c
systems and their game mechanics.
'3
.+
SKILLS
chapter
PSlOWIc POWER
Alternate Names: I'syc ti i c Ah i l l t v
Like Maqc. t h ~ attrllmte
s
applies c)nIy i n ganlr worlds
though
M01'11
MBCHANICAI.
comp,e~ensive,
~ ~ I I ~ ~ ~ lB0TNI'S
~ ~ ~ C r l ' ~ i
Charactrrs Pntnts have t w o purposes: I . tc) increase
dip rolls. and 2. to lncsrast character skiIl die codes
(as mentioned in Chapter One). Sormallv. characrcrs
becin with five Character Tnints. but feel free t o srlec; another startin#va!ue if it would better fit in with
your garnc world
mended standard ).
ileteran Poil-tts have nn ~nlpacton game play or character advancement whatsoever (refer t o Chapter
{ h e ) .They allow you as gamemaster t c ~quickly rlet t r l n i n t t h e overall a b i l ~ t yIec-el and experience of a
character. For cxampIe. i f one character has 30 Veterarl P o i ~ ist and another has only 15, ynu can mrne
ci~atelysee that t h e first charactcr has particlpared
in more andlor harder adver~tures.
I/
'
":>,
'0
,;,m,';,,J:m
Ih1R11EGE SYSTEMS
'
,"
:, ,\. C,,,<,!.~;'TL*!- >
<::-
BODY POINTS
I
P
1 k 0 IJII % A M
~i
.bide from dctcrmining a cklarac?er'sphysical and
mental capabilities, a player may or may not wish tn
define that character's personality-his history. liis
lamilv, his beliefs. his quirks, et cetcra. One option is
to allnw players to select Advantages and Disadvantages (as definrd in Chapter One). Skim t h e list belorv ancl determine first, whether you want tn use
.Advantages and Disadvantages, and second, whlch
particular entries you want to include ur exclude
(record this on t h e Character Creation Template).
To sum u p the use of Advantages and Disadvantages: choosean itern. write ~ton the character sheet.
record the associated clie codes (which is in parentheses), add u p the die codes (which can result in a
positive or a ncgative nunll~er),and d c t c r m i n ~how
many extra o r fewer skill dice that character receives
(positive value = extra. negative value = fewer).
iIII\TfiATAGIS AN11
I)ZSAI)VASfI'A(;1<S
I
On
choose.
>-,:;:::<'
'las
takes Of the
has a 5f10'
'"2 add'ctfri 'gain.
Name
,4dcliction
Argument;
BfackouTs
Center of Conversation
Compulsive Tendencies
Curse
'ItrOIJNDS
-,>,:,!-*",j>
, ,',!:,.s
1D
+3D
?n
Debt
depending on the
sr7e nf t h e debt
Delusions of Grandeur
Extraordinary Hearing
Extraordinary M
Extraordinary Si,
Extremely Cornpeti
-1 D
-2D
'I R
C ~ l T h 3 r l PI
- ln
Fanatic
--.. .
HalluclnatIonS
Hides Emotions
infravisior
Low klf-4
Manic Depressive
Med~calProblem
Migraine Headaches
Motion Sickness
Kightman
Koble Rirt..
h'o Self-confidence
Obsessive Tendencies
Paranoia
Pathological Liar
Phobia
Physically rrnpairrrr
Poor Memory
Procrastirlation
Quick Draw
+3L1
*2D
+ID
+ZD
-30
+lD
a
Released Convict
Sixth Sense
Skeleton i
Sworn En
Ultravisin
Wanted fc
set
-I
-9
"&-
..
p
:i
-.
,.-,.
r ei
..
>-
t I
, , ,:
>l
ploitnhlc situation arises, arguinq thouqh shp met i m r s agrees with h e r atlversasy. The argument hecomes a game, a strategic contest of ~.ilk.
>
s9&&\;
< :',
+'C
?iiiIuci~~i~!i(~!~\
l-:<!>j:
'j'
I-<!:,<
#I.:
: ; p : + t h s:i:.s
;-:.::,;;<--
imagination. The G'11 has full control over this Disad- :vantaqc.
L
Blackout9 {+2D): Iluring high pressurr situations. t h i ~ Infmvision (-3D): Characters born with this en hancrd
r h a r a c t t r has a tendericytto hlnrkol~ttnr svvernl rnin- v1sua1 a r u ~ t vcan see into t h e infrared spectrum. .
utcs. She h a s n o recutlect1ol.l of this Inst Zirne. In game therehv srnsinc heat ijatterns.
terms. t h e character blacks nllt whenever she rvlls a Low Selfesteem (+2D3: This character has a low (>pin1 rm the 12'ild Die for 11) nlinutys.
Ion of hprscll She constantly berates herself. h a r p
Center of Convemtion (+ID): This character feels rng on h r r had qualities.
t h e neecl to always hr In the 1'lc''''' o ' e v e r ~ c - o n ' ~Manic
~ ~ Depressive (AD): This character slips into
. . ....
satinn. And whv not. He aEwa!.h. I.-.
hlhOW
:-(I?
M'IIJI
drrp. long-lasting depressions. He doesn 't car; nhou t
to sav-at beast, that's what he t h i n k s
anvtli jng d ~ l r ~ nthese
l(
times. Thr p l a y ~ mav
r
decide
At nnv
t h r char- when tlie character falls Into drpressio11 and wtwn
clecitft. to do r)r say sornrzliing that slit. h e extricates himsrlf lrom it. If the player never lrts
actrr
would not normally rlr, or say undtbr t11r circunl- his charnrtcr lapse into this stale, the CiJI should take
stances. I.'ur esnmpte, durinq a vclr~versntionv.-s:h :I thc initiative.
head of state, t h r chararter miqht blurt out. "Your Medical Problem (+SD): This character suffers from
- '
wife is rn~1c.huqlrcr "
Lllnrt I rxpecter[."
n n nllrntmt that requtres she take medicme evrry day
Curse {+3E)): T h i s c h a r a c t r r ith her inherited o r tn t r ~ a t l ~ ei l l n ~ x s 'l'he
.
player and
should work . *
b r r ~ u ~ upon
ht
hrrscll a curse. '1-he p l n y r must dr- tnrether t o d e v r l o ~t h~e specifics of the problem, the
clcle t h sprcifics
~
of the her;. l ~ u tknnwn curses i r l appropriate rnerl~c~nc,
and the ramificatic~nsof failcludr t~ncontrollal~le
sl~ape-chnncinc.a v ~ o l e n treacing tr) take the med~cine.
I
tinn t o sornetliinq t h e c h ~ r a c t c
it~ldconstant Migraine Headaches (+2D): The character h a s a 33Yh
fz"..-.' - -....- - I l l L l ~ Yil! cl ~ I V t ' T lI i l S K ,
(1-2 on n roll nf ID) chance per day t o s u f f ~ the
r unk h t (+1Dto +3D.depending on thesize of the debt): r ~ l r n t ~ pain
n g of a s e v e r e mqraine headache. In game
This ch2rr.lcter f51:hcr inhrritcbd this cleht o r horsow~rl t r r m s , the character recelvrs a -1D penaltv to all crf
a s u h s t a n t ~ a lmnozln! ~ ) Irjr>ne\.:
f
Shy h2s a tirnr 11mlt his attributes for t h c renla~nrlerof that day.
f o r repaying t h c Inan.
Motion Sickne,~(+ 1D): Whenever this cl-iaractrr rirlcs
n~lt~sions
of Grandeur (+lD): The 1)est ttiing to e w r a rreature o r a vehicle, s h e must make an Endurance
happen to thr, world. That's h o w chiirilctvrs with t h i s check against a n Easy ( I n ) difficuttv or inirnerfiately
Llisadvnntaqc view tt~ernsetves.No nne can qilrpass begin t c ) shake anrl vomit. giving her a -1D p ~ n a l t yto
their prowtxs\-they shoulcln-t rvpn bother tryilig.
akl actions unrl~rtakenwhile still ridinq.
Extraordinary Hearing (-2D): 'Fhe const r ~ ~i cnt r t i Nightmares (+ 15): Almost every night, this r hnraccharacter's souncl collectc~rs(txrtrs. ust~ally).has in- tev suffers frotn 1ir)rrible nightmares. usually related
creasrd h i s ahilitv to cl~stin:_li~~sh
betwet.11 strn~3ar tco a n unsatisfieri issue in h ~ sI r k . though not necessounds. drtcrmit~rihc dirrctic)r~o!the s n i ~ r c r otfh n s t s a r ~ l y "4s
. a rysult, the character ~ieetls1 0 nours nf
stjunds. anrl p ~ c kup rvhispers fro117A d i ~ t i i t l ~ ~ .
sleep pcr day. Failure to get t h e r e q u ~ r c damount of
t s a 1 U penalty to all skill and attribute
Extraordinary Memory (-I D): This character ran r c rPst r e s ~ ~ l in
roll"for
call inn^ ago events o r t.stitc.ric facts with pasp I n
camp trrms. s h e gains - I U to any Knowlrcigc-based Yohle Birth
Dl: This character IeIl into luxuryskill rrhl.
horn into a wealthy?perhaps nnb!e. family Shewanted
Extraordinary Sight (-2D): Thp shapr and genetic for nothing, at tending t h e best schools. ordering sermakeup nf tfiis c t ~ n r a c t e r ~cyrs
s r n a h i e t-ces ((1 see vants around, and h a v q everything she des~rerl.The
''?Ins
with dollble the amount of
three times ;ts f a y as a nnrma[ menll>er ( I f tier spc- 'fl"'"'te'
funds
normalty
given
to
qtarting chasactrrs,
cies.
