TM
“A system? What system? I just wanna blow that guy up! ” — A Player
FREE PDF #2
QUICK-START RULES
⁄ PIRATE
Archetype
Background information ”Prepare for boarding! ” This clamor is sweet to your ears... You are a predator of the seas, proud of who you are and of your blood brothers and sisters. Let the enemy shake, because you’ll never let anyone get in your way. Although you enjoy ghting, you are not a mindless brute; boarding a ship needs a lot of cunning and you are here to get rich, not die stupidly. You are aware you are a part of the legend of the seas. Many are the merchants who fear you, whether they’re right or wrong to do so. You are an outcast, but all you want is to share the riches more equitably! Rumors about you make you smile. They think you are just a bloodthirsty monster. That’s whaleshit! You are no crueler than many decorated generals... At least you can count on the fear you inspire...
Let’s have a good catch, my fellow pirates, and tonight the drink will ow
freely!
attributes (7 cp)
skills (15 cp)
STR
CON
COO
ADA
PER
INT
WIL
PRE
Base
16
15
15
15
12
11
15
8
N.A.*
3
2
2
2
1
1
2
0
SECONDARY ATTRIBUTES Luck
13
Reaction
13
Melee Damage
+3
Damage Resistance
-3
Modifer
*N.A. stands for Natural Ability
Disadvantage (3 CP) • Wanted (+3 CP: nation or faction of major importance)
equipment • Savings: 3,000 Sols. • Personal Gear: Exo-1 diving armor, Heavy pistol, Knife, Saber. • Accessible gear: Pretty much any kinds of gear (stolen of course!).
• Combat (melee): Armed combat (5+6) 11; Hand-to-hand combat (5+5) 10; Martial arts (Offense techniques) (4+5) 9. • Combat (shooting): Automatic weapons (4+7) 11; Handguns (3+11) 14; Shoulder-red weapons/Ries (3+10) 13; Underwater weapons (3+5) 8. • Soc. Relationships/Communication: Intimidation (2+8) 10. • Knowledge: Gambling (3+5) 8; Knowledge of a nation (Pirate nations, orig.) (2+5) 7; Knowledge of a natural environment (Oceans) (3+0) 3; Tactics (Special ops) (3+5) 8. • Stealth/Subterfuge: Pickpocketing (4+5) 9; Stealth/Silent movement (3+7) 10. • Languages: Native language (Neo-azuran) (Special) 7; Specic language (Ithraxian) (2+5) 7. • Piloting: Armor Maneuvering (Underwater Armors) (4+2) 6; Remote piloting (3+5) 8. • Survival/Outside: Observation (3+5) 8; Orientation (3+5) 8; Survival (4+5) 9.
TM
Game system by raphael bombayl
The game system for Polaris RPG 3rd Edition requires standard 6, 10 and 20-sided dice (d6, d10 & d20).
SUCCESS MARGIN 1–2
Degree of Success Just barely
+0
How to use your skills
3–4 5–6
Decent Fairly good
+1 +2
The Success Probability for your skill test is equal to your Skill
7–9
Good
+3
10–12 13–14
Very good Excellent
+4 +5
15–19 20–24
Perfect Extraordinary
+6 +7
FAILURE MARGIN
Degree of Failure
Failure Modier
1–2
Just barely
+0
3–4 5–6
Mediocre Fairly bad
-1 -2
7–9 10–12
Bad Very bad
-3 -4
13–14
Terrible
-5
15–19
Catastrophic
+6
level + any difculty modiers that might apply. Example : The pirate (presented in this leaet) tries to drinking
water in an abandoned Genetician depot. He needs to make a Survival skill test to see if he’s successfull with his research. His Survival Skill level is 9. He has searched this depot before. The Ga - memaster determines that knowing where to nd the necessary resources would be a rather easy task for him and grants him a +3 modier. The Success Probability would then be 12 (9+3). DIFFICULTY OF THE ACTION Very easy
MODIFIER +7
Easy Fairly easy
+5 +3
Average
+0
Difcult Very difcult
-5 -7
Extremely difcult
-10
How to test your attributes It sometimes happens that a Test is not linked to a Skill but is instead directly linked to an Attribute. For example, you can test the Strength of a character, to see if he is able to lift a very heavy object. In this case you simply use the level of the Attribute in question.
Rolling the dice To work out the result of a Test, roll a D20:
»› If the result of the roll is equal to or less than the Success Probability of the Test, the attempted action has succeeded. »› If the result of the roll is higher than the Success Probability of the Test, the attempted action has failed. Success or failure Margins The Success Margin of a successful Test is equal to the result of the roll (this is a direct reading: the aim is therefore to roll the highest possible score that is still below the Success Probability score). The Failure Margin of a failed Test is equal to the number of points over the character’s Success Probability (taking into account the Difculty Modier).
