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Revolution D100

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100% found this document useful (3 votes)
2K views257 pages

Revolution D100

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 257

roleplaying adventure game

Emmanuel Anzeraey (Order #30333937)


roleplaying adventure game
Core Rules

Written by: Paolo Guccione, with Manuele Verduci for the


Advanced Combat System
TABLE OF CONTENTS
Introduction................................................................................... 2
Contributions: Olivier Dubreuil, Simon Phipp,
Gianni Vacca Character Creation....................................................................... 4
Cover Art: Daniel Comerci Skills&Traits.................................................................................20
Character Improvement............................................................35
Graphics and Layout: Mirko Pellicioni
Adventuring.................................................................................38
Graphic Design contribution: Daniel Comerci,
Dario Corallo Basic Combat...............................................................................83
Advanced Combat......................................................................89
Internal Art: Tiziano Baracchi, Henrique Alvim Correa,
Nguyen Cao Viet, Daniel Comerci, Dario Corallo, Chang Vehicular Combat.....................................................................122
Dai, Mason Easley, Tommaso Galmacci, Marco Greselin, Mass Combat.............................................................................128
Rose Loughran, Jorge Plaza, Miguel Santos, “Sandara” Tang. Equipment..................................................................................130
Playtesters: Laurent Aillet, Sergio Bonomo, Olivier Dubreil, Designing Equipment..............................................................156
Roberto Guccione, Régis P., Gianni Vacca, Manuele Verduci, Powers.........................................................................................169
and many others who contributed through the Ulule
crowdfunding. Power List...................................................................................179
Arcane Magic.............................................................................191
Special Thanks: Steve Perrin, Ray Turney & friends for
creating the first D100 system; Peter Nash, Newt Newport, Divine Magic..............................................................................193
Matt Sprange, Lawrence Whitaker & others for developing Psionics.......................................................................................208
the OGL rulesets from which this work is partially derived; Science and Alchemy...............................................................210
Greg Stafford, just because he is an awesome man. Creatures.....................................................................................214
This work was made possible by the contributors to its Ulule The Quest for El Dorado.........................................................244
crowdfunding in 2015. The authors wish to thank all who
Index............................................................................................255
pledged their support.

This work is based on other works published under the Open Game License.
A copy of the Open Game License is on page 256.
The text in this book is NOT designated as Open Game Content and is
Copyright (C) 2016 Alephtar Games, except for the passages directly
derived from OGL works listed in the notes to the Open Game License on
page 256. RuneQuest is a Trademark of Moon Design Publications LLC. The
mention of this and other marks and products owned by other parties is
not intended as a challenge to their respective ownership.
A version of this ruleset released as Open Game Content is available
through the Alephtar Games web site www.alephtargames.com.

www.alephtargames.com

Emmanuel Anzeraey (Order #30333937)


INTRODUCTION
ICON EXPLANATION
The following icons mark plug-
in rules intended for use with
specific sub-systems, or that
hook into the generic rules:
Optional and alternate
rules Revolution D100 is the basis for the next generation of Alephtar Games
roleplaying games (RPGs) and supplements. This system takes inspiration
Going back to classic D100
rule-sets from classic games, like the D20 System or the RuneQuest/Legend System
Reference Documents (SRD), and adds elements of its own.
Further explanation or
Designer’s Notes

Create your own setting WHAT IS A ROLEPLAYING GAME?