.-I.
Irn
-1.
I-
-' I
0 ,
-. ' . , , L 1 ,
nf hvr s ) r c p i n g ~ I I V I I O I I ~ T ! Y K : .lnd s r r u t ~ n ~ ecerv
/r
acquaintanre. hhe never knows when her enemies will
I
I
1 1 1 1:
., . < \
,
o u : . r c~)rltr,lct( x i : :,> ( (.,)rat tthrs I l f t ~Thr a s w s s r n
coultl hr anyonc and could strrke at rtnytirne.
V I O ~ Pspectrum.
~
t h o r l t ~ ehave
~ b q u n thcrr srarch for him.
-*rrpd
<CB9
\ " '
d ' *
Yuu may want t o prov~dcplayers with a list of possible professions they can choose from ( o r a list of
careers they connvi use) based o n the envimnmcnt
>-
A1,ClIEYlIST
Usual SkiIls: Firr k h o ~ l - l ~ dAqIchpmir~I
~,
C.'onrnctron,
{drntrfi Suhsfanrp,
P O ~ , ~ OJdpnf,fv
"Poisnn,
Orgonrc A / c / I c ~ ?Innrqc~rtrt
:
dlclrern~F~nrte.2lcitht.mutrcs W~crrrrod~nurnrr~.~
Role: The alchemist serves many purposes throughnut t h r lands She crrateschcmicalcompounds used
for everything trrrm foocl preservatives. to potions
infused with magical chaos, to explosive devices.
Ttiouch t h e alchemrst frequently places herself in
c l a n y ~s. h e may reap huqe rewards from her work.
ronrol-f
I~~~GIII~EOLO(;IST
Usual Skills: Swrmrnrng~ I'rtlock. Rc>cid/llrrrte <Lrrn~ U I U ' I ~ P Y7i-rrps.
-'.
Sc~ctk'nozrledq~.
C'hr~flCon.stt.llofinn.
ciflc "skeleton" and t i t it in with the character's history. Nn nlattrr what. h e m u s t never reveal this serwt. It will bring harrn to either hirn o r those he lovcs.
tl,c rxplorrr,
thouSh with a srratrr lntcrrst in inte1lPctllal
djscnvPry t h a n treasure rPco.crery,
rnediat~lyattacks.
i<OI)IT4~IJARll
*
***
-*< **
-"a c-
* w
?ma -a,
~:~~1iI'~~~~~:~~Y.Is'J'/~3I~~~,
Csual Skills:irid,rrtrh .>y)cJcrcm\.
H r - c ~ l ~ Lr ~
r i qv c ~ r ? I w. /&nt i h I"orsr,n. 111llc~:~rrnst.
.Mulurse, k n ( ~ t o r n i :Org{;nrc .A/-
CARDSHARPIIR
Skills:~qneo,r. Assurnr
A ppru rsrrlg,Con.
CARTOI;RAP813R
I I ~ S W CT"h. ~ y a c as
t a resource t u healers, providing
thern with dctailed descriptinns r)f the known rffects
of c e r t a i n s z ~ h s t a n c e su n Ii\.ing t i s s u e s . T h c
corport=alistalso dcvntes a larr,re amount r>fh e r time
to t h p ~ a t t g o r i z i i t i c o
~fr ~thc various species that rt.-
.l'et/ir~rlflr~.
IcirntrF ,2't~lflc.n-r~otz1rr
Role: The demon hunter ablir>rs d t m t ~ n i ccreatures
(any creatures not nf this dimension who threaten to
eradicate life) anrl thosr whc would have rlealir~ps
with these dark fiends. They s ~ e kout rlet t~crwordly
occurrences. always se;~rcl-tinqtor their soi~rccIn
hopes of cventuallt; eliminating ~t
ITTOCATOR
Csual 5kilIs: .:lVicrpori >. Firr Knorr.irdgc, RltndFiqhtrnrl,
.M~lrrur)~
fi~clirs.Arcunr~Lor<>
EXPLORER
Usual Skills: clt'mpnn ., .C;n*rmnringC'ookrnq. Firt.
Krlon~l~c1,ne.
L~stm.Trops. Char! C(~ns!c.lluIion.
Cnrtog-
~EI~\~~~I/APOTIII~C~~IST/~)OI~T
Usual Skills: l i i ~ o p r s -.
r ~ . Il'c(~gonit>as
I:q/rr,nq S ~ l e = .
Snrcrk. Ltstm. Informofion (;at/~errnqh'nnk. Tcrrlrng.
Tvrrci~n,fiuckrn<
Role: The tracktr seeks out and captures anyone o r
anything that will bring her a grt5at price (or even a
not-so-great pricc, depending on hvr current financial stat^^?;)
SI'EI,I,IACIi Ell
CmaI Skills: .:M i.opnrt ;-, Oor)h.rrly.Fir(>F;rrc>u.lt~d.q~.
TyrU s u d Skills: < W ~ o p o n >S. n ~ a kI.~ s l c nL'n1rji.k.
,
finps.
ruin
Rolonce. I,rbrc~v 14e. Infi~rmtlironChfherrn,n T o r l ~ ~ g .Role: Manderess meander t h r t ~ u g ht h e worlrl (or the
Rt~ulrniorr.. Plrctrne Low. .Ycalinq
qalaxy) with n o clestination. They takr odd jobs for
Role: The s p ~ l l j a c k e rtracks and steals all manner c ~ t short p ~ r i o d sof timr to carti enough for food and
enchanted objects, from weapons to spellqems t o lost shelter. hut soon grow bored with tlte area and move
artifacts. Thvse wizards s t u d y various a s p e c t s of on. Some wanderers haye chosen this life for thcir
magic as we11 as t h e suhtlr n u a n r r s of lnf~ltrat~nn
and love c ~ atfventure,
f
vowing t o see rvcry grrat w o n d ~ r
theft. They employ many skills in their quest to cap- of the worlci. Others s ~ m p l ycannot stand the sedenture t h e i t r m s of their (or their znastrr's) clesirtt.
tary life and enjoy wandwing tor its own sake.
SPECJ,SLIN(;KR
SPY
..' . - $ - d - $
nil? .Mufh~matics
FINT\NC~:S
This chapter confains a list of s k ~ l l susahle in a variety of $en yes. As with everything else in t h e Dfi Yystern, this catalog gives you a starting pobnt: crfate
new skills as t h e need arises. and alter existlng skills
Whenever a player wants her c l ~ a r a c t r rto d o something. you must decide whether or not to call for a
skill roll. .!us2 use your common sense. If a lent h a s a
c h a n r r of fai!ure, ask t h e player to make a roll. She
then simply rolls h e r dice (after taking into account
a n y modifiers, like spent Fate Points or target range)
and tells you t h e total she g e n ~ r a t e dfor that s k ~ l atl
tempt. From t h e r ~just
, follow the simple rule hrqher
ic hrltr3r.
SI~IIAIA
' ~
~ ~ ' ~ ~ s
TAIIIMG IT SI,Olt'l,l'
This System calls fur yo11 to guess. YOU dorl't have
" ~ l k I ~ ESI&gIA'ltS
f'
E ~ a m p lA~ charort~r
:
uYth a tockp\ckinqdie,
crde of ,ID- I hnc o sper~nl~zution
rn cornhtnuIron Ir)ckr U ' / ~ ~ n e u ehr
r h n ~!o m a k e a
lockpicking roll lo open CI combrnafinn luck, he
q~t.cc i I D h o n u ~ h, r <I torul of 5D+ I . ZVhm hr
attPmprs to prck onl0o!hrrf y p p nf Eork. h o r r > ~ r ? ~ r .
h~ roll? 4L)- I
Chance of Failure
ACRORATICS
MON-PROPIC~IEXCYPENAJ,'l'IES
OITION
You can opt to increase the difficulty of anv
given skill attempt by 5 or 10 if the character
dnes not have any training in that skill (if..
the
skill is not listed with a hiqher die code than its
base attribute).
Action
Roll t o surprise an opponent
(gives + 1 D to attack roll wlth
melee weapon)
Leap across a gap less than twice
t h e character's htight in length
Tumble ta alleviate damage from a
melee weapon (gives +2D to
Endurance roll vs. damage)
Difficulty
Easy
Moderate
Difficult
AI,CHl?MICAlJCIIEbIIt~AI,CONCOCTION
Based On: Inlcllect. Endurance
in
(eLq., a
with a chem,co[ con;D+2 could create a substance that
cochon
could cause 3D). Incendiary fluids inflict standard fire
->
S f v p w - * x
>
<
-4IKt:,\Sl: r,OIiE
atin? the strhstance.
I f a character has t h e rhelrrgr sktll (anti therefore
exists in a world w ~ t hmagic} and makrs a Heroic- c ~ l rhpmical cuncoctron mll. shc may cryat p rnag~calfluids, though she m u s t atsr) have access to ahr spell
she wishes to transfer i n t o t h e liquid (i.r..shc tnust
be able to cast the banrsh sl~elltn irnhue a potion with
Difficulty
Acids,'Glues,Grcase Difficlrlt
Time Required
3~ t?clllrs
ANATIIMY
Based On: Intellect
Time Required: 5 scconds
Description: Characters wlth this skill have studied
the maln functions of thr hodic-s nf those species in
Difficulty
Farnous wiz:irrls
Enchantecl item types
Individual spells and their cffect
Precise Incations of supposedly
magical areas
Moderate
Histories of specific
enchanted items
ASSlJME Il)IIKTIl'IT
Based On: Prrsence,
Time Required: I 0 minutes to 1 hour depending on
cotnplc-xity of disguisc
Zloderatr
Action
F4 )ol nt hers for a short amount of
l'rry Dlff~cuIt
klernic
Based On: P e r c ~ ~ t i o Rn e, -
nmriptibn: Characters must o f t e n rely o n their ability to locate individuals to form a network of informants who can offer various types of information
abou! people, places, or events in t h e area they inhabit (cities. ptanets, sectors. qalaxles). or who can
pull some strings for charact~rsin nced.
