Contents Creating a Character. Skills.
s e lR u c i s a B
Equipment. Arcane Magic - Thaumaturgy. Arcane Magic - Telluric Inherent Magic. Special Abilities.
page 3 page 11 page 24 page 38 page. 42 page 45 page 50
Combat.
page 53
Experience.
page 63
NPC Templates
page 74
Character Sheet.
page 79
Dice: ParaSpace uses ten-sided dice (available from most hobby or games stores and various roleplaying websites). A 0 result on a ten-sided die always counts as 10. The abbreviation D10 is used throughout the rules, and simply means ten-sided die. On occasion you will be asked to roll more than one die. This is denoted by a figure in front of the abbreviation: 7D10 means roll seven ten-sided dice. 3D10 means roll three ten-sided dice and so on. If you are asked to roll a D% or a D100, you will need to generate a number from 1 to 100. You must roll 2D10 (two ten-sided dice). Before rolling, select one D10 to be the result in tens and the other D10 to represent the result in units. A result of 0 on both dice is 100. If you are asked to roll a D1000, then you will need to generate a number between 1 and 1000. To do this roll three tensided dice (3D10). Before rolling, select one D10 to represent the result in hundreds, one D10 to represent the result in tens, and the other D10 to represent the result in units. A result of 0 on all three dice is 1000. Sometimes you will not use the full amount shown on the dice face, and will have to divide the result to obtain the score required. The abbreviation D10/2 will mean divide the die result by two; the abbreviation D10/3 will mean divide the die result by three; the abbreviation D10/4 will mean divide the die result by four; and so on. Always round off these die results, unless stated otherwise.
Gender Disclaimer: Throughout these rules we will always refer to the male gender. This is not intended as discrimination and is purely for grammatical reasons. The actual game mechanics of ParaSpace make no distinction between males and females. Playtesters:Big Andy, Neil Bartram, Andy Bennett, Dave Birch, Matt Broom, Darren Bruce, Stuart Compton, Darryl Croft, Stuart Dickson, Justin Etheridge, Andrew Ferguson, Mark Flay, Jamie Fuller, Nathan Girdler, Gavin Hanbury, Jonathan Haywood, Mike Hyde, Ian Larking, Mike McAllister, Jon Mcloughlin, Dominic Morris, Dom O’Connell, Pete Pinner, Lex Pitfield, Dean Plows, Alex Reeve, Mark Smith, Franklyn Stewart, Dave Thompson, Rebecca Thompson, Martin Wallace, Dave Web, Craig Willers, John Young, Tim Young. ParaSpace is a registered trademark of the ParaSpace publishing company. Copyright 2011 ParaSpace. All rights reserved. The ParaSpace Basic Rules are produced as an introduction to the ParaSpace Role Playing System and are intended for free of charge circulation. You have permission to photocopy, email, print and share these pages. You may not charge for these copies, nor may you alter or amend them in any way, except in cases where retailers, distributors, exhibitions and conventions etc. have specific permission from the publisher to add a personal “provided by (name)” on to the front cover. PDF Version 1.5 Published 12/11
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ParaSpace Role Playing System - Basic Rules
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Welcome to the ParaSpace Role Playing System Basic Rules (PSrps - Basic). This 80 page booklet is an abr idged version of the Core Rules and is intended only as an introduction to sample some of the fundamental mechanics of the system. Whilst it is a complete work and, therefore, a stand-a-lone product, it does not contain all of the detail and elements present within the Core Rules. However, it is completely compatible and consummates harmonious character transferral.
notes about the character’s personality. This guideline will enable the player to then set about selecting a Skill Set for the character and help to generate his gaming statistics. The GM should be on hand during this process to help the player conceive his character background by advising him with regard to the setting and style of game that he will be playing.
If you have never played in a role playing game before, we recommend a quick visit to our web-site for a brief introduction before continuing.
After a background and a style in which to role-play the character has been decided, it is time to define h is physical and mental limitations within the game. For this purpose, use a photocopy of the character sheet on page 79/80, (or simply follow the link from our web site to print off extras).
Creating a Character Character Background The first and, arguably, most important part of character creation is to determine the background. This will provide the player with a basic guideline that will help him accurately portray the type of character he or she is roleplaying within the game. The character background should include information such as age, culture, social standing, abode, vocation and a brief description; including some
Defining the Character
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The following notes govern the creation of human characters only. Expanded Rules will be published regarding other character races.
Manipulations There are nine character Manipulations to be defined as game statistics. As described on page 5, each represents a universal player attribute, relating to his overall condition and indicating how competent he is in any given field.
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PH Guideline Table Scor e 1 3
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Gu id e Youngchildbelow7years
PER Guideline Table Sc o r e
Cognitivelyinefficient
3
The character often remains oblivious to the finer points of his surroundings
5
Reasonably observant, the character will notice occasional subtleties
Teenagerorelderlyperson
5
Average adult at 21-35 years, or teenage body-builder
7
Large adult (either muscular, overweight or just big-framed)
9
Hefty adult; likely body-builder
11
Championweight-lifter
7
Afineeyefordetail
9
Shows an uncanny sense of awareness
11
Levels of perception rarely seen in human beings
DEF Guideline Table Scor e
Gu id e
1
The control of a very young child: standing and walking etc.
3
Manipulation on a simple level, running and jumping is possible
5
Simple jumps, vaults and control
7
Practisinggymnast
9
Olympicgymnastorathlete
11
World record levels of deftness
Q Guideline Table Scor e 1 3 5 7
MND Guideline Table Sc o r e 1
3
Control and grasp of some minor energies, but unable to control natural instinct over fear
5
Average human being: control is gained through some effort
7
Good control over the mind and its reasoning
9
Atfeats one with his karma; daring are freely attempted
11
Levels of mental prowess rarely seen in human beings
Slowresponses Average reflexes and reactions of a human adult Athleteintraining
9
Professional boxer or martial arts expert
11
Reaction times rarely seen in human beings
INT Guideline Table Sc o r e
1
Youngchildbelow7years
3
Unfit adult
5
Average teenager / working adult
7 9 11
4
Gu id e
Person training in regular sporting activity
1 3
A general standard grade is likely to be achievable
5
Average human: most grades can be achieved if given time to develop
7
Advanced level and degree standards are likely to be easily achievable
9
Masters degrees are likely to be easily achievable at this level
11
Genius
Trained professional: fireman, boxer, athlete etc. Fitness levels rarely seen in human beings
G u i de Slow to learn; might be considered backward
FIT Guideline Table Scor e
G u i de Childlike fears, phobias and paranoia
Gu id e Child’snaturalreflexes
G u i de
1
CHA Guideline Table Sc o re 1 3
G u i de Usually avoided by all regardless of effort Seen as unkempt and charmless
5
Averagelooksandappeal
7
Good looks with officer qualities
9
An iconic speaker and motivator
11
Admiration or envyfromall
Fitness (FIT):The state of the character’s physical health. It is used to determine a character’s stamina, resistance to disease and to measure his levels of fatigue. The character’s situation awareness; Perception (PER): his ability to observe, understand and interpret surrounding events. It is also the character’s basic control over his five natural senses: hearing, sight, smell, taste and touch. Mind (MND): The character’s willpower, stability of mind and control over fear. It is also used to measure his capability for, and tolerance toward, magical or supernatural phenomena.
Starting characters have a total of 41 Manipulation Points; which may be spread in any fashion across the entire range of his Manipulations Every 1 point placed into a Manipulation will cost the player 1 Starting Manipulation Point and a character must have a minimum of 1 point in each type (except Luck, which may remain at 0 – see right) but may have up to a maximum of 7 (although this figure may be surpassed later using Experience Points).
Intelligence (INT): The manipulation of logic and the ability to retain and recall stored information and experiences to help in solving problems and puzzles. Coupled with the character’s Mind and Perception, it will reveal an aptitude for learning. Charisma (CHA):The character’s physical appearance, personality, charm and enthusiasm. Manipulation of Charisma allows the character to inspire others to his way of thinking.
For example: a starting player could place 5 points into eight of his character’s manipulations and 1 point into the last; (5 x 8 = 40) + 1 = 41 or he may chose any other combination, provided his total does not exceed 41, he spends a minimum of 1 point in each (except Luck, which may remain at 0 – see right) and spends no more than 7 points on any single Manipulation.
Luck (LCK):Each time a character calls upon his Luck he may change any one dice roll by 5 points. However, every use will reduce the Manipulation by 1 point. This reduction can only be overcome with the use of Experience Points (XP), which is fully explained later.
The average adult human being will score 5 in each Manipulation type (except Luck which has an average of 0), but this figure is obviously subject to change according to his background, lifestyle, work, and leisure pursuits. Referring to the guidelines on page 4, players must decide upon their character’s Manipulation scores, keeping in mind the character’s background and description.
may be left at or reduced to zero (zero is average for Luck).
Manipulation Types Physique (PH):This Manipulation comprises strength and bulk and is used when the character attempts any activity involving direct force or the application of his physical magnitude. It is also used as a measure of the character’s ability to withstand physical punishment. Deftness (DEF):This is the character’s adroitness, dextrous co-ordination and physical agility. During play, it is mainly used to determine a character’s hand-eye co-ordination and his manipulative control of objects. Quickness (Q):Measures the speed of the character’s reactions and reflexes. Coupled with a character’s Deftness (but set against Physique) it will reveal his Movement Rate whilst running (see page 9).
It is important to note that Luck is the only Manipulation that
Skills, Abilities, Techniques and Manoeuvres Skills and Abilities define areas that the character has a natural tendency toward or fields in which he has become proficient. Techniques and Manoeuvres (which are mostly combat based) are, for the most part, extensions of these Skills and show that a character has a greater understanding or insight into the subject matter. A player will need to choose these Skills, Abilities, Techniques and Manoeuvres from the list beginning on page 11 (all referred to as Skills for convenience) and decide how his newly created character has developed or come by them. This should be based upon the character’s background, reflecting his career, hobbies and general lifestyle.
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Whilst the ParaSpace Core Rules enables a much wider choice, within PSrps - Basic, each Character will start the game with a total of 6 Skills plus any Common Skills (as described on page 6). Skill choices should be noted into the relevant section of the character sheet.
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Common Skills
Total Skill Level
Common Skills are additional free Skills, awarded by the GM, Each Skill that a character possesses will require the to every character, based upon the fundamental requirements use of a Manipulation to be effective. The most typically involved with the game setting. As each setting will be required Manipulation is listed with the Skill description, different, so will the Setting Skills obtained by the character be different. In general however, each game setting will dictatePlayers should write the listed typical Manipulation (and that a character should have between 2 and 4 free Settingits value) into the relevant column on the character sheet. Skills. Some setting examples follow below: By adding the Base Skill Level and the appropriate Manipulation score, one can obtain a Total Skill Level for the character’s proficiency. This amount should be written Common Skills Table into the Total column of the character sheet. G a me S e tt i n g Su g g e s t e d C o mmo n S k i l l s
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Tribal Dark Ages
(Area) Knowledge, Outdoorsman, Any one Weapon Skill
Fantasy / Medieval
General Knowledge, Profession (Type), Any one Weapon Skill
Wild West / Settler
General Knowledge, Outdoorsman, Profession (Type), Ride Horse
20th Century
Drive Car, General Knowledge, Hobby (Type), Literacy (common), Profession (Type)
Dark Apocalyptic Future
General Knowledge, Outdoorsman, Profession Any one Weapon Skill
Cybernetic Future
Computer Operations, General Knowledge, Hobby (Type), Literacy (common), Pilot (Grav Vehicle), Profession (Type),
Space Travel
General Knowledge, Hobby (Type), Language (Type), Literacy (common), Pilot (Type), Profession (Type)
Note that it can automatically be assumed that al l characters can speak one common language. To speak a second language will require a Skill choiceNote that all characters wishing to read and write must obtain the Literacy Skill.
Base Skill Level. The level of proficiency at which the character obtains the Skill is defined by the Base Skill Level and players should write this figure into the Base column of the Skill section on the character sheet. This is the proficiency level that the character has attained with the Skill. The average human Base Skill Level of proficiency is 3. Each Character will have his Common Skills at a Base level of 3. The player will then select the Base Levels for the others from the following combination. 1 Skill at a Base Level of 2 4 Skills at a Base Level of 3 1 Skill at Base Level of 5
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Skill Results As the GM relays his story there will be times when the players will need to interact, roleplaying the parts of their characters. Sometimes this interaction will be conversation or simple tasks like walking or driving to a specific place, and such actions will just be included and narrated as part of the story. However, when a character attempts to do anything remotely formidable within the game, such as driving a car at high speeds through busy traffic or other obstacles, the GM will assign such an activity with a Target Number (TN) based on the difficulty of the Task being attempted (as shown on the Task Difficulty Guideline table on the right). In addition, for guidance, some Skills have specific Target Numbers listed with their descriptions. The player must then generate a Skill Result to see if the character is successful in his Task. To generate a Skill Result, the player will roll 1D10 and add the amount to the character’s Total Skill Level. If the Result is equal to or greater than the TN, then the task is a success. Anything less is a failure. Any Character attempting a task without the relevant Skill will add the appropriate Manipulation to 1D10/3, if he can be deemed as having no knowledge of his subject matter, 1D10/2 if he has some limited knowledge of his subject matter or 1D10 if his subject matter can be deemed as instinct based (such as combat, Notice and Balance) or if he has another Skill, background element or a profession that is closely associated to the subject matter.
TN Guidelines To set the Task Difficulty Level, the GM will assume that the character will approach the Task with some basic knowledge of his subject. A character whose car breaks down or starts making strange gurgling noises is unlikely, having no mechanical experience or knowledge, to even bother lifting the bonnet to try and find the problem. And even if he did, he would find only a mass of hoses and chrome that would mean absolutely nothing to him. To a trained mechanic, however, it is only a Basic Task (TN 7) to fit a new fan belt, or to re-fill the car with oil.
To the Unskilled veteran, however, a TN 7 may seem a rather enterprising task (Manipulation +1D10/3, see left) and he will possibly need Luck to succeed in his attempt. Explanation of Terms Simple TNs are everyday Tasks that can often be completed using only common sense and no relevant training or knowledge. Simple tasks would involve using the Car Mechanic Skill to change the wheel of a car; using the Climb Skill to climb a ladder; or using the Stealth Skill to remain unseen in complete darkness.
Task Difficulty Guideline Table Ta s k
TN
Simple
4
Basic
7
Elementary
10
Average
13
Awkward
16
Difficult
19
Hard
22
Improbable 25 Simple Tasks can be ignored in most game situations if Incredible 28 the character has any Skill resemblance to aid him in the Unfeasible 31 result. Unless drastically important to the scenario plot, it will just be assumed that the character will automatically reach and, although Average Skilled characters will be succeed at such Tasks. capable of success, they will struggle to achieve the Basic TNs are easily achievable Tasks to the trained results. On the other hand, Experts will have little trouble in achieving Awkward Tasks. person. However, to a character that has no experience, Skill, or aptitude, Basic Tasks are achievable, but often require the aid of Lady Luck to obtain professional results. An example of a Basic Task could involve using the Car Mechanic Skill to check and top up the oil, using the Climb Skill to climb a rope ladder, or using the Stealth Skill to remain hidden on a dark night. ElementaryTNs are slightly more difficult and are likely to require that a character have some kind of guidance or training in what he is attempting. Any Skilled character (Average Level 8 + 1D10) is likely to achieve Elementary Tasks with little or no bother. Elementary Task examples could involve using the Car Mechanic Skill change the spark plugs, using the Climb Skill to quickly scale a tree, or using the Stealth Skill to remain hidden in long grass.
Awkward Task examples could involve using the Car Mechanic Skill fit a roll cage, using the Climb Skill to shin up a drainpipe when wet, or using the Stealth Skill to remain hidden in partial cover during daylight. Awkward Skill TNs are always concerned with formidable Tasks, and therefore all characters attempting them should be required to generate Skill Results. DifficultTNs are only achievable by characters that have the relevant Skill. (Even characters who try their luck are
unlikely to have complete success with these Tasks; the Game Master will use his discretion to interpret such a Result). Any Skilled character (Expert Level 12 + 1D10) is likely to achieve Difficult Tasks but may require additional All characters should be required to generate Elementary time for success. Basic and Average Skilled characters Skill Results if the action is formidable. are likely to find the Task beyond their reach and even Above Average Skilled characters may require some AverageTNs are likely achievable only by characters that time and several attempts. On the other hand, a Genius have the relevant Skill (and any characterthat tries his luck or better Skilled character will have little or no bother in to roll a 0). Any Skilled character (Above Average Level achieving Difficult Tasks. 10 + 1D10) is likely to achieve Average Tasks relatively easily. Basic Skilled characters arelikely to find the Task a Difficult Task examples could involve using the Car little more daunting, and may require additional time before Mechanic Skill to replace or upgrade the car’s engine, achieving success. Average Task examples could involve using the Climb Skill to tackle a steep cliff, or using the using the Car Mechanic Skill to replace the exhaust, using Stealth Skill to remain hidden in a well lit, furnished room. the Climb Skill to shin up a drainpipe, or using the Stealth Skill to remain hidden in the shadows of a campfire. Difficult Skill TNs are always concerned with formidable tasks, and therefore all characters attempting them should All characters should be required to generate Average be required to generate Skill Results. Skill Results if the action is formidable. Awkward TNs are only achievable by characters who have the relevant Skill. Any Skilled character (Above Average Level 10 + 1D10) is likely to achieve Awkward Tasks but may require additional time for success. Basic Skilled characters are likely to find the Task beyond their
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Hard TNs are likely to be only achievable by characters that have the relevant Skill. Any Skilled character (Genius Level 14 + 1D10) is likely to achieve Hard Tasks but may require some time and several attempts. Basic, Average and Above Average Skilled characters are likely to find the
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Task beyond their reach and even Experts will struggle to achieve the results. On the other hand, Masters or better Skilled characters will have much less difficulty in achieving Hard Tasks. Hard Task examples could involve using the Car Mechanic Skill to replace or upgrade the car’s engine suspension, using the Climb Skill to tackle a sheer cliff with few handholds, or using the Stealth Skill to remain hidden in a well lit, lightly furnished room.
r e t c a r a h C a gSupplemental Points n i Magic te a r CMagical Energy Points
Hard Skill TNs are always concerned with formidable Tasks and therefore all characters attempting them should be required to generate Skill Results. Improbable, Incredible and Unfeasible TNs are likely to be unachievable to all but the very best of the most Skilled characters (Grand Master 18 +1D10 and higher). Sample Tasks could involve using the Car Mechanic Skill to build an entire high performance car from scratch, using the Climb Skill to tackle a sheer metal wall, or using the Stealth Skill to remain hidden in bright light with very little cover. These Skill TNs are always formidable tasks!
Characters are now awarded 50 Supplemental Points (SP) to be utilised for all of the remaining sections of character creation.
SP may be spent across the character’s entire (starting) magical portfolio in the order defined by each sub-section that follows (refer to the Magic Sections for full details of each style of magic):
All characters start with a Magical Energy Point (MEP see page 36) amount equal to their MND. Characters may purchase additional MEP at a cost of 3 SP per point – up to a maximum of +10 additional MEP at this stage.
Special Abilities With the GM’s approval, players may choose any Special Abilities for their character from the list starting on page 50. However, a character may not have more Special Abilities (Latent or Manifested) than he has MND. To obtain the Special Ability as a Latent power will cost SP equal to the Base XP of the Special Ability (as noted with the description). To Obtain the Special Ability as a Manifested power (with a Base Level 0) will cost SP equal to the Base XP x2.
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Inherent Magic Characters with the Inherent Magic Skill may choose Talents at an SP cost equal to the Base XP listed with the Talent’s description (starting on page 45). As per the usual Inherent Magic rules, the Inherent can only walk a number of Inherent Paths equal to his Base Inherent Magic Skill Level and never more than his PMA (see page 11). In addition, all Talents must be obtained in order of power level and, at this stage, starting characters may notmaster any Talent requiring more than 3 MEP to execute.
Arcane Magic Telluric Characters with the Arcane Magic (Telluric) Skill may choose Recipes at an SP cost equal to the Base XP listed with the Recipe’s description (starting on page 42). However, at this stage, no character may have knowledge of any Recipe with a MEP value greater than 3. Note that, at this stage, the character is not assumed to own any Crop associated with the Recipe and, utilising XP and Funds from the next sections, must create such a Crop in the usual manner (as described on page 42).
Thaumaturgy Characters with the Arcane Magic (Thaumaturgy) Skill may choose Spells at an SP cost equal to the Base XP listed with the Spell’s description (starting on page 38). However, at this stage, no character may master any Spell requiring more than 3 MEPs to execute.
Weapon Specialisation Characters wishing to specialise with particular weapons must utilise remaining SP. The full rules concerning Weapon Specialisations are outlined in the Experience Chapter (see page 65). If the starting character has a Weapon Skill at a Base Level of 3 or more then he may opt to Specialise. Assuming it has not already been purchased, the Weapon Specialisation Skill will cost the character 10 points and Base Level increases (up to a maximum of 3, at this stage) are made additionally as follows:
Weapon Specialisation Table St at
B a s e1
B a s e2
B a s e3
RNG INIT
6 6
19 19
31 31
PAR
3
8
13
DMG
6
19
31
Starting Experience Any remaining Supplemental Points must be multiplied by 10 and written on the character sheet as XP. At the GM’s discretion, this Starting XP may be spent in any manner as defined in the Experience chapter.
Starting Funds Although income will actually be based upon the particular currency of the game world, PSrps will treat all matters relating to money or currency in the form of Units (un). Each Unit can be deemed equal to a single unit of the base currency within the game world setting, be it a loaf of bread, a chicken, a gold piece, a dollar, credit chips or trans-star crystal. Using the Basic rules each character will start the game with 1D1000 + 300 un regardless of his professional level or social standing. These funds may be used to purchase starting equipment (available equipment and relative prices can be found from page 32). In most cases such equipment is assumed to have been accumulated by the character before he enters play - although the GM may require characters to purchase equipment specifically before any particular adventure begins.
Description
you will first need to work out his real life (unencumbered) metric sprinting speed. To do this, find the total of the character’s Quickness, plus his Deftness, minus his Physique. The result is equal to the metres per second the character is able to cover in a flat sprinting race. The average unencumbered character will therefore be able to sprint at 5 metres per second (Q of 5 + DEF of 5 – PH of 5 = 5). Note that 100 divided by metres per second sprint will equal the average time it takes the character to sprint a 100 metre track race. Average: 100 ÷ 5 = 20 seconds
Movement Scale The Mps rate will now need to be converted to your preferred system of game measurement per Action. Each Action is equal to between 1 and 2 seconds of activity and each Round is equal to roughly 5 seconds (as defined on page 53). It is therefore important to note that a character’s movement rate per Action is only an approximation. Note the scale intended for use during play (imperial, metric or cm – for use with miniatures, ), in the space provided on the character sheet, to avoid later confusion.
Now that you have all the necessary elements for your Character Movement Rates character you can, if desired, set aboutwriting a description. Character description can be as detailed or as sketchy as Standard (Std) you like but could include the following: height, weight, During a standard move, a character may move any eye colour, hair length, style and colour, style and type of distance up to his Standard Movement Rate. Whilst clothing, habits and preferred or visible weapons. walking, for example, a character will reduce the rate down to around 10% of the total, a fast pace may be at The more complete the description of the character the 50%, and a run will use 100% of the value. more realistic he will seem and the more enjoyable he will be to roleplay. You will also find that by ‘bringing the character to life’ through background choices and descriptions, you will become more attached and familiar with the gaming alter ego. This closeness will only serve to heighten the roleplaying experience.
A few other Game Statistics Lastly, before play can finally begin, the player will need to calculate a few game statistics for his character and note them onto the relevant section of the character sheet. Each item, and its game use, is described in full during later chapters.
Learn Bonus
At full Standard Movement Rate, although the character is assumed to be running, he is not going flat out. Therefore, a character will use his Standard Movement Rate during encounters and combat, allowing him to remain aware of events occurring around him, make decisions and act upon them, and to stop and/or change direction with no penalty.
Sprint
+ INT. Its use is fully explained on page 63.
A combatant may sprint up to double his Standard Movement Rate, but must spend 1 Action accelerating to that speed, and 1 Action decelerating from that speed.
Mps: Metres per second In order to find the character’s Movement Rate in any scale,
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For example, the full Standard Movement Rate, during one Action, can be assumed to take into account a short sprint towards an opponent, whilst drawing and readying a weapon, and then, in the same Action (assuming the character’s movement ends with him in range), attempting to strike that opponent.
A character’s Learn Bonus is the sum of his PER + MND
Move
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Barry is about to sprint the 100 metres track event. His
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first Action will be spent accelerating to his sprinting speed; which means that he can only move at his Standard Movement Rate for this Action. His second and further Actions see him in full sprint; which means that he is now travelling at up to double his Standard Movement rate for each Action. As he crosses the finish line at full sprint, Barry must spend 1 further Action decelerating. This deceleration Action is made at his full Standard Movement Rate.
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Whilst accelerating to sprint, and actually sprinting, the character is assumed to be totally focused on his activity. He can therefore do nothing else other than move in a line-up to a maximum of a 45º arc. Should any circumstance, such as being attacked or otherwise interrupted whilst sprinting, break the character’s focus, the character immediately falls back to his Standard Movement Rate, whereupon it can be assumed that he is either decelerating from or accelerating back to a sprint.
single Action. (Note that the character must also spend additional Actions accelerating to, and decelerating from, this speed – see page 9 for full details). Using the metric scale, an average man is able to sprint 8 metres per Action (5 x 1.5 = 7.5 (round off fractions) = 8). Standard, Mpa Divide by 2 (round off fractions) the character’s sprint Mpa rate, and note the amount in the (Std) space provided on the character sheet. If you wish your game scale to be metric, then the character may run up to this many metres in a single Action at the more cautious standard running pace (see page 9 for full details). Using the metric scale, an average man has a Standard movement rate of 4 metres per Action (8 ÷ 2 = 4).
Imperial Scale
Sprint, Feet per Action (Ft/a) A sprinting character may attempt to remain focused on his sprint when interrupted, for no reduction in his rate, byMultiply by 9.6 (round off fractions) the character’s Mps generating an Endurance TN 15 (MND + Endurance Skill + rate, and note the amount in the space provided on 1D10). Note that the GM may alter this TN at his discretion. the character sheet. If you wish your game scale to be imperial, then the character can sprint up to this many feet in a single Action. (Note that the character must also spend additional Actions accelerating to, and decelerating Sprint, Centimetres Per Action (cm/a) from, this speed – see page 9 for full details). Multiply the character’s Mps rate by 3, and note the amount in the space provided on the character sheet. Using the imperial scale, an average man is able to sprint If you are using miniatures within the game, the 48 feet per Action (5 x 9.6 = 48). representation may sprint up to this many centimetres in a single Action. (Note that the character must also spend additional Actions accelerating to, and decelerating from, this speed – see page 9 for full details). Using miniature scale, an average man is able to Sprint 15cm per Action (5 x 3 = 15)
Standard, Ft/a Divide by 2 (round off fractions) the character’s sprint Ft/a rate, and note the amount in the (Std) space provided on the character sheet. If you wish your game scale to be imperial, then the character may run up to this many feet in a single Action at the more cautious standard running a pce (see page 9 for full details).
Standard, cm/a Divide by 2 (round off fractions) the character’s Sprint cm/aUsing the imperial scale, an average man has a Standard rate, and note the amount in the (Std) space provided on movement rate of 24 feet per Action (48 ÷ 2 = 24). the character sheet. If you are using miniatures within the game, the representation may run up to this many Fatigue & Trauma (F&T) centimetres in a single Action at the more cautious Fatigue is intended to measure the character’s physical standard running pace (see page 9 for full details). limits, showing the effects as a character slowly becomes Using miniature scale, an average man has a Standardtired and weary during any given feat. A character that is ÷ 2 = 7.5 (round off wounded will also draw upon these reserves as ‘the wind’ movement rate of 8cm per Action (15 is knocked from his body. The character’s fatigue reserves fraction) = 8). are recorded in the form of Damage Points (DP).
Metric Scale Sprint, metres per Action (Mpa) Multiply by 1.5 (round off fractions) the character’s Mps rate, and note the amount in the space provided on the character sheet. If you wish your game scale to be metric, then the character can sprint up to this many metres in a
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Trauma refers to the physical limits of body prostration. Such levels can be reached as a cumulative result of extreme tiredness and fatigue or, most often, as a direct result of injury. The character’s trauma is also recorded in the form of Damage Points.
Refer to the Fatigue & Trauma section of the character sheet: Starting in the box marked Light, note the result of the character’s PH + FIT multiplied by two into the right hand side after the word ‘to’. Into the next adjacent category box, marked Mild, after the word ‘to’, add the same sum (PH + FIT) x 2 to the total now recorded in the Light category box. Continue to add the same sum, after the word ‘to’, into each adjacent category box to the right, respectively marked Heavy, Serious, Critical and Deadly. Now into each box, before the word ‘to’, write in an amount that is 1 point higher than that recorded into the previous box to the left; thus giving a range of figures (x to y) in each box. An average Physique of 5 and a Fitness of 5 will therefore result in the following Fatigue & Trauma category ranges: Light 1 to 20, Mild 21 to 40, Heavy 41 to 60, Serious 61 to 80, Critical 81 to 100, Deadly 101 to 120. (5+5) x 2 = 20 + (5+5) x 2 = 40 + (5+5) x 2 = 60 + (5+5) x 2 = 80 + (5+5) x 2 = 100 + (5+5) x 2 = 120 For full effects and game use of F&T, see page 60.
Knock Down Value (KDV) KDV is used to determine whether or not a combatant has been stunned by the force of an attacking strike. Referring to the Knock Down Value section of the character sheet, write the character’s PH x 2 into the KDV box. Should the character ever recieve damage that is greater than this amount the he will have been stunned. See page 62 for full details and game effects of Stun. An average person (PH 5) will have a KDV of 10 (5 x 2 = 10). Note that KDV is dealt with in a little more detail in the ParaSpace Core Rules.
Armour Calculation of armour statistics can be found on page 29.
Magical Energy Points Unless altered through the use of XP (see page 654) all characters will begin the game with Magical Energy Points (MEP) equal to their MND.
PMA (Potential Magic Aptitude) PMA is the sum of (PER + MND + INT)/3 (round off fractions). Its full use is described in the magic section.
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An average man has PER 5, MND 5 and INT 5. His PMA is therefore 5 (5 + 5 + 5 = 15 ÷ 3 = 5)
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Skills To follow is an alphabetical list of Skills that shows the XP cost (see page 63) and common Manipulation for each. Some sample TNs and, where appropriate, usage times are also included with some descriptions to further aid the GM. Note that any Skill listed with * will have some kind of reservation or pre-requisite and should be discussed with the GM before acquisition.
Acting + CHA (7 XP) The ability to pretend to be someone else, or to show false emotions. In cases of general ‘stage’ recital a TN 10 will suffice for an acceptable performance. Alternatively, if the actor were actually trying to bluff a patsy, the TN could be set vs Detect Lie.
Administration / Business Knowledge + INT (10 XP) The character is versed in the economics of business (this is usually based upon his particular environment, unless otherwise explained in his background), including marketing, finance, tax, stock and cash flow. The character will also have an insight into larger bureaucratic agencies and will have an understanding of managing and dealing with them.
Weapon & Body Combat Statistics Animal Training (Type) Calculation of stat istics for game us e is fully expla ined on page 25 and should be completed before play.
Magic Resistance A character’s natural Magic Resistance is equal to his MND. This figure can then be further adjusted using the Improved Magic Resistance Skill (see page 17).
+ CH (10 XP) Caring for, raising, and teaching simple commands to one type of animal. To train a simple animal (such as a mouse) basic tricks such as stay, sit or kill will require a TN 19 and 2D10 + 4 Days. To train a companion animal (such as a dog) basic tricks
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such as stay, sit or kill will require a TN 7 and 1D10 + 4 Days. To train a semi-intelligent animal (such as a monkey) basic tricks such as stay, sit or kill will require a TN 7 and 1D10 + 4 Days.
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Axe (Thrown) + DEF (15 XP) Skilled in the thrown use of all one handed axes. Offers bonus to Ranged strike.
Axe, Two-handed
To train a simple animal (such as a mouse) advanced tricks such as thieving or basic communication will require a TN 25 and 3D10 + 4 Days.
+ DEF (15 XP) Skilled in the use, as weapons, of all two handed axes. Offers bonus to strike.
To train a companion animal (such as a dog) advanced tricks such as thieving or basic communication will require a TN 22 and 2D10 + 4 Days.
Axe, Two-handed (Throw n)
To train a semi-intelligent animal (such as a monkey) advanced tricks such as thieving or basic communication will require a TN 19 and 2D10 + 4 Days.
Anthropology (Type) + INT (15 XP) The study of one life form or people: their culture, customs, religions and politics.