How to update your
character sheet
In a roleplaying game, two or more players gather to tell a fictional
Using tokens and visual story set in a fictional world, describing the adventures of the story’s
props protagonists in first person, as though they were living them. During
the game, one player takes the role of the Narrator and portrays the
Hi-Tech setting or Ranged game world and all other characters in it. The other players portray
Combat
one of the protagonists. We refer to the players simply as players, and
Low-Tech setting or Close their protagonists by the term “Player Characters” (PC). Each player
Combat will portray one Player Character as an actor plays the role of one of the
characters in a film or play.
Advanced Combat
(Chapter 4) Just because one player is the Narrator does not prevent the other players
Localized Damage
from narrating those parts of the fiction that are under their direct
(Chapter 4) control, with as much detail as they like. Similarly, the fact that we do not
call the Narrator a Player does not mean that he or she is not playing the
Paranormal Powers game, either, or not going to have fun.
(Chapter 6)
The Narrator in a roleplaying game is often a judge and referee. In
Revolution D100, the Narrator has the final say in all game-rule matters –
DICE.
Dice rolls are described with and should use this authority with care. There will be moments when the
expressions such as “3d4+3,” Narrator has to alter the rules “on the fly” to prevent outcomes that the
which means “roll three four- whole group could find unsatisfactory. However, there are sections of the
sided dice and add 3” (resulting rules that the Narrator cannot override. We have clearly labelled them in
in a number between 6 and 15).
The first number tells you how boldface. The whole group must be in agreement with the Narrator before
many dice to roll (adding the he or she can alter boldface rules.
results together). The number
immediately after the “d” tells
you the type of die to use. Any
number after that indicates
PURPOSE OF THE GAME
a quantity that is added or The purpose of roleplaying is just to have fun together; no one “wins”
subtracted from the result. the game. In order to have fun, the group lives an exciting imagined
Percentile dice (d100) work a
little differently. You generate a experience. We can summarize the elements that will make your story
number between 1 and 100 by exciting and your game a success with the following short description.
rolling two different ten-sided
dice. One (designated before
you roll) is the tens digit. The The Narrator uses obstacles and conflicts to put what the Player Characters
other is the ones digit. Two zeros hold dear at risk, to make their lives difficult (and the game interesting),
represent 100 and to threaten an Unhappy Ending for the story. The players then leverage
their Skills and Motivations to overcome everything the Narrator throws at
their characters and ensure a Happy Ending for them. The cost the player
characters have to pay might be high and their victory will often be partial
or come at a price.

2
INTRODUCTION
Emmanuel Anzeraey (Order #30333937)
ROLES AND RESPONSIBILITIES SHARING NARRATIVE
CONTROL.
Revolution D100 provides a
lot of options for players to
have their say in what goes
These are the responsibilities for all people at the table. Please note that the on during a scene, sometimes
following duty lists are part of the rules, not just advice. even beyond the events that are
under their characters’ control.
While these are optional, we
The Narrator’s duties are: recommend that you agree
beforehand to give players as
• Before the game starts, defining the environmental and cultural details of the much agency as your group is
game world. comfortable with. Experienced
players will probably already
• Defining a backstory that is as detailed as he or she wishes. This can range know which rules lie in their
from nothing more than an initial situation from which the group will extract “comfort zone” and be able to
warn the Narrator about what
an emergent story, to a pre-defined plot with one or more expected ending. is fun for them and what is not.
However, defining a plot beforehand may lead to complications with very For novice players, you will have
proactive players. See the last point. to experiment.
However, there are some
• During the game, narrating all the details of his or her own creation that are elements of the game that
useful or interesting to the players as soon as they are able to learn them. are supposed to remain firmly
in the Narrator’s hands. The
However, take care not to overwhelm the players with endless descriptions. Narrator is the only one who
• Checking that all the procedures described in the rules are followed can decide about setting
details and background story.
accurately, and that all players get equal opportunities to act out their The game is not equipped
characters during play. to support the sharing of
narration responsibilities at
• Rolling the dice whenever someone or something is opposing the players’ this level, and instead contains
actions, or to determine random effects in the game world. Dice that represent several mechanisms to ensure
an opposition are rolled openly, not in secret. that the Narrator can always
maintain control over them.
• Deciding which optional parts of the rules to apply, and communicating this to This does not mean that the
the players. players cannot influence these
elements of the game world
• Using judgement when a point of the rules says that the Narrator must make up through their character actions,
a detail according to the situation. just that how they do this is
determined by the Narrator.
• Overriding those parts of the rules that yield a result that is either not realistic In other words, if the players
or not pleasant to the group. The Narrator should not use this option lightly, want to overthrow the Evil
Tyrant at a moment when the
and there are specific parts of the rules, usually marked in boldface, that the Narrator is not planning this
Narrator cannot override without agreement from all people at the table outcome, they must not take
for granted that their plan will
• Being prepared when the players decide they want a different direction for the succeed. This game supports
story than he or she imagined, to persuade them in a sensible way to change a style of play where such
their minds, or alternatively to accept the players’ decisions and alter the plot. events can indeed take place,
but only as carefully built,
The latter option is usually the best choice a Narrator could make. epic twists that the Narrator
chooses to integrate in the
story because the players have
A player’s duties are: come up with a turn of events
• Using the rules to create a character which is fun to play and fun to interact that sounds more intriguing
than the planned timeline. For
with. Remember that roleplaying is a social activity, so create a character that this reason, the many optional
works well as a member of a team. mechanics that give “agency” to
the players work only at scene
• Rolling the dice whenever one’s character takes an action that might fail. or adventure level, and are
replaced with rules that enforce
• Playing fairly and correctly, and respecting the rules. Cheating on die rolls is not Narrator agency at background
allowed. and plot level.
• Interpreting one’s own character in a way that all players enjoy. If there is a
plausible reason why a character should refrain from an action that would
damage or disturb other players or their characters, then the player should
exploit this reason and have the character act in a way that is enjoyable for
everyone.
• Narrating the parts of the fiction that are under his or her direct control with
as much detail as the group will find interesting. Monologues, and stealing the
scene too often, are not fun and players should avoid them.
• In a few words, having fun and letting everyone have fun.