Action
Difficulty
Find contact
\'pry Easv
Grneral rumors
Easy
Secrets of t h e streets
Mc?derate
Specific information ahout
harmless individual or event
Difficult
Specific information about
Very Difficult
danqerous individual or event
<CRL3TIVE ABILET19
higher total.
Orneriness >
beast riding hy
1-5
&-lo
11-13
Result
Beast stops and
refuses t ( move
~
for 3 seconds.
Beast stops and
refuses to move
far I 0 seconds.
Beast bolts in a
random direction
for 1D rounds.
Beast bucksrider.
Rider must make an
Easy ( 10) Keflexes
roll to avoid being
thrown off
~ R E I - ~ T ~ YRIIJINI;
RD
Based On: Mechanical, Reflexrs
Time Required: 3 seconds
Description: This skill measures a character's ability
Meanings of traditions
Full knowledge of
esoteric custom
$loderate
Very Difficult
l)EA(;NOSK BMAIADY
Familiarity with
Dncument or
Signature
nifficulty Time Required
Intimately fijrnillnr
?*loderatelyfamiliar Modesarc. 3 st.coilds
t'nfan~iliar
Difficult
5 secn11d.s
(;A;)lBtlNf;
Determine tvpe
Diffi~uth..
Time Required
mode rat^
1 minute
medicine necded
to purge disease
1 day to 1 week
ETIBIJEWE
Time Required: 5 seconds
Description: Etiquette measures a character's knnwledqe ot the forms, manners. and cerrrnt)nles ronsidcr~d
acceptable by snrlcty.
Area of Knowkedge
Proper table manners and
introductions c)f homeland
Specific forms of conduction
Difficulty
Mrll~deratr
K n o w l ~ d of
~ eceremonies
of homelanrl
A
~M'-I
Difficult
11,4(X J,I NG
Eased On: Prrsence. I'erceptinn
Time Requiwd: Varies depending on local haqq1in.q
customs
k t i p t i o n : Thrifty characters <,ftPnPmplny haggiiny
to 1owt.r the price
goods thpy p.tIrc!lase or rnlsc
t h e prlce of merchanclise ~ h wish
~ yto sell.
FORGERY
as t h e identification of foqeries.
11NA1,I SG
Unofficial notP
or ct>rresponrl~nce
Moderate
document
5 mintueq
Description: Dottors, n~edic.;.nursc5 and ottrer me&call?. t r i l ~ n p dpersonnel use vnrjnus techniques m ~ r I i clnrs, and rlruqs to help cure the sick o r injurecl of
their ailments.
crcb;isrttir d ~ f f ~ c u! ,l It >
for o t t ~ e species).
r
: ~ . Irvr.1.;
o
sonn)~fusingthewounrlclan~agesystem,orZUbody Action
Difficulty
Time Required
points if using t h e body point darnaqe sys2em.
Determir~ewhether
Current Wound
a substance IS
Level of Victim
Difficulty
po~sanous
I wound,'75-100'~,
Determine type
of body points remainin2
Yerv Easy
of poison (sleep.
2 wounds:5&74'L
s~cknpss.
of bcldy points remaining
death. ctc.)
Moderate
5 minutes
3 wounds '2.5.5(1'%
Determine Rame
of hncly points remaining
-1 woundsil-2S':Y
Determine
Vtry Difficult 1 h o u r
Difficult
antidote
of body points remaining
5 wnunds't) body points
Very Difficult
INFORYIATIOM GATMERING
JI1!RALIlIEY
~ a s e dOn: P ~ r c e p t i o nPrcscncc
,
Type of Information
General feeling of
" u n d ~ r g r o u n dpopulace
~
Idcntlfy derivation
and history of heraldry
Identify rnranlnqs of
heraldric elemcnts
%loderate
Specific incidents
Moderate
WWTRU MKV'P
.IIJMPING
Based On: Reflexes. Strength
Time Required: 5 seconds
Description: The jumpin? skill covers Imps in hori,,,,tal and, or vprtlcal dlrPctions The difficulty is
determined by the distance jumped: -5 for each meter
horizontally and +10 for each meter vertically. If, for
Area of Knowledge
Tirnclinc nf n~ajoscvcnts
Kations, leaders. and wars
Muderate
Legends and m>.ths
Difficult
Aricient ocrure~lces
Very Difficult
lncrpasc the diffictlltv depending upon t h e size of the
area irivolvecl.
Size of Area
Subct~ntinent
Increase
Dif ficultv By
Specific discipline
(rcal estate. tort.
er~tertainrnrnt.et cetera)
+-+
,
,
, ,
,
,. - . ...- - . .
. ,.*..
, , , ,,
char;ic!rr M.!IO w : i w , t ~t o TALST' his (:rid?(' ski:! 1)) 11-1
has a diffic~rltyof 13 (5-3-3= 13. since 1 D=;( pips). tf
the character fails t h e rull, he gets t h e bonus indicated by his d i e rt)jl,
,
<.I-.,
>
.--. ...
culiy of zero).
;A:
",a
. -" .....
Complexity
of Subject
General knowlerlge
tnt roductnry theories
h 2
--A
1-c-r-
Obscurity of Subject
"--- -
. . .
>--.
'
Difficulty Modifier
-0
-3
'
Difficulty Modifier
{I
10
Esoteric
1 :hr?r..
tl;ffirirlfw M n d i f i ~ r
w "'u.
C a t a l o g ~ dlarge
.
-n
Catalnged, small
Kot cataloged. large
crnnll
.'Nnt ratalr\cr@rl
-rL
......
A chomctcr rs'nnrsIn
'nf''m'w
trvn ~i?$YlrdlI?q[he T P ~ ~ I U U ~ Iof
C I ce/ls
R
rn superhented condlt~onsIn thrs gomr world t h ~ stoprc
i.5 ccansrd~redrrncomrnon 1 - 5 )clnd cuurnq pd_np
( + I O ) and the charcrrfer on/? has acr'css Io o
smull. ceraloged datubas P ( -.5) The tolul dr fficuie for hrs fllk(3rnpl.thrwfor(>,rs 20 Is+10-,?:.?(J).
4
",L
LYLY'Y
L 2
<.
1,OCFIPICIEINI;
Based On: Coorclination
Time Required: Varies
Dewription: A character with lvckprckrng can rrlease
the tumblers on a lock withnut the key or comhination. Notc thay t h ~ sskill applies only to mechanical
locks (electronic, optical, and similar security measures fall under t h e security skill).
Type of Lock
Difficulty
Simple key-loc k
Complex key-lock
Combination lock
Microchip key-iork
Easy
%loderate
Difficult
Very Difficult
MEJIITATIOY
Based On: Spirit. Kill power
Time Required: 10 minutes
Description: As many sages. philosophers. and psychiatrists have I r a r n ~ dt,h e focusing of thr mind can
release formidable power within a person This skill
allows a character t o temporarily illcrease any one
skill die code for a number of minutes equal tn a 1D
roI1. The difficulty is determined by t h e amount nf
14
313+23,
r3llSSILE IIrlAPOS*
Bawd On: C<)orcIination
Time Required: 5 seconds
Description: Characters w h o engaGe in long-range
cornha! rnay rrrish to Increase the~rprofic~cncywith
missile weapons (bows. blowguns, pistols, riflrs.
blasters, flamethrowers, and so on).
Like the crnrlw uqPaponbskill, each typt of weapon
requires different knowledge and muscle control, and
thcrcfore a character cannot apply her experience in
o n e weapon to another For ~ x a m p l e a, c h a r a c t ~ r
highly skilled In t h e use of n rifle (die code of P D + I )
may have only a limited knowledcy of pistols (die code
nf 3D.2) and absolutely no experience In hlowgun
( d ~ f a u l t o Cc)ordination d ~ code
e
of 4r>)
XA171tklTIOiV
Based On: K n o w l ~ d g el~llellect
,
Time Required: 5 seconds to 4 hours
Description: .%acrgafionmeasures a character's abiltty to plot a safe course through a body of water or
through space. Failure means that t h e pilot of t h e
vesset must make a piloting skilt chrck against a difficulty o n e Itvel hlgher than t h e difficulty of t h e area.
Success means t h e pilot need not make a roll (unless
h e performs an unexpecttd maneuver): thp v e s s ~ l
arrives safely.
CompEetely safe;
navigable lanes marked
Relatively safe;
few obstacles
Karrow safe-lane
Many obstructions
Many moving obstructions
(e.g. asteroids)
Very Easy
Easy
Moderate
Difficult
Very Diffic~~lt
SECRET SOCIETIES
Based On: Knowleclge. Intellect, P e r c ~ p t i o n
Time Required: 5 seconds
Description: This skill covers knowledge of groups
that act in secrecy.
Type of Knowledge
Difficulty
Names and rumors
of Y T U P I ~
Easy
Locations of operation
ModeraTe
Philosophies
Difficult
C'ery Difficult
Activities
Personages
Heroic
SHADOWING
SMEAII
SPEAK <IAXGIJA613
Scale surface with few
hand- and foot holds
Scale surface with no
hand- o r tootholds
Difficult
Very Difficult
.,(,'.