Arcane Magic (Telluric)* + PMA (15 XP) * Skill reservations are based upon the game world setting and are at the GM’s discretion. The practice of creating potions, poulteces and other such “earthly” formulas.
+ DEF (20 XP) Skilled in the thrown use of all two-handed axes. Offers bonus to Ranged strike.
Bargaining / Sales + CHA (7 XP) Knowledge of successful haggling, including buying and selling. Task Haggle for 200% value Haggle for 150% value Haggle for 120% value Haggle for 90% price Haggle for 70% price Haggle for 50% price
TN 19 16 13 14 16 19
Alternatively, the patsy may attempt to generate a higher Bargaining Skill Result to avoid being duped.
Arcane Magic (Thaumaturgy)* + PMA (15 XP) * Skill reservations are based upon the game world setting and are at the GM’s discretion.
Body Combat Proficienc y (Type)
+ DEF (10 XP) The character is Skilled in a particular attack method when using unarmed combat. Each Proficiency (Type) provides The practice of ‘traditional’ wizardry. Its procedures involve a bonus to strike. The (Type) of Proficiencies available gestures and short mantras that produce quick and are Punch, Body Combat Parry, Kick, Head Butt or Other immediate effects See the Magic Chapter for full details. (as detailed by the GM).
(Area) Knowledge
Bola
+ INT (7 XP) The character is familiar with one particular local area. and e will rarely get lost in this environment.
+ DEF (15 XP) Ability to use the bola weapon class. Offers bonus to strike.
Art (Type) + DEF (10 XP) The ability to draw, paint or sculpt (select one type).
Axe + DEF (10 XP) Skilled in the weapon use of all one handed axes. Offers bonus to strike.
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Botany / Plant Lore + INT (15 XP) The scientific study of plants; recognition and classification, reproduction methods, photosynthesis and osmosis.
Bow + DEF (10 XP) Ability to use bows. Offers bonus to strike.
Bribery
Task Climb steep jagged surface Climb smooth steep surface Climb sheer jagged surface upside down, jagged surface If the briber’s Skill Result is higher than his patsy’s MND Climb + Climb smooth sheer surface Detect Lie or Bargaining + 1D10 then the Result is successful. Climb upside down, smooth surface + CHA (10 XP) The art of making a bribe seem acceptable.
Note that the GM should award a bonus to the patsy’s resistance attempts if the bribe is unrealistic, dangerous or downright stupid.
TN 10 11 15 21 27 30
Club / Mace
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+ DEF (10 XP)
Building (Type)
Skilled in the use of clubs and maces. Offers bonus to strike.
+ INT (15 XP) Knowledge of construction. Types include architecture and design, brick laying, carpentry and roofing etc.
Club / Mace (Thrown)
Car Mechanic + INT (15 XP) The knowledge and ability to repair, rebuild, modify and redesign all standard road vehicles, including bikes, jeeps, trucks and cars. Task Hot-wire (1D10 Minutes) Find simple fault (1D10/3 Hours) Fix simple fault (1D10/3 Hours) Find complex fault (1D10 +1 Hours) Fix complex fault (1D10 +3 Hours)
TN 8 8 10 14 16
Catapult + DEF (7 XP) Skill in using hand held catapults. Offers bonus to strike.
Chemistry + INT (15 XP) Science of elements and compounds, their laws of combination and change.
Climbing + DEF (10 XP) The ability to quickly climb surfaces with or without the aid of ropes and safety harnesses. The TNs below assume that no ropes or equipment are being used. The GM should add bonuses of +1 to +5 to the Skill Result if safety equipment is used. A character is assumed to climb at ⅓ of his standard movement rate but may increase this to a maximum ⅔ by suffering a -5 penalty to the Result.
+ DEF (15 XP) Skilled in throwing clubs and maces. Offers bonus to Ranged strike.
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Club / Mace, Two-handed + DEF (15 XP) Skilled in the use of clubs and maces requiring two handed use. Offers bonus to strike.
Club / Mace, Two-handed (Thrown) + DEF (20 XP) Skilled in throwing clubs and maces requiring two handed use. Offers bonus to Ranged strike.
Combat Reflexes + PER (20 XP) The character’s senses are keenly acute and tuned in to confrontational and potentially violent situations. In game terms, If the Skill Result is greater than each of his current opponents’ Initiative (for the first Round of combat only - see page 53) the character will gain one free Action before those opponents. This Action is in addition to any normal Actions that the character may have for the combat Round (even when the character was due to act first anyway) and may only be used as an Attack, Defence, Move or other type of combat related activity or preparation. Note that in cases where more than one combatant has the Combat Reflexes Skill, all such combatants are entitled to additional attacks (as per the above rule) but the order is determined by the highest Result moving first, followed by the lower Results in decreasing values.
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Combat Stance
Dance
+ PH (15 XP) Through training, the character has developed a stable fighting stance and is thereby able to remain standing after receiving large amounts of damage. When calculating KDV, characters that have this Skill should multiply by the Skill Total rather than just PH.
+ DEF (7 XP) The art of dancing.
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An average man’s KDV would normally be calculated as (PH 5 x 2) = 10. However, a character with Combat Stance (at Base Level 3 + PH5 for a) Total Skill Level of 8
Deceive / Conceal Emotion + CHA (7 XP) Through the use of confident body language and assured speech, this is the ability to hide one’s true emotions and / or make a listener believe despite not telling the ‘complete truth’.
will have a KDV value of (8 x 2 =) 16
Demolition
+ INT (10 XP) Knowledge of computers and computing devices. Task Locate files or information on a ‘non-secure’ system Amend files on a ‘non-secure’ system Locate/amend files on a secure system (or vs the programmer’s Computer Operation Result)
+ INT (10 XP) Knowledge of explosive devices, including strategic placement and defusing. TN 13 16 22
Concealment
Disguise + PER (10 XP) The ability to change one’s appearance through the application of putty, make-up and wigs.
+ PER (10 XP) Dodge The ability to hide items (from a tank in the woods to a gun + Q (7 XP) in a jacket) using natural cover and camouflage methods. Defensive manoeuvre to avoid a strike by movingout of its way. To dodge, the defender must generate a Dodge Skill To find a Concealed object requires a successful Look Result (Q + Dodge Skill + 1D10). Certain equipment will Task vs the Concealment Skill Result. also carry modifiers to this roll (see Equipment and TEM).
Cooking + INT (7 XP) Knowledge of preparation, cooking, preservation and the etiquette of food.
Crossbow + DEF (7 XP) Proficiency with crossbows. Offers a bonus to strike.
Cryptography + INT (15 XP) The ability to recognise, design and crack secret codes and messages. The Result obtained for the creation of a code will set the TN for the code to be cracked. Computer encrypted codes range from TN 22 upwards.
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If the defender’s Skill Result is equal to or greater than the attacker’s Skill Result, then the dodge is successful, completely avoiding his attacker’s blow. Note that only one Dodge may be attempted per Initiative Zone (see page 46) and that this will only defend against one attack (see also Focused Dodge on page 16). However, a character may attempt to Parry further attacks made with in that same initiative zone (see Combat for full details).
Drinking + MND (7 XP) The ability to consume large volumes of alcohol and keep a clear head. Starting with a TN 6, each subsequent drink then requires a new Skill Result with a +1 increase to the TN. Failure results in drunkenness.
Drive Car + DEF (10 XP) Manual and automatic vehicles including cars, jeeps and small trucks. Task Pulling away at high speed. Rounding a 90º corner at 48 kmph (30 mph). Rounding a 90º corner at 72 kmph (45 mph). Rounding a 90º corner at 97 kmph (60 mph).
TN 7 15 18 21
Electronics + INT (10 XP) The understanding of electronics, circuitry and wiring diagrams. Task Wire up simple gadget (1D10 x 10 minutes) Wire up complex gadget (2D10 x 10 minutes) Find simple fault (1D10/3 hours) Fix simple fault (1D10/3 hours) Find complex fault (1D10 hours) Fix complex fault (1D10 hours)
TN 12 18 8 10 14 16
Escapologist + DEF (10 XP) The ability to escape ties, chains and shackles. Escapologist vs Rope Use may be used to find an appropriate TN.
Farming + INT (15 XP) Knowledge of crops and livestock.
Fishing
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+ INT (10 XP) Knowledge of fish and how and where to catch them.
Flail + DEF (15 XP) Expertise in using flails. Offers bonus to strike.
Flail, Two-handed + DEF (20 XP) Skill in using two handed flails. Offers bonus to strike.
Focused Attack* + n/a (7 XP) * A character must have at least one melee based combat Skill (including Body Combat Skills) at a Base Level of 3 before he can master Focused Attacks.
Evaluate + INT (20 XP) Knowledge of the market value of most items. Task Evaluate clothes Evaluate food Evaluate livestock Evaluate jewels Evaluate precious metals Evaluate weapons and armour Evaluate magical items
At the GMs discretion, when dealing with matters of Faith, the character may add half of the Base Level to Confidence Under Threat and any CHA based Skill Results. However, where the character performs actions determined to be of a contradictory nature to his Faith’s philosophy, the GM may issue an immediate -1 reduction to the Base Skill Level (this can only be replaced through the use of XP). Should the Base Skill Level drop to below 0 as a result of these penalties, the character is deemed to be having a crisis of faith and the Skill is lost (although it may be repurchased, at any time, as normal).
TN 9 9 11 12 12 15 18
The character is able to gain a melee advantage by concentrating his efforts into a particular attacking strike.
Faith (Type)
To make a Focused Attack, the character is required to spend an Action ‘setting up’ an attack. (During that Turn, should the character be hit, or make any defensive manoeuvre other than a Focused Dodge or Focused Parry, then his setting up activity is spoiled). After a successful set up, the character will then add his Focused Attack Base Level as a bonus to his following Combat Strike Skill Result.
+ MND (20 XP) Faith determines the strength of a character’s belief, reliance, trust, affinity, confidence and allegiance within a particular (Type) mythos, philosophy, system of government, religious viewpoint or scientific reasoning e tc. The character need not have any understanding or in depth knowledge of his subject matter (where such knowledge would require the Lore Skill), as the Skill is merely an abstract measure to determine the intensity of his emotion.
Focused Attack may be added to any Combat Attack or Strike Result and is also cumulative with Skills such as Combat Dupe, Killing Strike, Knock Out Strike, Power Strike, Two Handed Melee Smash Attack and Winding Strike (whereby, when performed in unison, suchcumulative Skills will still only require atotal of two Actions to perform). Note that some of these Skills are only available in the ParaSpace Core Rules.
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Focused Dodge*
General Knowledge
+ n/a (10 XP) * A character must have the Dodge Skill at a Base Level of 0 or above before he can master Focused Dodge.
+ INT (20 XP) The character has a wealth of universal information and understanding. General Knowledge TNs should be set in accordance with the character’s background. For example, recalling information that relates directly or is similar to the character’s background will be at TN 7. Information that can be considered more obscure to the character will be TN13, whilst information that has no bearing on the character whatsoever will be at TN 19.
The character with this Skill may spend one Action during a defensive manoeuvre (see Combat) and thereby gain a bonus of his Focused Dodge Base Skill Level to his usual Dodge Result. The spent Action does notnecessarily have to be his following Action but must be one from any allocated Actions for the Round (usually the last). In addition, during
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combat, character with Dodge, this Skill maywhen delayrequired, his Action and use a it as a Focused if and at Gun, Indirect any point during that same Turn (see page55). A character + INT (15 XP) may also move up to 1 metre (2cm miniature scale) during Skill in shooting indirect missile devices, such as howitzers a Focused Dodge. and mortars. Offers bonus to strike. Note that a single Focused Dodge can also be used to dodge several attacks (at the same time)
Gun, Large
Forgery
+ DEF (10 XP) Skill in shooting large, often mounted, machine guns. Offers bonus to strike.
+ DEF (15 XP) Skill in making false copies of documents, identification and other official material, including signatures.
Gun, Pistol
Gain Trust / Seduction + CH (15 XP) Gaining the trust of an acquaintance by gentle persuasive conversation. The level of accomplishment should be measured using Success Amount , with highly successful amounts resulting in complete confidence and abysmal failures resulting in active refusal. However, it is important to note that, even when at very high levels, a victim is always in control of his actions and cannot be persuaded into doing anything beyond his usual persona (extenuating circumstances permitting - GM discretion), e.g. actions that place the victim into immediate and obvious danger and any action that is normally out of character personality.
+ DEF (7 XP) Skill in shooting pistols. Includes automatics, self loading and revolvers. Offers bonus to strike.
Gun, Rifle + DEF (7 XP) Skill in shooting rifles. Includes shotguns and automatic machine weapons. Offers bonus to strike.
Gunsmith (Type) + INT (10 XP) In-depth knowledge of repair, design and modification to guns and their components.
+ PER (10 XP) Wisdom in the games of chance.
Gunsmith Types will vary between settings. The list that follows is generic and also shows a (generic) Technology Level (see page 26) for each weapon Type in question: Ammunition, Blackpowder (TL4), Fully Automatic (TL5), Semi-Automatic (TL5), Targeted Devices (TL5), Energy Weapons (TL6) and Giro Mounted Weapons (TL6).
When Gambling, compare the characters’ Skill Results: the highest score wins.
Task Clear jam (requires 3 Actions)
Gambling
Repair simple fault Evaluate damage A Skilled Gambler may also hustle, reducing his Gamble Repair complex fault Skill Total by (up to) his Gamble Skill Base + his Deceive Skill Base.
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TN 9 9 15 18
Gymnastics
Improved Magic Resistance
+ DEF (15 XP) The Skill to perform jumps, vaults, successful rolls and somersaults. In addition, 1/3 (round off fractions) of the Gymnastics Skill Base may be added to any Focused Dodge Skill Result.
+ MND (10 XP) The character has an improved natural resistance toward magic. The Base Level is added to the character’s MND to give the Total Magic Resistance to be added to 1D10
Task Rolling into a fall. Success would result in Half Damage from any bad landing or fall Somersault.
TN 12
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Hammer + DEF (10 XP) Ability to use hammers as weapons. Offers bonus to strike.
Hammer (Thrown) + DEF (15 XP) Ability to use hammers as thrown weapons. Offers bonus to Ranged strike.
Hammer, Two-handed + DEF (15 XP) Ability to use hammers requiring two hands as weapons. Offers bonus to strike.
Hammer, Two-handed (Thrown) + DEF (15 XP) Ability to use all hammers requiring two hands as thrown weapons. Offers bonus to Ranged strike.
Held Respiration + FIT (7 XP) The ability to hold one’s breath for longer periods.
Inherent Magic* + MND (20 XP) * Skill reservations are based upon the game world setting and are at the GM’s discretion.
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The use of inner strength and/or mind over matter to control magical energy.
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Interrogation + CHA (10 XP) The ability to achieve co-operation through persuasion and psychological assault. To interrogate, the questioner must generate an Interrogatio n Skill Result. To resist the interrogation, the victim must generate a counter Interrogation Skill Result greater than his questioner’s Interrogation Skill Result.oTgenerate a counter Interrogation Skill Result the victim rolls 1D10 and adds the result to his MND + the Base Level of his Interrogation Skill (should he have it). Failure results in the victim telling the interrogator exactly what he wishes to know (assuming the victim knows the information). The duration of the interrogation is at GM’s discretion. However, when physical violence is not used, dependent upon the circumstances and conditions under which the victim is held for interrogation, consider that the ordeal will require a minimum of 1D10+3 hours.
Jump
+ DEF (7 XP) Ability to leap distances and height. A character is able to hold his breath for an amount of time equal to his FIT + 1D10 in Rounds. (A character with the A character’s Jump Result must be modified by the Held Respiration Skill may increase this amount to his Heldfollowing factors: Respiration Skill Result x 4 in Rounds) At the end of this time he may continue to hold his breath for a further number of For every 1 metre (3 feet) the character has as a run-up, he Rounds equal to his FIT but will sustain 3 F&T per Action. Atwill gain a bonus of +1 to the Jump Result, up to a maximum the end of this time, the character will pass outegardless (r of bonus equal to his metres per second rate of Movement. F&T) and begin to breathe. Should the character be unable to breathe whilst unconscious (such as if he were underwater),Task TN then he will sustain 5 F&T per Action for a number of RoundsJump a distance of up to 1 metre (3 feet) 5 equal to his FIT but, at the end of this time, the character willJump a distance of up to 1.5 metres (5 feet) 10 be dead (regardless of F&T). Jump a distance of up to 2 metres (6 ½ feet) 14 Jump a distance of up to 2.5 metres (8 feet) 16 Hobby (Type) Jump a distance of up to 3 metres (10 feet) 18 + varies (7 XP) Jump to a height of up to 20 centimetres (9 inches) 5 A character can have any (Type) Hobby and the subject Jump to a height of up to 40 centimetres (15 inches) 10 matter could range from model trains to stamp collecting. Jump to a height of up to 60 centimetres (2 feet) 14 The Hobby Skill is intended to add an element to the Jump to a height of up to 80 centimetres (2 ½ feet) 16 character’s background. Jump to a height of up to 100 centimetres (3 feet) 18
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Knife
Literacy (Type)
+ DEF (7 XP) Versed in the use of blades and daggers as weapons. Offers bonus to strike.
+ INT (10 XP) The ability to read and write one (Type) language.
Knife (Thrown)
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+ DEF (7 XP) Versed in the use of blades and daggers as thrown weapons. Offers bonus to Ranged strike.
+ INT (7 XP) The ability to speak a (Type) foreign language (includes sign language). Task Basic pidgin small talk Hold simple conversation Hold full conversation Small talk, slang and humour
TN 9 12 16 19
Lip Read + PER (15 XP) The art of translating lip movement into spoken words. Task Read lips from a clear view. Read lips from a side view. Read lips of an accented person. Repeat the words read from a foreign language.
TN 12 18 16 24
TN 4 6 12 15 12 15
Research lost information (10D10 days)
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Look* + PER (10 XP) * A character must first have the Notice Skill at a minimum Base level of 0 before he may acquire the Look Skill. The Skill to carefully look / examine in order to discover hidden objects (such as secret doors, traps or the proverbial needle in a haystack) or to determine (distant) curiosities within a landscape (such as snipers, ambushers, the number of approaching riders or a distant car licence plate). Task Discover Concealment Discover Stealth At dusk At full moon
Listen*
At half moon When dark
+ PER (10 XP) * A character must first have the Notice Skill at a minimum Base level of 0 before he may acquire the Listen Skill.
Lore (Type)
The ability to focus upon and hear soft noises. The Listen Skill Result can be used vs the Stealth Skill Result as a TN. Task Hear distant noises, such as an approaching car, hooves or voices
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Task Write name Write or read a paragraph of connecting sentences Read a book and understand it Read a complicated book and understand it Research easy information (1D10 hours) Research difficult information (1D10 days)
TN 9
Hear and understand a conversation through an obstacle such as a wall or over another loud conversation
13
Hear and understand a conversation over the sound of heavy machinery
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Hear and understand a conversation over the sound of a jet engine
25
Hear and understand a whispered conversation over the sound of a jet engine
31
Hear a pin drop
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TN TN vs Conceal Result TN vs Stealth Result -3 penalty -5 penalty -6 penalty -8 penalty
+ INT (15 XP) Knowledge of one type of mythology, e.g. Occult, Greek, Norse, Awakened Earth. (Note that Lore can also be used to replace missing INT based Skills such as Theology, Ideology or Physics.)
Magical Strike* + DEF (5 XP) * A character must first obtain a spell or spell-like ability of this nature before he can obtain this Skill. Offers a bonus to strike with any targeted or thrown spell or spell-like ability that requires a Strike Result.
Mapping + INT (10 XP) The expertise to understand and make detailed maps.
Marksman + n/a (7 XP) Characters with this Skill will add the Base Skill Level (in addition to the usual +1 Bonus per Action) when aiming with any missile weapon (see page 57 for details of aiming).
Shock and Haemorrhage (see page 61) and 2+1D10 minutes for the overall first aid treatment. In each case, the treatment involves neutralizing Shock / Haemorrhage, cleaning the wound, eliminating potential infection and must be performed before any natural healing has taken place – generally 2D10 + 3 minutes after the wound has been inflicted.
The Marksman bonus is used for the first Action only; subsequent Actions spent aiming will gain only the usual Continued medical care involves keeping the patient +1 Bonus (up to a maximum of a further +2). comfortable and the wound free from infection whilst natural healing takes place (see page 62). It includes re-setting and splinting broken bones, cleaning wounds, changing Mechanical Engineer bandages, replacing fluids and general bed-side care. + INT (15 XP) However, it is a continuous process with the patient that The understanding of and ability to repair and maintain requires at least half an hour per day, per level of wound machinery. category. Only one Skill Result can be attempted at each wound category and, as with first aid, although considered Task TN to take place over a period of time equal to the patient’s Find simple fault (1D10/3 hours) 8 natural healing , the difference scored between the TN and Fix simple fault (1D10/3 hours) 10 the Skill Result is equal to the amount of damage points the Find complex fault (1D10 +1 hours) 14 patient will receive. Therefore, a failure will cause the patient Fix complex fault (1D10 +3 hours) 16 further damage and a success will remedy some damage. In addition, a failed Skill Result may well open the patient to further complications such as sickness and disease. Medical
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+ INT (20 XP) Medical aid for injuries, body trauma and the diagnosis and treatment of illness.
Resuscitation from death caused through wounding assumes that the patient’s sustained Damage Points have exceeded those recorded into the Deadly wound bracket (see page 61) and it involves the techniques of CPR and the kiss of In each case, the TNs below assume that some kind of life etc. The skill may only be attempted once and it must be medical kit or equipment is on hand (when no such equip ment performed within 5 minutes of the fatal wound being inflicted. is available apply a -5 penalty to the Skill Result). In such cases, the Skill Result is equal to the amount of positive Damage Points the patient will receive. A patient Task TN that has his sustained damage points restored to an F&T First Aid to / Continued medical treatment of: wound bracket by this process (see page 60) is deemed to Light Wounds 5 be successfully resuscitated. However, should the patient Mild Wounds 6 remain at Serious (or greater) wound bracket, he will suffer Heavy Wounds 8 Shock and Haemorrhage (as described on page 61) until Serious Wounds 10 a successful First Aid is applied (although, if successful, Critical Wounds 12 this First Aid will not restore any F&T but will cause further Deadly Wounds 15 damage if unsuccessful). Resuscitation from death caused Resuscitation from death caused through sickness or other through wounding (see below) non-wound condition assumes that the patient has died from Resuscitation from death caused some form of malady; be it sickness, starvation, drowning or through sickness or other non-wound condition 14 suffocation etc. (whereby his damage poin ts have not exceeded Rouse an unconscious victim 8 the F&T score recorded into the deadly wound bracket). Such Diagnose and treat non-deadly sickness 9 resuscitation techniques may only be attempted once and Diagnose and treat serious sickness 18 must be carried out within 5 minutes of the patient’s death. It Diagnose and treat deadly sickness 22 involves methods such as CPR, the kiss of life and warming or Diagnose and treat fatal sickness 25 cooling the patient’s body temperature etc. Failure will mean that the patient is beyond traditional medical help and will When applying first aid to wounds, as a general rule of remain dead. However, success will mean that the patient has thumb, the difference scored between the TN and the Skill returned to life, albeit coughing, spluttering and / or somewhat Result is equal to the amount of damage points the patient dazed and confused. Performing such techniques will always will receive. Therefore, a failure will cause the patient further cause the patient 3D10 points of damage and he will remain in damage and a success will remedy some damage. In a state of Knock Down (see page 62) for a number of Rounds addition, assume an average time of 2D10Rounds to treat equal to that damage.
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Diagnosis and treatment of non-deadly and serious sickness requires continual medical care at a minimum of 2 hours per day (depending upon the patient). However, Diagnosis and treatment of deadly and fatal sickness requires constant medical attention for the entire duration of any particular sickness.
Mimicry
s ll Motivate / Leadership iS k + PER (10 XP) The control of voice impersonation.
+ DEF (XP Var) The Off Hand Proficiency Skill demonstrates a character’s ability with his non-prominent hand (known as the Off Hand). Unless stated otherwise during character creation, every character is assumed to be right-handed and the Off Hand is therefore assumed to be the left. All one handed Weapon Skills, some two handed Weapon Skills (as detailed in the item description) and the Body Combat Proficiency (types) of Punch, Parry, Kick, or Other
+ CHA (15 XP) The character is an adept motivator. Using a number of methods including positive speaking and body language, the character is able to inspire others to action.
Motorcycle + DEF (10 XP) The Skill to ride all two and three-wheeled bikes.
Music (Type) + PER (10 XP) The Skill to read music and play one type of instrument.
Navigation (Type) + INT (10 XP) The ability to stay on course, either on land, at sea, in the air or underground. Task Using a compass With the aid of a map
Off Hand Proficiency (Type)
TN +3 Bonus +3 Bonus
Notice + PER (20 XP) This is generally an Instinct based Skill that is improved through training and use. As an extension to the character’s general perception, it is used to determine if the character is aware of or has observed / heard an uncommon or curious event or object.
(as detailed byInthe GM) maythe beSkill mastered Hand Proficiencies. each case, mimicsasitsOff on-hand counterpart (but with the off-hand) and provides additional user Actions specifically for use with that hand. Half of the character’s Skill Base with the Off Hand Proficiency (Type), rounded off with a minimum of 1 and a maximum equal to his normal number of Actions for the Round is equal to the number of Off Hand Actions that he may make during a Round (see Combat for an explenation of Rounds and Actions). In order to acquire any Off Hand Proficiency (Type), the user is required to spend double the standard XP cost listed for the usual version of the Skill (further experience increases are then made as with any normal Skill. i.e. x30 x10 for Humans – see page 64). Once obtained, Weapon Specialisation Skills may also be acquired, specifically for use with the Off Hand, in the usual manner described (see page 64). When a character does Specialises with an Off Hand weapon (or shield) then half the Base of the highest statistic, be it HIT, PAR or INIT etc. is used to determine the number of Off Hand Actions gained. Although the character is at liberty to decide, upon his Action, whether he uses an Off Hand Action, via the use of this Skill alone, the character cannot make more than two attacks in a single Action.
Off Hand Actions may only be used by the Off Hand (generally Parry or Attack) and they will not enable the user to gain additional movement or other such advantage. In Odour Scenting* reality, Off Hand Actions are made at half the user’s INIT + PER (10 XP) score, however, for game continuity, the character will * This Skill is ‘usually’ an Instinct based ability for many utilise his Off Hand Actions at the same INIT score as his animals that can then be trainedfor better use; such as with On Hand Actions. sniffer dogs. In addition, at the GM’s discretion, a character must first have the Notice Skill at a minimum Base level of All Off Hand Actions are subject to GWP (see page 28), 3 before he may acquire the Odour Scenting Skill. in addition, if a weapon (or weapon and shield) is to be used in each hand, the player must apply the GWP to An improved sense of smell and the ability to match or both items. In the case of INIT and DGE, always use the recognise scents. lowest total score minus the worst GWP. Task TN Recognise particular scent upon the wind 16 Track by scent 21
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Optic Systems
Profession (Type)
+ INT (10 XP) Knowledge of optical systems, including telescopes, laser targets and infrared sights.
+ INT (7 XP) The Profession Skill is used at the GM’s discretion to account for basic background knowledge that could cover a wide variety of Skills. When generating characters, the Profession Skill may be replaced with any closely related background Skill at the GM’s discretion.
Outdoorsman + INT (10 XP) Experience and knowledge of traversing the wilderness, including foraging, baiting, trapping, general hunting, shelter construction, camping and general survival techniques. Task Erect a tent Recognise edible foods Make and use simple snares and traps Find water in temperate region Recognise creature lair Make camp-fire from dry brushwood Make camp-fire from wet brushwood
TN 4 12 12 15 16 9 15
Parachute + DEF (15 XP) Ability to correctly use and maintain a parachute.
Pick Locks + DEF (10 XP) The ability to pick locks, with the aid of pins and files. Note that a character attempting to pick any lock without the aid of such devices will receive a -8 penalty to the Result. Task Car door House door Security lock Coded lock
TN 12 15 21 24
Pick Pockets + DEF (10 XP) Removing items from a person without their knowledge.
Public Speaking + CHA (10 XP) The character is an adept public speaker who is able to captivate and hold his audience’s attention.
Quick Cast* + DEF (20 XP) * Before it can be utilised, this Skill requires that the user have Arcane Magic (Thaumaturgy) at a minimum Base Level of 3.
S ik ll s
By means of this Skill, a magic-using character is able to cast any thaurmaturgic spell quicker than the stated Cast time (as described on page 36). To determine the new Cast time for any such spell, the character may remove a number of Actions equal to the Total Skill Level divided by 5 (round off fractions). However, the minimum Cast time will always be 1 Action.
Read Emotions / Detect Lie + PER (15 XP) By reading body language and aspects of the subject’s Neuro Linguistic Programming, this is the ability to interpret an individual’s true feelings. When attempting to detect a lie, the TN is calculated using the liar’s Deceive Result. The GM may also add a modifier to that Result (ranging from +1 to +5 or more in extreme circumstances such as if the lie is blatant or outrageous.)
Ride Animal (Type) The thief must generate a Skill Result and compare the Total to the victim’s DEF + 1D10/2 (or the victim’s Notice + DEF (10 XP) Skill Result). A failure will mean that the victim has noticed The Skill to ride a (Type) animal successfully and the pick-pocket. comfortably. Note that a bonus of +5 may be gained to the pick-pocket’s Task TN Result if a partner is used to briefly divert the victim’s Mount beast (depends on size of beast attention (such as by ‘accidentally’ bumping into him). and aid available) 6 Walk 6 Pilot (Type) Trot 8 + DEF (10 XP) Canter 10 The ability to accurately pilot vehicles capable of flight. Gallop 14 Types are dependent upon game world setting but may Ride using only one hand 15 (or -5 penalty) include magic carpet, small / large aeroplane, gravRide using no hands 17 (or -7 penalty) vehicle, small / large starship. Control a stressed animal 14+
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Rope Use
Spear / Pole Arm (Thrown)
+ DEF (10 XP) The understanding of ropes, knots, lassoes etc. A Rope Use Target Number can be used against an Escapology Result when tying up prisoners.
+ DEF (20 XP) Thrown Skill in using pole arms, staffs and spears. Offers bonus to Ranged strike.
Sprint
Sail Boat (Type)
s ll Scuba Dive iS k
+ n/a (10 XP) Through training in the methods and techniques of running, the character is able to increase his Metres Per Second Sprinting Speed. The increase is equal to the Base Level divided by three (round up fractions).
+ INT (10 XP) Including sailing and motor driven vessels.
+ DEF (10 XP) The understanding and maintenance of self-contained underwater breathing apparatus; including knowledge and techniques used during a dive.
Shield + DEF (15 XP) Skill in using shields. Offers a bonus to parry. Note that half of the Base Level will determine the number of additional Off Hand Actions (see page 29)
Shield, Two-handed + DEF (20 XP) Skill in using shields requiring two hands for operation. Offers a bonus to parry.
Signalling
TN 10 18 21
Sling + DEF (10 XP) Use of the slingshot. Offers bonus to strike.
Spear / Pole Arm + DEF (15 XP) Skill in using pole arms, staffs and spears. Offers bonus to strike. Note that this Skill can also be taken as an Off Hand Skill (double XP cost) and utilised with two-handed weapons in this category by assuming that Off Hand Actions are made using the other (often non-lethal) end of the weapon. For simplicity, when used to attack, any Off Hand Action using a weapon with a non-lethal end will do only half damage.
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+ DEF (15 XP) The ability to be stealthy whilst moving or hiding. A Stealth Skill Result may be used vs a Notice, Look or Listen Result to determine a TN. Task Hide or take cover Stick to the shadows Move quietly, over hard ground (concrete) Move quietly over soft ground (grassland) Move quietly through woodland Move quietly over watery ground (marsh) Move quietly over loose ground (gravel and shingle)
TN 7 10 11 10 16 18 22
Streetwise (One Area)
+ INT (10 XP) Skill in interpreting and leaving signs for other signal specialists. Task Simple message – direction pointer or danger Detailed message – directions or type of danger Complex message – cipher or encrypted map
Stealth
+ INT (10 XP) Knowledge of the darker side of the street and its subcultures. The Skill assumes that the character has a general insight into such things but will require a separate Skill choice for each area for which the character has detailed knowledge. Task Find black-market sales. Hear rumours. Find missing person. Check for illegal or stolen goods. Spot disreputable character.
TN 13 10 16 13 7
Supplementary Defensive Manoeuvre + Q (20 XP) By means of this technique, the character is able to gain additional Defensive Manoeuvres within a Round of Combat (see Combat for full details on Defensive Manoeuvres). The Number of additional Defensive Manoeuvres the character may make within the Round is equal to the Total Skill Level divided by four (round off fractions).
Surgery*
Teaching*
+ INT (20 XP) * A character must have the Medical Skill at a Base Level 2 before he can obtain this Skill.