3
REVOLUTION D100 INTRODUCTION
Emmanuel Anzeraey (Order #30333937)
CHARACTER CREATION
SUMMARY
Choose your character’s species and determine base Characteristics following one of the suggested methods.

Evaluate Derived Attributes and base percentile scores for skills.

Choose a Background and add its standard Traits to your character.

Choose a Profession and add percentile scores to the skills listed for it, then add eight more Traits chosen among those
suggested for the Profession.

Cross-check Background and Profession to obtain your character’s Status Trait and initial wealth.

Choose a Characteristic, and distribute its value in percentiles among skills based on it.

Add two more free Traits.

Add at least three Motivations, one of which must be related to the Background or Profession chosen. Distribute initial
percentiles among the Motivations.

Emmanuel Anzeraey (Order #30333937)


CHARACTERISTICS
A ll characters have six Characteristics that describe their raw physical and
psychic build.
Strength (STR): A character’s brute force, Strength affects the amount of damage Strength is not an absolute value,
but is relative to a creature’s
dealt, what weapons one can wield effectively, how much one can lift and so on. Size Class (see page 6). The
Constitution (CON): A measure of the character’s health, Constitution affects absolute Strength of a creature
is roughly equivalent to twice the
how much damage he or she can sustain in combat, as well as general resistance absolute Strength of a creature
to fatigue, disease and other illnesses. that is one Size Class smaller
and has the same Strength
Dexterity (DEX): A character’s agility, co-ordination and speed, Dexterity Characteristic. Strength is also a
impacts many physical actions, including combat. measure of the relative weight of
a character within the boundaries
Intelligence (INT): A character’s ability to think around problems, analyse of his or her Size Class.
information and memorise instructions. Like Dexterity for physical tasks, it is
the ability to put your mental energies to good use.
Willpower (WIL): Perhaps the most abstract Characteristic, Willpower is a
measure of the character’s life force and personal strength of will.
Charisma (CHA): This quantifies a character’s general empathy and ability to
impress others favourably, including, but not limited to, physical attractiveness.

DETERMINING CHARACTERISTICS
Charisma reflects also the fact
Roll four six-sided dice and drop one of them, then total the three remaining that your character is “everyone’s
results. For one single Characteristic of your choice, you can roll five dice and favourite” in the game and
drop two of them instead. You may then swap any result below 9 or any result is less likely to encounter an
above 13 with another die result if you wish. This procedure will give you a untimely demise. For this
reason in Chapter 3 we will
strong but not flawless character. see that Charisma influences
the character’s Fate Point pool
If you prefer a more “aimed” approach at character creation, simply distribute capacity.
the following pre-determined values among the Characteristics: 17, 15, 13, 12,
10, 8. This may produce characters who are all very similar to each other.
Finally, if you have a precise idea of how your character should be, just write The traditional method for
down his or her Characteristics and check with the Narrator if he or she character creation in most D100
games requires a roll of 3d6 for
approves those values. all Characteristics (2d6+6 for INT)
and possibly the distribution of
a fixed bonus – for instance six
CHARACTERISTIC BONUS points – if your Characteristic
total does not go beyond 80.
The Bonus your character gains because of a Characteristic is equal to the Feel free to use any method to
Characteristic divided by five, rounding mathematically, minus two. Here are generate Characteristics as long
the values for the most common Characteristic ranges. as the characters you obtain are
satisfactory for you.