;(,
,:,;
,: . < - , :
< :..<,,
, ,.,
<-.!#,.
>
',.,
:'
-. ,"
, '
, ,>-
~ b , i ~ i ci3i ~~ I ~ : ~ : ? I . [ ; I ~ I I ~ T
Action
Easy
Captur~accent, irltonation.
and conr~otationof
native speakers
Vrry n~fficult
SWI#MIN(;
5)f:
Grassland
\,'cry Easy
Easy
J,loderate
Fnrwt
Difficult
l e r v Difficult
Increasr t h t difficult! bv nne l ~ v e lfor each clay
sinct. t hc person nr creaturt. ~,asscdthrough the a r m
Rain foreqt
TRAl'S
Moderate
DIfflcult
:)i!'!ic.ult>
Desert
Cmvey and u n d e r s t a n d
simple thoughts
Converse casually with
native speaker
onvev and unriers tan tl
* r ~ ~ p $ % - ~ ~ ,
:i!z.r;li r t :!pc,
T ~ P
TYPe
Pit
5n;irp
~
~
s?
1.wate
Difficulty
Difficulty
!'cry Easv
Difficulty
Easy
\loderate
Disable
Easy
Easv
i
\kry Easy
Easy
J,lodcrnte
Difficult
Very Difficult
waves
&
'I'RIIATRICS
Bawd On: Perception. P r r s c n c ~
Time Required: Depends on Irngrth of performance
Description: This ski11 measures a chari~cterksabity
to fool others into hrlrcvinq h e is solnronr clse. The
t'henfrirs skill total generated lor a given AttrnlpZ becomes t h e difficulty needed for another character to
see through the performance (usually a Perception
roll).
TIIBIJRGY
Based On:K n o w t e ~ I g Intellect.
~.
Spirit
Time Required: 5 seconds
Description:The theuriiskill repwsents a character's
k n o w l ~ d q eof magical ~ n c a ~ l t a t i c ~
and
n s ]terns.
*--4
'x
L,
Action
q~j
<$
*W&PriV<d*X
bq
ra%+
23
~
c
i-
715 W W . , ~ ~
-+
A
A <
TP
L k A L El 1
C.-r==T'*
DifficuFty
Easy
Moderate
Difficult
;
y t ' r ~ Difficult
Heroic
I W
Difficult
l+rv
Diff~cult
Diff~cult
Very
Difficult
IJltBAM GEOI;RA13RY
Eased On: Knowledqe. Intellrct. Perception
Time Required: .5seconcls
Description: .A c h a r a c t e r who k n o w s u r b a n
grorqraphycan locate puh11ctransportation, povcrnmental buildings, and nthrr spccifrc structures Prowess i n this skill allows h i n ~to navigate grid s t r t r t s .
subways, and city sewer systems. ,I
successful s k ~ l l
check means t hal the character can flnrl his way to
his clestination in half the norntal arnount of time and
without g k t t ~ n glust. F a ~ l u means
r~
he either simply
cannot locatr h ~ destination
s
o r hp 1,ecomes tltterly
Inst.
Type of
Difficulty
Ce~lericcity layout
Location of s p t c ~ f r cbuildings
and structures
Good and bad sections
Street 'subway navigation
Spwtr naviqation
i b r y Easy
Easy
\loderate
Difficult
Very Difficult
<'1'ESSEI> l'II..4bl'In'G
Bawd On: Perceptjolr
Time Required: 3 seconds
Description: .I
character must make a prlotrrlg roil
whenevyr he a t t r r n ~ t sto ~ e r f o r mn stunt (see the
nnrnial c i r c i ~ ~ n s t a n c does
e s not require a roll. Types
of vessrls i n c l u t t ~s t a r s h ~ p s hr~ats.
.
hovercraft, and
cars. Irucks, a n d rnotorcyclcs ( ~ which
n
case thc skill
can be called driving).
1- I
MISS1J,E 71'EAPOTS
speed Damage
R~~~
''
15'30,'70
1223'60
-1
'
3D*2
4D
-2
2D-1
AI)VIIKTIIRING 611AR
Characters often employ other paraphernalia when
taking part i n an adventl~re.Beluw you'll find a sample
list of types of equipment that might come In handy
at some point d u r ~ n ga character's adventuring career.
YOU can create gear that serves no particular game
purpose or that has i t s own set of statistics. For example, a rnedkit rniqht heal rwo wounds if a successlul I~cnlrny,ncheckis nrnde. or soft, padded shoes might
give a - I D bonus to all sneak rolls.
Devise equipment as you see fit, but b r careful not
Wheelock Pistol
bllltEE 'I\'IIAIB(SNS
- - - - .- .
Weapon
Baseball Bat
Battle-axe
Rrass Knuckles
Electrwknife
Fist
Knife
Swnrd
Range
Speed
Damage
-2
5TR+l D
STR+?r>
STK- I
- In-1
0
-1
-2
0
- 1D
+1D
STRAID
STR
5TK+2
STR- 1D+1
STK+lD+2
Belt
Binoculars
Blanket
II
.-<.m,L.*
NT
heab
those
a
approprlatpja,,rl
dp
vices ( l ~ o m i n gbeacons, for pxample) give t h e
ers mother '-toy" to play with,yoLI
coulrleven sprlnklr
an entire sccnarln w i t h seemingly useless ~ t r m sthat
<
*>
,,
<
, 4
,
,
Many game wc~rIcIsinclude magic. psionics. rnysticism, o r other supernatural powers. This chapter
gives you a basic overview of such systems anti provides a n Pxample of
that you can incorporate
into your gamr right away.
C<
SOIJRCI! (1 you
YOut
- - - - .. - ..
WI,
..
- - -- ..- - - - -
-- -
(GAbIK RIICRANII:S
mPrhanirs
a mapic svstem determine
- - - ,
hnw spells are learned. cast, d~spellecl,and otherwise
manipulated. You can treat spells as skills that fall
under t h e Tllaqic attribute or as special
- . powers that
d o not require a n v rr:rll whatsoever. Ot course. you
can always develop your own s
~. h
.-,
7
.
-
L?
I,EARNI
SPEI,I,S
tions are written into spellbooks o r on loose parchment paper, but you could encode t h e formula for a
spell o n stone, in a computer. In a spellgem (see "Artifrtctsv below), or anywhere else that makes sense
for your game world. Spells may be written in a stan-
I.(
r must
y: snccess means h e notices t h e casting nf t h e spell and
the generaf d i r ~ c t l o nof t h e caster. For euample, a
magical pulse of "lni50 meters" means that anyone
within 50 meters w h o heats a difficulty of I f l on a
Magic roll notices t h e release of the spell.
)IAGICOmIOx:SIIAl'IN6SPEI*ISON
'rIW FIJIr
You can treat magical spells as static effects, i.e.. all
spells always work exactlv t h e s a m e tray no mattes
the circun?stances surrou;Eling
cxssting,
you
could allow
to manipulate
on
as cornpIicated as they might seem. Essentially. t h e difficulty
of casting a spell increases dependingon t h e amount
of alteration from its standard version. Srr: the Spcll
Difficulty Increasc
+ 1 per time-unit
-1 per distance-unit
1 per radius-unit nr
number-of-targets
change
Iluration change
1 per time-unit
A unit refers to the measure used for that particuIar spell. For example. an incantation with a range of
12 feet could be extended or contracted at the rate of
+ 1 per fool. To limit the range to nine feet, then, would
i n c r e a s ~t h e d~ff~cuIty
by three. 4 spell with a range
of eight yards could be extended or contracted at t h e
rate of 1 per yurd. To increase its range from eight
yards to 12 yards, then, would raisr t h r diff~cultyhy
,,
.,
,,,~d~~rinq~~~promhafro~nd,T~~r~~su~~ing~otal
resents the t~rriethe character begins to cast his spell.
Thr speed nf t h r spcll ( w h ~ c hcan h~a negative numher) is then added tn the tnta1 to ~ i v ae new value. II
the character suffers rlanlaqe at any point between
the first value ( t h e lieflexes total) and t h e second
value (thc R p f l ~ s e stotal plus t h c spcll's spred), the
cast" loses the 'pc'lExample: W i ~ l ! ~!he
r U'izord /?as engalaged a
p u p of handrts ~nhrrlik OR 1hi.v cornha! round.
CVult~rplons to d ~ s t r o rthr rt1ffiun.s u.E!I? u firet x ~ l (~r-hrrh
l
ha< cr sppc,d nf -8) T h f 3 pluyrr m n
nrng M.'(iItt?r nrrrk~so Heflex~sroll lo deternrrnr
g ~ n ~ r uuf I5
~ s Thp hrrndrtr {as u qmup I mll n
tor01 of I I . Srnrp H b l t ~ rg ~ r ~ ~ r o rhr
t c dArghhrr
r-r~lrrc., he qor.r. first. Hc, strrrfs c . u c ~ crt
~ n15
~ und
rr9~II
ct~nrlnurr t ~curt untrl trmp r.u/ue seren (1.:
(Waltrr:c R P ~ ~ P Xmll)
P S - ,C ( t h r f i r ~ h l l .b ~ p p d )
= 7 ) E(:rry c f l ~ r r ~ c
II'IJO
f ~ rn ~ u vtokc (lrr CI(.IIOR
doring tho! trmp p ~ r i o dIir7hrrh t n thrr cosr does
rnclrrde fhe bandrls. u:ho rolled rrn I I I llus u
rhance !o mflict darnuge on CZ'alt~rund tht.rt.h).
cause hrm lo Iose h r ~frrebal!