+ CHA (10 XP) * Note that the teacher must have the Skill he is attempting to teach at a minimum Base Level of 3 before any such bonus can occur. Skill to treat injuries and perform operations. The TNs below assume that a fully equipped, modern hospital or operating The patience and skill to pass on knowledge. theatre is available. The GM should add up to a -10 penalty, where this is not the case and up to a +10 bonus, where the The teacher’s Teaching Skill Result plus his Total Skill available equipment is greater than TL 5. Level for the Skill he is teaching minus the student’s In addition, the Surgery Base Skill Level may be added as a bonus when treating injuries with the Medical Skill. Task Stop internal bleeding Simple operation (e.g. remove appendix) Average operation (e.g. caesarean section) Complex operation (e.g. heart bypass)
TN 21 15 18 25
Swimming + DEF (7 XP) Skill of swimming, including underwater diving. A character’s movement rate whilst swimming (cm/a) is equal to the Total Skill Level divided by two.
S
Base Skill Level with the subject, is equal to a reduction in XPExperience and a bonus Attempt gained by the student (see fortodetails of Rolls XP and Attempt Rolls). It is therefore possible, although unlikely, that the difference in Skill Base could also be negative.
Toughness
ik ll s
+ PH (20 XP) The character is more durable than most and able to shrug off larger amounts of damage. A player will need to re-calculate his character’s F&T wound brackets, adding in a bonus of the Total Skill Level divided by four to each (round off fractions). An average man has a PH of 5 and a FIT of 5, therefore his F&T levels would normally be calculated as: Light 120, Mild 21-40, Heavy 41-60, Serious 61-80, Critical 81100, Deadly 101-120 (see page 10 for details).
Sword + DEF (10 XP) Skill in the use of swords. Offers bonus to strike.
However, with Toughness at a Total Skill Level 10, his
Sword, Long (Thrown) + DEF (15 XP) Skill at throwing swords. Offers bonus to Ranged strike.
F&T levels are instead calculated as: (PH 5 + FIT 5) x 2 +3 = 23. Light 1-23, Mild 24-46, Heavy 47-69, Serious 70-92, Critical 93-115, Deadly 116-138
Sword, Two-handed + DEF (15 XP) Skill in the use of swords requiring two hands for use. Offers bonus to strike.
Sword, Two-handed (Thrown) + DEF (20 XP) Skill at throwing swords requiring two hands for use. Offers bonus to Ranged strike.
Taste + PER (10 XP) The ability to recognise tastes upon the palate. Task Recognise traces of distinct chemical substance in drink (such as alcohol). Recognise fine wine or quality drink. Recognise dull chemical substance in drink (such as diluted poisons).
TN 13 13 19
Tracking + PER (15 XP) The Skill to interpret tracks and follow such signs successfully. To cover one’s tracks, the Skill Result becomes the TN for the follower’s Tracking Result. Task Track across soft ground (wet earth) Track through woods or bush land Track across hard ground (dry earth) Recognise tracks
TN 7 10 16 16
The above TNs assume that the tracks are no older than one day. As a rule of thumb (applying common sense where appropriate), the GM should assume a +2 increase to the TN per day of the tracks.
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Equipment
Trap Craft + INT (15 XP) The knowledge and ability to find, disarm, devise, modify and set (mechanical) traps. Task Find simple door trap Disarm simple door trap Find complex door trap Disarm complex door trap Find simple floor / wall trap
TN 8 6 16 20 10
Disarm simple floor / wall trap Find complex floor / wall trap Disarm complex floor / wall trap
13 20 25
t n e m p i Trick (Type) u qVet E
Body Combat (BC) The BC section of the character sheet is used when the character becomes involved in any form of unarmed combat. It must therefore be totalled to include any modifiers. RNG (Range): A character’s Throw Range for any lightweight object (such as a pebble) is equal to his PH x4 (in centimetres for miniature scale. 2cm is approximately equal to 1 metre for real-life scale). To determine the adjusted RNG figure, for use during play, write the character’s PH into the top box. Write any penalties into the middle box.
+ Varies (7 XP) The ability to perform a particular trick. This may be usingAdd the amount in the top box to the amount in the middle sleight of hand, juggling, a card trick, some kind of joke storybox. or even an ability to contort one’s body in a particular way. Multiply the total by four.
+ INT (20 XP) Skill in animal first aid and care.
Weapon / Shield Specialise (Type)* + Varies (10 XP) * This Skill requires that the character have the relevant weapon / Shield type Skill at a minimum Base Level of 3. See the Experience Chapter for full details on Weapon Specialisation.
Weaponsmith (Type) + INT (15 XP) Craft of working with (Type) of archaic weapon to produce, repair and modify. Eight Weaponsmith (Types) exist within PSrps: Axes and Hammers; Bows and Missile Devices; Clubs, Staffs and Maces; Crossbows; Daggers and Sharpened Blades; Flails and Whips; Shields, Spears and Polearms; Swords and Energy Weapons.
Whip, + DEF (10 XP) Skill in the use of a whip (offers bonus to strike).
This figure should then be written into the bottom box of this section. An average man’s Standard Throw Range is PH (5) x 4 = 20cm (10 metres). INIT (Initiative): Find the sum of the character’s Quickness Manipulation and note the amount into the top box provided at this section. Into the middle box, note the total modifier (if any) that the character has to his INIT when using Body Combat. Into the bottom box note the sum of the top box and the middle box. When the character has no weapons in his hands, during play, use this amount as the modifier to his dice roll for Initiative Results. An average man has a Quickness of 5 (which is noted into the top box). Without further penalties, his BC Initiative is therefore made at (1D10) + 5 (which is noted into the bottom box). PAR (Parry):Find the sum of the character’s Deftness Manipulation and note the amount into the top box provided in this section. Into the middle box, note the total modifier (if any) that the character has to his PAR when using Body Combat. Into the bottom box note the sum of the top box and the middle box.
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When the character has no weapons in his hands, use this amount as the modifier to his dice roll for Parry Results. The BC Parry assumes that the character is using his o bdy to parry an attack (usually the arms). The GM will need to use common sense with regard to what a character is able to parry in this manner. For example, a character whouses his arms to parry a sword attack may well save his head from being cut off but should, instead, receive damage to the arm used (as if struck with an SA of 6). Characters with armour may attempt to parry such attacks, using the armour to ‘soak up’ the damage, but a parry of this nature should still incur KDV from the attack. DGE (Dodge):Find the sum of the character’s Quickness Manipulation and note the amount into the top box provided at this section. Into the middle box, note the total modifier (if any) that the character has to his DGE when using Body Combat. Such modifiers will occur due to the Dodge Skill. Into the bottom box note the sum of the top box and the middle box. When the character has no weapons in his hands, use this amount as the modifier to his dice roll for Dodge Results. An average man has a Q of 5 (which is noted into the top box). However, with the Dodge Skill at a Base Level of 3 (which is noted into the middle box), his Dodge Results are made at 1D10 + 8 (5 + 3 = 8, which is noted into the bottom box). HIT:Find the sum of the character’s Deftness Manipulation and note the amount into the top box provided at this section.
Assuming a Body Combat Proficiency (Punch) Skill at a Base Level of 3 (which can be written into the Punch mod box), the total would be calculated as (1D10) + 8. DMG (Damage): Into the left hand DMG box, write the character’s Base Damage (PSrps – Basic always assumes a Body Combat Base DMG of 1. The ParaSpace Core Rules provide much greater detail with regard to Body Combat options). Into the Mod box, record the character’s PH. Into the right hand box, record the total of the sum of the left box multiplied by the Mod box. This is referred to as 100% damage and is the amount of damage the character will cause at a 6-10 Strike Amount – see below. Strike Amount Total Damage: The lower set of boxes refer to the actual damage caused at the given Strike Amount (see page 60); 1-5, 6-10, 11-15, etc. Copy the 100% damage figure into the 6-10 SA box. 50% of this amount (round off fractions), is then recorded into the 1-5 SA box. Continue to add this 50% figure into each of the remaining boxes to find 150%, 200%, 250% etc. of the damage respectively.
E q u ip m e n t
An average man records a figure of 1 in the left hand DMG box. He has a PH of 5 and records this amount into the Mod box. Multiplying the two amounts will give him a total of 5, which he records in the 100% DMG box and the 6-10 SA box. From there, each SA box is calculated as follows: SA 1-5 = 3 (5 ÷ 2 = 2.5 (round off) = 3)
Into the Mod section of boxes, note the total modifier that the character has when using each type of Body Combat procedure (such as punch and kick etc). Such modifiers will occur due to Body Combat Proficiency Skills. Into the adjacent boxes note the sum of the top box added to the Mod box for each type of Body Combat procedure.
SA 6-10 = 5 (100% as described above). SA 11-15 = 8 (5 + 2.5 (round off) = 8) SA 16-20 = 11 (8 + 2.5 (round off) = 11)
Weapons
The remaining sections in this portion of the character sheet When the character has no weapons in his hands, use are used to record the statistics and modified totals for use either of these total amounts (depending on the attack when the character is using his preferred weapons. In the type) as the modifier to his dice roll for BC Strike Results. upper boxes, record the statistics listed for the weapon (as detailed from page 34). The middle boxes can be used to An average man has a DEF of 5 which is noted into the record the total of all modifiers and the lower boxes are Body Combat Hit box. used to record the totals that will be added to a dice roll after any such modifiers have been applied. Assuming he receives no further modifications for throwing, a 0 can be written into the Throw mod box. The Name: Note the name or type of weapon in the space total can therefore be calculated as (1D10) + 5. provided.
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TL (Technology Level):Relates to the level of technological understanding required for the weapon to exist and be constructed within a given society.
Breakthrough (TL6):Energy converters replace the combustion engine. As the main form of transport, the car and the aeroplane are substituted by grav-vehicles. Space stations are in regular use and the slow process of terraforming the local planets has begun. Medical science has a cure for 90% of diseases and illness and the human ageing process has been dramatically slowed. Warfare is fought using laser weapons and plasma beams guided by cybernetically enhanced or computer controlled warriors.
Nothing (TL0):Man has just emerged from wherever he came. He has no understanding of his world, and takes his food using his bare hands. At such a stage he is naked and without language.
t n e m p i u q E
Stone Age (TL1):The hunter gatherer period. Man has mastered fire and wears animal hide clothing. Shelter is found in dense woodland or caves. Hunting is performed with the aid of flint or stone-tipped spears. Simple hammers, axes and knives are used to aid him in general survival tasks.
Matter Conversion (TL7): Computer-controlled teleportation replaces the need for many vehicles; however, long-haul space flights are still necessary. Medical science has eradicated the ageing process, and has little challenge from natural viruses; the attention is now focused on biotechnology and cybernetics. Weapons technology reaches the extremes with matter conversion able to eradicate entire galaxies from existence.
Bronze / Iron Age (TL2): The horse and cart is used for transport. Settlements and walled fortifications of wood are used to protect most from the elements. Battles and warfare are fought using heavy, iron-based melee weapons. Medieval (TL3):Incorporating a period of the earth’s history from the 5th to the 15th centuries. The horse and cart is used for transport. Most buildings are of stone with thatched roofs, although a fort or castle often protects main cities and denser areas of population. Medical techniques are basic and based mainly on superstition; although modern-style understanding and treatments are beginning to emerge. Warfare is generally limited to weapons such as the sword and bow, although some societies will also be developing gunpowder based weapons. Steam (TL4):The beginnings of the industrial revolution. The horse and cart is still in widespread use; however, the invention of the steam engine is set to make some dramatic changes. Buildings of stone are being built as works of art as well as standard accommodation. Medical science has discovered bacteria and is beginning to understand how the body works. The general use of gunpowder has bought warfare into a new field using guns, cannons and general explosives. Modern day (TL5):The combustion engine and the invention of the aeroplane open up widespread and easy travel to everybody. Cities are taking the shape of sprawling metropolises with huge tower blocks and vast grids of electrical communication networks. Medical science is still barbaric but an understanding of genetics and viruses is leading to greater comprehension. The beginnings of space exploration are under way with rocket science sending the first men into space. Warfare has become a science and is fought using computer and biological technology - with weapons of nuclear power constantly under construction.
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Hyper-speed (TL8):Hyper-speed enables man to travel vast distances across many galaxies in seconds. Cyberwear and biotechnology is common place and has improved the human body to fantastic states of incredible health and strength. Explorations looking through time are also likely to be under way. Time-Travel (TL9): Man masters the universe with the aid of time travel. Beyond scope (TL10): There is nothing that technology cannot achieve.
HND (Hands):Defines how many hands the wielder requires to use the weapon effectively in combat. Note that a character with a Physique Manipulation of 150% or greater than the weapon’s PH score may use any two-handed weapon in one hand. CAP (Capacity):Denotes how many bullets or shots the weapon can hold at any one time. B denotes that the ammunition is belt-fed, C denotes that the ammunition is loaded directly into the weapon or firing chamber, and M denotes that the ammunition is loaded into an attachable magazine or clip. ROF (Rate of Fire):The number refers to the amount of shots that may be fired in a single Action. Individual (IROF) means that the weapon is operated on a single shot basis (every time the trigger is pulled the weapon will fire one shot). Burst (BROF) denotes that the weapon will shoot a short burst of missiles equal to this amount every time the trigger is pulled. Spray (SROF) denotes
that the weapon will continue to shoot bullets whilst the trigger remains held. Refer to the combat notes on page 57 for full details. REC (Recoil):The ‘kickback’ that is caused when the weapon is fired. Secondary or more shots, fired in the same Action, will have the Strike Result adjusted by the REC modifier. Refer to the combat notes on page 57 for full details. RL (Reload):The number of user Actions it will take to reload the weapon after emptying. CAP C weapons will require 1 Action per shot loaded (included in the stated reload time). CAP M weapons assume that a fully loaded magazine is on hand. If not, then it will take 1 Action per shot plus the stated reload time to load a magazine. CAP B weapons are generally operated on a continuous fire loop and a new belt is simply hooked onto the old during operation (note that a second man is needed for this task or else the exchange will take 6 Actions, assuming that a fully loaded replacement belt is on hand). AMMO (Ammunition): The type of ammunition that the weapon requires. The ‘Remaining’ box on the character sheet and tally marks can be used by the player to track the amount of shots he has fired. RNG (Range):Note the listed RNG (as detailed in the weapon statistics from page 25) into the top box. For thrown weapons and physically drawn weapons (such as bows) in the Mod box note the character’s PH. Into the bottom box, note the total amount of the top box multiplied by the Mod box (this is the Standard Range at which the weapon can be thrown or fired; in cm for miniature scale). Note that physically drawn weapons also have a maximum PH amount that can be utilised. This maximum amount is listed as a second figure in the statistics on page 35. The katana has a RNG listed on page 34 as 3, which should be noted into the top box. An average man has a PH 5, which will benoted into the Mod box. An average man can therefore throw a katana a total of 15cm (miniature scale), which should be noted into the bottom box (3 x 5 = 15). Our average man has recently been training with a short bow, the RNG of which is listed on page 35 as 9/10 (9 is the RNG and 10 denotes the maximum amount of PH that could be applied). This amount should be noted into the top box. An average man has a PH of 5 which is noted into the middle. The average man can therefore fire his bow a total of 45cm (miniature scale), which should be noted into the bottom box (9 x 5 = 45).
Mechanical Missile weapons, such as guns and crossbows, have their RNG score followed by an f. This denotes that the range is fixed and PH will have no effect. ParaSpace Core rules allow for certain specialisations that enable increased range. An automatic pistol has a standard fixed range of 40 metres (80cm). Using PSrps - Basic, no adjustments can be made to this figure.
E
INIT (Initiative): Bonus or penalty, caused by the weapon’s weight or encumbrance, which must be applied to any Initiative Result when using the weapon. Record the weapon’s listed INIT (as detailed in the weapon statistics from page 34), into the top box. Into the Mod box note the total of the character’s Q plus any modifiers to Initiative such as for Weapon Specialisation. Into the bottom box, record the sum of the top box + the Mod box. This is the figure that should be added to 1D10 when rolling Initiative whilst using the weapon. The katana has an INIT of -2 listed on page 34. Write this amount into the top box.
q u ip m e n t
An average man has a Quickness of 5. Write this amount into the mod box. An average man using a katana will therefore have an INIT of (1D10) +3. Top box (-2) plus middle box (+5) equals bottom box (+3). PAR (Parry):Bonus or penalty, caused by the weapon’s weight or encumbrance, which must be applied to any Parry Result when using the weapon. Record the weapon’s listed PAR (as detailed in the weapon statistics from page 34) into the top box. Note that an ‘x’ means the weapon cannot be used to parry. Into the Mod box note the total of the character’s DEF plus any modifiers to Initiative such as for Weapon Specialisation. Into the bottom box, record the sum of top box + Mod box. This is the figure that should be added to 1D10 when Parrying whilst using the weapon. A katana has a PAR of +3, listed on page 34. The player will write this amount into the top box.
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An average man has a Deftness of 5. Write this amount into the mod box.
Note that melee weapons that are thrown and missile weapons that are used in melee will not receive the HIT bonus listed.
An average man using a katana will therefore have a PAR of (1D10) +3. Top box (-2) plus middle box (+5) equals bottom box (+3).
A katana has a HIT of +3 listed on page 34. A player will write this amount into the top box.
DGE (Dodge):Bonus or penalty, caused by the weapon’s weight or encumbrance, which must be applied to any Dodge Result when using the weapon.
An average man has a DEF of 5. However, this man has recently mastered the Long Sword Skill with a Base Level of 4. The player will therefore write the total modifier of 9 into the left hand Mod box (5 + 4 = 9).
t n e m p i u q E
Record the weapon’s listed DGE (as detailed in the weapon statistics from page 34) into the top box. Into the Mod box place the total modifier to the DGE (such modifiers are gained for Q and the Dodge Skill). Into the bottom box, record the sum of top box + Mod box. This is the figure that should be added to 1D10 when Dodging whilst using the weapon. A katana has a DGE of -2 listed on page 34. A player will write this amount into the top box.
This character’s katana (melee) Strike Results are therefore made at 1D10 + 12, noted into the M box (top box of 3 + left hand Mod box of 9 = 12). Having no additional Skill with throwing the katana, the average man’s DEF is 5 and he will write this amount into the right hand Mod box. Since he will not gain the weapon’s listed HIT as a bonus to ranged attacks his Thrown Strike Results are made at only 1D10 + 5, noted into the bottom R box.
An automatic pistol has a HIT of +0 listed on page 35. The player will write this amount into the top box. An average man has a Quickness of 5. However, this man also has the Dodge Skill at a Base Level of 3. The player will therefore write the total modifier of 8 into the middle An average man has a DEF of 5. However, this man has box (5 + 3 =8). recently mastered the Pistol Skill with a Base Level of 3. The player will therefore write the total modifier of 8into the right hand Mod box (5 + 3 =8). Dodging, whilst using his katana, is therefore made at (1D10) +6. Top box (-2) plus middle box (+8) equals bottom box (+6). HIT: Bonus or penalty, caused by the weapon’s weight, encumbrance or length, which must be applied to any Strike Result when using the weapon. Record the weapon’s listed HIT (as detailed in the weapon statistics from page 34) into the top box. The Mod Box is divided into two. Into the left box, record the total modifier when using the weapon in melee. Into the right box, record the total modifier when using the weapon as a missile (such modifiers are gained for DEF, and weapon skill). The bottom box is then also divided into two. Use the M box to record the total Modifier for use as a bonus to 1D10 when the weapon is used to strike in melee (top box + left hand Mod box = M box). Use the R box to record the total Modifier for use as a bonus to 1D10 when the weapon is used as a ranged or missile weapon (top box + right hand Mod box = R box).
28
This character’s pistol (ranged) Strike Results are therefore made at 1D10 + 8, noted into the R box (top box of 0 + right hand Mod box of 8 = 8). If this character were to club an opponent with his pistol, he would not receive his Pistol Skill as a bonus and would therefore calculate his pistol (melee) Strike Result using his DEF of 5 only. The player should write this amount into the left hand Mod box. Since he will not gain the weapon’s listed HIT as a bonus to melee attacks his Melee Strike Results are made at 1D10 + 5, noted into the bottom M box. GWP (Generic Weapon Penalty): This penalty is applied to the Weapon Skill Results when using the weapon in one of the following situations (or at the GM’s discretion to reflect other non-conducive circumstances): • The weapon is being used in conjunction with another weapon or shield or being used in the Off Hand (see page 54).
• The user does not have adequate PH to wield the weapon. • The user does not have the required Skill to use the weapon. • The user is using a one-handed weapon in two hands or a two-handed weapon in one hand. Note that the penalty is cumulative when two or more of the above factors occur. DMG (Damage):Record the Base Damage, as listed with the weapon description, into the left hand DMG box. IInto the Mod box note the total of the character’s PH plus any modifiers to Damage such as for Weapon Specialisation. Into the right hand box, record the sum of the left box multiplied by the Mod box. This is refered to as 100% damage and is the amount of damage the character will cause at a 6-10 Strike Amount – see below. Strike Amount Total Damage: The lower set of boxes refer to the actual damage caused at the given strike amount (see page 60); 1-5, 6-10, 11-15 etc. Copy the 100% damage figure into the 6-10 SA box.
user’s PH. The fixed amount is recorded into the 6-10 SA box and all other SA brackets must then be calculated (as above) for game use. PRC: The price of the weapon listed in un.
Use of Two Weapons Every character is assumed to be right-handed unless stated otherwise during character creation. The character’s Off Hand is therefore automatically assumed to be his left. All Off Hand Actions are subject to GWP (see page 28), in addition, if a weapon (or weapon and shield) is to be used in each hand, the player must apply the GWP to both items. In the case of INIT and DGE, always use the lowest total score minus the worst GWP. The Off Hand Proficiency (or Shield) Skill provides a character with additional Actions that may be utilised by the Off Hand. However, without the Off Hand Proficiency (or Shield) Skill, if a weapon (or weapon and shield) is to be used in each hand, as well as applying the GWP to both items, no extra Actions are gained for the second weapon (or shield) and any such uses are made as part of the character’s normal Actions for the Round.
E q u ip m e n t
Ammunition Name: The name or type of the ammunition. TL: The Technology Level of the ammunition.
50% of this into the 1-5 amount SA box.(round off fractions), is then recorded Continue to add this 50% figure into each of the remaining boxes to find 150%, 200%, 250% etc. of the damage respectively. A katana has a DMG of 7 (as detailed on page 34) so the player will record this figure into the left hand DMG box.
RNG:Additional range modifier to be applied to the missile weapon’s range when using ammunition of this type. HIT: Additional strike modifier to be applied to the missile weapon’s HIT modifier when using ammunition of this type.
DMG: Additional damage modifier to be applied to the missile weapon’s damage when using ammunition of An average man has a PH of 5 so records this amount into this type. the Mod box. Multiplying the two amounts will give him a total of 35, which he records in the 100% DMG box and thePRC: The price of the ammunition listed in un. 6-10 SA box. From there, each SA box is calculated as follows:
Armour TL: The Technology Level of the armour.
SA 1-5 = DMG 18 (35 ÷ 2 = 17.5 (round off) = 18) SA 6-10 = DMG 35 (100%) SA 11-15 = DMG 53 (35 + 17.5 = 52.5 (round off) = 53) SA 16-20 = DMG 71 (53 + 17.5 = 70.5 (round off) = 71) Most missile weapons (and some melee) are followed by the letter ‘f’. This denotes that the damage listed is fixed; it is the damage the weapon will cause regardless of the
Armour Coverage (AC): Even a seemingly ‘complete’ suit of armour will have various gaps and weak spots; perhaps at limb joints or just where the armour has been ‘fitted’ together. Armour coverage is a rule that will create a greater sense of realism by allowing for skilful or lucky strikes to those body parts that a person’s armour does not ‘fully’ cover (see page 62 for the game use of AC).
29
In some extreme cases, such as with the aid of magic, or in the case of a truly complete body suit (perhaps used in space or for environmental purposes) the AC amount (likely to be at 20 or more), will be followed by the letter ‘c’. This simply denotes that the armour offers full, complete coverage to the wearer and any strikes made against him will always strike his armour first.
t n e m p i u q E
TOU (Toughness): The armour toughness reflects the armour’s resistance to damage and therefore how much protection it can offer to its wearer. Armour will deflect an amount of damage equal to its TOU in any one strike. If the damage caused by the strike is greater than the armour’s TOU, then the additional damage is considered to have penetrated the armour or broken through. In such cases, the additional damage will be caused to the wearer of the armour. Note that armour will not negate force and so full attacking KDV will still apply to the user as usual (see page 62). Stealth: The penalty that should be applied to any attempted stealth manoeuvre whilst wearing the armour. Note that this penalty is not cumulative and the character should use only his worst penalty.
Barry is wearing a Soft Kevlar Vest (with an AC of 5 and a TOU of 80 as defined on page 32): the TOU x the AC is therefore 5 x 80 = 400. Padded Trousers (with an AC of 11 and a TOU of 15): the TOU x the AC is therefore 11 x 15 = 165. Factory Boots (with an AC of 1 per boot and a TOU of 35 per boot): the Tou x the AC is therefore 2 x 35 = 70. A Motorcycle Jacket (with an AC of 14 and a TOU of 15): the TOU x the AC is therefore 14 x 15 = 210. Barry’s total TOU x AC is therefore calculated as 400 + 165 + 70 + 210 = 845. His TAV TOU is therefore calculated as 845 ÷ 23 (Barry’s TAV AC) = 36.7 (round off) = 37.
Shields Name: The name of the shield. TL: The Technology Level of the shield. HND (Hands): Defines how many hands the wielder requires to use the shield effectively in combat. RNG (Range):Note the listed RNG (as detailed in the shield statistics on page 34), into the top box. Into the Mod box note the character’s PH.
WGT:The weight of the armour in KGs. PRC: The price of the armour listed in un.
Into the bottom box, note the total amount of the top box multiplied by the Mod box (this is the Standard Range at which the shield can be thrown, – noted in cm for miniature scale).
Calculating Total Armour Value (TAV)
Total Armour Value (TAV) assumes an average AC and INIT (Initiative): Bonus or penalty caused by the shield’s TOU for the character’s armour. When an attack is made to weight or encumbrance, which must be applied to any a character wearing armour, the rules described on page 62Initiative Result when in use. are always applied to the character’s TAV. PSrps Core and further Expanded Rules utilise armour in greater detail. Record the shield’s listed INIT (as detailed in the statistics on page 34) in the top box. AC: Add all the character’s worn ACs (to a maximum of Into the Mod box note the character’s Q. 23) and note the amount in the space provided on the character sheet. In the bottom box, record the sum of top box + the Mod box. This is the figure that should be added to 1D10 when Barry is wearing a Soft Kevlar Vest (with an AC of 5 as rolling Initiative whilst using the shield. defined on page 32), Padded Trousers (with an AC of 11) Factory Boots (with an AC of 1 per boot) and a Motorcycle Jacket (with an AC of 14). His AC is therefore calculated as 5 + 11 + 1 +1 + 14 = 32. However, he only records a total of 23 in the box provided, as this is the maximum TAV AC amount.
Note that if the shield is to be used in conjunction with a weapon, the player must use the lowest INIT score and apply the worst GWP to the result. When using only his katana, Barry has an INIT of 1 (+1D10). When using only his small, hard leather shield, Barry has an INIT of 3 (+1D10).
TOU:Multiply each armour TOU by the armour AC (noting the results), then add up the totals and divide this amount by theWhen using both the katana and the shield Barry must TAV AC (max 23)recorded earlier (roundingoff all fractions). use the lowest INIT score (in this case the katana at 1),
30
and apply the worst GWP (in this case, also the katana, at -2). Therefore, Barry’s INIT, when using both the katana and the shield, is at -1 (+1D10). PAR (Parry):Bonus or penalty caused by the shield’s size, weight and encumbrance, which must be applied to any Parry Result when in use. Record the shield’s listed PAR (as detailed in the statistics on page 34) in the top box.
weapon in melee. In the right box, record the character’s DEF for use when using thew shield as a missile. The bottom box is then also split in two. Use the M box to record the total modifier for use as a bonus to 1D10 when the shield is used to strike in melee (top box + left hand Mod box = M box). And use the R box to record the total modifier for use as a bonus to 1D10 when the shield is used as a missile weapon (top box + right hand Mod box = R box). Note that this figure is subject to GWP if the character is also using a weapon in the other hand.
E
Into the Mod box note the character’s DEF. In the bottom box, record the sum of top box + Mod box. This is the figure that should be added to 1D10 when Parrying with the shield. Note that this figure is subject to GWP if the character is also using a weapon in the other hand. DGE (Dodge):Bonus or penalty caused by the shield’s weight or encumbrance, which must be applied to any Dodge Result when in use. Record the shield’s listed DGE (as detailed in the statistics on page 34) in the top box. In the Mod box place the total modifier to the DGE (such modifiers are gained for Q and the Dodge Skill). In the bottom box, record the sum of top box + Mod box. This is the figure that should be added to 1D10 when Dodging whilst using the shield. Note that if the shield is to be used in conjunction with a weapon, the player must use the lowest DGE score and apply the worst GWP to the Result. When using only his katana, Barry has a DGE of 4 (+1D10). When using only his small, hard leather shield, Barry has a DGE of 6 (+1D10). When using both the katana and the shield Barry must use the lowest DGE score (in this case the katana at 4) and apply the worst GWP (in this case, also the katana, at -2). Therefore, Barry’s DGE, when using both the katana and the shield is 2 (+1D10). HIT: Bonus or penalty caused by the shield’s weight or encumbrance, which must be applied to any Strike Result when using the shield as a weapon. Record the shield’s listed HIT (as detailed in the statistics on page 34) in the top box. The Mod box is divided in two. In the left box, record the the characxter’s DEF for use when using the shield as a
Note that melee weapons that are thrown and missile weapons that are used in melee will not receive the HIT bonus listed. GWP (Generic Weapon Penalty): The Shield’s GWP must be applied to results in the same manner as for weapons (see page 28). DMG (Damage):Record the Base Damage, as listed with the shield description, into the left hand DMG box. Into the Mod box, record the character’s PH. Into the right hand box, record the total of the sum of the left box multiplied by the Mod box. This is refered to as 100% damage and is the amount of damage the character will cause at a 6-10 Strike Amount – see below.
q u ip m e n t
Strike Amount Total Damage: The lower set of boxes refer to the actual damage caused at the given strike amount; 15, 6-10, 11-15 etc. And is calculated and recorded in the same manner as for weapons (see page 29). PRC: The price of the shield listed in un.
Armour Fur TL 1 The prepared fur coat of animals. Such fur would include sheep or wolf-skin. Cloak:A loose-fitting, heavy overcoat that hangs from the shoulders. Head Wrap:Fur wrap placed around the head and usually held in place with the use of drawstrings. Overcoat:A heavy wrap of stitched fur, used mainly as a source of warmth rather than for its benefits as armour. Leggings:Wraps of fur, fashioned around the legs and abdomen for protection. Scarf:Wrap of fur for the neck.
31
Fur TL 1 St y l e
AC
To u
St l t h
Cloak
6
13
-1
1.6
50
Head Wrap
3
13
0
0.4
20
Overcoat
17
13
0
3.5
150
Leggings
11
13
0
2.8
150
t n e m p i u q E
Wg t
Prc
Leather, Soft TL 2
Coif
2
10
0
0.1
50
Jacket
14
10
0
1.8
200
Trousers
11
10
0
1.3
150
Chain Mail TL 3
Coif
Jacket:An outer garment designed for style, comfort and protection. Trousers:Leather trousers are often tight fitting and worn underneath other layers for additional protection and added comfort.
Chain Mail Interlinking metal rings, fashioned into the garment desired. Coif: A close-fitting, peakless cap. Hauberk:A sleeved vest, frock-like, and long enough to offer protection to the abdomen and the legs.
2
40
-1
1.2
600
Hauberk
15
40
-3
15.2
2,000
Shirt
16
40
-2
13.3
1,600
Vest
5
40
-2
3.7
900
Suit: All-in-one garment that the wearer must step into and then fasten at the back. Vest: Donned by pulling the garment over the wearer’s head, the vest is a sleeveless, all-in-one, item of apparel designed to offer protection to the torso.
Plate TL 3
Shirt:A bulky outer garment, designed to offer protection to the arms and torso.
Bascinet
2
70
0
1.9
1,000
Breast Plate
4
70
-1
8.3
2,500
Heaume
4
70
-1
3.4
2,000
Nasal Helm
3
70
0
2.2
1,500
Plate
U+L Arm Plate
2
70
-1
0.8
700+
U+L Leg Plate
2
70
-1
0.8
700+
Large plates of metal, both worn and often strapped to the wearer.
230
Bascinet:Rounded helm offering protection to the top and the upper sides of the head.