Success Modier
The Degrees of Success or Failure are descriptive terms. Among other things, they allow the Gamemaster to describe more precisely the result of the action: they are above all a guide and a narration tool to help develop the atmosphere. Critical Successes and Failures
»› CRITICAL SUCCESS If the result of the roll is exactly the same value as the Total Success Probability (thus taking into account the Difculty Modier), you score a Critical Success. In this case, you can add the Mastery Level (the second value mentioned between parenthesis for each skill in the provided character Archetypes) to the previously obtained score to increase your Success Margin. »› CRITICAL FAILURE If the die roll produces a «20» this is a Critical Failure. In this case, roll the D20 again and add the result to the Test’s original Failure Margin. Luck Luck is an Attribute that can be used at the discretion of the Gamemaster in order to work out if an event will affect a character or a group of characters. The Test is a normal Random Test: the Player must roll a D20 and obtain a result lower than or equal to the Luck level of his character. If the Test is a success, the events become favorable to the character or group of characters. A player can also spend a Luck point to gain a clue from the GM or a +5 bonus on a skill or attribute check.
combat Opposed Tests Sometimes a character’s actions are confronted by another character. In this case, we refer to an Opposed Test. This kind of Test is used during hand-to-hand combat, for example. Both characters rst determine their Success Probability. Then both roll their d20 and check whether or not their test is a success. If only one character rolled below his Success Probability, he is the winner of the confrontation. His Success Margin is the result of his die roll. If both characters succeed at their Test, the winner of the confrontation is the one who obtained the highest score on the die or the highest nal total after applying any Critical Successes (so you need to roll a score lower than your Success Probability, but higher than your opponent’s score). The Success Margin of the
winner is the number of points he obtained over the loser’s score. If both characters succeed at their Tests and get the same score on the dice or the same nal total after applying any Critical Successes,
the result is considered to be a “tie.” They both succeed in performing their action, but neither of them manages to take the upper hand. The Success Margin of both opponents is 0.
Summary of a Combat Round 1. Surprise (if Applicable)
If one or more of the participants are at risk of being surprised by their opponents (ambush, sudden attack, etc.), they must perform a Reaction Test, to see if they can act. Characters who fail their Test in the rst Combat Round will have a normal Initiative again during the following Round. 2. Base Initiative
For the Quick Start rules the Initiative of each character is equal to his Reaction Level. 3. Resolving the Act ions
Actions are resolved in decreasing order of Initiative (the fastest goes rst), during their respective Action Phases. Therefore, the character with the highest Initiative can act during the rst Action Phase. The Players perform the required Tests in turn (the Attack Tests, for example), then the GM announces the Action and its result.
Types of Actions During a Combat Round, each character is given the opportunity to perform one of the following Actions:
»› A Movement , to move around in the area of the combat. »› A Combat Action , often an Attack in Melee Combat or with a Ranged-Combat weapon.
»› Any other Simple Action that can reasonably be performed in less than ve or six seconds. »› Free Actions are very fast actions that do not slow down the character at all (saying a word, dropping an object etc.). As these
actions are almost instantaneous, we will consider that a character can always perform a Free Action, before, during, or after a normal Action.
Attack & damage Melee combat Melee tests are resolved through an Opposed Test made by each of the two combatants rolling on the Skill their chosen combat technique is based on, which is determined by the weapon they are using: Heavy weapons, Armed combat, and Hand-to- hand combat.
Ranged combat
»› In ranged combat: Weapon Damage roll + Success Modier To this base total of damage, you must also add the Modier for the target character’s Damage Resistance. The nal total must be compared to the character’s Wound Thresholds: every 5 points of damage increases the severity of the wound by one threshold. The wound inicted corresponds to the highest threshold crossed. Wound Thresholds Physical Wounds are classied depending on their level of severity. Each level of Wound severity is associated with a xed Wound Threshold. As soon as the sum of physical Damage Points inicted becomes equal to or larger than one of these thresholds, the character receives the equivalent Wound:
A Shooting Test is a normal Test based on the appropriate Skill. The Difculty Modier is essentially based on two factors: the distance to the target and its size. The two tables below indicate the Modier to use: DISTANCE Point Blank Range
Modifier +5
Short Range Medium Range
+0 -5
Long Range
-10
Extreme Range
-15
SIZE OF TARGET
Modifier
Tiny (around 30 cm)
-10
Very Small (around 50 cm) Small (around 1 m)
-5 -3
Medium (human size) Large (around 3 m)
+0 +3
Very Large (around 5 m)
+5
THRESHOLD 5
Seriousness Light Wounds
10
Moderate Wounds
15 20
Serious Wounds Critical Wounds
25
Mortal Wounds
30
Sudden Death/Limb Destroyed
Wound Scale
Damage and Wound Points
The total number of Wounds that a character can receive is limited. As soon as a character is wounded, the Player must then tick one of the boxes in the Wound Scale of his character sheet, as determined by the Wound Threshold chart above, depending on the Location of the hit and the severity of the wound. In each Location, when all of the boxes of a line have been ticked and the character receives another Wound of the same severity, the Player should then: 1. Tick a box in the next higher degree of severity. 2. Erase the Wounds noted in the boxes of the completed line. Indeed, we will consider that the total of the Wounds inicted at a cer tain level of severity ends up creating a wound of a higher severity.