13111;1SNIS(~CHARJII:TJ!~~S
The number of spells (or other powers) that
characters receive during character creation
depends on thc game world. Thc recommended
number is four. In a world with little magic. however, characters may start with only one spell
or even with none at all. Or in a world over-
Special consicleratinns:
Speed: Thr time required to cast can be rcdl~ced
o r cxpandcd bv t h e time unit qiven. If t he speed valrte
is a number w i i h no time measurement qualifier, then
the difficulty increases at a rate uf + I per o n e s t e p
from the d e s i g ~ ~ a t evalue;
d
aspeed of nine. therefore,
could he r e d u c ~ dto a s p ~ c d
of sewn with a difticul'ty
increase al two.
RRTIFAIY'S
Area of Effwt: Increasfn~nr decreasing the number of targets of the spelI (for those spells that give Many fantasy adventures-novels.
movies. and
t h e area of effect as a number of targerts) raises the rolcplaving games-revolve arouncl t h e quest f o r a
difficulty at the rate of + 1 per additic~naltarget
sacrerl or rnaqical treasure. Such devices can comc
In a variety of forms. from wands and potions to enDISRIJPTINC SFELIAXSTIW
chanted blades and crystal balls. The rndpic of these
You may choose to dlsallow t h e disruption of spelIs items u s u a l l ~fails Into one oft h e follnwlng
while they are heinq cast. Whcnever a character at- ries.
tempts to cast a sprll. h e may do so without worry-
SPBT,E, SI3IIJIATION
CIIARGED ITISIS
Some artifacts might have a Iiniitecl number of uses
PERMAYENT I'l'EJIS
XTanvartifacts have unlim~teclmagical energy ant1 will
never lose their a h i l i t i ~ sSuch
.
~.nchantmeritsshould
he rare In worlds where magic is scarce: otherwise.
whn~verhchds such a device could easily cause your
game to become unbalanced. One side has a distinct
advantage that prcvents them from insing in almost
any situation.
Be careful when h a n d i ~ i gout permanent artifacts.
The more you give t n t h e players, the harder you'll
find it to c m a t e a d v e n t u r t s that cha!lenqe them.
'(*\>;*(,I
GAME 31ECBAXII:S
This rnaqic system uses t h e following spell attributes:
d ~ f f i c u I t speed.
y~
range, area of effect, and durat~on.
Characters have t h e ahiiity t n alter their spelIs on the
fly ( a c c o r d ~ n to
g t h e spell shaping rules given above).
x*
2
3
4
3
6
Effect
r a n d o m s p e l l m e m o r i z e d hy t h e
spellcaster goes off rather than t h e intended
sptll
A randnm spell occurs (not limited to t h e
caster's currently memorized incantations)
A random spell or enchanted item ceases to
function for 2 0 minutes
T h e caster vanishes and reappears 51) feet
in anv direction from his current location
All spellcasters in a 50-foot radius centered
on t h e caster automatically gain a -3D bon u s to any cast any spell for the next ID min?,
utes
~ b ~ i ~ s ; b
SOIJRCE OF MAGIC
"
11
After the caster unleashes her spell, s h e becnrnes rnesmerizecl by a random creature in
h ~line
r of sight for I D minutes
t h r intended effect (as determined by t h e
,'. , . r -; .
t \ : ,.'.. ..rnos strpan? The .;ppIlcasti.r ma!
then recast the enchantment that causcd t h e backlash, rvcn if he d ~ not
d originallv cast it.
, ,
p o r a r j :!ur
r
*, mx-
- :<
,
I
Difficultv: Sperial
Speed: Specla1
Range: Special
Area of Effect: Special
Duration: Special
The caster can unleash pure c h a o t ~ cenerLy in an attempt to simulate a spell. The incantation 1s cast at a
difficulty of 1I) plus the simulated spell's d~fficulty.
and automatically triggers a chaotic backlash (tile (;>I
rolls on the L'nIeashed Chaos Table). If the caster fails
the difficulty roll. t h e G M rolls a second time on t h e
Unleashed Chaos Tahle. The s ~ m u ? a t espeIl
d
is treated
just as ~f i t had been cast normally (us~nqits speed,
range, area of effect, and duration ).
CHAOS BIJRST
Difficulty: I5
I Speed: -4
1 Range: 30 meters
Area of Effect: One character
Duntion: lnst an t
At t h e casting of this spell, three bolts of swirling energy erupt from t h e caster's fingertips ant! streak to, ward one target. The sperl user must make an attack
roll for each bolt. hut it is treated as a srngle action.
Each bolt causes 4D damage The rasttr then rolls
once on t h e Enleashed Chaos TabIe, r ~ g a r d l e s o
sf hls
success in hitting his target.
L ' ,
in 131tb c
HR;\Il'
Difficulty: IS
Speed: -7
Range: Touch
Area of Effect:
Duration: Instant
T h t caster may steal a C h a r r t c t ~ Point
r
frorn her target and use
power t n t e m p ~ r a r i increase
l~
her
ability to cast her nest spell (receiving a 2D honus to
her spell skill r t ~ l laqainst tts difficulty). Note that the
honus applies only to t h e n r d spell cast by t h e spell
user. The victim nf t h e incantation feels a dull pain in
his chest when the Character Point is s u c k ~ daway. If
the targt-t has no Character Points. h e still feeIs the
a c h ~ but
.
the caster does r i o t gain any benefit.
FIiISR
Difficulty: 10
Speed: - 4
Range: I meter
Area of Effect: 1 0 meters
Duration: Instant
This quick enchanment creates a painful burst of light
that affectsall creatures within t h e spell's area of elfect Those affected (i.e.. looking in the direction of
t h e light) go blind for 10 seconds (thereby suffering a
-2D penalty to all actions durinqthat time: see C h a p
ter Eight, "Cornbat.- for more information on blindness penalties>.
Il BSITATE
CHAOS WBlt
Difficulty: 1;
Speed: -4
Range: 20 meters
Area of Effect: 5 meters
Duration: 30 minutes
This chaos binding creates hundreds of strands of
chaotic fiber that inter%-eavethemselves into a web
of magical energy "iht spell user must anchor t h e web
between at least two objects. Anyone touching the
web with bare flesh automatically takes 3D damage
(once per contact] and causes a chaotic backlash (roll
once on the Unleashed Chaos Table). Any attack o n
t h e web results in an additional chaotic backlash.
When t h e spell ends, the fibers quickly break down
and fade away. their innate chaos expunged. Tote that
t h e caster is not immune to the effects of t h e web.
CONTAIN Clt.4OS
Difficulty: 213
Speed: -.i
Range: 40 meters
Area of Effea:
Duration: Instant
If cast within 10 seconds after a chaotic backIash, the
Difficulty: .5
Speed: -.i
Range: Touch
Area of Effect: One character
Duration: Instant
'l'hrough this incantation. the caster Injects a tiny
amount of c haos energy in to to his victim's body, causlng t h e target's rnuscies t o spasm mornentarfly. As a
resuIt. the target suffers a -3 penalty on his nest Reflexes roll for ~nitiative.
S1YRERI)i~RT
Difficulty: 2 0
Speed: -6
Range: 20 meters
Area of Elfed: Special
Duration: 20 seconds
Upon thy casting of t h i s spell, flve dark motes of ene r e coalesce in t h e caster's hand. The chaos binder
may hurl the deadly magic one mote at a time (speed
of +1) at t h e s a m e or separate targets (each attack is
treated a s a separate action). The caster may choose
ta throw them all at once (incurring t h e rtpplicabIe
rnulti-action penalties) or one at a time. A successfvl
attack causes 3D in t h e victim as t h e black mote burrows into t h e target's body. Once within. the dark
energy begins to suck away the victim's will (subtract
one ptp of a mental attribute and nnr pip of Endur-
,( t L ' , >
',
. ' h t L < ):I' \ :,'?
I =,',>,:I ,;\
' ~ , ~
Iht. lost plps rcturn d t :he s n c w rate t r w ) were losl)
L L
&>:-*
t c:<
~d ' <
, o ' ~1.' ~\ ' I < )
<
,,hLt\
<
*c:\
-<*\
.Ir)
.(
c i ,:<id 0 1
; 07
ZIID'OEIC'S BEPENSE
Range: 25 meters
Area ofEffect: One object
Dusation: 10 minutes
Difficulty: 12
Speed: .5 minutes
Range: Area ofEffect: T ~ caster
P
Duration: 8 hours
Speed: 3 r n ~ n u t e s
Duration: 3 hours
klaglc leaves telltale signs of its use in t h e form of
shimmering paths of residual chaos invisible to the
naked eye. With this spell. t h e user attunes her s q h t
to t h e range ofchaos waves, enablrng her to see these
stringy paths and [ollow t h e m to their source. The
caster may t r a ~ la particular path up to t h e spelI's
area of effeclat which polnt it gradually fades. If t h e
orlginal caster has left t h e area. t h e trall ends in midair. The speIlcaster may then cast sense residual magic
aqain and pick u p t h e trail where it left off,follow~ng
u p t h e limit of i t s area, and so on.