Military TL 5 Kevlar Vest
6
80
0
3.2
Military Boot
1
35
0
0.5
5
Military Helm
3
90
0
2.6
160
Military Jacket
17
30
0
2.8
300
Military Trousers
11
30
0
2.1
250
Riot Helm
3
80
0
1.4
150
Soft Kevlar Vest
5
60
0
2.6
180
BioTech TL 7 St y l e
AC
To u
St l t h
Wg t
Prc
Arm
8
90
-2
3.0
10,000
Fauld
4
75
-4
3.7
15,000
Leg
8
90
-2
3.0
10,000
Rib Cage
4
120
-3
6.4
25,000
Skull
4
120
0
5.0
18,000
Breast Plate:Attached over the shoulders, the piece is short but covers the front and back to allow bending by the wearer. Heaume: Full, bucket-like helm with slits allowing the wearer to see, hear and breathe. Nasal Helm:Bascinet with an added strip that covers the nose. U+L Arm Plate: Upper or lower pads of metal, buckled in place around the arms. A character may wear two plates per arm. U+L Leg Plate: Upper or lower pads of metal, buckled in place around the legs. A character may wear two plates per leg.
Military TL 5 Leather, Soft TL 2 Prepared from the animal hides of buffalo, antelope, deer
Kevlar Vest:A layered aramid fibre vest, better known as a bullet-proof vest.
or such beasts. Coif: A close-fitting peakless cap.
32
Military Boots: Standard issue, steel toe capped, waterproof boots used in the armed forces.
Military Helm:Standard issue, bascinet-style helm used in the armed forces. Military Jacket / Trousers: Standard issue, light weight, thin, Kevlar clothing used in the armed forces. Riot Helm: A police-type helm made from fibreglass and Kevlar. Made to protect against all forms of street violence, including clubs and gunshots. The shape of the helm is designed to allow the user maximum comfort with full awareness of his surroundings via a transparent front and partial side visor. Soft Kevlar Vest:Designed to be worn, comfortably, under clothing. For use by special agents and bodyguards, the soft kevlar vest (sometimes called a stab vest) is a lightweight and less effective version of the standard bullet proof vest.
Halberd: The halberd consists of a large metallic pole, topped with a cleaver-like axe head, hooked back and pointed tip. The weapon hook is often used to trip or unbalance opponents. Hammer, Battle: Sturdy steel hammer, designed for close fighting melee combat but often used from horseback. Hammer, War:A large, cumbersome weapon requiring great strength and skill to use effectively. Mace, Club:Hafted metal mace, with a cylindrical studded iron head. Machete:A cleaver-style short sword. Police Baton:Security stick with swivel handle for quickchange parry and attack stances.
Shock Stick: Security guard nightstick with electrical charge. Laboratory-grown, living, cell based armour. At full maturity, a subject is introduced for the BioTech armour to Spear: Includes javelins, spears and some types of live upon, attaching itself like a parasite exoskeleton. bladed staffs and pole-arms.
BioTech TL 7
BioTech armour will require sustenance, from its host, equal to its own weight in vitamin and mineral rich food, each day; otherwise both it and the host will die shortly after dehydrating.
Staff:A large length of sturdy wood, usually no more than 7cm thick to allow for grip.
BioTech armour will heal at the rate of 1 AC per day after damage.
Sword, Laser:A cylindrical power cell, containing a restricted length of laser light.
Melee Weapons
Sword, sword.
Axe, Battle:Double-headed fighting axe designed for use with one or two hands. The statistics refer to one-handed use (see page 56 for details on two-handed use). Axe, Tomahawk: Small hand axe with steel blade. Bat, Baseball:A smooth wooden club used in the game of baseball.
q u ip m e n t
Sword, Katana:A Japanese sword with curved blade.
Large: Long,
straight-bladed,
two-handed
Sword, Long / Broad: Standard version of a chopping and thrusting weapon. Sword, Power:Sword with additional electric charge. Sword, Short:A short version, such as the Roman gladius, of a one-handed chopping and thrusting weapon.
Bladed Staff / Naginata: Wooden pole with hafted length of double-edged blade.
Whip: Flexible and durable rope attached to handle and bound in leather.
Club, Branch:Any thick branch broken from a tree will make a reasonable club, although they are often brittle and subject to breaking upon striking their opponent. A nail or similar spike can easily be hammered through one end for extra effect (+0.5 DMG -3ATM).
Note that characters brandishing a large whip may be at 12cm (miniature scale) and do not need to be base to base in order to strike their opponents.
Dagger, Combat:A large military-type dagger usually with a serrated back edge. More expensive versions of the weapon contain a hollow compartment and compass in the handle.
E
Missile Weapons Bow, Basic:Based Covers a wide range of simple bows, usually made from wood. Catapult, Basic:Often shaped from wood.
33
Ammunition Ty p e
t n e m p i u q E
TL
RNG
H IT
DM G
Crossbow, Basic:Made from wood with riveted metal crossbar.
PRC
Arrow
3
0
00
1
Bullet, FMJ
5
0
00
2
Dart
3
0
00
1
Quarrel
3
0
00
Shot
5
-10f
+3
Slug
5
0
00
Stone, Basic 1
0
0
Laser Pistol:A pistol that fires a high-intensity, pulsed energy beam. Laser Rifle: A rifle that fires a high-intensity, pulsed energy beam.
1 +20f
2
0
0.01
Musket:An early version of the rifle. Gunpowder is ignited behind the bullet, thereby forcing it out of the gun at high velocity.
2
Melee / Hand to Hand Weapons Ty p e Axe, Battle Axe, Tomahawk
HND
3
1-2
2
Bat, Baseball BladedStaffNaginata /
TL
RNG 2
1
3
DGE -2
0
2
2
PA R +3
4
1-2
3
I N IT -2
+1
-1
2
0
+3
-2
GW P
15
3.5
-1
+3
10
2.5
-3
PRC
8
0
+2
-3
DMG
-1
+1
-1
+3
HIT +3
5
8.5
15
Club, Branch
1
1-2
2
-2
+2
-1
+2
-1
3
1
Dagger, Combat
5
1
4
0
+1
0
+1
0
4
10
Halberd
3
Hammer, Battle
3
Hammer, War Mace, Club
2
-3
+4
-3
8
-2
+2
-2
5
15
3
2
1
-4
+3
-4
+3
-3
8
25
3
1-2
2
-2
+2
-2
+2
-2
5
1
3
1
6
1
0
4
2
8
2
+2
-3
3
-1 0
+2 +4
-3
3
1
+2
-1
2
3
-2
4
2
Staff
+3
+1
-1 -3
5
0
+3
-3
7
1.5+50f 9
-3
4.5
80 1000
6
1
4
0
+3
-1
+3
0
3+150
2
1
-4
+4
-4
+4
-3
10
2
-3
+3
-3
+3
-2
50
8
20
Sword, Power
6
1-2
2
-3
+3
-3
+3
-2
8+50f
Sword, Short
3
1
3
-2
+2
-1
+2
-1
5.5
-5
0
Whip, Long
2
1
x
-4
+4
10
7
3 1-2
200 10
-2
Sword, Large 3
15
3
0
+3
-2
15
-1
+1 +3
-3
+4
-2
+2
Sword, Laser Sword, Long Broad /
25
+2
5
Sword, Katana
+5
-2
3
Shock Stick Spear
-4
2
Machete Police Baton
1
1-2
-3
350 15
3
20
Shields
34
Ty p e
TL
HND
RN G
Barred, Large
3
IN I T
PA R
DGE
1
0.5
-3
+5
-7
0
Barred, Medium Riot Shield, Round
H IT
-3
GWP
DMG
3
1
1
-2
+4
-2
+1
-2
2
50
5
1
1
-2
+5
-2
+1
-1
1.5
200
Wooden, Large
3
1
0.5
-3
+6
-5
0
-3
2
20
Wooden, Medium
3
1
1
-2
+5
-1
+1
-1
2
15
Wooden, Small
3
1
2
-1
+2
0
0
0
1.5
10
2
PRC 80
Pistol, Automatic:The statistics given cover a wide range of modern fully automatic pistols.
Bullet, Basic:A lead ball. The price also includes the gunpowder required to project the missile.
Pistol, Semi-automatic: The statistics given cover a wide range of modern semi-automatic (self-loading) pistols.
Bullet, FMJ: Standard Full Metal Jacket casing for ammunition.
Revolver: The statistics given cover a wide range of double-action modern revolvers.
Dart: Small quarrels, designed for use with the crossbow pistol.
Rifle, Assault:The statistics cover a wide range of automatic assault rifles.
Quarrel:A short, heavy, square-headed arrow designed for use with crossbows.
Rifle, Hunting:The statistics cover a wide range of hunting rifles.
Shot: Fragmentation round, designed for use with a shotgun, that fires debris into a target area.
Shotgun, Pump Action: Covers a wide range of pump action shotguns, often employed by US law enforcers and military personnel.
Slug: A standard shotgun cartridge.
Sling: A loop of leather, or similar material, used to hurl stones.
Shields
Stone, Basic:Standard collected stones.
Barred:A wooden shield reinforced with a metal rim and riveted central hub.
SMG: The statistics given cover a wide range of SubMachine Guns.
Riot Shield:Clear polycarbonate shield used by police for riot control.
Ammunition Arrow: Wooden rod, with sharpened metal tip, designed for use with bows.
E q u ip m e n t
Wooden: Wooden shield often fashioned with oak, although softer and lighter versions do exist.
Missile Weapons Table T L
H N D
C A P
IR O F
B R O F
S R O F
R E C
R L
A M M O
R N G
IN IT
P A R
Bow, Long Basic
3
2
1C
1
X
X
0
1
A
10/12
0
Bow, Short, Basic
2
2
1C
1
X
X
0
1
A
9/10
0+
Catapalt, Basic
2
2
1C
1
X
X
-1
1
Pl/St
40f
Cross bow, Basic
3
2
1C
1
X
X
0
3
Q
Laser Pistol
6
1
na
2
x
x
0
2
Laser Rifle
6
2
na
1
3
15
0
Musket
4
2
1C
1
x
x
-5
Pistol, Automatic
5
1
15M
2
3
15
-2
Pistol S.A.
5
1
9M
3
x
x
Revolver
5
1
6C
2
x
x
Rifle, Assault
5
2
30M
1
3
20
Rifle, Hunting
Type
D G E
H IT
G W P
D M G
P R C
+2-
2
0
-3
9
50
1
-1
0
-2
8
30
0
-2
0
0
-1
1
10
90f
0
+1-
1
0
-2
50f
50
E
300f
0
0
0
0
0
80f
800
2
E
900f
0
+1
-1
0
-1
80f
1200
4
B,Basic
120f
-1
+2
-2
-1
-3
70f
450
3
9mm
80f
0
0
0
0
-1
55f
350
-2
3
9mm
80f
0
0
0
0
-1
55f
400
-1
2-7
0.38
90f
0
0
0
+1
-1
60f
400
-3
3
5mm
400f
0
+2
-1
0
-2
65f
1000
5
2
5C
2
x
x
-2
2-6
Shotgun, Pump Action5
1
7C
2
x
x
-4
2-8
Sling
1
11
SMG
5
2
20
-3
C1 30M
XX0 x
5
7mm 12Guage
600f 80f
0 0
+2 +1
2
St
6
0x
3
9mm
200f
0
-1 0
+1 0
00+1
0
-2 -2
0
75f 80f
1200 1200
2
2
15
-2
50f
900
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Magic Magic is the name given to the mystical energy force that can, if one knows certain esoteric practices, be used to manipulate and re-define reality. Within PSrps – Basic, magic is divided into four different styles (as described over the next few pages) with each style requiring a seperate Skill to utilise.
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Arcane Magic (Thaumaturgy): This section details the practices of ‘traditional’ wizardry. Its procedures involve gestures and short mantras that produce quick and immediate effects.
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This section details the practice Arcane Magic (Telluric): of creating potions, poulteces and other such “earthly” formulas. Inherent Magic:This section provides information as to the use of inner strength and/or mind over matter to control magical energy. Special Abilities:This section explains how latent powers can be manifested and used alongside the five usual senses.
Glossary of Terms Throughout this chapter there are many recurring terms; for convenience of space, each is fully described below. Base XP: The XP cost (see the Experience Chapter) involved with learning or producing any specific magical effect. Cast:This is how long it takes for the magic user to create the effects of the magic. Each section will have further details on casting, including different names for the procedure and any conditions that must be met in order to successfully elicit any magical effect. Cat (Category):As a general guideline to the level of power, each magical effect is rated by Category The Categories, in order of power are Petty, Minor, Basic, Elementary, Prevalent, Acute, Greater and Major. Categories are fully explained in the PSrps Core Rules. Cost: Certain (Arcane) magical procedures will require the use of assorted materials in their performance. The value of such items is noted by Cost and, although likely to come directly from the magic user’s laboratory, they are (usually) easily replaceable and therefore written as un. DUR: This is the duration of the magic; in other words, how long the power will be in effect within the game. Duration ‘Instant’ means that the magic will take effect immediately upon casting.
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Duration ‘Permanent’ means that the effects of the magic are indefinite, or will remain in place until certain conditions arise, as detailed by the description of the magic. Duration ‘UR’ means that the magical effects are permanent, as above, but may be removed, usually by the caster, at any time. A letter ‘c’, appearing after the noted duration time, means that the magic user must maintain a level of concentration throughout the duration of the effect. Such concentration is automatically successful if the caster is left undisturbed. However, if he is interrupted during his concentration, depending upon the type of magic employed, he must apply a penalty to his Magic Skill Result (as detailed in the particular magic section). If the modified amount drops the caster’s Result below the required TN, his concentration has been broken, and all effects of the magic will immediately cease. Magical Energy: PSrps assumes that all magic users fuel their magic by drawing upon an (infinite) energ y source. For simplistic reasons, PSrps refers to this source as ‘Magic Energy’ although practitioners of magic may well refer to the source of the power in many different ways; psychic potential, mana, chi or inner strength to name a few. Magical Energy Points (MEP): Every living creature (and some things that are not) will have, stored within them, a reserve of magical energy. For game purposes, to measure the level of such internal power, PSrps attributes MEP. (Living creatures will have an amount of MEP equal to their MND; although this can be increased through the use of XP – see page 64). Where noted, with each specific magical effect’s description, in order to elicit certain magical powers, the magic user will be required to draw upon these MEP reserves. However, should his MEP level ever drop below 1 he will become magically quiescent (see right). After use (under normal circumstances), MEP will regenerate at the rate of 1 point per hour back to its srcinal amount. For game purposes, it can be assumed that the magic user is aware of the limitations of the reserves of his magic energy and, dependent upon the setting (GM discretion), using MEP will have no adverse physical effect, other than some kind of sensation or feeling that alerts him to how much power he has used and, therefore, how much power he has remaining. Except where noted, whenever any effect that requires the use of MEP is attempted but fails to elicit, the magic user will always use 1 MEP from his reserves. MEP can also be used to categorise any magical effect into a sliding scale of power (in general, the greater the MEP cost, the greater the power of the effect).
Magical Force Rating (MFR): Every time a spell, or spelllike effect, is used, it must be attributed with a Magical Force Rating. This is mainly used for the purposes of resistance (see below) and merely represents a way to determine and calculate a game level to define the actual power behind any magical effect. A magical effect’s MFR is equal to the relevant Magic Skill Result generated when performing the magic.
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Barry has become rather adept with the Arcane Magic (Thaumaturgy) Spell ‘Gibberish’. Upon Casting he generates an Arcane Skill Result of 16. The spell’s Magical Force Rating is therefore also 16.
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Magical Quiescence:A condition that occurs when Magical Energy Points (MEP – see left) are reducedbelow 1 point. The Magically Quiescent are unable to retain magical energy within themselves; they will therefor e cease to regenerate MEP and can no longer obtain such energy through XP or any other method. In short, the Magically Quiescent are never again capable of producing magical effects (although they may still use magical items that produce such effects). Such characters will, however, gain a +5 bonus to any Magical Resistance but, unfortunately, this effect carries through to all types of magic and they are therefore always considered ‘unwilling victims’ and must generate a Magic Resistance against all magic (including positive effects such as healing and protections). Magical Resistance: The victims of most magical powers have a chance of resisting the effects. To resist, the victim rolls 1D10 and adds the result to his Magical Resistance. A character’s natural Magic Resistance is equal to his MND. This figure can then be further increased using the Improved Magic Resistance Skill (see page 17). If the Magical Resistance check is equal to or greater than the attacking Magical Force Rating then he has successfully resisted the magical effect. Barry’s opponent is a minor wizard by the name of Zakeri. In an attempt to resist Barry’s spell, Zakeri rolls 1D10 and adds his Magical Resistance for a total of 12. Since Barry’s Gibberish spell has a Magical Force Rating of 16, Zakeri will succumb to the effects of the spell. Note that some spells or spell-like effects do not allow a Magical Resistance. These are usually direct and/or damaging spells and will require the caster to generate a Magical Strike Skill Result. In such cases, where noted, the victim is usually able to attempt to Dodge the effect. Potential Magic Aptitude (PMA): PMA is best described as a sub-Manipulation. As the practice of (mainly) Arcane Magic calls upon three distinct Manipulations, PMA simply assumes an average in order to avoid multiple calculations during play. (PER + MND + INT)/3 = PMA.
RNG: This is the range of any specific magical effect. Where noted, it will be given, firstly, in centimetres for miniature figure representation, secondly in metres and thirdly in feet. If the range of the magic forms a circular area, then the effect is always given as a diameter and the description will denote whether the effect will centre from the caster or can be produced at range. If the magical power will produce a cone shaped area of effect, unless noted otherwise in the description, the range is given as length by width of the cone at its head (all such cones will start out at a size equal to the caster’s fist). Range ‘Self’ implies that the magic can only take effect upon the caster. Range ‘Sight’ will mean that the caster must be able to see his victim or target, or the victim must be able to see the caster, as determined by the description of the effect. Range ‘Audible’ means that the recipient of the magic must be able to hear the caster.
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Range ‘Touch’ will mean that the recipient will need to Thaumaturgic Spells be touched by the caster (this may require a successful There follow some examples of Thaumaturgic spells that Strike Result) for the magic to take effect. such an Arcane magic user is able to learn. The list is presented in alphabetical order, except where different Target Number (TN): The number that must be equalled versions of the same spell are, for convenience, listed in or beaten, using the appropriate Skill +1D10, in order that order of power. a magical effect may be mastered and/or elicited.
yArcane Magic (Thaumaturgy) g rt u a mLearning New Spells u a h T -
Thaumaturgy, also (and in some cases better) known as wizardry or sorcery involves the use of esoteric words and gestures, that directly tap into the surrounding magical energy and re-organize it to create supernatural effects. It is the study, learning and commitment to memory of particular and exact incantations. When evoked, such spells weave magical energy and redefine reality in very specific and precise ways.
Acclimatise Cat: Prevalent Base XP: 13 COST: 400 MEP: 4
RNG: Touch DUR: 8 Hours CAST:2 TN: 14
Effect:The recipient of this spell is able to acclimatise to inhospitable atmospheres and temperatures, allowing for underwater travel and even vacuum survival. Note that this spell cannot be used to defend against condition-based attacks, such as fire or poison, and can only allow the recipient to adapt to a specific surrounding atmosphere. Therefore, acclimatise will not allow the user to walk across hot coals, drink poisoned water or be impervious to disease. It would, however, allow the recipient to enter a flaming building, breathe in a toxic gas environment and walk across the bottom of a lake.
Before a magic user is able to cast any Spell, he must first master it. Mastering the spell involves study, practice of procedure and the commitment to memory of any required mantras or phrases. This process is represented by Experience Points (XP) and the magic user is required to spend the XP cost associated with the particular Spell in question. (Note that for humans the Base XP (listed with the spell’s description) must be multiplied by 10, as Aided Defence / Strike, Basic detailed in the Experience Chapter.) In addition, mastering Cat: Basic RNG: 20, 10, 33 the Spell will use resources from his Laboratory and so the Base XP: 9 DUR: 12 Rounds magic user is also required to spend the Cost (noted as COST: 200 CAST:1 un) detailed with each spell. Note that this Cost is a oneMEP: 2 TN: 10 time expenditure and, once mastered, future casting of the Spell will not require any further Laboratory resources. Effect: These spells (either Aided Defence or Aided To be considered successful in his mastery, the magic user Strike) cause the recipient to, respectively, gain a +3 is also required to pass an Attempt Roll. To do so, he must bonus to any Defensive Manoeuvre or melee based generate an Arcane Magic (Thaumaturgy) Skill Result. Combat Strike Result. Failure to achieve the TN listed with the Spell description will mean that the magic user has not managed to master it and his XP, Cost and efforts have therefore been wasted (however, he may repeat the process and try again). Success indicates that the magic user has mastered the Spell and is Alertness therefore able to attempt to cast it as often as desired (withinCat: Basic RNG: Touch the constraints of MEP and TN as outlined below). Base XP: 9 DUR: Permanent until used COST: 200 CAST:1 MEP: 2 TN: 10 Casting Spells
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All Thaumaturgic Cast times are written in Actions (unless stated otherwise). To cast a thaumaturgic spell, both of the caster’s hands must be free from restriction of any kind – including held items (unless noted otherwise in the Spell’s description). He must trace magical patterns (known as glyphs) in the air with his hands, whilst particular words of incantation must form on the lips of his mouth; whether they are sung, whispered or shouted does not matter, but they must form nonetheless.
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Effect: The recipient of this spell cannot, under any circumstances, be attacked by means of surprise. The recipient of the spell is simply alerted to any such attack before it occurs. Once cast, the spell will remain until any attempt is made to surprise the beneficiary, at which point the spell will take effect and will need re-casting if any further surprise attacks are to be avoided.
Astral Windows Cat: Basic Base XP: 9 COST: 200 MEP: 2
Camouflage RNG: 50, 25, 82 DUR: 1 Minute CAST:1 TN: 10
Effect: This spell allows the caster to look through any window or transparent portal within range, as if from either side, to view the scene beyond (including the eyes of other creatures). Only one window may be chosen per casting of the spell, but casting the spell several times would allow for several views. Shifting between window/s and normal view can be done at will throughout the duration of the spell.
Cat: Elementary Base XP: 11 COST: 300 MEP: 3
RNG: Touch DUR: 1 Hour CAST:1 TN: 12
Effect: Once cast, the recipient will become virtually invisible, blending perfectly with his surroundings. Although able to speak, cast spells, and even throw things or fire missiles from his hidden position, he will only stay camouflaged for the entire duration as long as his feet remain in one place (this would mean that attacking with a melee weapon is not possible). A Notice TN 26 or Look TN 22 is required to spot the recipient of a Camouflage spell.
Contemplate Blinding Flash Cat: Elementary Base XP: 11 COST: 300 MEP: 3
RNG: 200, 100, 328 DUR: Instant / 1 Minute CAST:1 TN: 12
Cat: Basic Base XP: 7 COST: 100 MEP: 1
RNG: Self DUR: 1 Round CAST:1 TN: 8
Effect:Causes a brilliant flash of white light to emanate from the caster. Anyone in range viewing the caster whilst this spell is cast will be blinded for 1 minute (12 Rounds).
Effect: This spell allows the caster to see (up to) one Round into the (possible) future. It will work in accordance with the caster’s intentions and that which is around him, e.g. casting Contemplate before opening a door will result in the caster receiving a vision, lasting one Round, of himself opening the door and A) finding it is locked, B) setting off a trap, or C) the view beyond etc.
Bolt of Power, Lesser
If used before a battle, Contemplate will only reveal immediate intentions and reactions, and cannot be used to predict the outcome of a conflict.
Cat: Elementary Base XP: 11 COST: 300 MEP: 3
RNG: 50, 25, 82 DUR: Instant CAST:1 TN: 12
Escape
Cat: Acute RNG: Touch Base XP: 17 DUR: Instant Effect:This spell causes a bolt of pure magical energy to COST: 600 CAST:1 shoot from the caster’s hands. Upon hitting a target, whichMEP: 6 TN: 17 requires a Magical Strike Result (DEF + Magical Strike + Effect: This spell will teleport the recipient in a random 1D10), the bolt will cause: DMG: 35f. direction, to a safe destination, 100 meters away from danger (with GM’s discretion). Note that a victim may attempt to Dodge a Bolt of Power (in the usual manner as with all missile fire), but Magical Resistance will have no effect.
Espy
Bolt of Power, Prevalent
Cat: Basic Base XP: 11 COST: 300 MEP: 3
Cat: Prevalent Base XP: 13 COST: 400 MEP: 4
RNG: 50, 25, 82 DUR: Instant CAST:1 TN: 14
Effect:This spell functions in the same manner as Lesser Bolt of Power but, upon hitting a target, will cause: DMG: 50f.
RNG: 50, 25, 82 Diameter DUR: 1 Hour CAST:1 TN: 12
Effect: This spell causes the caster to be aware of the location of all deliberately hidden, out of sight, or invisible creatures up to a 50cm diameter range (miniature scale). The spell cannot serve to see through walls etc. and will only reveal an appreciation of the location of such creatures. In addition, the spell cannot be used to find creatures that are not attempting to hide – such as trying to see through the wall of a household whereby the inhabitants are just going about their daily business.
A ra c n e M a g ic -h T a u m a tu rg y 39
Fly Cat: Acute Base XP: 17 COST: 600 MEP: 6
Heat Vision / Infravision RNG: Self DUR: 1 Hour CAST:2 TN: 17
Effect:By means of this spell the magic user is capable of moving himself through the air using only his force of will. Although, essentially, defying the law of gravity the flying character is not able to carry any more than he can usually carry and is subject to all the same encumbrance. In addition, he must also apply physical exertion in order to rise from the ground and move (even hovering will expend energy), he will therefore become tired, using Stamina/F&T at the same rate as if running.
y g rt u a mFoible u a h T -
Cat: Basic Base XP:9 COST: 200 MEP: 2
RNG: Self / 50, 25, 82 DUR: 1 Hour CAST:1 TN: 10
Effect: This spell enables the caster to see heat (and cold) sources (in addition to his usual vision). The caster can see the terrain of the ground (and thereby navigate in darkness), can easily distinguish between warm-blooded and cold-blooded/dead creatures, and can just about differentiate between rocks and metals.
Note that a strong source of heat or cold (close by or in the caster’s line of sight – such as a fire or a snowstorm) will incapacitate such vision in the same way as a bright The magic user will move at his usual movement rate but, forlight or darkness would incapacitate normal vision. the purposes of control, tricks and techniques, when airborne, he should acquire theFly Skill (Base XP 20, DEF). Illuminate
Cat: Prevalent Base XP: 13 COST: 400 MEP: 4
RNG: 30, 15, 49 DUR: 12 Rounds CAST:2 TN: 14
Effect:The victim of this spell will become the subject of an armour jinx. All successful attacks made against him, for the duration, will be deemed to automatically miss the armour (regardless of SA), finding a hole, joint or weak spot, and causing full damage to the wearer.
ig c a M e nGibberish a c r
RNG: Touch DUR: 5 Days CAST:1 TN: 10
Effect:To cast this spell the victim must be within range. If successful the caster will see a trail of yellow footprints left behind wherever the victim walks. Note therefore that a victim would not leave a trail behind him if he were riding a horse, swimming or travelling in a vehicle.
Cat: Prevalent Base XP: 13 COST: 400 MEP: 4
RNG: Touch(50,25,82 Diameter) DUR: 1 Hour CAST:2 TN: 14
Effect:By means of this spell the magic user is able to touch a small non-living object (such as a pebble) and cause it to illuminate with a dull light (equivalent to a small candle). The magic user is then at liberty to brighten the light (to a maximum equivalent of a 60-Watt lightbulb, radiating to a 50 cm diameter – miniature scale) or to dull and extinguish the light as many times as desired for the Duration of the spell, with each change in luminosity requiring 1 Action to take effect.
Footprints Cat: Basic Base XP: 9 COST: 200 MEP: 2
Cat: Elementary Base XP:13 COST: 400 MEP: 4
Note that the light created from this spell will have no effect upon creatures harmed by natural or spell daylight.
Immune to Poison Cat: Elementary Base XP:11 COST: 300 MEP: 3
RNG: Touch DUR: 5 Days CAST:1 TN: 12
Effect:Bestows complete immunity to all foreign substances entering, or already within, the recipient’s body. RNG: 30, 15, 49 DUR: 1 Hour CAST:2 TN: 14
Knockout
Cat: Prevalent RNG: 30, 15, 49 Base XP:13 DUR: 5 Minutes COST: 400 CAST:2 Effect:The victim of this spell (whose INT cannot be greater MEP: 4 TN: 14 than that of the caster’s multiplied by two) cannot form any words in any comprehensible language. He will lose all Effect:This spell causes unconsciousness in its intended knowledge of communication including speech, literacy or victim, of no greater than the caster’s PH x2, causing him signs. In addition, this will cause the victim to be unable to to drop any carried items and fall to the ground (DMG vocalise any command words or cast any spells. 1D100/3) for the duration of the spell.
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Language Cat: Basic Base XP:11 COST: 300 MEP: 3
Magic Sight RNG: Touch DUR: 24 Hours CAST:1 TN: 12
Effect: This spell will allow the recipient to understand and respond to any heard language for the duration. In addition, this spell can be used to negate the effects of a Gibberish spell.
Literacy Cat: Basic Base XP:9 COST: 200 MEP: 2
RNG: Self DUR: 5 Hours CAST:1 TN: 10
Effect: This spell enables the caster to read and understand any written form, style or language. When used to decipher Arcane Magic it will reveal the effects that could be caused and offers a +5 Learn Bonus.
Magic Armour, Prevalent Cat: Prevalent Base XP:11 COST: 300 MEP: 3
RNG: Self DUR: 12 Rounds CAST:1 TN: 12
Effect: Creates a suit of glowing orange, weightless, magical armour that provides cover to all locations of: AC: 25c, TOU: 50. Note that Magic Armour is not cumulative and re-casting the spell will dispel the old armour and replace it with a new set.
Cat: Basic Base XP:9 COST: 200 MEP: 2
RNG: 50, 25, 82 DUR: 10 Minutes CAST:1 TN: 10
Effect:Allows the caster to see magical items and effects Such power levels will be seen as shades of red, ranging from light pink at Petty levels to dark red (almost black) at Phenomenal levels. Note that this spell will not enable the magic user to see magical energy per se and will therefore not enable the caster to see hidden creatures that have stored magical energy in the form of MEP nor will it enable the caster to see the ‘effect’ of an invisibility or suchlike spell. In cases where magical items or areas of effect have more spells or enchantments in effect, the caster will see the magic as a background wash of the most predominant effect but with tinges and hints of other colours to denote that multiple effects are taking place.
Prodigy of Speed Cat: Prevalent Base XP:15 COST: 500 MEP: 5
RNG: Touch DUR: 12 Rounds CAST:1 TN: 16
Effect:This spell will add +3 to the recipient’s INIT and also increase his Movement Rate by +5cm/a for the duration.
Ranged Weapon Cat: U Prevalent Base XP:15 COST: 500 MEP: 5
RNG: 30, 15, 49 DUR: 5 Rounds CAST:2 TN: 16
For speed, during play, assume that the Magic Armour will form over the top of any existing armour that the character is wearing; treat the Magic Armour separately when calculating the effects of damage.
Effect:By means of this spell, the caster may remain at a distance and magically transfer attack blows, with any melee weapon, as if in hand-to-hand combat. The caster must be able to see his opponent clearly in order to attack. As a defensive manoeuvre, the defender may attempt only to dodge, but will suffer -5 penalty to the Result.
Magic Resistance
Scrying
Cat: Basic Base XP:15 COST: 500
RNG: Touch DUR: 1 Hour CAST:1
Cat: Basic Base XP:11 COST: 300
RNG: 1 km DUR: 1 Hour CAST:1
MEP:
TN:
MEP:
TN:
5
16
Effect:This spell will bestow the recipient with a +5 Bonus to his Magic Resistance.
3
12
Effect: This spell enables the caster to see and hear distant places and scenes as if he were a fly on the wall
A ra c n e M a g ic -h T a u m a tu rg y 41
Shatter
Effect: By casting this spell, the magic user will cause any one, non-living, non-magical object (including plants), up to 10 kg, to crumble to dust.
Due to the part-time nature involved with tending a Crop, a magic user is able to undertake a number of Recipes equal to his INT at any one time. However, it is important to note that each Recipe requires at least an hour’s attention each day in order to succeed and it is therefore advised that a maximum of eight projects be allowed. In addition, the GM should further restrict the magic user’s usual activities in order to reflect the additional attention required to the multiple Recipes.
Note that this spell cannot be used to shatter parts or
When following a Recipe, in addition to MEP and Cost,
sections of a larger object or item.
in create the Crop, required to order spendto the Harvest XP, the as magic listed user with isthe Crop’s description; this represents the time and effort he must use in the process. He must then generate an Arcane Magic (Telluric) Skill Result. If the Result is less than the TN listed with the Crop’s description then his attempt has failed and the Crop is non-magical and will have no effect when applied to the subject. However, a Result equal to or greater than the TN will mean that the Harvest has been a success, the Crop is magical and will act as detailed in the description. In addition, the number of Crops that may be Harvested from a single batch, is determined by the Success Amount as detailed in the table below.