A character who hits his adversary will inict physical Damage points equal to:
»› In melee: Weapon Damage roll + Success Modier + character’s Melee Damage Modier.
Wound Scale WOUNDS
HEAD
BODY
Hit location table
RIGHT ARM LEFT ARM RIGHT LEG LEFT LEG
Penalties
Light (5)
¨¨¨
¨¨¨¨
¨¨¨
¨¨¨
¨¨¨
¨¨¨
-1
Moderate (10)
¨¨¨
¨¨¨
¨¨¨
¨¨¨
¨¨¨
¨¨¨
-3
Serious (15)
¨¨
¨¨¨
¨¨
¨¨
¨¨
¨¨
-5
Critical (20)
¨¨
¨¨
¨¨
¨¨
¨¨
¨¨
-10
Mortal (25)
¨
¨¨
¨¨
¨
¨
¨
Impossible action
Death/Limb Destroyed
Death
Death
¨
¨
¨
¨
Impossible action
1D20 1-2 3-8 9-11 12-14 15-17 18-20
Location
Head Body Right arm Left arm Right leg Left leg
The polaris effect
The Polaris Effect lives inside all things and seems to consciously act in certain circumstances. The manipulation of the Effect is still in its infancy. Use of the Polaris Effect is achieved in two steps: rst the cha racter releases the Polaris energy that is inside him, then he shapes it into a specic form that will be the effect of the power. Step 1 : In terms of game play, you must rst perform a Mastery of the Polaris Effect Test to know if the character can succeed in releasing the Polaris Effect while controlling it:
»› On a Success, the character releases the Effect and maintains control of it. He may then shape the Polaris Effect to use a specic power. Got to step 2. »› On a Failure, the Polaris Effect is poorly controlled, which may lead to consequences of varying severity (examples : temperature changes, pressure changes, noises, itching, dizziness, outages, seizures...).
Polaris Powers Disruption of Reality Penalty to the actions : -1 - Success Modier. Area of Effect: 5 meters in diameter +/- Success Modier. Max. Range from the center of the Area of Effect: 15 meters +/- Success Modier. Duration: 5 Combat Rounds +/- Success Modier. Reality seems distorted under the effect of this disrup - tion. Distances can no longer be estimated, senses are disturbed, etc. For the whole duration of the power, every Action performed in the spherical Area of Effect suffers a penalty.
Step 2: To use a power of the Polaris Effect, you must perform a Polaris Power test corresponding to the power used:
»› On a Success , the power is triggered and produces the expected effects. The Success Margin allows you to increase the effects of the power. See “Powers of the Polaris Effect” below. »› On a Failure , the power is not triggered (and nothing further happens). Molecular Healing Note: the character can use this power on himself. The character can heal physical wounds (Location by Location). If the Test is successful, the healed Location immediately recovers a number of Wound boxes equal to the Success Modier.
ENERGY BOLTS Number of energy bolts: 1 + Success Modier. Damage: 2D10, +2 points per additional bolt. It is possible to spread the energy bolts in order to attack several opponents at once. Range: 15 meters +/- Success Modier. Duration: 5 Combat Rounds +/- Success Modier. This power creates a number of energy bolts that inict physical damage. If the power is controlled, the PC chooses his targets as long as he can see them. The attack Test is performed with the Energy bolts Skill. Armors and protec - tions are usually effective against this power. If the power is not controlled, the bolts randomly strike at 1D4 target(s) each Combat Round. An attack Test must be performed with a Skill Level of 10 + Success Modier.
Archetype
⁄ Priest of the Trident Background Information The Polaris Effect is a powerful ally. However, few members of the Cult of the Trident are able to master this mysterious energy. Most of them are devoted to the numerous other activities of the organization: research, diplomacy, science, and medicine... You didn’t forget to nourish your mind while you were learning to control your powers. You are indeed one of the few to have this gift—some call it a mutation— the ability to create a Polaris Effect. You are aware there is a certain amount of danger; therefore, you have learned to use your ability with moderation. You know only too well the disastrous results of the “Polaris incidents” triggered without any control. For the time being, you have been taught how to act wisely, happy that the Cult offered you a way to channel this power.