N'I\KP MAGIC
(;iZ?IEi ?IIFIITLI,INII:S
L
, :
,
,
. trc): ::)?IT l ) < w r ~ rAI>(I
< c s i a l w t ! h ~n t j t I(.(- 0 : ? ! I P ted111s
Psychic powers us? nrany of :hrhsamc game rules as s,,~ tr,t,untthem clown,
tl,evtllrn
itltoa~u~ts,
magical sprllr;. Rather than the Magic attrilmtt.. %low- gair, cr,mplety
,>f
powers. lJutmust take care
ever. characters use the Psychic Ability a t t r i h u t ~as t,, cunceal
Xhrnl fr(,m thr evcrvdn?l populace, who
t h e basis for their
for such pnwcrs.
would report t h ~ i nirnrned~ntrly.so scarpd are they
psionir skills, then. fa[l under Psvrhic 4bility.
of what t h e qovcrnmctlt conti 11~1t.sto call 'rnonstcrs."
+XWA
,:
GAME MECBAKICS
hi^ svstem lrsesdifficulty,speed, range, area of ?flect. and duration. I t is recomn~enclcdthat thc attrihutv \.i
illrrow~rh? used in t h ~ game
s
systmi since
many r ) f t h c powers can be resistecl by it. Alternativelv. yotl can treat willpower as a skill: underanuther
rneiltal itttr~butt,,like klinrl, for instanre
herent p s y c h ~ cpower as a resuIt of it genetic mutntion (En a society where 99.W nf thp popk~latinnhas
no psvchic abilitvat all). As h e gets older he can learn
t o controi and harness that ahility.
'
Learned Ability: In a particular game world all characters may have t h e potential to become psychrcally
active. Various tralninq proqrams (in a world w h ~ r c
s u c h a b ~ l i t vis encouraged) o r banned rlocurnents
concerning t h e use o f psychic powers (in a worlcl
where psinnics are consiclered evil) can enhance a
character's baslc a p t ~ t u d c .
[*nicted Ability: sometimesa character
be
blessed (or cursed, &-pencling on t h r s r n t i m r n t s of
the Rame world's society) with a psvchic ability during a traumatic or injurious event. For example, a
character may he subjected to mtjrrnous amounts of
radiation that s o r n ~ h o walter ills brain structurp to
allow him to produce psychic effects Or during intensive brainwashing, a c h a r a c t ~ r ' smind rebels wtth
all its force. releasing its energy in such a way that i t
creates a new synaptic
pathwav that allows
hirn to
u s e psionics.
'
1,IURNINB PSITCBICIBOIERS
t 6
POII'ERS
ESP
Difficulty: l'arqct's IZ'iI]p, , ~ e r
speed: 0
Range: 100 meters
..2rea of Effect: Onc character
Duration: 3 n ~ i n i ~ t e s
A c h a r a c t e r with t h i s power car1 spcrvtly enter the
m i n d (jf her tar$et
listyn to hls tholl?!hts
11,rlhWASSAKLT
Diffict''t!: srarget's 'vi'l~'~'verl10
Speed:-2
Rang':
of
One
Duration: Instant
T h ~ spower ;tllows a character to clirectlv attack an
opponent's mind, tearing apart synpases anrl killin?
brain cells. rL successful attack causes 6D rlarnagr.
whlch IS r r s ~ s t ~hv
d t h r victim's Willnnwer rather
than h i s E n d u r a l
bIlW1) WOIlW
Difficulv:
U'Fllllntvpr
Range: Irr
Area of Effect:one character
L'4'
Speed: -i
Range: 25 meters
Area of Effect: Duration: 15 m i n u t ~ s
This pnwrr allows n ch; ~racterto mnvr an nbjcct
, i this
nnvwhrrP within !hat range. The standar(I Spet31iof
, n,nvement is two rrleters per
second (approxi ,,,,,,,,,
,, speed of a walking man).
,...,
--++"'.7
~ ~ ~ ~ a r a c t e,- rL:.-<-lr
c a ;n *+.LCr vL- c.LC.,n- m o \ ~ - ~
SAMPLE IBO\JIRS
Body Weaponry (10 per die of damage): .4 character with this ahilitv can u s e a Dart of h ~ sbocIy t o attack, whether it is"a natural fehture (ra7or-sharp fingernails, fangs, tongue) or a n extra appendage (limbs.
blades. spikes). T h e darnaqc from such a weapon can
range anywhere from In t o 8D ciepcnd~ngon the nature and composition of t h e hncly part.
Energy Generation (10 per die of damage): This
power alluws a character to cryate bolts ot electricity o r other m e r m form that causc anywhere from
1D t o XD damage. The character uses his Coordinat ~ o nattribute or enerqy weapon skill in combat t o
determine whether o r not he hit his tarpet (as per
the normal combat rules).
Enhanced Attribute (5 per bonus pip): The character has an automatic hor~us(ranging from +5to -20)
in one attribute. 1411 skills based on that a t t r ~ h u t also
r
gain t h e bonus value.
TITPBSOF AIIVIINrURKS
TIIE QIJEST
behest of another.
This type of adventure is typicaIly associated with
t h e fantasy genre: King Arthur searching for t h e Holy
Grail: t h e brave warrfor hunting down t h e nefarious
its disappearance. To make matters worse, t h e annclaI Festival of the Stars-during which t h e Overlord
marches through the streets with t h e Symbol at his
side-starts in three days.
charact ~ r worry
?
abnut an irnrnine~~t
occurrence. For
example, a carrlaSc containing the king's daughter
races toward a cliff's edge. nr t h r characters are attempting to sneak past a hall-dozen sec~irltvmeasures
to steal a preclnus painting. or a ghost-like Presence
!he
,he slolen p u s s u ~ o r ~ p r o ~ i d e dher Fu~eriar.
c-mpr~rer srcrmg. sysrcm krcks In, rpquirlng her
I, p n f p r
sprondurt. pussmord-K~htch shp
hauppin
ne-yt 15 seconds, shemust
nolc fry lo p/lmlna/p,hyposs,or rn Fomp uw sarvr
:'mt,
;;( ; > % < ' ' 2, <.; ' , * ,
<,:, , ::' (, ' : r . ' ,
q!t9e/1tdr!/I&) :o 0/1(~0d
10 ~ t a r~
! 0 / / l n u< hlk)
-wuicarch the seconds. Frunrrcnll-v,she starts toss-
c,,?,,
,:;I
)C)LI
Four at a 'Ime. E u e r ~
jng Ihp
seconds
you let her
'"'
leA. If
she rolls rhe five sixes before the 15 seconds are
,
' ; . ;. .,:,t
' , , . ' \ c'<:,
',
," , .,,\ , '<*;)~leld ~ iS~L I!! ~ C TX I ) (!iinliiqt'.
The only other element to incorporate into a chase
is the distance between the characters involved so
that you can determine range (see Chapter Eight,
~ C o m h a t - ~See
) , the Movement section of chapter
',+
'
(IOMBIIT
sometimes
the characters
I~IIVITIRS~~IRI
13S
**
c I I f ~ ~ ~ l ~ ~ ~Description
r r ~ ~ ~ ~ s
role, and may serve to help nr hinder t h e p l a y ~ r c h a r acters, but otherwise they have no bearing on the
overall conflict.
You can easily s u m up t h e s e characters in paragraph stats like this:
t o Guards. All s t a t s 2D except. Coordination :<D.
blaster 3n+I.Strength 3D+1. Move 10. Heaw laser
at this Eevel.
One nf t h e best in a scrtor.
One of t h e hest i n a region.
Among the best in a galaxy.
SPEGIAI, ARIWTIES
Many characters h a v t special a b ~ l i t i e s s, t ~ c has su-
ABILITIES
I~REIWIJICES
+'
>
- A
ImR1~~'i~ItIN~;
111I)ITENT1BltI:S
First, you're going to nred an adventure. You can htty
one from West End Games, create one yourself. or
make u n e up as you go along (as shown above).
CHARACTER CAnnS
One way to quicken game play is tn create Ghf character cards. Ynu can either photocopy t h e section
detailinq each character o r vou can write their game
inform?ltion on an index card. As t h e player character encounter various G M charactrrs, you can pull
out their c h a r a c t ~cards
r
s o that you h a w all of their
Important inlormatinn at your fingertips. In this way.
you won't have to flip through pages of t h e adventure Innking for a particular character's stats, especially i f that character participates in more than one
encounter.
Thiq t e r h n i o u ~
w o r k esneciallv wrll for campaigns
'*
z l ' a .
*A
* ?
_I
'
>
'
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ENCOIJNPERS
STARTING TRE
BI)\1IINTIIRII
You h a w s ~ v ~ r options
al
for stnrtir~~
The DCI System relies on fast-paced, cinemat~cadventures
an adventure. The most common is
where action oftrn takes center stage. Your joh as GM is to
the mission briefinq introduction ( e s fluctuate the pace of t h e scenari-speeding
up during the
pecially if t h e charactrrs arr agents
exciting parts and slowing down afterward to give t h e characof s n m e kind nf organization. governt e r s (and t h e players!) some time t o breath. Don't get bogged
ment-sponsored o r otherwise). 'I'he
down in details {unless vou and your group want to. of course):
characters, who may or may not know
sacrificine some realism aHows you to keep t h e game mowng
each other, have been assembIed by
[and thereby, keep your players' interest focused o n their chartheir superior lor a meeting on their
acters' situation).
upcoming assignment. The superior
If duringan adventure. t h e players do something unexpected
gives t h e m an oh~ective.provides
(which you should expect!),don't let them know it. Just makc
them with the resources they'll need
up the part of t h e story that you haven't yet created. You have
to accomplish that goal, and answers
t o rely on your judgement and imagination to continue t h e
whatever questions h e can.
game without ruining t h e players' "suspension of disbeIief."