Cat: Prevalent Base XP:11 COST: 300 MEP: 3
RNG: 20, 10, 33 DUR: Instant CAST:1 TN: 12
c ir luTarget e T c i Arcane Magic (Telluric) g a M e n a c r A Cat: Prevalent Base XP: 15 COST: 500 MEP: 5
RNG: 50, 25, 82 DUR: 12 Rounds CAST: 1 TN: 16
Effect: This spell will cause all missile fire aimed at the victim to gain a +5 bonus to strike.
The Arcane Magic Telluric Doctrine is the study and mastery of natural materials that hold magical qualities. Such materials include plants, minerals, animal parts and other organic material. Mastery of the Skill assumes that the magic user is beginning to understand the magical essences of the materials used in the craft and that he is able to mix them to produce potions, brews, and poultices etc. (referred to as ‘the Crop’). The process and ingredients used for creating such a Crop is known as a Recipe and is often followed from the text written in a book. A Recipe often involves mixing the ingredients together in specific methods and measures: boiling, stirring and adding more ingredients at regular intervals, a procedure which must take place within a Laboratory (not necessarily the magic user’s own). The ingredients’ value is noted with each Crop’s description as Cost (in un) and must be spent each time a harvest occurs (whether it is successful or not). Before any such harvest can take place, the Crop will need to magically ferment, a process that requires the magic user to imbue the Crop with the MEP amount listed. Although the MEP must be imbued in a single session, the entire fermentation may take many weeks and, although not required 24 hours a day, the magic user will need to be on hand to tend the Crop during this time. Most of the Recipe requirements will take only an hour each day and so, although he cannot stray too far, he is free to continue about any other business as normal. Should the magic user fail to tend the Crop each day then it will automatically fail.
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Telluric Harvest Table S u c c e s s Amo u n t
N u mb e r o f C r o p s
0-3
1
4-6
2
7-10 11-15
3 4
Continue to add 1 additional Crop for every 5 Success amount.
Recipes There follow some examples of Recipes that such an Arcane magic user is able to learn. The list is pres ented in alphabetical order, except where different versions of the same Recipe are, for convenience, listed in order of power. Explanation of Terms (where different from page 36) Crop: The type of crop that is produced by following the Recipe. This can be one of a number of items and a few are described below (with amulets, talismans, candles, mojos and more described in the PSrps - Core Rules). It is important to note that multiple doses of the same Crop will not increase the potency, duration or effect in any way.
Oil/Perfume:An (often) greasy mixture that must be massaged into the subject’s skin over a period of one hour. After completion of the massage, the effects of the Crop will begin within 1D10 minutes and remain for the duration. Oil must be used within 24 hours of creation and application must take place within this time or it will make the user sick (-5 penalty to all Results for half the duration of the oil or one day where such duration is Permanent or Instant). However, oil that is, after harvest, immediately bottled in an airtight container will keep indefinitely.
Paste: Paste is a thick sticky substance that needs to enter a victim’s/subject’s body before the effects can take place. Such application can be administered through injection, swallowing (which usually requires two full Rounds of chewing before the material is pliable enough to swallow) or as a result of a Light Wound when applied to a (cutting) weapon (at least 20% DP of the Light Wound Bracket). The paste’s effects will then begin on the second of the user’s Actions after application. After harvesting, paste must be used within one year or it spoils and becomes non-magical. Poultice: A bandage of herbs that is often wrapped around the subject’s body or limb and slowly absorbed through the skin. A poultice will last for one month only and application must take place within this time or it will make the user sick (-5 penalty to all Results for half the duration of the poultice or one day where such duration is Permanent or Instant). Absorption itself usually requires a full daythis (8 time hours) and the for effects come onthere gradually during (although, gamewill purposes, is no such thing as half effects).
Potions:Are usually strong flavoured, coloured liquids (the GM is at liberty to decide upon colours and flavours for each should he so desire). A Crop of potion will create enough liquid for one dose (usually around 50ml) and, to keep indefinitely, must be bottled in an airtight container at harvest (otherwise the potion will last for 1D10 months only, becoming non-magical at the end of this time). Drinking or injecting a potion requires the use of two Actions, the first to find and remove the stopper/bottle-top and the second to physically drink/inject the potion. Whilst drinking or injecting the potion, the user cannot perform any actions that would break off his consumption (such as movement, attacking or defending). In addition, the potion must be consumed in one go or the user will become sick (-5 to all Results for half the duration of the potion or one day where such duration is listed as Permanent or Instant); there is no such thing as ‘half a potion’. Once consumed, the potion will take effect from the beginning of the drinker’s immediate following Action.
Blood of the Mighty Cat: Prevalent Harvest XP:26 Cost: 150 DUR: 12 Rounds
MEP: 3 Harvest:1 Week TN: 12
Effect:This potion will bestow an additional +50 DP to the consumer for 12 Rounds. Any damage then sustained will be subtracted from these DPs first and will simply vanish at the duration end, open wounds closing as if they were never there.
A
Note that this potion will not serve to cleanse such wounds of infection etc.
rc a n e M a g ic
Contemplate, Potion of Cat: Basic Harvest XP:10 Cost: 50 DUR: Instant
MEP: 1 Harvest:1 Week TN: 8
Effect: This potion allows the caster to see up to one Round into the (possible) future. It will work in accordance with the consumer’s intentions and that which is around him, e.g. drinking before opening a door will result in the drinker receiving a vision, lasting one Round, of himself opening the door and A) finding it is locked, B) setting off a trap, or C) the view beyond etc. If used before a battle, the potion will only reveal immediate intentions and reactions, and cannot be used to predict the outcome of a conflict.
-e T ll u ri c
Damaging Paste (25) Cat: Minor Harvest XP:14 Cost: 50 DUR: Instant
MEP: 1 Harvest:1 Week TN: 8
Effect: When applied to an open wound (at least 20% DP Light Wound), or swallowed, this paste will cause its victim an intense burning sensation, which causes 25 points of damage. Note that such damage will ignore armour TOU since the paste will have entered the body.
Wound Patching, Potion of Cat: Minor Harvest XP:14 Cost: 50 DUR: Instant
MEP: 1 Harvest:1 Week TN: 8
Effect:Unlike normal potions, a Potion of Wound Patching must be poured directly onto the wound in question in order for it to work. The wound will then instantly fizz and bubble, painlessly, producing a steam-like vapour as the potion
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cures a total of 10 DP to F&T (caused only as a result of of injury or wounding). It will have no curing effect on injury or wounding). It will instantly serve to stop shock orSerious, Critical or Deadly F&T, but will instantly serve to haemorrhage and neutra lise any infection. In addition several stop shock or haemorrhage and neutralise any infection. potions can be used to offer a complete curing effect. Note that this potion will not resurrect (or heal) a victim Note that this potion will not resurrect (or heal) a victim who is dead. who is dead.
c ir lu e T c i gHeal Mild Wound, Potion of a M e n a c r A
Heal Light Wound, Potion of Cat: Basic Harvest XP:14 Cost: 50 DUR: Instant
MEP: 1 Harvest:1 Week TN: 8
Effect: Unlike normal potions, a Potion of Heal Light Wound must be poured directly onto the wound/s in question in order for it to work. The wound/s will then instantly fizz and bubble, painlessly, producing a steam like vapour as the potion cures a total of 25 DP to any Light F&T damage (caused only as a result of injury or wounding). It will have no curing effect on Mild, Heavy, Serious, Critical or Deadly F&T, but will instantly serve to stop shock or haemorrhage and neutralise any infection. Note that this potion will not resurrect (or heal) a victim who is dead.
Cat: Elementary MEP: 2 Harvest XP:18 Harvest:1 Week Cost: 100 TN: 10 DUR: Instant
Effect: Unlike normal potions, a Potion of Heal Mild Wound must be poured directly onto the wound/s in question in order for it to work. The wound/s will then instantly fizz and bubble, painlessly, producing a steam-like vapour as the potion cures a total of 35 DP to any Light or Mild F&T damage (caused only as a result of injury or wounding). It will have no curing effect on Heavy, Serious, Critical or Deadly F&T, but will instantly serve to stop shock or haemorrhage and neutralise any infection. Note that this potion will not resurrect (or heal) a victim who is dead.
Heal Heavy Wound, Potion of Cat: Prevalent Harvest XP:22 Cost: 150 DUR: Instant
MEP: 3 Harvest:1 Week TN: 12
Effect: Unlike normal potions, a Potion of Heal Heavy Wound must be poured directly onto the wound/s in question in order for it to work. The wound/s will then instantly fizz and bubble, painlessly, producing a steamlike vapour as the potion cures a total of 50 DP to any Light, Mild or Heavy F&T damage (caused only as a result
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Heal Serious Wound, Poultice of Cat: U Prevalent Harvest XP:26 Cost: 200 DUR: Instant
MEP: 4 Harvest:2 Weeks TN: 14
Effect: When this Poultice is applied to the subject’s Wound/s, those wounds (at any Wound Bracket) will instantly stop haemorrhaging. In addition, after wearing the poultice for one hour, the subject will be cured a total of 75 DP to any Light, Mild, Heavy or Serious F&T damage (caused only as a result of injury or wounding). However, it will have no curing effect on Critical or Deadly F&T, but will serve to cleanse any infection. Note that this poultice will not resurrect (or heal) a victim who is dead.
Initiative, Potion of Cat: Acute Harvest XP:26 250 Cost: DUR: 5 Rounds
MEP: 5 Harvest:2 Weeks 16 TN:
Effect: This potion will bestow the consumer with a +5 INIT bonus for 5 Rounds.
Magic Resistance, Oil of Cat: Petty Harvest XP:34 Cost: 300 DUR: 1 Year
MEP: 6 Harvest:2 Weeks TN: 17
Effect:Once absorbed, this oil provides the subject with a +3 bonus to his MR. However, the oil is not cumulative and can only be applied once per year. Note that the bonus is added inaddition to any XP advances and does not affect such Experience Point gains.
Truth, Potion of Cat: Acute Harvest XP:34 Cost: 300 DUR: 1 Hour
MEP: 6 Harvest:2 Weeks TN: 17
Effect: Once consumed, the victim must give a truthful answer to any question he is asked. The victim is not compelled to offer information but, when asked, he must answer truthfully and to the best of his knowledge and ability.
Inherent Magic Inherent Magic is the domination and / or synergy with the energy of magic. It involves mastering the artof harnessing and shaping magic by techniques of the user’s own mental and physical discipline. It is not astyle of magic that involves study in a laboratory (although it does still have to be practised and learned). It is a magic style that is controlled solely by the user’s thoughts and actions. A magic that is or will become part of the user’s psyche. As such, Inherent Magic incorporates many parapsychological abilities and mental phenomena, such as extra-sensory perception and psychokinesis. However, in game terms, it can be used to reflect more than a typical science fiction approach to psionics and should be used to personify any magic that requires a more naturally occurring feel. Examples could include the dragons, elves, druids and nature spirits of many fantasy based campaigns - whose magic is said to flow freely through them. Or thebards of the same setting who are said to have a fantastical command over language and that their laments, stories and poetry can shapeeality r itself. Alternatively, many action and animé styles of game use fighting techniques that enable the tapping of an inner energy force, or chi, that can produce some fantastic and otherwise impossible feats. Similarly, a wise-man in a pre-historic game setting may have a low understanding of his environment (Lore), but may well master his inner self. Attributing such effects to the spirits, the wise man is quickly elevated to the status of shaman. Initial Skill purchase represents achieving a state of enlightenment, whereby the Inherent is able to manipulate magical energy through sheer force of will and inner
In h e re n t M a g ic
strength. Once he has mastered this concept, the Inherent is able to tap into areas of his psyche and release controlled amounts of magical energy in the shapeof specific magical effects. Inherent Magic powers are known as Talents and each Talent belongs to a particular Inherent Magic Path. Inherents will generally learnseveral Talents from a number To be considered successful in his mastery the Inherent of different Paths; however, an Inherent can only walk is required to pass an Attempt Roll. To do so he must a number of Inherent Magic Paths equal to his Inherent generate an Inherent Magic Skill Result (Inherent Magic Magic Base Skill Level and never more than his PMA. + MND + 1D10). Failure to achieve the TN listed with the Talent description will mean that he has not managed Mastering Inherent Magic Talents to master it and his XP and efforts have therefore been Before any Talent can be executed, the Inherent Magic wasted (however, he may repeat the process and try User must first master it. To do so the Inherent must again). Success indicates that the Inherent has mastered spend the Base XP cost listed for Talent within the Path the Talent and is therefore able to attempt to execute it as that he is attempting to master (note that, for humans, often as desired (within the constraints of MEP and TN as the XP cost must be multiplied by 10; see the Experience outlined below). Chapter for details). However, Talents within any Path can only be mastered in order of MEP Value, starting with the Once the Inherent has mastered the lower Talent within a least powerful and slowly progressing up to the higherPath he may then progress and attempt to master the next powered effects. Such XP expenditure represents the Talent within that Path (the Talent with the next highest MEP Inherent’s time in meditation, focusing his inner energy value). To do so, he must repeat the above procedure, but and force of will to complement the Path and Talent he is using the statistics notedfor the new Talent. trying to master.
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Executing Inherent Ma gic Talents When executing any mastered Talent, the Inherent must first spend the MEPs required (as outlined with each Talent description). Attempting to achieve the TN listed with the particular Talent in question, the Inherent must then generate an Inherent Magic Skill Result (Inherent Magic + MND + 1D10). Success will indicate that the Talent will execute and the desired effect will take place; and failure will indicate that the specified Talent will not. However, if there is a lesser Talent within the Path (with a TN relevant to the Inherent Magic Skill Result) then it will take effect. Unfortunately, in such a situation,a lesser Talent execution will still use the same MEP value as the srcinally desired higher-powered Talent. If there is no lesser Talent (or the Inherent Magic Skill Result was not good enough to execute even a lesser Talent) then the Result is a complete failure and only 1 MEP is used from the reserve.
c i
a g M t n e r e hAided Defence n I
Five Cat: Prevalent Base XP: 18 MEP: 3
Six Cat: Prevalent Base XP: 22 MEP: 4
Seven Cat: U Prevalent Base XP: 26 MEP: 5
In addition, the Inherent is required to concentrate Eight intensely upon the task at hand. This is detailed with each Talent’s description as ‘Focus’ and is noted as a number Cat: U Prevalent Base XP: 30 of Actions that such concentration is required. MEP: 6 There follows an alphabetical list of some Inherent Magic Paths and their associated Talents that are available to Inherent magic users.
Effect:The Talents within this path will enable the Inherent to gain a bonus, as defined by the Talent name, to any Defensive Roll. One Cat: Petty Base XP: 10 MEP: 1
Two Cat: Minor Base XP: 11 MEP: 1
Three Cat: Basic Base XP: 12 MEP: 1
Four Cat: Elementary Base XP: 14 MEP: 2
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RNG: Self DUR: 12 Rounds Focus:1 TN: 8
Nine Cat: U Prevalent Base XP: 38 MEP: 8
Ten Cat: Acute Base XP: 46 MEP: 10
RNG: Self DUR: 12 Rounds Focus:1 TN: 12
RNG: Self DUR: 12 Rounds Focus:1 TN: 14
RNG: Self DUR: 12 Rounds Focus:1 TN: 16
RNG: Self DUR: 12 Rounds Focus:1 TN: 17
RNG: Self DUR: 12 Rounds Focus:1 TN: 19
RNG: Self DUR: 12 Rounds Focus:1 TN: 20
Aided Strike RNG: Self DUR: 12 Rounds Focus:1 TN: 8
RNG: Self DUR: 12 Rounds Focus:1 TN: 8
RNG: Self DUR: 12 Rounds Focus:1 TN: 10
Effect:The Talents within this path will enable the Inherent to gain a bonus, as defined by the Talent name, to any melee based Combat Strike Roll. The statistics and Talent names are the same as for Aided Defence.
Astral Projection Astral Body Cat: Basic Base XP: 14 MEP: 2
RNG: 10, 5, 16 DUR: 1 Hour Focus:1 TN: 10 Effect: By means of this Talent the Inherent is able to create an exact replica of his body for the Duration. The
replica is assumed to be Astral in form and is therefore invisible to the naked eye; but visible to any form of magical sight; such as Espy, See Invisible, Clairvoyance, Magic Sight, and View Karma / Aura etc. As an exact replica, the Astral Body will have all the same statistics as the physical (F&T, KDV, DP, Skills and Manipulations etc.), however, physical equipment such as armour and weapons will only be represented upon the astral form and, therefore, of no practical use; the Astral Body is, in effect, naked. In addition, at this Talent level, the Inherent is unable to influence, control or manipulate the Astral Body in any way other than to see through its eyes. This means that, at this Talent Level, the Astral Body will remain stationary beside the physical body and is only able to see the immediate surroundings.
movement rate, in any direction, including up or down, to a distance as shown by RNG. However, although the Astral Body remains incorporeal, and therefore cannot touch or feel, it is unable to move through solid objects such as walls and ceilings etc. Incorporeal Control Cat: Elementary Base XP: 22 MEP: 4
RNG: 200, 100, 328 DUR: 1 Hour Focus:2 TN: 14
Effect: In addition to the above, at this Talent Level the Inherent is able to move the Astral Body, at double his usual movement rate, in any direction, including up or down, (thereby gaining a +2 Bonus to Dodge), to a distance as shown by RNG. However, the Astral Body The Astral Body is attached to the real physical body by remains incorporeal, and therefore cannot touch or feel, a silvery cord (called the Astral Cord). The Astral Cord isbut the Inherent is now capable of movement through assumed to have a TOU 0 and 50 DPs and is also invisible solid objects such as walls and ceilings etc. to the naked eye; but visible by any form of magical sight. However, both the Astral Body and the Astral Cord can only Project Senses be struck (and caused damage) by magical weapons or Cat: Prevalent RNG: 1000, 500, 328 effects – any other form of attack or damage will simply pass Base XP: 26 DUR: 1 Hour through. Should the Astral Body ever be caused damage, it MEP: 5 Focus:2 is subject to all the same rules as the Physical Body. Should TN: 16 the Astral Body ever become unconscious, the Inherent’s Effect: In addition to the above, at this Talent Level the essence will immediatel y return to the Physical Body. Should Inherent is able to move the Astral Body at quadruple the Astral Body ever be ‘killed’, the Inherent will lose the use his usual movement rate (thereby gaining a +4 Bonus of all Talents within the Path and can only re-gain them by to Dodge). The Inherent is also able to understand the re-spending XP in the usual manner. Should the Astral Cord senses of the Astral Body; thereby enabling hearing, ever be completely severed (reduced to 0 DP) the Astral smell, sound and sense of touch (although still unable to Body will simply vanish and the physical body will die. In addition, any unsuccessful (magical) attack made againstpick up objects, the touch of an Astral Body will cause goose pimples and a shiver down the spine). either the Physical or the Astral Body will have a 10% chance of striking the Astral Cord (SA 6). If attacked ectly, dir a TN 10 is required for success (as per the usual combat rules). Magical Projection Cat: Acute RNG: 5 km The Astral Body will contain all of the Inherent’s emotions, Base XP: 34 DUR: 1 Hour feelings and senses. Therefore, whilst in effect the MEP: 7 Focus:3 Inherent’s physical body will be devoid of sight, pain, grief TN: 18 and exhaustion etc.; this also means that the Inherent’s Effect: In addition to the above, at this Talent Level the physical body will slump to the floor in a sleep-like state. Inherent is able to move the Astral Body, at eight times However, should the physical body come under attack his usual movement rate (thereby gaining a +6 Bonus or other form of disturbance during the effect, the Astral to Dodge). The Inherent is also able to perform magical body will be alerted via tiny vibrations in the Astral Cord; tasks from the Astral Body (such as Spell Casting, the Inherent is then able to return to the Physical Body Miracles, Talents or Special Abilities). Magical tasks (requiring 1 Action). Any return to the Physical Body will performed in this nature will draw upon the Inherent’s end the effect and the Inherent must re-focus in order MEP and require him to generate TNs in the usual to re-elicit. manner; however, the effect will be centred upon, or emanate from, the Astral Body. Astral Travel Cat: Basic RNG: 100, 50, 165 Physical Projection Base XP: 18 DUR: 1 Hour Cat: Acute RNG: 20 km MEP: 3 Focus:1 Base XP: 42 DUR: 1 Hour TN: 12 MEP: 9 Focus:3 Effect:In addition to the above, at this Talent Level the TN: 20 Inherent is also able to move the Astral Body at his usual Effect: In addition to the above, at this Talent Level the
In h e re n t M a g ic
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Inherent is able to move the Astral Body at ten times his usual movement rate (thereby gaining a +8 Bonus to Dodge), and the Inherent is also able to project his Physical Body onto the Astral Body, thereby transporting himself to its location. Any return to or relocation of the Physical Body will end the effect and the Inherent must re-focus in order to re-elicit.
Upper Greater (250f) Cat: U Greater Base XP: 42 MEP: 9
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Major (300f) Cat: Major Note that, regardless of distance, the Inherent is always able Base XP: 46 to return to his Physical Body (requiring only 1 Action). MEP: 10
Blast of Power Effect: The Talents in this
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path enable the Inherent to release a ball of pure magical energy from his body and shoot it toward a target (a Magic Strike Result is required). The damage that the Inherent will cause with each Talent type is listed in brackets after the Talent name. A victim may attempt to dodge the blast (in the usual manner) but Magical Resistance will have no effect. Elementary (35f) Cat: Elementary Base XP: 18 MEP: 3
Prevalent (50f) Cat: Prevalent Base XP: 22 MEP: 4
Upper Acute (150f) Cat: U Acute Base XP: 34 MEP: 7
Greater (200f) Cat: Greater Base XP: 38 MEP: 8
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RNG: 50, 25, 82 DUR: Instant Focus:1 TN: 21
Mind Read Effect:This Path enables the Inherent to read a creature’s mind when within sight and range – regardless of language. After initial Focus Time, the Inherent is deemed to have created a link to the target’s mind; he must then continue concentrating for the entire duration in order to gain the information that he seeks.
RNG: 50, 25, 82 DUR: Instant Focus:1 TN: 12
Any Inherent attempting to learn Skills in this fashion will require a Basic Read with an MFR at the total level of the target’s Skill Total (Skill Base + Manipulation). Success will indicate that the Inherent may add the target’s Base Skill Level to his Attempt Roll. Failure will result in no bonus.
RNG: 50, 25, 82 DUR: Instant Focus:1 TN: 14
Surface Read (immediate) Cat: Basic RNG: 20, 10, 33 Base XP: 10 DUR: Instant MEP: 1 Focus:1
Upper Prevalent (75f) Cat: U Prevalent RNG: 50, 25, 82 Base XP: 26 DUR: Instant MEP: 5 Focus:1 TN: 16 Acute (100f) Cat: Acute Base XP: 30 MEP: 6
RNG: 50, 25, 82 DUR: Instant Focus:1 TN: 20
RNG: 50, 25, 82 DUR: Instant Focus:1 TN: 17
RNG: 50, 25, 82 DUR: Instant Focus:1 TN: 18
RNG: 50, 25, 82 DUR: Instant Focus:1 TN: 19
TN: 8 Effect:At this level, the Inherent will obtain the immediate thought patterns and overtones of conversation (such as deception or truth) of the target: good or bad intentions and feelings ranging from animosity to love, and apprehension to enjoyment. Minor Read (1 Week) Cat: Basic Base XP: 11 MEP: 1
RNG: 20, 10, 33 DUR: 1 Minute c Focus:1 TN: 8 Effect:At this level, the Inherent is able to delve deeper into the target’s mind. The Inherent is able to read, up to one week old, surface thoughts and memories within the target.
Basic Read (1 Month) Cat: Basic RNG: 20, 10, 33 Base XP: 14 DUR: 5 Minutes c MEP: 2 Focus:1 TN: 10 Effect: At this level, the Inherent is able to read, up to one month old, surface thoughts and memories within the target.
Elementary Read (1 Year) Cat: Elementary RNG: 20, 10, 33 Base XP: 18 DUR: 10 Minutes c MEP: 3 Focus:1 TN: 12 Effect: At this level, the Inherent is able to read up to one-year-old surface thoughts and memories within the target. Prevalent Read (5 Years) Cat: Prevalent RNG: Touch Base XP: 22 MEP: 4
DUR: 15 Minutes c Focus:2 TN: 14 Effect: At this level, the Inherent is able to read up to five-years-old surface thoughts and memories within the target. Upper Prevalent Read Cat: U Prevalent Base XP: 26 MEP: 5
(10 Years) RNG: Touch DUR: 30 Minutes c Focus:2 TN: 16 Effect: At this level, the Inherent is able to read up to ten-years-old surface thoughts and memories within the target. Acute Read (20 Years) Cat: Acute RNG: Touch Base XP: 30 DUR: 1 Hour c MEP:
6
Focus:2 TN: 17 Effect: At this level, the Inherent is able to read up to twenty-years-old surface thoughts and memories within the target. Greater Read (Life) Cat: Greater Base XP: 38 MEP: 8
RNG: Touch DUR: 3 Hours c Focus:3 TN: 19 Effect:At this level, the Inherent is able to read up to a lifetime’s surface thoughts and memories within the target. Suppressed Read (Any) Cat: Major RNG: Touch Base XP: 46 DUR: 5 Hours c MEP: 10 Focus:4 TN: 21 Effect:At this level, the Inherent is able to immerse himself completely within the target’s psyche; if the target has the information, the Inherent will find it. The Inherent is able to understand the target’s subconscious which, in some cases (GM discretion), could include gaining information from past lives and spiritual wanderings.
Shadow Meld Haze of Shadows Cat: Minor Base XP: 14 MEP: 2
RNG: Self DUR: 1 Hour Focus:1 TN: 10 Effect: This Talent will provide the Inherent with a +2 bonus whilst hiding or being stealthy and remaining within the shadows. Veil of Shadows Cat: Basic Base XP: 15 MEP: 2
RNG: Self DUR: 1 Hour Focus:1 TN: 10 Effect: This Talent will provide the Inherent with a +3 bonus whilst hiding or being stealthy and remaining within the shadows. Shroud of Shadows Cat: Elementary Base XP: 18 MEP: 3
RNG: Self DUR: 1 Hour Focus:1 TN: 12 Effect: This Talent will provide the Inherent with a +4 bonus whilst hiding or being stealthy and remaining within the shadows. Cloak of Shadows Cat: Prevalent Base XP: 22 MEP: 4
RNG: Self DUR: 1 Hour Focus:2 TN: 14 Effect: This Talent will provide the Inherent with a +5 bonus whilst hiding or being stealthy and remaining within the shadows.
In h e re n t M a g ic
Blanket of Shadows Cat: U Prevalent Base XP: 26 MEP: 5
RNG: Self DUR: 1 Hour Focus:2 TN: 16 Effect: This Talent will provide the Inherent with a +7 bonus whilst hiding or being stealthy and remaining within the shadows. Merge with Shadows Cat: Acute Base XP: 38 MEP: 8
RNG: Self DUR: 1 Hour Focus:3 TN: 19 Effect: This Talent will provide the Inherent with a +10 bonus whilst hiding or being stealthy and remaining within the shadows. In addition the Talent causes the Inherent’s body, and all his carried equipment, to become incorporeal
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and shadow-like. The transformation from corporeal to incorporeal, or vice versa, will take 2 Actions and whilst transforming, for purposes of combat etc. the Inherent is always considered as being in the state from which he is transforming. In an incorporeal form the Inherent is restricted to movement within shadows only (leaving the shadows would cause his body to become corporeal again and the Talent’s effects to end). In addition, he cannottouch or feel things of a corporeal nature, which may enable him to pass through walls if another shadow is present at the other side; it also means that non-magical weapons will simply pass straight through him, causing no damage.
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Shadow Jump Cat: Acute Base XP: 42 MEP: 9
RNG: Self / 20, 10, 33 DUR: 1 Hour Focus:3 TN: 20 Effect:In addition to Merge with Shadows, the Inherent is able to disappear into any one shadow and reappear from another within range (20, 10, 33). Each Shadow Jump will require the use of one Action, but the Inherent may jump as many times as he desires within the period of duration. If the Inherent is inside, or within 1 metre (2 cm miniature scale), of a shadowy area, the Talent may also be used to assist with a Focussed Dodge. To do so, the Inherent is required to generate a Focused Dodge in the usual manner (see page 16), requiring one Action, but will, in addition, gain a +3 bonus to the Result.
Special Abilities
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Special Abilities are natural or unnatural, magical powers that have attached themselves to certain individuals. The methods of acquiring Special Abilities are largely dependent upon the game setting (ranging from genetic accident to a gift from the gods) and the GM will have the final say as to what Special Abilities (if any) are available. The effects that such abilities produce will re-weave and re-shape reality in remarkable ways and are indeed the produce of magical energy. However, the individual who possesses such an ability is not necessarily aware of this fact and, although he must practise his art and technique of mastery over the Special Ability, it is impossible to Manifest, learn and develop any Special Ability that is not already Latent (Latent abilities are determined during character creation – see page 8). Note, however, that no character may have more Special Abilities (Latent or Manifested) than the value of his MND.
Mastering Special Abilities Once a character acknowledges and accepts a Special Ability’s existence, he may practice and attempt to master the art of its control. To do so, the character must spend
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the Base XP (listed with the description) which represents a period of time and devotion required for him to come to terms with the power, both physically and mentally. (Note that for humans the Base XP cost must be multiplied by 10; see the Experience Chapter for details.) He must also generate an Attempt Roll with a TN equal to the listed Base XP using 1D% + his Learn Bonus. Failure indicates that he has yet to access the full potential of the ability and his XP has been wasted; however, he may try again by repeating the procedure but with a cumulative +10 bonus to his Attempt Roll. Once he has gained control of the Special Ability it is considered as Manifested and can be written onto the character sheet with a Base Level of 0 (in the same manner as a Skill). Also see the Experience Chapter for details on increasing the Base Level.
Using a Special Ability Unless noted with the Special Ability description, the user of the Special Ability may, without error, utilise its effects as many times as he desires. The Base Level will determine the actual effect that the user is capable of achieving whilst any required MFR is generated by adding the Base Level to a Manipulation + 1D10 (as detailed in each description). Note that although Special Abilities allow the character to produce magical effects, the user does not draw upon his MEPs (in the traditional sense) in order to elicit the power. For this reason the XP costs involved with Special Abilities are deliberately kept high as a matter of game balance; it can simply be assumed that a Special Ability draws upon an, apparently unlimited, separate pool of such reserves. Explanation of Terms (where different from page 36): Type: A Level of power that is attributed to the Special Ability for game balance purposes (see Experience for full details). The levels are Aberrant, Extraordinary or Incredible. Magical Force Rating (MFR): Where applicable, MFR denotes the TN required for a victim to resist the effects (see page 36). Note that SAs do not require the use of personal MEP to produce their effects Base Level: The character’s fundamental level of proficiency with the ability.
Amazing Speed
Type:Extraordinary Base XP:28 Effect: The Base of this Special Ability is added to the Base of the user’s KDV.
Spider Poison Base Level:8 Cat: Pevalent Effect: The user can produce a systemic poison which can only be administered through a successful bite (DMG = PH) into a victim’s flesh (to be successful the victim must be caused a light wound). The user is able to produce enough poison for a single dose/bite per hour equal to the Base Level. The victim must then generate FIT + 1D10 TN 15 or fall unconscious for a number of minutes equal to the amount by which he failed.
Note that Amazing Stability is cumulative with the Improved Stability and Combat Stance Skills.
In addition, the venom can be milked and kept, in a separate container, for up to 1 month.
Animal Totem (Spider)
Animal Totem (Wolf)
Type:Extraordinary Base XP:26 Effect:The character with this Special Ability will add the Base level to his MPS movement rate.
Amazing Stability
Type:Extraordinary Base XP:30 Type:Extraordinary Base XP:28 Effect:By means of this Special Ability the user will become Effect: By means of this Special Ability the user will attuned to the spirit of a spider and will gain similar spider-become attuned to the spirit of a wolf and will gain similar like abilities/advantages as outlined by the Base Level belowwolf-like abilities / advantages as outlined by the Base (the particular type of spider chosen is up to the player). Level below. Spider Climb Base Level:1 Cat: Elementary Effect: The user may add the Base as a bonus to any climbing Result. Spider Sense Base Level:2 Cat: Pevalent Effect:The user may add half the Base as a bonus to any dice results involving PER. Spider Stealth Base Level:3 Cat: Elementary Effect:The user may add half the Base as a bonus to any Stealth Results. Spider Web Base Level:5 Cat: Pevalent Effect:The user can produce a sticky, protein-based silk from a valve-like opening on the palm of his hands. The amount of silk the user may produce is equal to 100 metres x the Base level and, once used, the silk stock will then replenish itself at the rate of 5 metres x the Base Level per hour. The silk has a TOU of 80, is sticky (requiring PH TN 10 to break free) and will hold up to 200 kg of weight. The user is also able to project the silk to a distance of 5 metres x the Base Level and, for the purposes of hitting a target, he may learn a Silk Strike Skill (in the same manner as Magical Strike). In such cases, the elasticity of the silk will cause it to wrap around a successfully struck victim (requiring a PH TN 20 to break free). The user may also propel himself by swinging on the silk; this requires a Gymnastics TN 10 for movement through trees, ranging to a TN 20 for movement between city skyscrapers.