To master one’s mind is to master the world.
attributes (7 cp)
skills (11 cp) • Combat (melee): Armed combat (2+5) 7.
Base
STR
CON
COO
ADA
PER
INT
WIL
PRE
10
10
12
14
11
16
17
15
1
1
1
2
1
3
3
2
N.A.*
SECONDARY ATTRIBUTES Luck
13
Reaction
12
Melee Damage
+0
Damage Resistance
+0
Modifer
*N.A. stands for Natural Ability
Advantages / Disadvantages •
Polaris Effect (5 CP)
•
Age-Old Enemy (+3 CP)
equipment • Savings: 5,600 Sols • Personal Gear: Combat staff, Computer (personal assistant). • Accessible gear: Bladed weapons, Computer hardware, Standard gear.
• Soc. Relationships/Communication: Empathic analysis (4+5) 9. • Knowledge: Education/General knowledge (6+6) 12; Finding information (6+0) 6; Knowledge of a nation (Equinox, orig.) (6+3) 9; Knowledge of an organization (Cult of the Trident) (6+4) 10; Science (Medicine) (6+7) 13. • Languages: Native language (Neo-azuran) (Special) 16; Specic language (Absolanese) (6+0) 6; Specic language (Inesisian) (6+5) 11. • Survival/Outside: Observation (4+3) 7. • Techniques: First aid (5+7) 12. • Special Skills: Body control (4+5) 9; Mastery of the Polaris Effect (6+8) 14; Mind shield (6+5) 11.
polaris powers • Disruption of reality (6+2) 8. • Molecular healing (6+4) 10. • Energy bolts (6+5) 11.
EQUIPMENT
»› Dam.: Physical damage inicted by the weapon. In this section,
»› Reach: Reach bonus of the weapon (melee weapons). »› Firing Mode: Firing mode (rearms), with «SS» for single shot,
the damage from individual weapons relies most of the time on the Human Scale, contrary to torpedoes or weapons capable of creating damage on the Ship Scale. »› Range: range of rearms, in meters (Short/Medium/Long/ Extreme). The maximum range is also indicated between parentheses, beyond which a target is considered impossible to hit. »› STR: Minimum strength to handle the weapon. »› Init.: Penalty imposed on Initiative (Preparation), caused by the weight and/or the poor maneuverability of the weapon.
«SB» for short burst, «LB» for long burst. »› Cost: Approximate value of the object, in Sols. »› Ammo. (Cost): Magazine capacity (rearms), and cost of ammunition (per magazine). »› AVA (B. Mkt): Availability The value in parentheses indicates the availability of the object on the black market. »› TL: Technological level.
MODEL
Dam.
STR
Init.
Reach
Cost
Charge (Cost)
Barehanded Combat staff
1D6 1D10+5
11
-
+2
600
-
20 (20)
I
Shark dDagger - Shark Knife - Conger
1D10+2 1D10+1
5
-
-
200 120
-
15 (20) 20 (20)
I I
Sword/saber - Capitan
2D10+2
10
-2
+2
600
-
15 (20)
I
Dam.
Range
STR
Init.
1D6
-
-
-
-
-
-
-
-
Light pistol Medium pistol
2D10+3 3D10
3/7/15/30 (50) 3/7/15/30 (50)
10 13
-
SS SS
1,000 1,500
12 (80) 15 (100)
15 (20) 15 (20)
II II
Heavy pistol
3D10+1
3/7/15/30 (50)
15
-
SS
2,000
15 (150)
15 (20)
II
Light assault rie
4D10
10/50/100/200 (300)
15
-3
SS/SB/LB
3,500
35 (280)
5 (10)
II
Dam.
Medium harpoon launcher Heavy repeater harp. launcher
Range
2D10+5 3D10+3
2/5/10/20 (30) ** 1/2/5/10 (20) **
Ammo. (Cost)
TL
MODEL Handguns and Submachine Guns
MODEL
Firing Mode Cost
AVA (B. Mkt)
AVA (B. mkt) TL
STR
Init.
Shooting mode
Price
Ammo. (Price)
AVA (B. mkt)
10
-
SS
500
1 (10)
15 (20)
II
13
-
SS
3,200
2 (120)
15 (20)
II
Find out more about POLARIS RPG with free PDFs: POLARIS: Universe (already available) & POLARIS: An introductory adventure (upcoming)
Available on our website:
www.polaris-rpg.com
TL