U'hilr this standard starting formal
wnrks in moqt situations, it can also
get boring. especially since not much happens during this encounter. T h e characters just sit a m u n d discussing t h e mission. N o t h ~ n gr ~ a I l ystarts to happen Your first job is t o vividly d ~ p i cthe
t scenr unfoidlng
until they get on their way.
b ~ f o t hr e~ player characters. Where are they? Who
else 1s there? Zi'hat's happening? These are the questions yuu must answer irnmed~ately.
Another way to throw characters into the midst of
t h e action is t o s t a r t t h e game rn rnecI~ures. The player
~ ~ ~ ~ : . 4 ~ ~ ~ , ~ S ~ s
to learn
prt,videsucktlifelikpdescrlI,til,ns
is to picture
sccnp in your mind
do
can to convey that same scene to vourplavers,
You may incorporate movie or tele;isionfot;tage
you'uetaped, mapsand d iaarams
you copied out of
library books, o r even illustrations you've drawn
PERSOKAI, STAKE
BBIJE17ABI,IICBAk1C:TIZRS
IIXCI%ING T,C)CAIJ?S
Use settings that evoke a sense of w n n d ~ rYou
. could
above t h ground
~
t l y massive antigrav engines, or a
spaceport built into the cl~ffsof a n ancient series of
canyons.
players.
tl place
GIVIR(; O1"l'IORS
Don't constantly force your players to follnw along
t h e prescribtd path of the advcnturc. Thcy may have
devised an alternate scheme for success not covered
by the scenario,
aIl,-Jyou shouldrt't penalize
them for
their
Instead you'l[ have to use
judg
ment t o run t h e remainder of t h e a d v e n t u r ~ .
If t h e players feel that they never have a choice.
that you have predeterrninecl what their characters
will d o and say-and t h ~ r r f o r how
~ . t h e adventure
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h o ~ i n t yo u t o ~ ~ erli,rnlou:.
to
s t r u t s s ~ ~ s l ~ c r r d~>IF!>
rr!
above a concrete floor. One player clecictes that her
character will Ellst t u r n off t h e I ~ g h t and
s wait for their
quarry t o faI1. You hadn't thought of thaz possihllity
when you designed your adventure (or it wasn't ad-
characters,
:lo\%'i%,r:ll
is p[il!.illg
tratetl and eventually quit once it brrnmes ol)vir)us to have fun, so just d o your hest and enjov yourself.
that there's n o pr~intin continuing.
CUrZRfECTERS TO
U'hile vou take t h e role ot t h e villains in t h e adven- 12tAJA07#rENG
tures you run, d o not think of yourself as t h e oppol?i41IA
nent of t h e players. Your job is to make sure t h e players have a good time, not to beat them. U ' h ~ l cyou Sometimes characters nverl tcl fail. If thev rnll poorlv.
shnuld try t<, piuridr t h e players' characters with a or are simply outclassed, or most importantly. if they
challenge. you shouldnmttry to devise an unbeatable play poorly. their characters will lose.
On t h c other hand, wjth each defeat, t h e characadventure.
ters
(anrl players) should learn something. They may
Then again. i f t h e players d o s o m ~ t h l n stupid,
g
you
r
to approach a situation. o r they
shouldn't coddle them. The first lime they rnakc n learn a h e t t ~ wav
maysturr~ble
upon
a
ton\ or gadget that will help them
particular mistake vou may want to alert them and
reduce t h e damage it would have caused, t ~ utth e sec- in the future. It should take ucrscverance and dedication. but I ~ a r n i n gfrom rnistz~keswill e v ~ n t u a l l ylead
ond time you should adjudicate t h e Prror fairly.
Tread carefutly on t h ~ saspect of parnenlasterinq. to success.
It's easy to fall one {trayor t h other.
~
.lust remember
that vou're all playing this game to have fun.
THE
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Adventures can last a sinqle night or can span sevcral game s~ssions.At t h e end of a scenario (or the
end of t h e game session), you may wish t o distribute
rewards
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aw;~rt!q~ii~f~l~nesarefr)r;i~~;~ver:ig~~(Ivv~i:~res~)a~~~ ~ ) o ~ i ~ e s ~ t s c : - i t ~ ~ t s ~ ~u ~! ~. E
o rt ' sht ot pdt ~
a 1?1~ d l ~ ~ t
ning two nlghts of camlng. or four or flve fa~rIylong and run a qamp, and you carl't always please evesyepisodes. I f an adventure r u n s over severak sessions, o n e no maTter what you do. Instead. view player rethe GM may want to give partial awards dunnq the actions and comme~ltsas hints as to what you can
adventure so t h e players don't go too Inn? without dn In t h e next adventure that will keep then1 on the
getting anything to show for their efforts. Fir?al Char- edge of their seats.
acter and Fate Point awards should he correspondThe best wav to confront such a problem is t o ask
ingly increased to reflect t h e length of the adventure. t h e players what they did and didn't like. You could
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CLIFFBANG1':RS
If an advcnturc will cnntinue ovcr a few game ses-
(;ElWl'INGFEKDBACII
Sometimes a n a d v e n t u r ~doesn't
thrill t h e pIayers like you expccted
it to w h e i ~you were first reading
or creating it. As y o u run a scenario you should pay attention to
t h e players' reactions to t h e
various scenes. Did they stand
up and all try to talk at once
during t h e chase? Did they go
comatose when they reached
t h e puzzle-solving encounter? The players words and
actions can convey a great
deal of information about
which parts put them to
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CoWIhhIoIJS COMlhU':
ROIJMD SEBIJBX\'C:11
I . A11 gamemaster and plaver characters make a Re2. The gamemaster calk out t h e current second of
the round (starting at one)
3. .4lI characters may move one-fifth oftheir move-
MOVEMlzi\TT
lYrrrf\t:IiIN~;AN11
1BlIFENIBING
IM)DC;ISS
If a character dodyes ( w h ~ r counts
h
as an a c t ~ r ~ nhc
),
mils h ~rkldqe
s
s k ~ l dice.
l
Thc generated c-aluc rrplaces
t h e 10 as the hasp attack difficulty P
deefendcr
I
can
r t o r ~ qany
~ typr
w ~ a p r l n( n ~ e ~ eor
r >rr)issilr>.
Example:R spew prrol~dprrdps tr) dodqe nut
IC-IIJ of the nwi-r:~
rpfurn frw Hr rolls Ilrc
clodce skrll 01.3fl+2 and qeriemlrs u 15. whrch
hrcomes thr> neu' ortuck drffirull?, ihe mprr must
bpat tr) scow a rurrrs~firl/?/ton thr spncp pirnrp
of rhr
E ~ a r n p l e :Lufer rn !IIP cc~rnhur,the spuce pidoclqes nga:orn. hut wtnd.~u p ~ r ' i t lu~ total
d o d ~ en ~ l lnT on/> ;.<tnrp /I?,- ~ . ( i l l h~
i ~ gwprurrd IS I t w rho11 I0 irhc bast, ci~fficr~l&),
rlrc ulf ~ ~iiff!c.uih.
k
rs luu*rr[hem I! uwuld burr hec~n~f
Ire hrrct not dotlgetl uf crll Ihenct* the rrsk mr'olr-ed
i n tr? rn? lo clrrrfcrpn!pon ngpt?n~nt's
oltcrcks)
It m a v seem unrealistic to allow a character t o
mtp
Example: A .<pucep ~ r o rI ~L Y u
~ ~I R S P T
pistrlr
skrll oS 117+1 firr.5 ur (I rusfrrr71.cc~ffiricrlHr. rnll.7
111slaser pistol drr-(Jclrld qc~rr.(I 1.3 (2, 4. 5 2, t I
prp), ~ ~ ~ IS~ Y PI O ~C P TI //?OII
~ 117. ~ n d t ( - c ~ f rtwt
rr~z
srrcct.~~rl~d
in hittin? ~ I I Poffici~il.
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Body Location
of I t t a c k 2011
0
I
Right tlnnd
I.rft Hand
Rqht Leg
Left Leg
Riyht Foot
Left Foot
2
R
4
3
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i*
;4hciomtn
gd2%
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Head
Example: A q ~ n lRrrun Il'~lirurr?.rrolls h ~ rsr t
tm-k (lice and cndr up i ~ ~ iol iioroi of 14, a r u c
r~'5filI hrt T ~ GCI
P 1 / 7 ~clleckr
n
f h Hrt
~ Locatron
Cllurt In(&\ up thp nncJ5 drqrt-rrj lllrr rwsr rn 3ond dr>k/rmrn~.c
tllr~lEllrllio,r~sI l r / hr.c-opponcnf rn
Ihr rich! fcoot
.*
rn
-711-1
Itill\ qv 15
Eacl-r weapon has a listin" for its s h o r t r n.r.r t-.
i ~-~
. am
-n d
. &
long ranges inytilin: closer than short range is c o ~ i sirlered point-bIank and has a - I T ) mudrflrr. Short- $
range attacks incur ntj penaltrcs. Fox rn~diutn-r,inqe
attacks, t h e attacker l o s ~ s1D from h i attack roll. and
for [ongmnqe rtttiicks. h e lose4 L'D
j-
~
-
SIB1311nOPTION
#?
r-
y7
9
B
%
!.
h
T
h-
-.
-.
Full Darkness
+15
-5
Point-Blank Range
I>
II
I
IIAMiZGE 'S1'I~EI)I"I'ION
<.
*.,*y
&
r
C B
& .