Improved Sense of Smell Base Level:1 Cat: Elementary Effect:The user may add the Base Level as a bonus to Odour Scenting Skill Results. In addition, one quarter of the Base (round off fractions) may be added to any Notice Results. Improved Hearing Base Level:2
Cat: Basic
Effect: The maytoadd of the BaseIn(round off fractions) as user a bonus anyhalf Listen Results. addition, one half of the Base (round off fractions) may be added to any Notice Results (not cumulative with Improved Sense of Smell).
S p e c ia l A b il it ie s
Speed of the Wolf Base Level:3 Cat: Elementary Effect: The user may add half of the Base (round off fractions) as a bonus to his standard MPS movement rate. Wolf Stamina Base Level:4 Cat: Elementary Effect:The user may add the Base Level as a bonus to his Stamina Skill (Stamina is explained in he PSrps – Core Rules. For use with the Basic Rules, simply add the Base Level as a bonus to the Light Wound Bracket only. Howl of the Wolf Base Level:6 Cat: Acute Effect: Once per month (+1 per month per Base Level above 6 - i.e. twice per month at Base Level 7, three times per month at Base Level 8 and so on), the user may produce a blood curdling call by remaining still, tilting his
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head backward and howling for 5 Actions. The howl will summon a number of wolf spirits equal to half the Base Level (round off fractions – use Guard Dog statistics (page 77) but assume that the creatures can only be harmed by magic).
s e liti Aqua Breathing b A l a i c eEnhanced Hearing p
Once summoned, the spirits are fiercely loyal to the user and will obey his every command unquestionably and with no regard for their own safety. The spirits will remain in existence for (up to) a number of days equal to the Base Level; although the user may dismiss them at any time. If destroyed during this period, that particular wolf may not then be summoned again until the following month.
Type:Extraordinary Base XP:28 Effect:Aqua Breathing enables the character to breathe under water. The Base Level is equal to the length of time (in hours) that the character may breathe in the watery environment (minimum ½ hour at Base 0) before he must take at least one full breath of regular air. And the Base multiplied by 10 determines the depth underwater (in metres) that the character may reach (with a minimum of 5 metres at Base Level 0).
Type:Aberrant Base XP:22 Effect:The Base Level of this Special Ability is added as a bonus to any Listen Skill Result. In addition, half of the Base (round up) may be added as a bonus to any Notice Skill Results. It improves upon the character’s usual standard of hearing by increasing the range of tones, pitch and frequency that he is normally able to perceive. It also allows the character to specifically focus upon particular sounds and noises and filter out any background interference. See page 18 for some suggested higher level Listen Skill Results.
S
Fly Type:Extraordinary Base XP:30 Effect:The character is capable of moving himself through the air using only his force of will. Although essentially defying the law of gravity the character is not able to carry any more than he can usually carry and is subject to all the same encumbrance. The flying character must also apply physical exertion in order to rise from the ground and move (even hovering will expand energy), he will therefore become tired, using Stamina/F&T at the same rate as if running. The Base Level x5 determines the mps speed at which the character can move but control should be determined by a new Fly Skill (Base XP 20, DEF).
Improved Initiative Type:Extraordinary Base XP:28 Effect: The Base level of this Special Ability is added whenever the character generates an INIT score.
Marksman Type:Extraordinary Base XP:26 Effect: By means of this Special Ability, the character will gain the Base Level as a bonus to any missile based Strike Result.
Regeneration Type:Incredible
Base XP:32 Effect: When wounded, the character with this Special Ability will regenerate F&T at a rate of the Base Level per Round. The character is able to completely regenerate lost limbs but will not regenerate from fire, acid or death.
Smite Spirits Enhanced Vision Type:Aberrant Base XP:22 Effect: The Base Level of this Special Ability is added as a bonus to any Look Skill Result. In addition, half of the Base (round up) may be added as a bonus to any Notice Skill Results. It improves upon the character’s usual standard of vision by increasing the spectrum of colours, contrast, tones and overall balance of picture that he is able to perceive. Note that this Special Ability will not increase the natural range of vision.
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Type:Extraordinary
Base XP:28 MFR: Base + MND + 1D10 Effect:This Special Ability may be used once per Round and requires that the user concentrate for 1 Action in order to activate its effect. Once activated, all spirit creatures (as determined by the setting at the GM’s discretion) within a diameter equal to the user’s Base x2 metres (minimum 1 metre at Base Level 0), are required to generate Magical Resistance. Note that, for simplicity, when dealing with large numbers of spirits, the GM may make MRs in groups of 5 or 10 etc. Failure results in the effects shown on the right table:
Smite Undead
X-Ray Vision
Type:Extraordinary
Base XP:28 MFR: Base + MND + 1D10 Effect:This Special Ability may be used once per Round and requires that the user concentrate for 1 Action in order to activate its effect. Once activated, all undead creatures (such as vampires, skeletons and zombies) within a diameter equal to the user’s Base x2 metres (minimum 1 metre at Base Level 0), are required to generate Magical Resistance.
Type:Aberrant Base XP:24 Effect: Enables the character to see through densely packed materials. The Base Level is equal to the thickness of the material (in metres), that the vision may penetrate (with a minimum of ½ metre at Base Level 0) and will also determine the type of material.
Note that, for simplicity, when dealing with large numbers of undead, the GM may make MRs in groups of 5 or 10 etc. Failure results in the effects shown on the below table:
Base Level: 1 Cat: Basic Effect:Fabric, paper or skin
Smite Undead / Spirits Table MR Failed by
Effect
1-2
Restrained: The spirits / undead are fearful of the smiter and will not attack him (although they may attack other members of the smiter’s group). The effects of such a smite will be broken if the smiter attacks the restrained spirit / undead creatures or attempts, by way of deliberate action (GM discretion), to cause them harm.
3-4
5-6
7-10
11-15
Turned: In addition to being Restrained the spirit / undead creatures will attempt to immediately flee away from the smiter. The spirits / undead will continue to ‘sprint’ away for a number of minutes equal to the amount by which they failed Magic Resistance. Turn or Scald: The smiter has the option to Turn the spirits / undead (as above) or he may choose instead to Scald them with damage. Scalded spirits / undead will be caused 50 points of damage (regardless of armour) but are not then Restrained. Turn or Maim: The smiter has the option to Turn the spirits / undead (as above) or he may choose instead to Maim them with damage. Maimed spirits / undead will be caused 100 points of damage (regardless of armour) but are not then Restrained. Turn or Damn: The smiter has the option to Turn the spirits / undead (as above) or he may choose instead to Damn them with damage. Damned spirits / undead will be caused 150 points of damage (regardless of armour) but are not then Restrained.
16+
Destroy: The spirit / undead creatures are instantly slain (regardless of DP).
Note that whilst X-ray vision will enable a character to see into a closed suitcase and view its content, it cannot be used as a substitute to enable vision in darkness.
Base Level: 2 Effect:Plastic
Cat: Elementary
Base Level: 3 Effect:Wood
Cat: Prevalent
C o m b a t
Base Level: 4 Cat: Prevalent Effect:Rock or brick Base Level: 5 Cat: Prevalent Effect:Copper, brass, zinc or tin Base Level: 6 Cat: U Prevalent Effect:Iron, steel, aluminium, gold or platinum Base Level: 7
Cat:Acute
Effect:Lead
Combat Initiative Whenever a confrontation or other tense situation occurs during play, the GM will break the activities into Rounds. Each Round of play will be approximately equal to five seconds of game time. When the game is broken into Rounds, every person involved, including bystanders who do not wish to directly take part in the activities, must generate an Initiative Result (every individual who generates Initiative will be referred to as a combatant from here on in). During the (five-second) Round, each combatant may perform a certain number of Actions, as defined by his Initiative (see page 54). To generate Initiative, everyone present rolls 1D10 and adds the result to his Q. In addition, sometimes, a combatant will have other bonuses or penalties to this roll as defined by his Skills, equipment and Total Encumbrance Modifier (TEM). See Equipment on page 24, for full details.
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A local thug has become boisterous and is threatening Barry. John, the person playing Barry, lets the GM know that Barry is going to punch him. The GM requests that John generate an Initiative Result for Barry, whilst he does the same for the thug.
t a
John rolls 1D10, scoring a 7. He adds this result to Barry’s Q of 5, and since Barry wears no armour and is carrying no equipment, there are no penalties or further adjustments to make. Therefore Barry’s total Initiative Result is twelve (7 + 5 = 12).
b m o C
The Initiative Result is then compared to the Initiative Result Table (below) to find the number of Actions that a combatant has within that Round. The GM should make a note of each combatant’s Initiative score and mark a series of tallies next to it to represent the number of Actions for the Round. As the Actions are used he will cross off the tally and thereby keep a record of both whose Action it is next and how many Actions each combatant has left for the Round. Barry has an Initiative of 12; this will mean that he has four Actions during this particular Round (five-second phase of the game).
Order of Combat The combatant with the highest Initiative Result will move first, taking his first Action. The combatant with the next highest Initiative Result will then follow, performing his first Action. This process is repeated until all combatants have performed their first Actions.
Initiative Result Table Roll Q + 1D10 (+TEM adjustments) Result below or 0
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Act io n s 1
1-5
2
6-10
3
11-15
4
16-20
5
After the first Round of combat is complete, new Initiative Results must be generated in order to start the next Round. Barry has an Initiative of 12, his opponent, the thug, has an Initiative of 8. This will mean that Barry will act first, performing his first Action, and then, the thug will get a chance to react, performing his first Action. The process is repeated until both combatants have used all of their Actions for the Round. In this case Barry has 4 and the thug only has 3, thus enabling Barry to gain an advantage of an additional Action over his opponent.
Same Time Initiative Should any combatants draw with their Initiative Results, the combatant with the highest Q will move first. Should they both have the same Q score, each combatant will roll 1D10 with the highest roller moving first.
Surprise Any character is entitled to a free Action (before INIT is rolled) if the GM decides that his activity or attack can be deemed a surprise (such as jumping out from hiding). After the surprise Action has been used, INIT must be rolled to determine the next person to act etc.
Off Hand Actions / The Use of Two Weapons Every character is assumed to be right-handed unless stated otherwise during character creation. The character’s Off Hand is therefore automatically assumed to be his left. The Off Hand Proficiency Skill provides a character with additional Actions that may be utilised by the Off Hand (see page 20).However, without the Off Hand Proficiency Skill, if a weapon (or weapon and shield) is to be used in each hand, the player must apply the GWP to both items. In the case of INIT and DGE, always use the lowest total score minus the worst GWP. In the case of SPD, simply use the worst score but the more favourable GWP. In addition, no extra Actions are gained for the second weapon (or shield) and any such uses are made as part of the character’s normal Actions for the Round.
For every five additional points of Initiative, increase the number of Actions per Round by 1.
Definition of Action
Once each combatant has completed his first Action, the process starts again from the combatant with the highest Initiative, who will then perform his second Action, and so on. This continues until all combatants have completed all their available Actions for the Round (five-second period).
Every Action represents a character’s activity that will usually require between, approximately, one and two seconds of time to resolve. During each Action, combatants may perform one (or more) of the following procedures: Activity, Movement, Attack, or Defend. Each is described in full over the page.
Definition of Turn A Combat Turn is a phrase that is used to define a period of elapsed time (specific to a particular character). It is measured from a character’s current Action to his following Action.
Initiative Zone
C
A character’s Initiative Zone is a range of three points (one either side of the actual Initiative Result) and can be used by the GM to determine if the character is off balance or ‘committed’ to a particular performance.
o m b a t
Barry’s INIT score is 12. His Initiative Zone is therefore calculated as 11, 12 and 13.
Activity An activity is any performance made during an Action that is not a Move, Attack or Defence. Activities are therefore tasks such as drawing a weapon from its holster, aiming or reloading a weapon, recovering a dropped weapon, focusing or aiming a weapon, opening a door, taking cover, speaking or spell casting etc. Achievement of that activity is limited only by the time frame of the Action (between one and two seconds) and any Skill Result that may be required. Some activities may actually take longer than one Action to perform. If so, the GM should break the activity into one to two second periods and decide upon a time frame for its outcome. Barry is brandishing a kitchen knife when he is set upon by five thugs, each with a large cleaver sword. Realising that he will have to go one better if he is to survive this encounter, he must change his choice of weapon to the pistol at his hip. The GM rules that this will take two Actions. One Action is used to replace the knife in its sheath and a second Action is used to remove and ready the pistol.
Move A move is any standard movement, such as running, between two points. A combatant’s movement rate is equal to the sum of his Q + DEF – PH as metres per second sprint. However, you will need to modify this amount to determine the character’s Standard Movement Rate per Action (see page 9).
Attack (Hand to Hand) Assuming that two or more enemies are within striking range, then, upon their Action, they may attack their opponent. To be within striking range, the combatant must have moved within his weapon’s length or range (for miniature representations, the bases of the figures must be touching). To attack, the character must use his Action to generate a Combat Strike Skill Result (DEF + relevant Combat Skill + 1D10). Note that certain weapons will also carry modifiers to this roll (see the Equipment section). A Result of 11 (or more) will mean that the attack is on target and a hit is likely. However, a defender may attempt to make a defensive manoeuvre to avoid the strike (see page 56).
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Attack (Two-handed)
Dodge
The penalties / advantages for using two-handed weapons are already calculated into the weapon statistics (see page 34).
The dodge defensive manoeuvre is to avoid a blow by moving out of its way. To dodge, the defender must generate a Dodge Skill Result (Q + Dodge Skill + 1D10). Even if a character has no DodgeSkill, the dice roll remains at 1D10, as all combatants are assumed to have a basic grasp of combat techniques. Certain equipment will also carry modifiers to this roll (see Equipment and TEM).
One-handed (or one to two-handed) weapons wielded in two hands will suffer the GWP to all Results (as described in the Equipment Chapter) but, upon a successful strike, the user may add his PH x1 for every 1-5 points by which he hits the target. For example, at SA 1-5 he will add his If the defender’s Skill Result is equal to or greater than PH x1, at SA 6-10 he will add his PH x2, at SA 11-15 he the attacker’s Skill Result, then the dodge is successful,
t a
will his60 PHfor x3, at SAon 16-20 heAmount will add- his PH x4 etc. (seeadd page details Strike SA).
bDefensive Manoeuvres m o C
The defender may attempt to make a defensive manoeuvre to avoid damage from any attacker’s blow. A defensive manoeuvre is either a Dodge or a Parry (each is described below), and the defender must state precisely what Action he is attempting before the attacker generates his Strike Result. A defensive manoeuvre will not require the use of an Action, but the defender is only allowed to perform defensive manoeuvres equal to the amount of Actions he has for the Round.
Note that only one Dodge may be attempted per Initiative Zone (see page 55) and that this will only defend against one attack (see also Focused Dodge on page 16); however, a character may attempt to Parry further attacks made within that same Initiative Zone. Barry is attacked by a thug brandishing a knife. The attacker has generated a Strike Result of 15 and Barry is attempting to dodge the blow. He rolls a 9 and adds it to his Q 5 + Dodge 3. This brings Barry’s total Dodge Result to 17 – a success, and the GM rules that Barry has sidestepped the attack.
Barry, with an Initiative Result of 8, has a total of three Actions. In addition to these three Actions he may also make three defensive manoeuvres within the Round.
Parry
Non-Defended Attacks
The parry defensive manoeuvre is to block the attacking blow by placing something in its way. To parry, the defender
If the victim of an attack uses no Defensive Manoeuvre (see page 56), the attacker will require the following TN in order for his attempted strike to be successful:
Non-Defended Attack Table TN
must make a Parry Skill Result (DEF + Parry Skill + 1D10). If a character has no Parry Skill, the dice roll remains at 1D10, as all combatants are assumed to have a basic grasp of combat techniques. Certain equipment will also carry modifiers to this roll; see Equipment and TEM.
C i r c u mst an c e
The target has his back turned, is 5 blind, unable to move or otherwise (or +5 strike bonus) indisposed to react to the attack.
If the defender’s Skill Result is equal to or greater than the attacker’s Skill Result, then the parry is successful, completely blocking his attacker’s blow.
The target is side on (but likely to be able to see his attacker 8 with peripheral vision), or is in an (or +2 strike bonus) area non-conducive to defensive manoeuvres (GMs discretion).
Note that a weapon in Focus (see page 15) cannot be used to parry. However, an Off Hand weapon can be used to parry whilst focusing with another weapon.
10 (or 0 bonus)
The target is not actively making a defensive manoeuvre but is relying on basic reflex actions and situational circumstances to avoid the strike.
Note that characters wielding shields may also receive a Passive Defence Bonus (see page 57 for details).
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completely avoiding his attacker’s blow.
Note that only one Parry may be attempted per Initiative Zone (see page 55) and that this will only defend against one attack; however, a character may attempt to Dodge further attacks made within that same Initiative Zone. Barry is training with the katana and is sparring with his teacher. The teacher has generated a Strike Result of 15 and Barry is attempting to parry the blow. He rolls a 5 and adds it to his DEF 5. As noted on page 34, the katana also receives a + 3 bonus to pa rry. Unfortunately, since Barry has
no additional Skill with the katana, he receives no furtherIn addition, half of the Base Level rounded off with bonuses and his total Parry Result is therefore calculated asa minimum of 1 and a maximum equal to his normal 13. This is a failure and the GM rules that the teacher hasnumber of Actions for the Round is equal to the number managed to get a successful strike upon Barry. of additional Off Hand Actions that he may make during a Round. Note that there is no need to purchase Off Hand Proficiency (Shield) as the Shield Skill automatically Shields assumes this is the case. If the defender is wielding a shield, he may attempt to use it to parry his opponent’s attack (bonuses and penalties to Attack (Missile Weapons) be applied whilst using a shield are fully explained in the To attack with any missile weapon, upon his Action, the shields section of the Equipment Chapter). character must generate a Strike Skill Result (DEF + Missile Combat Skill + 1D10). Missile weapon TNs are Note that Results when using two weapons or weapon subject to various modifiers for target size, range, cover, and shield are always subject to GWP – see page 29. and movement, as shown on the Missile Weapons Modifier Table on page 59. Certain missile weapons will also carry modifiers to this roll based on the amount of shots firedper Passive Defence Bonus (PDB) Action (see below, as well as Equipment and TEM). When a character is not actively making a defensive manoeuvre and the TN to strike him is therefore Note that, for speed of calculation during play, the GM calculated as either 5, 8 or 10 (see page 56 for details may attribute an ‘off the cuff penalty’ with regard to the of non-defended attacks), at the GM’s discretion, based difficulty of the shot. The ‘off the cuff’ penalty should be a upon circumstance, such as the shield providing cover simple -5 if the shot is awkward, -10 for a hard shot, -15 or causing an obstruction to the attacker’s line of sight for a difficult shot, -20 for an unlikely shot and -25 for an etc. the character may include his Shield’s PAR bonus impossible shot. multiplied by 2 (as listed in the equipment statistics) as a Passive Defence Bonus which can be added to the TN A Result of 11 or more will mean that the attack is on required for a successful strike. target and a hit is likely (also see Non-defended Attacks on page 56). However, a defender may attempt to make a Parrying with a Shield (or Off Hand) defensive manoeuvre to avoid the strike. The GM will use discretion when allowing defensive manoeuvres against If the defender’s Shield (or Off Hand) Parry Result is less than the attacker’s Strike Result, then his attempt to parry missile fire and his decision is final! is unsuccessful and the attacker has struck.
C o m b a t
Aimed Shots If the defender’s Shield (or Off Hand) Parry Result is equal to or greater than his attacker’s Strike Result, then his attempt to parry is successful, and the attacker’s blow has landed on the shield or Off Hand.
Unskilled Use
Any character may aim before using a missile weapon. To aim, a character is required to spend a minimum of 1 Action lining up the shot or missile and will receive a +1 bonus to his Strike Result for each Action spent aiming (up to a maximum of +3). Also see the Marksman Skill on page 19.
Without the Shield (or Off Hand Proficiency) Skill, if a Note that Off Hand Actions cannot be used to aim. weapon and shield is to be used in each hand, as well as applying the GWP to both items (see page 29), no extra Rate of Fire (ROF) Actions are gained for the second weapon (or shield) and any such uses are made as part of the character’s normal All missile weapons will have different rates of fire Actions for the Round. listed with their statistics in the Equipment Chapter. No mechanical weapon may ever fire more shots than its listed rate of fire in a single Action.
Skilled Use
If the character has the Shield Skill (at a minimum Base Level 0) then he is able to attempt a number of parries equal to the amount of Actions he has for the Round (as described on page 56).
There are three separate styles of missile fire: Individual, Burst and Spray, used to simulate the wide variety of missile fire weapons. The definition of terms and their use in game play is described over the page.
57
Individual Rate of Fire (IROF) Denotes that the weapon will fire a single shot every time the trigger is pulled or the method of firing is applied. Weapons of this category include catapults, slings, bows, both double and single action revolvers and semiautomatic or self-loading weapons.
t IROF – Single shot a
Any IROF weapon that fires a lone shot in an Action will require one standard Strike Result (DEF + Skill + 1D10).
IROF – Multiple shots
b m o C
An IROF weapon that fires multiple shots in an Action will require a Strike Result for each shot. The first shot requires a standard Strike Result (DEF + Skill + 1D10). The second shot requires a Strike Result adjusted by the weapon’s recoil (REC) modifier (DEF + Skill + 1D10 – REC). REC is detailed in the Equipment Chapter. Should the IROF weapon be able to fire a third shot in an Action, it will require a Strike Result, adjusted by twice the weapon’s recoil modifier. Continue to adjust further Strike Results, by an additional recoil modifier, for each subsequent shot fired in the same Action. This process is known as Continuous Recoil. Note that a mechanical weapon shooting in this mode may fire up to, but no more than, its Individual Rate of Fire (IROF) in one Action. Barry is taking target practice at the shooting club. He is using an automatic pistol, which has an IROF of 2 (see page 35). This means that the gun will fire one shot on its semi-automatic setting when Barry pulls the trigger; but Barry could pull the trigger twice in each of his combat Actions thereby firing up to two shots per Action. John requires a TN 13 in order for Barry to hit the distant target. Upon firing, he generates a Strike Result for the first shot; he rolls a 7 and adds it to Barry’s DEF (5) plus his newly acquired Pistol Skill of +3, giving a total Skill Result of 15. A hit! Barry fires again in the same Action; re-rolling and recalculating his Strike Result totals 17. Checking the REC of the weapon (see page 35) we see that a -2 penalty must be applied to each subsequent shot made in the same Action, it can therefore be calculated that the second shot in the Action is made at 15 (17 – 2 =15). Barry’s second shot also hits the target.
Burst Rate of Fire (BROF) Weapons capable of burst fire will automatically release a volley of shots equal to the BROF value (as detailed in the Equipment Chapter) every time the trigger mechanism is
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operated. The theory suggests that firing a higher volume of missiles toward a target, in a short space of time, will increase the chances of hitting that target. Weapons of this category are usually automatic machine weapons. To fire a burst from the weapon, the player must generate a Strike Result, as usual, but will gain a +2 Bonus to the Result (DEF + Skill + 1D10 +2). The first missile of the burst is equal to this amount. For the Strike Result of the second missile shot in the Burst, adjust the initial shot Strike Result by the recoil penalty of the weapon. For the Strike Result of the third missile shot in the Burst, adjust the initial shot Strike Result by twice the recoil penalty of the weapon. Continue to adjust further shots fired in the Burst, by the Continuous Recoil method. Note that a weapon shooting in Burst mode will always fire its full burst rate of fire (BROF) in the Action. Barry is taking target practice at the shooting club. He is using an automatic pistol, which has a BROF of 3 (see page 35). This means that the gun will fire three shots, in short succession, on its fully automatic burst setting, when Barry pulls the trigger. John requires a TN 13 in order for Barry to hit the distant target. Upon firing, he generates a Strike Result for the first shot; he rolls a 6 and adds it to Barry’s DEF (5) plus his newly acquired Pistol Skill of +3. Since the shot is fired from a burst he also gains an additional +2 bonus, giving a Total Skill Result of 16. A hit! Checking the REC of the weapon (see page 35) we see that a -2 penalty must be applied to each subsequent shot made in the Burst. It can therefore be calculated that the second shot in the Burst is made at 14 (16 – 2 =14). Barry’s second shot also hits the target. Finally, the third shot in the Burst is made at 12 (14 – 2 =12). Barry’s third shot is therefore, unfortunately, sent wide of the target.
Spray Rate of Fire (SROF) Weapons capable of spraying will continue to shoot missiles towards the target for as long as the trigger, or method of firing, is applied. Weapons of this category are usually automatic machine weapons. For purposes of game coherence, Sprays are broken down into Volleys of five missiles each. The shooter may opt to fire any number of shots (divisible by 5) up to his full SROF in a single Action but must announce the amount he intends to shoot before calculating the effects of firing the weapon. (Although Spray weapons are actually considered to be continually firing, even during the shooter’s non-action phases of his Turn, for the sake of game continuity, the shooter will resolve his entire SROF during his Action).
Each Volley will require a Strike Result, with a +4 bonus (DEF + Skill + 1D10 + 4). The first missile of the Volley is equal to this amount. For the Strike Result of the second missile shot in the Volley, adjust the initial shot Strike Result by twice the recoil penalty of the weapon. For the Strike Result of the third missile shot in the Volley, adjust the initial shot Strike Result by four times the recoil penalty of the weapon. For the Strike Result of the fourth missile shot in the Volley, adjust the initial shot Strike Result by six times the recoil penalty of the weapon. Continue to adjust further shots fired in the volley by this Continuous Recoil method. It is important to note that, dueto the method of calculation, in game terms, the numerical value of any shot fired in an Action will not necessarily be the equivalent ‘real life’ sequential number of shot that was fired from the weapon.
Missile Weapons Modifier Table Ta r g e ti s
TNM o d
*Within 1 metre, 3ft, (2cm)
Automatic hit (TN 0 for SA purposes), unless a 1 is rolled (see 01 Rule)
Shooter in melee with target
+8 TN
Shooter is running Uptohalfrange Uptofullrange Uptox2range Over x2 range Prone
+5 TN -1TN 0Penalty +8TN Target cannot be hit. +5 TN
¼covered
+4TN
For speed, during play, the GM may choose to assume that NPCs will roll a 5 to detemine their Strike Result for each volley fired.
½covered
+7TN
¾covered
+11TN
Barry is taking target practice at the shooting club. He is using an Automatic Pistol, which has an SROF of 15 (see page 35). This means that, when Barry holds down the trigger, the gun can fire up to 15 shots, in a single Action, on its fully automatic setting. This amount is broken into volleys of five shots each, giving Barry three volleys of 5. However, Barry needn’t shoot all 15 and may choose to control the spray by shooting 5, 10 or 15 shots. John Announces, before rolling any dice, that Barry is going to shoot his full 15 SROF shots in one Action.
Huge
Barry requires a 13 to hit the distant target. Upon firing, Barry generates a Strike Result for the first shot of the first volley; he rolls an 8 and adds it to his DEF(5) plus his newly acquired Pistol Skill of +3, since the shot is fired from a Spray he also gains an additional +4 bonus, giving a Total Skill Result of 20. A hit! Checking the REC of the weapon (see page 35) we see that a -2 penalty must be applied to each subsequent shot made in the volley; however since this is a Spray this penalty must be doubled to -4, it can therefore be calculated that the second shot in the volley is made at 16 (20 – 4 =16). Barry’s second shot also hits the target. The third shot in the volley is made at 12 (16 – 4 =12). Barry’s third shot is therefore sent wide of the target; w hich automatically means that shots 4 and 5 will also be wide. Barry must now generate a second Strike Result to determine the outcome of the second volley of shots fired in the same Spray. He rolls a 4 and adds it to his DEF(5) plus his newly acquired Pistol Skill of +3, and since the shot is fired from a Spray he also gains an additional +4 bonus, giving a Total Skill Result of 16. A Hit!
Enormous
-5TN
C o m b a t
TN -4
Grandiose
-3TN
Large
TN -2
Medium
-1 TN
Average
0 penalty
Small
+3 TN
Minor
+5 TN
Moving
+1 TN per 10 kmph or +1 TN per 6 mph or +1 TN per 5 cm/a (miniature scale)
* Assumes the target is stationary, tied or otherwise incapacitated, otherwise TN are as usual.
Checking the REC of the weapon (see page 35) we see that a -2 penalty must be applied to each subsequent shot made in the volley; however since this is a Spray this penalty must be doubled to -4, it can therefore be calculated that the second shot in the volley is made at 12 (16 – 4 =12). Barry’s second shot is unfortunately sent wide of the target, which automatically means that shots 3, 4 and 5 will also be wide. However, Barry still has another volley of missiles. This time he rolls 6 when generating the Strike Result. Adding it to his DEF (5) plus his Pistol Skill of +3, and the +4 Spray bonus, gives him a Total Skill Result of 18. A hit! It can therefore be calculated that the second shot in the volley is made at 14 (18 – 4 =14). Barry’s second hits but
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it can obviously be calculated that his third, fourth and fifth shots from this volley are sent wide of the target. So, out of this Spray of 15 shots, Barry has hit the target a total of five times: two shots from the first volley, one shot from the second and two shots from the fourth.
t Combat and Strike Amount (SA) a
Variable Strike Amount can be applied to combat Strike Results. If an attacker’s Strike Result is successful, and a hit is made, the attacker will need to find his Strike Amount (SA). The Strike Amount is the difference between the attacker’s Strike Result and the defender’s Defence Result.
b m o C
The SA will reflect how well an opponent has been struck and will cause variable effects upon damage (DMG) and Knock Down Value as shown on the table below (see pages 11 and 62 for an explanation of Knock Down Value - KDV).
Strike Amount Table St r i k eA mo u n t 1-5
M od if i er
body system shock or stress and general weariness. It is important to note that F&T is not intended to describe the actual wound itself, merely the effects of the wound to the character as either fatigue and/or trauma.
Fatigue Fatigue is intended to measure the character’s limit of physical activity. In this manner a character will slowly become tired and weary during the said feat. A character who is wounded will also draw upon his Fatigue reserves as the ‘wind’ is knocked from his body.
Trauma Body trauma refers to the physical limits of body prostration. Such levels can be reached as a cumulative result of extreme tiredness and fatigue or, most often, as a direct result of injury.
Gaming Effects of F&T Damage Each wound bracket – Light, Mild, Heavy, Serious, Critical, and Deadly – suggests the maximum level of Damage that the character can cope with before he crosses into the next type of wound level.