>r
< m
'
Gash
Vt.el) Hruise
3
4--5
6-7
8-9
10
II
I2
SI:f4L11
5urapr
Puncture
Internal Wound
Rrokcl-t R o n p
Concussion
1-131.ROIE.
M
Characters can protect themselves frnnr damage hy
wearing grar that t l t h ~ shi~IC1s
r
t h r m from o r absorbs
attacks. The arnlor value of such equipment is addcrl
IJSING WOIJSISS
Damage
I [round
2 Ubunds
3 Wounds
4 Illounds
5 Wounds
Condition
Game Effect
Stunned
lniured
5evereIy injured
%fortallyWounded
n~ad
cannot t a k ~
any
USING R O W WIWTS
13 Rody Points
Drath
*,
(I~IPC~.
F x a m p l ~.4
t ~ t r m h r p/ s r o l ~
r n h o f 9D)
frms 11s I>lu.stc~
cnnnvn (sr'ufecode of 3D j
ut o srnc11lorbits! spoce sratron Isctrlc*code
nf {OD)Fint ire Flnd f h diffirmct.
~
in s r s i l ~
rode hv suhtrc~r!tngfhp b l o . ~ t ~
r-nnnon
r
'F
scrifc
a!/n r h ~ factom
r
being equal].
DETERMINNG DAMAGE
ITSING THE WOIIKI) DAX4I;E SYSTEM
Lower Limit
1
Damage Roll 1 Endurance Roll
Damage Uolt 2 2 x Endurance Roll
Damage Roll 2 3 x Endurance Roll
Darnage Roll 2 4 x Endu~anceRoll
Damage Roll 2 5 x Endurance Roll
Upper Limit
Darnagp Roll < Endurance Roll
Damage Roll < 2 x Endurance Roll
Damage Roll < 3 x Endurance Roll
Damage Roll < 4 x Endurance Roll
Damage RcdI < 5 x Enduratlce Roll
Damage Roll c 6 x Endurance Roll
Effect
I. wound
2 wounds
3 wounds
4 wounds
5 wounds
;)tJ!!.<th 1 2 1
r~~i~~v.-:!;::j:~~
t,!:;$r;it:t(+!-s:11)(:
~ - ~ ~ ! l ! ~ ~ : ~ ~ ~ ,
Magical spells and items can help h.cal. rcvivc. o r resurrect injured or dead characters. Thta game mechan~cs
involved vary depentling o n the game world and
t h e spell or item in question. For e x a m p l ~an
, elislr o f
healing might restore 1 D rvnur~dsc)r 3 D hnrlv points.
Develop s u c h magic as befits your game.
M1I)II:INII
Csing the heulin~sk1I1.
acIl,~ractcrcan attempt to heal
a wounded companion once per dav aacording t o the
following chart:
Current Wound Level of Victim Difficulty
1 wound '7.5-1 00":8 of hotly
points remaining
l'ery Easy
2 wounds,'Sn-74% of body
points remaining
Easy
3 wounds 23-30":, of hod?
pnints remaininq
hloderatr
'1 wounds, 1-25'?)of body
points remaining
Difficult
Yery Ljifficult
5 wounds '0 body polnts
4 successful roll indicates that the injured character
either removes one wnund from his tt)tal or heals 21)
body points.
I;
'IyEB1(:tEXAMI: T H I YERICLI'S
DIISIGKATIOS (''A WRilLE 01: A TIM13,"
'"TIIJ 1,I:I:IiI' (:AMEL,'" TEIE TIIIKI:'S (Il-IR).
Type: 'T'lie vehicle's make and rnorlel (Alpha-class
1. 2D.2.
'IL)).
Hull Hitsj'hdp Pointq: This dual vaIue d ~ t ~ r m i n r s
how much damage a vehicle can sustain before it
is clestroved (i.e.. how rnanv "hits" the vehicle can
take). T& first num her cor;espc>nds to t h e rr-nund~
character danlaqr svstern. and t h c s r c n n d number
to t h e t ~ o d yporrlts darnage system (see Chapter
Three. -'Characters."
Chapter Eight. "Combat."
[or ni<>reinformation) Choose which option wnrks
best for yorrr game world ancl your players.
Weapons: R e p ~ a tt h ~ l i s ofentries
t
btlow fnreach
weapon type.
Type: Ttre number and type of weapon ( t w o
machineguns. o n e missile launcher. four laser cannnns}
Fire Arc: The directlon which t h weapon
~
points
(forwarrl. aft. port. starboard, forwarcl starboarcl.
turret (can turn in any dirrction)).
r r ~ u .S.u m h r r of characters needpd t o operate
the weapon (the pilot suffers a multi-act~onpenalty i f tie pilots t h e craft and fires a weapon sirnul-
e.
( 7 :
\.,,:
:hebfoll<.~winq
~?PI!IS
:.,.!I- I v
i r l i>
vehicle template:
Scale:
Size:
Ski&
\
&
K
K
eA
.-. .
nloving at a 1r:htsprtvt r n u l t ~ p l ~r l t~ 1r 1 olir clay t o
reach that svstem. T h ~ ship
s
(with ~ t x:!s multiplier)
would take t w o days. Higher vallles indicaw sCowcr
lightspeed engines.
RIOITKMEI\TT
Yc-hicl~.sfollow t h e same game mechanics as chararters for mnvenlent p ~ ~ r p o s See
r s . M o v ~ r n e n it r C
~ hap
ter Eight, "Combat." lor more informat~on.
'
Damage Roll 2
Hull/Rnrl~5 t r ~ n f l hRoil
Damage Ro!l>
HulliZ x Rndy Strength Roll
Damage KoH 2
HuIl!3 x Body S t r e n g h Roll
Effea
Temporary Effect
(one round)
Permanent Effect
(repair required)
Permanent Ef tect
(past destmnyed)
durNormally. n character can operdte a vehicle firthout Temporary Effect: The damage effectlasts 0111~
~
~twas ~ n c v r r e dand t h e r r ~ u n dirnmedrh a v i n to
~ makc a skill roll-asual
driving. Onlywt~en In< t h round
he wants to perform a sfunf d o d~c-rrrjlls crime into atvly follr~wing.
play
PERICCI': 1H313(;33
may attempt to dodge t h e
craft out of the way of In-
comrng
proiectiles.
Rathsr Than t h e d o r i q ~
skill. t h e character ust?
his prkol~ngshill (plus
t h e vehicle's maneuverability r n d ~ to
)
B o t h vrh~cles t a k e a n
SAMPI# STUNTS
Baw Dif fitnlty
Easy (1 0)
Stunt
Ram
45" turn
90" turn
180" turn
* A -
waww
X?d
FASV (10)
Moderate ( 1 5)
Very Difficult
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I I I ? ~ ~ C " P T I ( ~ptal~r
I [ I < crt1rr;ltr.s a tn:,tl
hull horly strenqtt~uf 6. Y l n r t 19 is rrlrlrt than three
tlrnes higher than ti, the drfrnding plane suffers three
hits (or, ~f u.;rnc: t h e hndv potnts s y s t e n ~ .13 hndy
pmntsof darnagt. ( 1 9 - ti = 1 3 ) ) .
r
Maneuverability
Random System Damaged
ILtEl~lll~tING
\Tl<IIICIAl!S
x
>
A&
hj+v
zero (-1 D. -2n, and so forth). reflcctinqa vehicle darnaged s n seriously that t h e craft more a c t l ~ a l l yinterferes with t h e pilot-s a h i l ~ t yto harrdle it.
'ID
RT) o r more
13nrlerate
1)ifficult
15"
?O";,
F day
d aliounds 3: 5
J Body P o ~ n t sFormula.
.II)VLIST.U;ESA N b I)ES.4~~~~ST.lC;13S
Any
Starting A t t r ~ h u Dice:
t~
21D
ENDURANCE
REFLEXES
5TKENGT.H
Lockp~ck~nq
Swrmrn~ng
kcrobatlcs
Bala rtce
Jump~ng
Prck Pocket
Blindfighting
Dodge
cM~sslleWeapon>
<Thrown Weapon>
cMe!ee Weapon>
Scaling
Sneak
KNOWLEDGE
Et~quette
Forqery
Healinq
History o f <Area>
M'ECHANlCAt
Contacts
<Creature> Rjdinq
4Creatrve Ability>
cYeh~cle/Vessel>Prlotinq
Haqqling
Information Gatherma
Kead/Wrr*
Shadowin4
c Canauaqe,
S e c r e t societies
5peakcLanauaae>
Urban teoqraphy
Traps
Technology Level:
Varies
POWERS SECTION
CO1)IBAT SIICTIOM
lTIBI{S)
Yb:ZbI,l(;8 SI*S'rEM
d U h u n d s f :5
A Body Points Formula.
ROIJRI) STItUIYIJRE
d Simultaneous
3 I n i t i a t ~ vrounds
t
A Magic
Psianic
;
ISuper
Other:
i Continuous
OlVIONS
A Hit location
2 Speed
3 kound Type
POWER SHI1.L N.4WES
None
YIISCECIAWEOUS NOTES
lnclude In t h ~ s
area any weapons, adventurinq gear. special world considerations, or any other topic t h a t relates ta
the structum o f t h e game rules or the settrng. This section might also ~ o n t a i n
an ovenrfew UF a campaign as sample
adverrture ideas
'd
*
I Thk
tbe
*ih,&?a&'d:h
'to:leigr i@
yw,
past tq
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B k
~;"di"air,'&my
aps-i;zkctrooperu
k
s to
I,
'-=..
A.t
+
fly
t.
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e. . , t
rlt
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