50%totalDMG/KDV
When a character sustains damage, the amount should be recorded onto the character sheet in the relevant lower box of the F&T Wound Chart. Any further damage sustained by the character is cumulative and should be 16-20 200%totalDMG/KDV added to that already sustained. For every five additional points of SA, add an additional 50% to the total DMG and KDV, always rounding off fractions. Referring the sustained Damage to the Light, Mild, Heavy, Serious, Critical, and Deadly boxes above, one is able to see the exact levels of F&T damage that the character Damage – The effects of Fatigue has suffered. 6-10
100%totalDMG/KDV
11-15
150%totalDMG/KDV
and Trauma (F&T) Damage is a catch-all term that is used to describe any kind of physical or emotional strain placed upon a character that can cause him debilitating harm. When a character is struck during combat, or falls and lands awkwardly, or places strain upon himself, such as during stressful or physical activity, the character will take damage. All weapons have the amount of damage they inflict listed with the weapon description in the Equipment Chapter. PSrps – Basic always assumes that Body Combat attack types will cause a Base DMG of 1 (see page 24). PSrps uses a Wound Chart to illustrate the level of harm caused to a character in any given situation (see Creating a Character for details of calculating the F&T Wound Chart). The Fatigue & Trauma Wound Chart can be used to show the overall effects of harm to the character, either as
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Light Any resulting damage that is equal to the F&T range noted in this bracket is considered minor. As either wound or fatigue the damage is superficial: the character may be short of breath at the end of the activity, but this will not affect game play. Mild Any resulting damage that is equal to the F&T range noted in this bracket is slightly more serious. Although the character is in no life-threatening danger, the wound or activity has left him in need of rest. In game terms, one point must be reduced from all dice results and ½ a metre (1cm miniature scale) from his movement rate per Action. Heavy Any resulting damage that is equal to the F&T range noted in this bracket will place the character beyond comfortable limits. The damage will leave him shaky and
in a weakened state. In game terms, he must reduce three points from all dice results and 1½ metres (3cm miniature scale) from his movement rate per Action. Serious Any resulting damage that is equal to the F&T range noted in this bracket is testing the character’s bodily limits and will now cause body system shock / haemorrhaging until rest is received. A character who receives such serious damage must make a FIT TN 12 (FIT + 1D10) or fall unconscious for a number of minutes equal to the amount by which he failed (1 minute is equal to 12 Rounds). Success indicates that the character is still conscious. However, in game terms all dice results and his movement rate must be halved and the character will also suffer an additional 1D10/2 F&T damage per Round, caused by system shock or haemorrhage, until rest is achieved. Any character who is in shock or haemorrhaging from such a Serious wound will continue to do so unless the character stops all current activity. Once still, the character may attempt a FIT TN 7 (remembering to include penalties). If successful, the blood is deemed to have coagulated or the shock deemed to have passed. If unsuccessful, the character must remain still in order to attempt the TN again at the beginning of each subsequent Round. Note that shock and haemorrhage can also be helped by Medical first aid. Critical Any resulting damage that is equal to the F&T range noted in this bracket results in the character being unable to continue without rest. Although his sense of pain may have shut down at this point, he will feel nauseous and completely un-focused. Events will seem to be happening around him as if he were in a dream. A character who receives critical damage must make a FIT TN 15 (FIT + 1D10) or fall unconscious for a number of minutes equal to the amount by which he failed. Success indicates that the character is still standing. However, in game terms, all dice results and his movement rate must be quartered, and the character will also suffer 1D10 F&T per Round, caused by system shock or haemorrhage, until rest is achieved. Any character who is in shock or haemorrhaging from such a critical wound will continue to do so unless the character stops all current activity. Once still, the character may attempt a FIT TN 7 (remembering to include penalties). If successful, the blood is deemed to have coagulated or the shock deemed to have passed. If unsuccessful, the character must remain still in order to attempt the TN again at the beginning of each subsequent Round. Note that shock and haemorrhage can also be helped by Medical first aid.
Deadly Any resulting damage that is equal to the F&T range noted in this bracket will cause thecharacter, in addition to system shock or haemorrhaging at the rate of 1D10 per Round, to lose consciousness. The character will pass out for a number of minutes equal to the amount of Deadly Trauma he has suffered (the number of Damage points he has sustained over and above the Critical Wound Bracket). This downtime can be considered rest. However if, after the character awakens, he is still at Deadly levels and attempts to continue, he will pass out again and suffer 1D10 further Trauma damage. Any character who is suffering shock or haemorrhaging from such a deadly wound will continue to do so unless the character stops all current activity. Once still, the character may attempt a FIT TN 7. If successful, the blood is deemed to have coagulated or the shock deemed to have passed. If unsuccessful, the character must remain still in order to attempt the TN again at the beginning of each subsequent Round. Note that shock and haemorrhage can also be helped by Medical first aid.
C o m b a t
If a character suffers more damage than the amount listed for Deadly Trauma then he is dead. Barry has been attacked at knife-point and slashed across his stomach. The attack will cause him 40 Damage Points (DP), which must be recorded as F&T. Due to his Toughness Skill (see page 23), Barry has a 1-30 point Light F&T range and a 31-60 point Mild F&T range. The 40 DP caused by the knife therefore places Barry at Mild F&T. Recording this amount on the character sheet in the empty box beneath the Mild Wound Bracket and looking at the small print directly to the left, John can immediately see that Barry is now suffering a -1 penalty to all further Results until healing occurs. It can therefore be assumed that the pain has taken Barry’s breath away and will cause him some discomfort, but it is by no means a life-threatening wound (assuming Barry does not allow it to become infected). Still in the wars, Barry has been shot in the back by a maniac wielding a semi-automatic pistol. The attack will cause him 55 Damage Points, which must also be recorded as F&T. Barry has already sustained 40 Damage Points, so the additional 55 must first be added to this amount. This will mean that Barry has sustained a totalof 95 Damage Points during this particular combat encounter (40 + 55 = 95). Barry has a 1-30 point Light F&T range, a 31-60 point Mild F&T range, a 60-90 point Heavy F&T range and a 91-120 point Serious F&T range.
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The 95 DP caused by the knife and the gunshot thereforeDeadly place Barry at Serious F&T. Erasing the old damage, and Deadly damage will be reduced at the rate of the recording this new amount on the character sheet in thecharacter’s FIT per week (168 hours). This amount can empty box beneath the Serious Wound Bracket, John canbe doubled if the character is unconscious, completely immediately see, by looking at the small print, that Barry mustresting or sleeping. immediately generate a FIT TN 12 or fall unconscious. Obviously, a character must heal all damage in the higher John rolls 1D10, adjusts the result to include the -1 penalty wound bracket before he can heal any damage in lesser from the earlier stab wound, and adds this to Barry’s FIT, wound brackets. scoring a total of 14. It is therefore determined that Barry has remained conscious. However, he is obviously dazed, Knock Down Value (KDV) confused and in considerable pain from the experience If the damage sustained by any character is equal to or since, in game terms, by further checking the small print greater than this amount, the character will be dazed and of the character sheet, it can be seen that all further dice loses his next Action. In addition, he is also moved back results and his movement rate must be halved. In addition half a metre (1cm miniature scale), but is still entitled to Barry is also haemorrhaging at the rate of a further 1D10/2 make any appropriate defensive manoeuvres. Damage Points per Round.
t a
b m o CF&T Rest and Recovery
F&T damage is not a true reflection of actual wounds and only relates to the effects those wounds may have on the character’s body. The GM is therefore at liberty to impose that, although he may be fully healed of all F&T damage, the character may still retain soreness, cuts and bruising or even broken bones. F&T versus Actual wounds will be looked at in greater detail in PSrps Expanded Rules. The rate at which a character will recover from F&T is dependent upon his FIT and the amount of damage he has sustained. Light Light damage will be reduced at the rate of the character’s FIT per hour. Mild Mild damage will be reduced at the rate of the character’s FIT per 5 hours. Heavy Heavy damage will be reduced at the rate of the character’s FIT per day (24 hours). This amount can be doubled if the character is unconscious, completely resting or sleeping. Serious Serious damage will be reduced at the rate of the character’s FIT per day (24 hours). This amount can be doubled if the character is unconscious, completely resting or sleeping. Critical Critical damage will be reduced at the rate of the character’s FIT per week (168 hours). This amount can be doubled if the character is unconscious, completely resting or sleeping.
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Armour The function of armour is to protect the wearer by suppressing (and hopefully negating) any damage caused to him by an attacker. Total Armour Value (TAV) assumes average levels for the character’s armour and the following rules are always applied to the character’s TAV – see page 30 for an explanation on calculating TAV. PSrps Expanded Rules will explore armour in greater detail.
Toughness (TOU) Listed with the armour’s statistics in the Equipment Chapter, the TOU score represents how much damage the armour can withstand, from a single blow, before penetration occurs. Armour will serve to negate damage up to its TOU score. Remaining damage in excess of this amount must be applied to the wearer in the usual manner.
Armour Coverage (AC) Any combatant who is wearing armour will not automatically gain protection from it. All types of armour will contain joints, gaps and weak spots. These are mostly in-built for comfort and practicality of use, although they can also occur as a result of damage or general wear and tear. Armour Coverage is listed in the armour section of the Equipment Chapter (see page 29 for full details), and indicates how well the armour covers the body. The GM will need to determine whether a strike has found one of these gaps, allowing the blow to hit the combatant, or whether the armour itself has been hit, successfully protecting the wearer. To do this, compare the attacker’s SA to the victim’s AC (Strike Amount is described on page 60). If the attacker’s SA is greater than his victim’s AC, then he has struck his opponent directly, avoiding any armour benefits and causing full damage; his blow is
considered to have landed in a chink or gap in the armour. If the attacker’s SA is equal to or less than his victim’s AC, however, then he has struck his opponent’s armour.
to 6 points etc. This increase may be made with a single batch of XP but the character must spend the relevant amount of XP at each stage.
Armour and KDV
Attempt Rolls
Note that armour will not negate force and so full attacking KDV will still apply to the user as usual.
A character who spends time in training or education does not automatically better himself or become proficient in a new Skill. To simulate the success or failure of training, the character must generate a successful Attempt Roll.
Experience A person will gain experience in his everyday life from the things he achieves and the trials he faces. Learning from his experiences, he will steadily become more proficient with his daily Skills and better versed in his knowledge. The ParaSpace Core Rules will explore experience in much greater detail however, within PSrps - Basic, each character will earn 120 Experience Points (XP) per game session.
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To generate an Attempt Roll, the player rolls 1D% + Learn Bonus (a character’s Learn Bonus is the sum of his PER + MND + INT). If the total is equal to or greater than the TN required, then the Attempt Roll is successful and the advance can be made. If the total is less than the TN required, then the Attempt Roll is a failure, no advance is made and the XP is wasted.
x p e ri e n c e
Note that a teacher can aid a character’s tuition gaining a further bonus to the Attempt Roll (see Teaching Skill on page 23 for further details).
Use of XP
Standard (Human) XP Profile
After a character has been awarded XP he may, with the GM’s approval, and providing he has the time, try to build on his experiences and better himself. XP can be used to achieve many things: the character may learn new Skills, better old ones, increase his Manipulation scores, learn new spells, gain more MEPs, increase his Shock Factor or train with a specific weapon etc.
The following information refers to human characters only. Future supplements will be published that refer to the advancement rates of other species.
To better himself however, the character must be in a situation where training is possible. For example, a character wishing to increase his physical stature (i.e. PH and FIT Manipulations), will be able to train for this almost anywhere. The training will involve exercise, diet and a certain amount of weight-lifting (a gymnasium is obviously an advantage but not a necessity). A character wishing to learn to drive a car, however, must first find a car, with fuel, that is in working order. He is also likely to need a teacher, who is likely to require some kind of payment (for simplicity, this can be calculated as a straight XP to Unit cost).
will determine the cost in XP. This is called x50 XP advance.
The Rate of Advance
He must also make an Attempt Roll or the XP is wasted and no advance is made. The value that Barry wishes to advance to is 6; therefore the TN for the Attempt Roll is 60 (6 x 10 = 60).
Once in a position to progress, the character will spend XP at the rates listed below, depending on what he is attempting. This expenditure represents the devotion that the character will need to place into his training before any advancement can occur. Note that all XP related increases are made 1 point at a time. A character cannot, for example, increase from 3 points to 5 points in one leap. The increase must be taken one step at a time: 3 points must be increased to 4 points, 4 points can then be increased to 5 points and 5 points
Manipulations (x50 x10) The value to which the character wishes to increase any Manipulation (except Luck – see page 64), multiplied by 50,
The value to which the character wishes to increase any Manipulation, multiplied by 10, will set the TN for the Attempt Roll. This is called x10 Attempt. It can therefore be written that: Manipulations are advanced at the rate of x50 XP and x10 Attempt or x50 x10. Barry wishes to increase his DEF from 5 to 6 (advances can only be made 1 point at a time). This will cost him 300 XP (6 x 50 = 300).
For Barry to then increase his DEF from 6 to 7 will cost a further 350 XP (7 x 50 = 350). The Attempt Roll TN for this increase would be 70 (7 x 10 = 70). Note that an increase in a Manipulation will benefit all Skill Totals based upon that Manipulation.
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Luck (x20 x10)
Magic
The value to which the character wishes to increase his Luck Manipulation, multiplied by 20, will determine the cost in XP. This is called x20 XP advance.
MEP (x5 x1)
The value to which the character wishes to increase his Luck Manipulation, multiplied by 10, will set the TN for the Attempt Roll. This is called x10 Attempt.
e c n e ir e p x E
It can therefore be written that: Luck is advanced at the rate of x20 XP and x10 Attempt or x20 x10.
MEP is gained at the rate of x5 XP and x1 Attempt. Note that once character creation is complete, subsequent increases to MND will gain additional MEP. However, decreases will have no affect to MEP amount. To advance his MEP from 7 to 8 will cost Barry 40 XP with an Attempt Roll TN 8.
Barry wishes to increase his LCK from 0 to 1 (advances can only be made 1 point at a time). This will cost him 20 XP (1 x 20 = 20).
Arcane Thaumaturgic Spells
He must also make an Attempt Roll, or the XP is wasted and no advance is made. The value that Barry wishes to advance to is 1; therefore the TN for the Attempt Roll is 10 (1 x 10 = 10).
To learn any new Spell, the Arcane Magic user must refer to the Base XP listed with the Spell’s description and multiply the amount by 10 to determine the actual XP cost. The Attempt roll is determined using the Spell TN (see the relevant Arcane Magic section for full details).
For Barry to then increase his Luck from 1 to 2 will cost a further 40 XP (2 x 20 = 40).
Arcane Telluric Crop
The Attempt Roll TN for this increase would be 20 (2 x 10 = 20).
Skills, Advancing (x30 x10) The Base Skill Level can be advanced at the rate of x30 XP and x10 Attempt.
When following a Recipe, in addition to MEP and Cost, in order to create the Crop, the magic user is required to spend the Harvest XP,as listed with the Crop’s description. The Attempt roll is determined using the Crop TN (see the relevant Arcane Magic section for full details).
Inherent Magic Talents
Note that the new Base Level is then added to the relative Manipulation to give an improved Total Skill Level.
To learn any new Talent the inherent must start with the least powerful in the Path. Refer to the Base XP listed with
To increase his Stealth Base Skill Level from 3 to 4 will cost Barry 120 XP (4 x 30 = 120).
the Talent’s description and multiply the amount by 10 to determine the actual XP cost. The Attempt roll is determined using the Inherent TN (see page 45 for details).
The Attempt Roll TN for this increase would be 40 (4 x 10 = 40).
Skills, New (x10 x2)
Special Abilities (Manifestation) (x10 x1)
Manifesting any Special Ability requires that the human The Base XP cost to obtain a new Skill is listed with the Skillcharacter spend the Base XP listed multiplied by 10. The description on pages 11 - 24. The Base XP cost must then be Attempt Roll TN is equal to the listed Base XP. multiplied by 10 to obtain the actual cost to the character. The Attempt Roll TN to learn any new Skill is the sum of Special Abilities (Advancing) the Base XP multiplied by 2. The XP required to increase any Special Ability is Note that the Base Skill Level will start at 0. dependent upon the Type of Special Ability as follows: Barry has been living in Ibiza for some time now and is beginning to pick up some of the local dialect. John feels that Barry should therefore obtain the Language (Spanish) Skill. Referring to the Skill section we see that Language is listed with Base XP 7. Multiplying this by 10 will reveal that the Language Skill will cost Barry 70 XP (7 x 10 = 70) and that the Attempt Roll required is 14 (7 x 2 = 14).
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(Note that the Attempt Roll is always x10, regardless of Type.) Aberrant: Extraordinary: Incredible:
x30 x10 x50 x10 x100 x10
Weapon / Shield Specialise After a character has mastered the basics of a particular weapon type (i.e. the character must have advanced the relevant Weapon Skill to at least a Base Level of 3), he may then choose to specialise within that particular weapon category and purchase the Weapon Specialisation Skill. Initial Skill purchase is made in the usual manner, as detailed on page 64. Once the Skill is purchased, the character can begin to train with his chosen weapon category to a much greater
As listed on page 34, the DMG for a Katana is 7. Barry also has a PH 7. So his normal damage with this weapon (as defined on page 60) will be (7 x 7) = 49. Specialising with his Katana, Barry increases DMG to 3. The revised total (at SA 6-10) is therefore calculated as PH 7 + WS DMG 3 = 10. 10 x 7 = 70.
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Progression Maps
A Progression Map is a series of XP expenditures that could be undertaken by any character who pursues a degree. In all of the following cases: PAR, Level and particular profession or career. Such characters are also DMG, the character is assumed to RNG, createINIT, a Base often referred to as stereotypes, archetypes or described figure. This figure starts at 0 and can be built up steadily as being of a particular character class. using XP. The figure is treated like a Base Level in any Skill and its value is added to the relevant weapon element (e.g. INIT, PAR etc). Thus, a character can increase in Use of Progression Maps is entirely optional and, to each weapon element, in the manner described below, to obtain a more realistic feel, GMs are encouraged to allow gain additional bonuses, steadily overcoming its natural players to use the open-ended Experience System as it appears previously. However, the Progression Map encumbrance penalties for example. can be an invaluable teaching aid for new players and introduces them to the concept of character style and Note that a character wishing to Specialise with the Off background: whilst also giving them a gentle introduction Hand must pay double XP for the initial Skill purchase only; to particular rule elements in small manageable segments all increases thereafter are made at the standard rate. relevant to their character. Experienced players will also find progression maps a useful tool; whilst all players are free to deviate from the map and pursue their own agenda, RNG x50 x10) the Progression Map can serve as an introduction to A character may increase the Range of the weapon particular character styles and professions he can expect (thrown or missile) at the rate of x50 XP and x20 Attempt. to find within a particular setting. The new Total Skill Level x the weapon’s RNG (as listed with its statistics) will become the new standard range for Any player using a Progression Map will simply work the weapon. Fixed (F) ranges areincrease. increased by 5 metres (10cm miniature scale) per point
INIT x50 x10) A character may gain an Initiative Bonus with the weapon at the rate of x50 XP and x10 Attempt.
x p e ri e n c e
through the list, spending his earned XP to obtain the minimum listed scores at each stage. Starting on page 66 are four example Progression Maps for archetypes from the fantasy genre. The ParaSpace Core Rules and our Wiki contain many more Progression Maps for archetypes suitable to their own particular settings.
PAR (x30 x10) A character may gain a Parry Bonus with the weapon at the rate of x30 XP and x10 Attempt.
DMG (x50 x10) A character may gain a Damage Bonus with the weapon at the rate of x50 XP and x10 Attempt. The new Total Skill Level, multiplied by the weapon’s DMG (as listed with its statistics), will become the new standard damage for the weapon and the amount should be entered into the SA 6-10 bracket (see page 60 for details of how to calculate the other Strike Amount brackets). Fixed (F) weapon damage may not be altered by XP.
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Cleric
Cleric Progression Map Advan ce
Clerics are members of religious or philosophical orders that follow strict disciplines and codes of conduct. Good or evil, as a starting character, the Cleric is considered to have undergone a certain amount of education and training within his order and understands its basic functions, codes and goals whether these are instructions from the gods or the teachings of man (The GM should have more information with regard to the religious and philosophical orders of the setting).
e c n e ir e p x E
Although the Cleric has undergone this tuition, he is not a preacher or even an advocate for the religious viewpoint or philosophy (although his actions should always reflect those values). Instead, the Cleric is considered to have also received a certain amount of military training and, at the start of play, is assumed to have now graduated from the order as a sanctified warrior. Ordained to perform tasks and quests in the name of his philosophy or deity, the Cleric is a more than adept fighter and, in addition, as he progresses, he is likely to keep up with this practice and will no doubt specialise with such weapons and armour.
N e wL e v e l
X PR e q u i r e d
Smite Undead
0
280
Smite Undead
2
150
WeaponSpecialise(Shield)
0
WeaponSpecialise(Shield)-INIT
100
2
150
Language (type)
0
70
Language (type)
3
180
Toughness
0
WeaponSpecialise(Club/Mace,long)-DMG
200
2
100
Quickness
6
300
PSRPS - Basic CHARACTER SHEET NAME B . D AT E
RNG INIT PAR DGE
AGE
DEF QQ
XP
6
FIT
5
PER
5
5
CHA LCK
d o M
+Sprint
Scale
0 1 D 1 +
x4
5
5
5
0
0
0
0
Throw
5
Punch Mod
0
Mod
0
Mod
3
11-15
16-20
21-25
26-30
1-5
6 12
6
9
12
18
27
18
ROF
I
B
100%
REC
Remaining
1-5
16-20
21-25
35
53
70
88 105
RNG INIT PAR DGE t ta S
6
0 1 D 1 +
3
66
+5 +8 +5 +5+5 M
+2 +14 +0 +5 R
Mod
-3
2 ROF
I
B
HIT
0.5 -3 +6 -5 0
d o M
100%
+5
6 12 REC
AMMO
RL
S
Remaining
6-10
11-15
16-20
21-25
26-30
1-5
6-10
11-15
16-20
21-25
26-30
6
12
18
24
36
48
110
111
FATIGUE & TRAUMA(PH + FIT)x2 + Light
1 KO/D Penalty S/H
to
Mil d
22
23
0 0 0
Knock Down Value
to
H e av y
44
0 -1 0
45
to 0 -3 0
CS
+ PH x2
Total
3
6
18
Se r i o u s
66
67
to
Cr i t i c al
88 89
TN12 1/2 1D10/2
to
De ad l y
TN15 1/4 1D10
to
132
Auto KO 1D10
Armour Type
Due to their holy nature, all Clerics have powers over the undead. As the character begins his journey, these abilities are Latent and lay within the Cleric’s psyche, however, as he gains experience and a greater understanding, he will begin to control these Special Abilities and may Manifest their true potential in the fight against such abominations. Most Clerics will carry some kind of
26-30
DMG
AMMO CAP
S
+5
11-15
1
HND
GWP
RL
R 100%
7 35
R
DMG
CAP
+5 +8+5 M
6-10
Medium Wooden Shield
M
0 1 D 1 +
GWP
5
HIT Name
d o M
Mod
+6 +5
+4 +7 +3 +10
Complete / Missile Weapon Statistic
RNG INIT PAR DGE
HND
12
-2
Complete / Missile Weapon Statistic
Sprint
6
0 1 D 1 +
HIT
-2 +2 -2 +2
Mod
GWP
6
t ta S
Std
2
d o M
DMG
6-10
Name
t ta S
1-2
HND
100%
6 1 1-5
+5 +5
Kick
RNG INIT PAR DGE
Club Mace
+5
0
Mod
DMG
420 coins EQUIPMENT
Name
HIT
24 +5 +5 +5
5
15
Mps
na 4 cm
FUNDS:
5
20
(PER+INT)x2
PER+MND+INT
Q+DEF-PH
INT
XP BASE
LEARN BONUS MOVE
5 5
MND
0
6
t ta S
MANIPULATIONS PH
Melee Weapon Statistic
Body Combat
Archetype Cleric
PLAYER
AC
Soft Leather Jacket Soft Leather Trousers
14 11
SubTotal
TOU
TOUxAC
Stealth
10 140 10 110
250
Max23
Total Armour Value AC
23 Notes
TOU
11
A d v an c e
N e wL e v e l
Smite Undead
X PR e q u i r e d
3
150
Inherent Magic
0
200
Inherent Magic
2
90
I nherentTalent-AidedStrike(One)
na
100
Shield
4
120
WeaponSpecialise(Shield)-INIT
3
150
WeaponSpecialise(Club/Mace,long)-INIT
2
100
WeaponSpecialise(Club/Mace,long)-DMG
3
150
InherentTalent-AidedStrike(Two)
na
110
InherentTalent-AidedStrike(Three)
na
120
Magic Resistance
MND
IMR
Total
5
2
7
Spell / Talent / Recipe
MEP
PMA (PER+MND+INT)/3
RNG
5
DUR
5
MEP
CAST TN(Roll)
S k i ll
B as e
General Knowledge Lore (type) Read Emotions / Detect Lie Gain Trust / Seduction
Manipulation Total
3 3 3
INT 5 INT 5 CH 5
8 8 8
3
CH 5
8
Magic Resistance, Improved
2
MND 5
7
Faith (Type)
5 3 3
MND 5 PH 6 DEF 5
10 9 8
Combat Stance Shield
sacred or holy symbol or motif that denotes their particular philosophy / religion and this symbol is often used as the focal point for the ability - as it is held up in front of such creatures when activating the effect. Other Clerics may adopt a position of meditation or prayer whilst others invoke the names of their gods or speak holy or sacred words to activate the power. Some Clerics will use a number of different methods depending on the situation. Clerics tend to build upon their Faith and Inherenrt Magic in a much slower manner than that of a fully fledged priest – this is due to the Cleric’s split focus between his combat ability and the teachings of the order. However, even at lower levels, when used subtly on the battlefield, Inherent Magic will always ensure that the Cleric makes for a considerable opponent. Clever use of simple bonuses, penalties and other minor assisting or debilitating magic will serve to keep the most formidable opponent guessing as to the Cleric’s next form of attack.
E x p e ri e n c e
Whilst a Cleric may be on a personal quest to fulfil the goals of his order, his role within a party of adventurers is often seen as that of a secondary warrior, spiritual adviser and, sometimes, as the the party healer or secondary mage.
Specialisation
Club / Mace (long)
Base
RNG INIT
1
Q
5
6
3
DEF
5
8
6
7
DEF
1
PH
Special Ability
SmiteU ndead
DEF
THRO W DMG
Total
PH
PAR HIT
Manipulation
Base
Latent
Manipulation
Total
As the Cleric gains experience, both his combat expertise and his use of Inherent Magic will develop. At higher levels of power, the Cleric is able to obliterate minor undead creatures in a simple gesture, is more than a match for any adept warrior and is able to hold his own against many a sorcerer.
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Scout Within an adventuring party, the scout’s job is recognisance and survey. Using techniques of stealth and usually camouflaged against the dark by dressing in black, the scout will sneak into dark rooms and chambers ahead of the main party and check the path for traps and other unforeseen circumstances. Whilst some less honourable scouts (aptly referred to as thieves) will try and loot the pick of any treasure before the others arrive, the scout’s true worth is the information he brings to the rest of the group in order that they can prepare for whatever they are about to face.
e c n e ir e p x E
The scout profession is one that is often self taught by thieves and misfits living on the poverty line. But, equally, many scouts learn their trade because of the excitement of the lifestyle, whilst others learn through military academies or other “noble” institutions – for particular tasks of recognisance and intelligence gathering. As such, scouts come from a wide variety of backgrounds (rich and poor) but, in character, they are all agile and dextrous and tend to be of not more than average size. Whether they have learned their profession the hard way, out on the streets, or whether they have been trained in military fashion, at the start of play, the scout archetype is assumed to have relatively good mastery of his skill set and a reasonable understanding of what is expected from his role. Rarely combat orientated, scouts start with only a modest grasp of such skills. As such, they are better
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Scout Progression Map Advance
N e wL e v e l
Trap Craft
0
Trap Craft
3
X PR e q u i r e d 150 180
Look
0
100
Look
3
180
Listen
0
100
Listen
3
180
Climbing
0
100
Climbing
3
WeaponSpecialise(ShortSword)
180
0
100
PSRPS - Basic CHARACTER SHEET Body Combat
Archetype Scout
PLAYER NAME B . D AT E
RNG INIT PAR DGE
A GE
d o M
MANIPULATIONS PH DEF QQ
XP
4
FIT
6
PER
5
6
CHA LCK
+Sprint
Scale
0 1 D 1 +
x4
5
6
5
0
0
+3
2
Mod
4 1-5
2
1
HND
16-20
21-25
26-30
4
6
8
101
2
1-5
11
M
100%
44
66
77
88
RNG INIT PAR DGE
HND
R
Mod
GWP
S
I
ROF B
HIT
M
0 1 D 1 +
DMG
AMMO CAP
Remaining
1-5
22
R
DMG
B
26-30
Complete / Missile Weapon Statistic
0 1 D 1 +
I
21-25
d o M
RL
+6
16-20
t ta S
Mod
R 100%
11-15
d o M
REC
+5 +6 +8 +9+6 M
+3 +8 +7 +11
6-10
t ta S
GWP
HIT
+2
5.5 4 22
HIT Name
RNG INIT PAR DGE
ROF
12
-1
Complete / Missile Weapon Statistic
CAP
4
0 1 D 1 +
-2 +2 -1
Mod
GWP
4
11-15
HND
d o M
DMG
6-10
439 coins EQUIPMENT
0 +6 Kick 0 +6
Mod
3
t a t S
Punch
100%
1
RNG INIT PAR DGE
Short Sword
0 +6
Mod
Mod
Sprint
11 21
Throw
6
DMG
Name Std
Melee Weapon Statistic Name
HIT
16 +5 +6 +8
5
16
Mps
na 7 cm
FUNDS:
5
22
(PER+INT)x2
PER+MND+INT
Q+DEF-PH
INT
XP BASE
LEARN BONUS MOVE
5 5
MND
0
4
t a t S
100%
REC
RL
AMMO
S
Remaining
6-10
11-15
16-20
21-25
26-30
1-5
54
55
6-10
11-15
72
73
16-20
21-25
26-30
FATIGUE & TRAUMA (PH + FIT)x2 + Light
1 KO/D Penalty S/H
to
Mi l d
18
19
0 0 0
Knock Down Value
to
H e av y
36
37
0 -1 0
to 0 -3 0
CS
+ PH x2
Total
na
4
8
Se r i o u s
to
Cr i t i c al
TN12 1/2 1D10/2
D e ad l y
90 91
to
TN15 1/4 1D10
to
108
Auto KO 1D10
Armour Type
AC
Soft Leather Jacket Soft Leather Trousers
14 11
SubTotal
TOU
TOUxAC
Stealth
10 140 10 110
250
Max23
Total Armour Value AC
23 Notes
TOU
11
A d va n c e
N e wL e v e l
WeaponSpecialise(ShortSword)INIT
3
WeaponSpecialise(ShortSword)DMG
3
PH
5
FIT
6
Stealth
4
Short Sword
4
Inherent Magic
0
Inherent Magic
3
ShadowMeld-HazeofShadows
na
ShadowMeld-VielofShadows Magic Resistance
MND
5
IMR
Total
na 5
Spell / Talent / Recipe
MEP
PMA (PER+MND+INT)/3
RNG
5
DUR
MEP
CAST
Inherent
5 TN(Roll)
Skill
General Knowledge Outdoorsman
2
Navigate (Underground) Tracking
3
INT 5
8
2
PER 6
8
Notice
5 3
PER 6 DEF 6 DEF 6
11 9 9
Stealth
Specialisation
Base
Manipulation
INIT
Q DEF
THRO W DMG
Pick Locks Dodge
3 DEF6 3 3 5 Q
Short Sword
3
9 8
DEF6
9
Total
PH
PAR HIT
3 3
Climbing
Pick Pockets
RNG
B as e
X PR e q u i r e d served by not entering into direct combat at all. Instead, 300 the scout should use his Skills 300 to his advantage, attacking 250 only when necessary and, even then, from the cover 300 of the shadows; returning to 120 hiding just as quick. Indeed, 120 remaining stealthful will also mean that the scout’s choice 200 of armour is limited to light180 weight and flexible styles which 140 offer much less protection than the styles worn by 150 warriors and clerics. However, as the scout progresses, he Manipulation Total will supplement his combat INT 5 8 skills and could, potentially, diversify to become a worthy INT 5 8 assassin. DEF 6 8
Special Ability
Base
Manipulation
Total
Whilst a scout’s primary function is to inform the adventuring party of what lies ahead, in order to do this, as well as their wide skill set, many scouts build an incredible knowledge of the world around them and are able to advise on the best methods to face down opponents, the best place to sell or buy particular goods and, gaining a wide range of contacts, are often the ones able to provide a steady stream of work to the adventuring party.
E x p e ri e n c e
As the scout becomes more adept at his profession, to further supplement or diversify their skill set, many will also train in the art of Inherent Magic. Whilst some may eventually realise their potential as silent assassins, most will walk practical paths, such as Shadow Meld, that aid them with existing skills and further their worth as a Scout.
DEF DEF PH
69
Sorcerer
Sorcerer Progression Map Advan ce
The sorcerer is a traditional user of Arcane Magic. They are academics that, when not adventuring, can often be found pouring over grimoires in the privacy of their laboratory.
e c n e ir e p x E
Many starting wizards will be apprentices in a guild or school of magic. However, as tuition fees for such academies are often costly, there are also a good number of self taught sorcerers, often referred to as hedge wizards, that can be found roaming the countryside in search of spell components and magical texts with which to support their personal laboratory’s. Again, due to the high cost of their profession, most sorcerers will also offer their services, to help pay their way, as healers, sages and shaman.
The sorcerer is often the only member of the adventuring party that can offer magical support and it will fall to him to identify the properties of any gained magical items or potions etc. In addition, although the Progression Map shown here details some spells that a sorcerer is likely to learn, within a party of adventurers, they will often
70
X PR e q u i r e d
Thaumaturgy
Magical Strike
0
Magical Strike
4
130 50 300
Arcane Magic (Thaumaturgy)
6
Notice
0
MEP
20
Aided Strike
Thaumaturgy
180 200 285 90
Language (Type)
0
70
Literacy (Type)
0
100
PSRPS - Basic CHARACTER SHEET Body Combat
Archetype Sorcerer
PLAYER NAME B . D AT E
RNG INIT PAR DGE d o M
MANIPULATIONS PH DEF QQ
XP
4
FIT
4
INT
6
5
PER
5
CHA
5
5
MND
PER+MND+INT
Q+DEF-PH
LCK
1 22
(PER+INT)x2
LEARN BONUS MOVE
7
XP BASE
6
Scale
na 6 cm
0 1 D 1 +
x4
5
5
5
0
0
0
Std
Mod
4 1-5
2
2 x Potion of Wound Patching
RNG INIT PAR DGE
Staff
0 +5
Mod
Mod
0 +5
Mod
0 +5
2
HND
Kick
11-15
16-20
21-25
26-30
4
6
8
101
2
-3
1-5
9
M
21-25
26-30
18
27
36
45
54
RNG INIT PAR DGE
HND
100%
REC
AMMO CAP
Remaining
R
DMG Mod
GWP
RL
I
ROF B
HIT
M
0 1 D 1 +
R
DMG
1-5
16-20
d o M
S
+5
11-15
t ta S
ROF
R 100%
6-10
d o M
Mod
+5 +8+5 M
4.5 4 18
t ta S
GWP
+5 +5
+2 +9 +2 +11
Complete / Missile Weapon Statistic
0 1 D 1 +
B
12
HIT Name
RNG INIT PAR DGE
I
4
0 1 D 1 +
HIT
-3 +4 -3 +3
Mod
GWP
4
Complete / Missile Weapon Statistic
CAP
d o M
DMG
6-10
HND
3
t a t S
Punch
100%
1
340 coins EQUIPMENT
Throw
5
DMG
Sprint
9 18
Melee Weapon Statistic Name
HIT
16 +5 +5 +5
Name
18
+Sprint Mps
4
t a t S
AGE
FUNDS:
Sorcerers do not focus upon melee based combat skills and, due to the requirements of spell casting, tend not to wear heavy encumbering armour; preferring, instead, to dress in leathers or simple robes. Therefore, keeping out of direct combat, the sorcerer will assist the party, usually from a secure position at the rear, with various performance enhancing spells whilst taking down opponents from afar with missile based spells such as Bolt of Power.
N e wL e v e l
BoltofPower(Prevalent)
100%
REC
AMMO
RL
S
Remaining
6-10
11-15
16-20
21-25
26-30
1-5
6-10
11-15
64
65
16-20
21-25
26-30
FATIGUE & TRAUMA (PH + FIT)x2 + Light
1 KO/D Penalty S/H
to
Mi l d
16
17
0 0 0
Knock Down Value
to
H e av y
32
33
0 -1 0
to 0 -3 0
CS
+ PH x2
Total
0
4
8
Se r i o us
48
49
to
C ri t i ca l
TN12 1/2 1D10/2
D ea d l y
80 81
to
TN15 1/4 1D10
to Auto KO 1D10
Armour Type
AC
Soft Leather Jacket Soft Leather Trousers
14 11
SubTotal
TOU
TOUxAC
Stealth
10 140 10 110
250
Max23
Total Armour Value AC
23 Notes
TOU
11
Advance
N e wL e v e l
Magical Strike MEP
150 23
RangedWeapon
330
Thaumaturgy
150
Arcane Magic (Thaumaturgy)
7
MEP
25
245
Illuminate
Thaumaturgy
130
Fly
Thaumaturgy
170
Espy
Thaumaturgy
MagicArmour(Prevalent)
MND
7
IMR
3
Spell / Talent / Recipe
Total
10 MEP
PMA (PER+MND+INT)/3
6
MEP
CAST
17
Shatter
2 2 3
S k i ll
General Knowledge Literacy (type)
RNG
DUR
20 10 33 50 25 82 20 10 33
Arcane Magic 12 Rds 1 Act 10 (2) (Thaumaturgy) Arcane Magic 10 mins 1 Act 10 (2) (Teuric)
TN(Roll)
Inst
110 110
Thaumaturgy
Thaumaturgy Aided Defence Basic Magic Sight
210
Thaumaturgy
Knockout Magic Resistance
X PR e q u i r e d
5
B as e
3 3 5
130 Manipulation Total
INT 6 INT 6 PMA 6
9 9 11
3
PMA 6
2
INT 6
8
Magic Resistance, Improved
3 3 3
DEF 5 MND 7 CH 5
8 10
Gain Trust / Seduction
3
CH 5
8
1 Act 12 (2) Lore (Type) Spear / Pole Arm Deceive / Conceal Emotion
9
8
Telluric Potion of Wound Patching
Specialisation RNG
1
Base
Touch Instant Wk 1
Manipulation
INIT
Q DEF
T HR O W DMG
Total
PH
PAR HIT
8 (2)
Special Ability
Base
Manipulation
Total
select and learn spells that will directly assist a regular group of companions and fill any gaps in the skill set of the group. For example, Sorcerers could provide recognisance support to the Scout using various scrying type spells such as Magic Sight, Espy and the like, combat benefits to the warrior such as Aided Strike / Defence or Shatter or offer healing after any battle has taken place. Sorcerers generally command great respect and, within society, are rarely insulted or crossed. To do so would be at the peril of the belligerent for, whilst a sorcerer could blast his opponent to kingdom come, within society, such murder is easily proved. However, even the perceived threat of a curse can be a powerful tool for a sorcerer that uses this fear wisely.
E x p e ri e n c e
As the sorcerer gains in power it is likely that he will need to protect his laboratory from other, unscrupulous, sorcerers and thieves that would try to relieve him of his resources. To do this, many sorcerers will master the doctrine of sigils and use them as password protected magical traps and wards. Such sorcerers are also likely to produce powerful magical items and bind great amounts of power to them (and perhaps even sell a few for profit). Such items become the stuff of legends and many sorcerers are recognised by the particular items that they carry, a jewel encrusted ring, a magical cloak or a dragon carved staff etc (See the PSrps - Core rules for full details on Sigils and Enchantments).
DEF DEF PH
71
Warrior (Fantasy)
Warrior Progression Map Advan ce
Warriors are the guardians, protectors and fighters of an adventuring party. It is the warrior’s duty to enter combat and overcome any opponent that stands in the way of the party’s goal. This may mean facing fearsome monsters that guard magical treasure and wealth, it may mean fending off bandits that are trying to steal from the warrior, his group or those in his charge and it may also mean acting as a peace keeper and breaking apart any inter party squabbles.
e c n e ir e p x E
At the start of play, the warrior is considered to have had a considerable amount of combat training and will therefore likely have a man-atarms type of background. This is most often as a soldier but could be any number of such combat related professions, perhaps a mercenary, hired thug, or even a slave forced to fight ‘gladiator style’ for
72
N e wL e v e l
WeaponSpecialise(TwoHandedSword)-DMG
X PR e q u i r e d
3
150
Focused Attack
0
70
Focused Attack
3
180
Focused Dodge
0
100
Focused Dodge
3
180
Crossbow
0
70
Crossbow
3
180
Tracking
0
WeaponSpecialise(TwoHandedSword)-PAR
150
3
180
PSRPS - Basic CHARACTER SHEET Body Combat
Archetype Warrior
PLAYER NAME B . D AT E
RNG INIT PAR DGE
AGE
d o M
MANIPULATIONS PH DEF Q Q
XP
7 5
PER
6
MND
4
CHA
5
LCK
PER+MND+INT
Scale
+1 5 cm
0 1 D 1 +
x4
6
5
6
0
0
3
0
Mod
7
Mod
1-5
4
RNG INIT PAR DGE
Punch Mod
2
HND
Kick
7
6-10
11-15
16-20
21-25
7
11
14
18
26-30
21
1-5
45
M
entertainment in gambling arenas. As such, a warrior’s Profession Skill is often replaced for a weapon Skill (in the case of the archetype, it is replaced with Two Handed Sword).
Remaining
Not renown for their smarts, speed of Initiative and the ability to deliver large amounts of damage in a single blow are the first concern of the warrior. They are well built, fit, individuals who have little or no affinity with the ways of magic. A warrior will rely upon his superior expertise with his preferred specialist hand to hand weapon and, when pitted against those undisciplined in their style, the warrior’s exceptional training will quickly become apparent.
Knock Down Value
1-5
11-15
Light
KO/D Penalty S/H
to
180 225 270
26-30
RNG INIT PAR DGE
HND
M
0 1 D 1 +
R
DMG
AMMO CAP
Mod
I
ROF B
HIT
100%
REC
RL
AMMO
S
Remaining
6-10
16-20
FATIGUE & TRAUMA (PH + FIT)x2 + 1
21-25
16-20
135
GWP
RL
+5
11-15
R 100%
REC
R 100%
6-10
d o M
S
+5 +9 +5 +14
90
t ta S
Mod
+9 +10 +5 M
10 9 90
t ta S
GWP ROF
7
d o M 0 1 D 1 +
B
0 1 D 1 +
HIT Name
RNG INIT PAR DGE
I
+9 +5
Complete / Missile Weapon Statistic
DMG
CAP
-4 +4 -4 +4
7
-3
Complete / Missile Weapon Statistic
HND
1
d o M
Mod
GWP
HIT
t ta S
DMG
100%
1
300 coins EQUIPMENT
5
Large Sword
0 +5 0 +5 0 +5
Mod
Sprint
8 15
Throw
DMG
Name Std
Melee Weapon Statistic Name
HIT
28 +6 +5 +9
4
13
+Sprint Mps
FUNDS:
4
16
(PER+INT)x2
LEARN BONUS
Q+DEF-PH
INT
XP BASE
0
MOVE
6
FIT
7
t ta S
Mil d
29
30
0 0 0
to
21-25
26-30
1-5
87
88
11-15
116
117
16-20
21-25
26-30
3 H e av y
58
6-10
59
0 -1 0
to 0 -3 0
CS
+ PH x2
Total
3
7
17
Se r i o u s
to
C ri t i c a l
TN12 1/2 1D10/2
De a d l y
145 146
to TN15 1/4 1D10
to
174
Auto KO 1D10
Armour Type
AC
Soft Leather Coif Fur Overcoat Fur Leggings
2 17 11
SubTotal
TOU
TOUxAC
Stealth
10 20 13 221 13 143
384
Max23
Total Armour Value AC
23 Notes
TOU
17
A d v an c e WeaponSpecialise(TwoHandedSword)-INIT
N e wL e v e l
X PR e q u i r e d
4
200
Interrogation
0
WeaponSpecialise(TwoHandedSword)-DMG
Magic Resistance
200
PER
5
250
DEF
6
300
Dodge
4
120
Outdoorsman
0
180
Outdoorsman
3 4
120
Combat Stance
4
120
IMR
Total
5
3
8 MEP
PMA (PER+MND+INT)/3
R NG
4
DUR
MEP
5
CAST TN(Roll)
S k i ll
General Knowledge Sprint Supplementary Defensive Manoeuvre
2
Q6
3 3 3 3
Q6 PH 7 PER 4 PH7
Combat Stance Combat Reflexes Toughness
Two Handed Sword
Base
Manipulation
0 3
PH
PAR
0
HIT
5 0 2
INIT
T HR O W DMG
7 9
DEF
5
5
DEF
5 5 7
10 5 9
DEF PH
7 8
Many warrior guilds and orders exist in fantasy lands +1 mps and, as well as the superior 8/4 training these can offer, such = +2 guilds will provide the warrior 9 with the companionship of 10 like minded fighters. They 7 are a place where warriors 10/4 can discuss (or boast of) = +3 their successes of battle with others that share the same enthusiasm. In addition, the guilds enable warriors to form allies and forge allegiances as well as hear rumours and gain knowledge of the land’s political wrangling. They are also a place where warriors can legally duel to settle disputes without interference from outside authorities.
Total
7 6
Q
Manipulation Total
INT 4 MND 5 na
Dodge
Specialisation
B as e
3 3 3
Magic Resistance, Improved
RNG
180
Combat Reflexes
MND
Spell / Talent / Recipe
100
4
Special Ability
Base
Manipu lat ion
In addition, the warrior will wear heavy and tough armour in order to deflect any successful strikes made against him. At the start of play, the warrior has very little miscellaneous equipment as his funds have been dedicated to purchasing such heavier duty armour. As the warrior then continues in his development, his usual course (although obviously not shown in the Progression Map), is to replace this armour with even sturdier and more durable types.
Total
E x p e ri e n c e
As the warrior gains experience, his reputation will no doubt precede him. A warrior of ill repute will likely have many challengers and enemies that hunt him, whereas a warrior that has proven to fight for justice and good causes will likely receive many offers of hospitality and offers of employment where he is able to name his price. In addition, leading political figures will no doubt wish him to swear allegiance and help them in the fight for protection (or ownership) of the land.
73
NPC Templates The templates that follow are ready to play as is and can be used when ‘off the cuff’ NPC statistics are required. Alternatively, they can be used as the basis for any protagonist NPC and adjusted as required to fit the particular needs. For more powerful versions, simply add a bonus to the statistics shown or a penalty for less powerful versions. There is really no need to calculate Skills and Weapon Specialisation for each individual statistic; for simplicity and reduction of workload this can be kept to a simple +/-3 or +/-5.
s e t la p m e T C P N
Explanation of Terms Description:Comparable creature beast or alien that the statistics may be used for. All are taken from common sources for ease of comparison.
Bite: Used for creatures that will attack by biting their opponents. Bite can also be used to determine the results of horned / gore attacks and the like. Weapon: Used when the NPC attacks with a weapon. Be it dagger, club, sword or gun, for simplicity always use the same statistics or consider damage at -5 SA for small weapons (minimum 1 SA) or +5 SA for large weapons. Special: Used when the NPC attacks with any special attack type. A special attack type can be one that is simply considered more powerful than any normal attack type; such as a magic based attack or when a creature has been deemed to have trained with a normal attack type. Hit: Includes the usual calculations for encumbrance and Skills etc. and can be adjusted with the usual +/-3 or +/-5 bonus / penalty.
Size: A general guide to the physical size of the creature. Seperated into 8 categories: Minor, Small, Average, Medium, Large, Grandiose, Huge and Enormous.
PAR: Parry bonus. Includes the usual calculations for encumbrance and Skills etc. and can be adjusted with the usual +/-3 or +/-5 bonus / penalty.
MR: The suggested Magic Resistance (+1D10) for the NPC. In the case of the creature Templates, the figure always assumes the creature is the most basic of its type. With this regard you can add bonuses in excess of +10 or +15 for specific magic resistant species or individuals deemed as having reason for superior magic resistance. Otherwise, simply stick with +/-3 or +/-5 bonus/penalty.
DMG: The Damage caused at each SA bracket. To obtain poorer amounts reduce the resulting damage SA by 5 and, to obtain greater results, increase the resulting SA damage by 5 or, alternatively, simply use the figures from a different DMG set.
per the above, a slow or awkward and clumsy creature should have the score adjusted by up to -3 and only up to -5 in extreme cases.
Special:Used when the TOU can be considered magical or superior in srcin. In addition, Special TOU can also be used to reflect a creature with a Natural TOU that is also wearing armour. The figure can be adjusted (up to +/-30) as required to better reflect the actual reason for the superior Toughness. In addition, the AC for Special TOU should always be at 23 or 23c.
Toughness: Natural: Used when the NPC is deemed to have a natural armour; such as scaled or leathery skin, fur or an SPD: The Standard Movement Rate for the NPC (listed exoskeleton. The figure can be adjusted by up to +/-20 to in cm/a for miniature scale). It includes all bonuses andbetter reflect the actual creature’s hide. penalties for EncR etc. However, if the NPC is unusually fast add and additional +3 and an additiona l +5 if the creature has Usual Armour:Used when the NPC is deemed to be magically or otherwise enhanced speed. Flying creatures wearing armour. Armour TOU is obviously wide and varied and the like will usually do so at twice the listed rate. and so the example given is just used as an average for guidance. It canobviously be adjusted to better suitthe INIT:The NPCs bonus to Initiative. It includes all bonuses actual armour being worn; for example, Fur/Leather 10, Cuir and penalties for encumbrance and improved training Boulli 30, Chain 40, Plate 70, Kevlar 80 or BioTech 100. etc. However for superior versions add up to the usual +3 In addition, for simplicity, AC should always be considered bonus but only add +5 in extreme cases. Such a superior at 5 (25% coverage), 10 (50% coverage), 15 (75% INIT will usually be enough to tip the odds in the NPC’s coverage) or 20 (100% coverage). favour and may well out-balance things in the game. As
DGE: The NPC’s bonus to any Dodge Result. It includes all bonuses and penalties for encumbrance etc. Add the usual +/-3 or +/-5 to obtain a score more suitable for highly trained or quick / slow, bulky and inadequate creatures. Claw: Used for creatures that will attack with natural weaponry. Claw is just a catch-all term and can actually include fists, tail, butts, barges or other forms of standard, creature based, body combat attacks.
74
Wound Chart:The wound chart reflects an average NPC of this type. Each bracket can be adjusted to 50% or 150% where lesser or superior versions of the NPC are required. In addition, the wound brackets are listed as usual; Light, Mild, Heavy, Serious, Critical and Deadly (and all the usual modifiers should be applied). However, when
the NPC reaches Critical, you may consider that they are Average Creature either unconscious or so badly wounded as to not wish to Normal man, orc, lizard man, demi-human, deer continue. In cases where you deem that an NPC at such a Wound bracket will carry on the fight then continue as MR 5 SPD 8 INIT +5 DGE +5 normal (Results are at ¼ and S/H is at 1D10 per Round). Claw KDV: Shown is average KDV for NPCs of this type. HIT +5 ATM -5 For more stable, sturdier or combat ready versions DMG 1-5 10, 6-10 20, 11-1530, 16-20 40. either double the listed KDV or use the KDV of the next Bite description type. HIT +3 ATM -5 Biped:Considered for two-legged man-type NPCs (KDV DMG 1-515, 6-10 30, 11-1545, 16-20 60. as usual). Quadruped:Considered for four- (or more) legged beasts (KDV is at 200%). Heavy: Considered for large, heavy, solid beasts or beasts that use a balancing tail during combat (KDV is at 500%).
Creature Templates Creature Templates can be used for a variety of average creature, monster or alien statistics. Such creatures are, most often (at best), only crudely trained and statistics should be adjusted (as detailed previously) when reflecting better weapon training or more advanced combat techniques.
Small Creature
Weapon PAR +8 Hit +8 ATM -10 DMG 1-515, 6-10 30, 11-1545, 16-20 60. Special PAR +12 Hit +12 ATM -15 DMG 1-540, 6-10 80, 11-15120, 16-20 160. KDV Biped:10 Quadruped:20 Heavy: 30 Natural TOU 30 Usual Armour TOU 50 Special TOU100 L 1-20 M 21-40 H 41-60 S 61-80 C 81-100 D 101-120
Medium Creature
N P C T e m p la te
Goblin, kobold, skaven, halfling
Gnoll, werewolf, bugbear, wolven, hobgoblin, horse, buffalo
MR 5 SPD 6 INIT +5 DGE +5
MR 6 SPD 10 INIT +5 DGE +5
Claw HIT +5 ATM -5 DMG 1-5 10, 6-10 20, 11-1530, 16-20 40.
Claw Hit +8 ATM -7 DMG 1-520, 6-10 40, 11-1560, 16-20 80.
Bite HIT +3 ATM -5 DMG 1-510, 6-10 20, 11-1530, 16-20 40.
Bite Hit +5 ATM -10 DMG 1-530, 6-10 60, 11-1590, 16-20 120.
Weapon PAR +7 HIT +5 ATM -10 DMG 1-515, 6-10 30, 11-1545, 16-20 60. Special PAR +7 Hit +10 ATM -10 DMG 1-540, 6-10 80, 11-15120, 16-20 160. KDV Biped: 8 Quadruped:16 Heavy: 24 Natural TOU15 Usual Armour TOU 25 Special TOU50 L 1-15 M 16-30 H 31-45 S 46-60 C 61-75 D 76-90
s
Weapon PAR +10 Hit +10 ATM -10 DMG 1-540, 6-10 80, 11-15120, 16-20 160. Special PAR +15 Hit +15 ATM -15 DMG 1-560, 6-10 120, 11-15180, 16-20 240. KDV Biped:24 Quadruped:48 Heavy: 72 Natural TOU 30 Usual Armour TOU 50 Special TOU100 L 1-40 M 41-80 H 81-120 S 121-160 C 161-200 D 201-240
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Large Creature
Huge Creature
Ogre, troll, beastman, small dragon
Giant, large elemental, efreeti, large dragon, balrog
MR 5 SPD 13 INIT +5 DGE +5
MR 8 SPD 25 INIT +5 DGE +5
Claw Hit +10 ATM -7 DMG 1-520, 6-10 40, 11-1560, 16-20 80.
Claw Hit +15 ATM -10 DMG 1-540, 6-10 80, 11-15120, 16-20 160.
Bite Hit +8 ATM -10 DMG 1-530, 6-10 60, 11-1590, 16-20 120.
Bite Hit +10 ATM -12 DMG 1-560, 6-10 120, 11-15180, 16-20 240.
Weapon PAR +13 Hit +13 ATM -10 DMG 1-540, 6-10 80, 11-15120, 16-20 160.
Weapon PAR +20 Hit +20 ATM -15 DMG 1-580, 6-10 160, 11-15240, 16-20 320.
Special PAR +15 Hit +15 ATM -15 DMG 1-560, 6-10 120, 11-15180, 16-20 240.
Special PAR +20 Hit +20 ATM -20 DMG 1-5100, 6-10 200, 11-15300, 16-20 400.
KDV Biped:30 Quadruped:60 Heavy: 90
KDV Biped:100 Quadruped:200 Heavy:300
Natural TOU 50 UsualArmour TOU50 Special TOU 100 L 1-50 M 51-100 H 101-150 S 151-200 C 201-250 D 251-300
Natural TOU 80 Usual Armour TOU 90 Special TOU 200 L 1-100 M 101-200 H 201-300 S 301-400 C 401-500 D 501-600
s e t la p m e T C PGrandiose Creature N
Enormous Creature
Dragon lord, Titan, leveller, leviathan, juggernaut Hill giant, cave troll, living tree, medium dragon, cyclops, elephant MR 10 SPD 35 INIT +7 DGE +5 MR 7 SPD 15 INIT +5 DGE +5 Claw Hit +15 ATM -15 Claw DMG 1-580, 6-10 160, 11-15240, 16-20 320. Hit +15 ATM -10 DMG 1-530, 6-10 60, 11-1590, 16-20 120. Bite Hit +10 ATM -12 DMG 1-540, 6-10 80, 11-15120, 16-20 160. Weapon PAR +15 Hit +15 ATM -15 DMG 1-560, 6-10 120, 11-15180, 16-20 240. Special PAR +20 Hit +20 ATM -20 DMG 1-580, 6-10 160, 11-15240, 16-20 320. KDV Biped:70 Quadruped:140 Heavy: 210 Natural TOU 50 Usual Armour TOU 70 Special TOU100 L 1-70 M 71-140 H 141-210 S 211-280 C 281-350 D 351-420
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Bite Hit +10 ATM -20 DMG 1-5100, 6-10 200, 11-15300, 16-20 400. Weapon PAR +20 Hit +20 ATM -20 DMG 1-5120, 6-10 240, 11-15360, 16-20 480. Special PAR +30 Hit +30 ATM -30 DMG 1-5200, 6-10 400, 11-15600, 16-20 800. KDV Biped:250 Quadruped:500 Heavy:850 Natural TOU200 Usual Armour TOU150 Special TOU400 L 1-200 M 201-400 H 401-600 S 601-800 C 801-1000 D 1001-1200
Bear, grizzly
Horse
Size: Medium
Size: Medium
Manipulations PH 9, DEF 5, Q 5, FIT 7, PER 5, MND 5, INT 1, CHA 1, LCK 0
Manipulations PH 9, DEF 5, Q 5, FIT 12, PER 6, MND 3, INT 1, CHA 1, LCK 0
SF 14 CUT 10 MR 5 SPD 15 INIT +5 DGE +5
SF 12 CUT 5 MR 6 SPD 27 INIT +5 DGE +5
Common Skills Area Knowledge (50 km diameter of current abode) 8. Climbing 8. Notice 8. Odour Scenting 14. Stealth 7. Survival (forest) 6. Swimming 8.
Common Skills Notice 9. Survival (forest) 6.
Claw Hit +8 ATM -5 DMG 1-520, 6-10 40, 11-1560, 16-20 80.
Hit +3 ATM -2 DMG 1-510, 6-10 20, 11-1530, 16-20 40.
Bite Hit +5 ATM -10 DMG 1-530, 6-10 60, 11-1590, 16-20 120. KDV 48 Natural TOU10 L 1-50 M 51-100 H 101-150 S 151-200 C 201-250 D 251-300
Bite
Hoof Hit +5 ATM 0 DMG 1-515, 6-10 30, 11-1545, 16-20 60. KDV 30 Natural TOU0 L 1-40 M 41-80 H 81-120 S 121-160 C 161-200 D 201-240
Dog, guard
Lion
The statistics assume an average for a wide variety of medium-sized (usually) domesticated dogs often bred as guard dogs; including German Shepherd, Pitbull, Dobermann and Rottweiler etc.
Size: Medium Manipulations PH 7, DEF 6, Q 6, FIT 7, PER 5, MND 6, INT 1, CHA 1, LCK 0
Size: Small Manipulations PH 6, DEF 5, Q 5, FIT 7, PER 6, MND 5, INT 1, CHA 1, LCK 0 SF 8 CUT 11 MR 5 SPD 13 INIT +5 DGE +5 (includes +2 size bonus) Common Skills Fighting Instinct 10. Notice 8. Odour Scenting 14. Stealth 6. Survival (var) 4. Swimming 6. Bite Hit +3 ATM -5 DMG 1-510, 6-10 20, 11-1530, 16-20 40. KDV 12 Natural TOU0
N
SF 14 CUT 12 MR 5 SPD 10 INIT +5 DGE +5 Common Skills Ambush 8. Area Knowledge (50 km diameter of current abode) 8. Climbing 10. Notice 9. Odour Scenting 10. Stealth 9. Survival (jungle, savannah) 8. Swimming 6.
P C T e m p la te s
Claw Hit +6 ATM -3 DMG 1-515, 6-10 30, 11-1545, 16-20 60. Bite Hit +7 ATM -6 DMG 1-520, 6-10 40, 11-1560, 16-20 80. KDV 40 Natural TOU5 L 1-40 M 41-80 H 81-120 S 121-160 C 161-200 D 201-240
L 1-15 M 16-30 H 31-45 S 46-60 C 61-75 D 76-90
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Why Purchase the Core Rules? Using the same game mechanics as presented in this Basic version, the ParaSpace Roleplaying System Core Rules is a 336 page, fully indexed, full colour, hardback book that provides greater detail to many rule elements and adds a host of new (and optional) rules that cater for a wider variety of game situations.
s e lR u e r o C e c a p S a r a P
The Core Rules are broken into three distinct Sections: The Player’s Guide, which details creating characters, combat, equipment, experience and other miscellaneous rules; Magic, which details all the different styles of magic that can be achieved and The GM Section which contains annotations to the player’s guide, Templates for Non Player Characters (NPCs), plus plenty of advice and hints to help with designing settings, adventures and GMing in general. Section 1 – The Player’s Guide Chapter 1 – Creating a Character Including notes, random tables and character quirks, greater enforces is placed upon character background. In addition, using a points based system, far greater control is given to the player over the entire creation process. Chapter 2 – Skill Use and Descriptions Over 200 Skills, Techniques and Manoeuvres are presented along with notes on Skill Groups, Comparable Skills and partially skilled status. Chapter 3 – Equipment Includes many more items and detail comprising of general equipment, rules for and encumbrance, additional weapon statistics for grappling armour penetration. Chapter 4 – Combat Presents a number of additional combat options including push / trip attack, disarm, running by, variable body combat damage, wild fire, reaction shot and body hit locations. Chapter 5 – Transports Mounts & Vehicles Along with statistics for several vehicles, the chapter includes general game rules for control and specific combat related information. Chapter 6 – Movement Guidelines for use with miniature figures. Chapter 7 – Miscellaneous Rules As well as critical success/failure, ageing, drowning, suffocation, smothering, strangulation, explosions, fire, falling, inventions, repair, malnutrition, poison, corrosives, sanity, weather, sickness and disease, this chapter explains Shock Factor and Confidence Under Threat,
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Section 2 – Magic Chapter 9 – Arcane Magic Formulaic– intended to mimic the spell casting of w lofantasy (but not necessarily low powered) settings, the Formulaic doctrine presents rules for 38 rituals and ceremonies. Thaumaturgy– Presents 75 spells of the more traditional, quick cast, spell slinging, video game nature. Telluric– For use in settings where magic requires a natural feel that is, perhaps, loosely based in science the Telluric doctrine presents 13 Crop types with 33 Recipies. Sigils – Rules for 28 symbols, glyphs, hexes and other magical writings that can be inscribed upon scrolls, standing stones or other items to provide them with magical qualities. Enchantment – Rules for the creation of magically enchanted weapons and items. Chapter 10 – Transcendental Magic Designed as a free-form system, Transcendental Magic utilises a sliding scale of power to derive game statistics on the fly. The chapter also contains rules for converting such magical effects for use across all types of magic. Chapter 11 – Inherent Magic Presents 29 Inherent Paths with over 60 unique Talents. Chapter 12 – Special Abilities Comprises over 70 Special Abilities Section 3 – The GM’s Guide Chapter 13 – The Role of the GM General ‘how to’ advice for new and seasoned GMs. Including notes on GM discretion, style of play and use of Luck, the chapter also presents the Loud Mouth Rules... Chapter 14 – Rule Annotations Accompanying rule notes specific to the GM; including help with creating characters, notes on Skills and use of Charisma, outrageous luck, running combat (including a quick method to obtain NPC results), Long Journeys and more. Chapter 15 – Designing a Setting Assistance with genre, setting and adventure design; including Technology Level, Magic Level, Religious Level, Law, Order and Politics. The Chapter also contains a random plot generator and 30 plot devices that can be used as the basis for countless adventures/scenarios. Chapter 16 – NPC Templates Creature, Animal and Warrior Templates for convenience. Chapter 17 – Magic Items 36 pre generated magic items along with a random selection table.
More Free Stuff
a game rule that defines the effects of tense, scary and stressful situations.
As well as our web forum, can also find additional, free, material at our siteyou www.paraspace.co.uk
Chapter 8 – Experience Contains variable XP awards, additional Specialisation notes, more archetypes and Progression Maps.
Submissions & Licence We are accepting submissions and granting publishing licences. Please visit our website for the latest guidelines.
PSRPS - Basic CHARACTER SHEET Body Combat
PLAYER
RNG INIT PAR DGE
NAME A GE
PH
FIT
INT
d o M
Punch
x4
HND
Mod
0 1 D 1 +
M
0 1 D 1 +
Kick
DEF Q Q
PER
CHA
MND
LCK
1-5
6-10
XP BASE
XP
11-15
Name
+Sprint Mps
FUNDS:
21-25
16-20
26-30
1-5
11-15
6-10
HIT Name
Std
Sprint
d o
Mod
I
B
ROF
REC
M 0 1 D 1 +
HND
M
R 100%
AMMO CAP
S
R
DMG Mod
GWP
RL
Remaining
1-5
HIT
d o
M
GWP CAP
26-30
ta t S
M 0 1 D 1 +
HND
21-25
16-20
RNG INIT PAR DGE
att S
Scale
100%
Complete / Missile Weapon Statistic
DMG
EQUIPMENT
Mod
GWP
RNG INIT PAR DGE
PER+MND+INT
Q+DEF-PH
DMG 100%
Complete / Missile Weapon Statistic
(PER+INT)x2
LEARN BONUS MOVE
R
Mod
DMG Mod
HIT
att S
Mod
d o M
MANIPULATIONS
RNG INIT PAR DGE
Throw
att S
B.DATE
Melee Weapon Statistic Name
HIT
ROF
I
B
100%
REC
AMMO
RL
S
Remaining
6-10
11-15
16-20
21-25
26-30
1-5
6-10
11-15
16-20
21-25
26-30
FATIGUE & TRAUMA(PH + FIT)x2 + 1 KO/D Penalty S/H
Light
Mild
He avy
to
to
to
0 0 0
0 -1 0 CS
0 -3 0 + PH x2
Se r i o u s
Cri t i cal
to
D ea d ly
to
TN12 1/2 1D10/2
to
TN15 1/4 1D10
Auto KO 1D10
Total
Knock Down Value Armour Type
AC
Sub Total
TOU
TOUxAC
Stealth
Max23
Total Armour Value AC
Notes
TOU
Magic Resistance
MND
IMR
Spell / Talent / Recipe
Specialisation RNG
Total
PMA
(PER+MND+INT)/3
MEP
Base
R NG
Manipulation
Q
PAR
DEF
HIT
DEF
DMG
Ski l l
Ba s e
Manipulation
Total
Manipulation
Total
CAST TN(Roll)
Total
PH
INIT
T H R OW
DUR
MEP
DEF PH
Special Ability
Base