NON-HUMAN CHARACTERS.
If the character you want to
generate is not a normal human,
his or her Characteristics might
Characteristic range Bonus be different than average.
0-2 -2 Consult Chapter 7 for the average
3-7 -1 Characteristics of your species.
Your character does not receive any
8-12 0 compensation for particularly high
13-17 +1 or low Characteristic scores, or for
a reduced or increased Size Class.
18-22 +2 The character will have a different
Each +5 further +1 cultural Trait set than humans,
and might have exotic Traits or
Powers, as explained in the
following sections.

5
REVOLUTION D100 CHAPTER 1
Emmanuel Anzeraey (Order #30333937)
SIZE AS A CHARACTERISTIC
Many classic D100 games have a
seventh Characteristic called SIZ.
SIZE CLASS
In Revolution D100 we will not
define a separate stat for SIZ, as
you can derive it from Size Class Each creature has a Size Class, depending on its race. Size Class is expressed
and STR. If you wish to import as a number, but for ease of understanding we will frequently describe it with
and use some rules from other the size codes used for clothing (S, M, L, XL, XXL…) All humans and most
D100 games, you can evaluate
a character’s SIZ by using the humanoid monsters are of Medium size, that is they are Size Class 3.
following table.
Size
Class SIZ Size Class Modifiers
0 1
Size Base Base
Class Size Class Name Mass Might Toughness
1-4 (Size Class) x 0 Tiny 1-6 kg -3 —
((STR/3)+1) 1 Compact (C, or XS) 1-20kg -2 2
5+ (Size Class) x 2 Small (S) 25-60kg -1 4
10 + STR
3 Medium (M) 50-120kg — 6
Conversely, if you have the stats 4 Large (L) 100-240kg +2 8
for a creature in another D100
game and wish to calculate its 5 X-Large (XL) 200-500kg +4 10
Size Class, divide its SIZ (or better 6 XX-Large (XXL) 400-1000kg +6 12
the average SIZ for its species) by
ten and add 2. 7 XXX-Large (XXXL) 1-2 tonnes +8 14
+1 — +5 tonnes +2 each +2 each

DERIVED ATTRIBUTES
Derived Attributes are a set of secondary scores that detail what the
character can do.
LIFE POINTS Age: The character may start out at any age between 15 and 30. Some
The original edition of the rules
used the term Life Points instead of
non-humans live longer, so your character can start at an older age if he
Exertion Points. The two expressions or she belongs to one of those races.
are synonyms and if you encounter
the term Life Points in a Revolution Fate Points: Every character has zero Fate Points at the start of an
D100 publication, you can consider Adventure, but can gain some during it.
it totally equivalent to Exertion
Points. We have chosen to phase out Exertion Points (EP): These determine how much stress the character
the original wording because some can endure before suffering a drawback to combat skills, or even
readers could mistakenly consider unconsciousness, in Advanced Combat. Exertion Points are equal to a
Life Points akin to the Vitality or
Hit Points found in other tabletop
character’s CON plus his or her WIL. Exertion Points can also be used to
or computer games, while in fact fuel paranormal powers in games that allow them.
they represent stamina and psychic
energy. If this helps you focalise the
Might: This represents the sheer strength with which your character can
concept, you can also think of EP as swing a weapon or throw a missile. Your character’s Might is equal to his
Effort Points, or Energy Points when or her STR Bonus, plus two for each Size Class above medium, minus one
used to power paranormal effects; for each Size Class below Medium. When using a weapon with two hands
both these terms convey a correct
idea of what this in-game resource Might is increased by one. Thus an average human adventurer has a Might
is supposed to be. of zero when using a one-handed weapon.
IMPROVED MIGHT BONUS FOR Move: Humanoid characters have a Move rate of 5 metres (5m). Some
BIG CREATURES
When calculating Might for races have a better movement score. In general, each Size Class above
creatures with a very high Size Medium grants a +1 to Move, each size class below Medium imposes a -1
Class, the bonus for STR or two- for bipedal creatures. Quadrupeds add one and a half times that value to
hand weapon use may turn out to
be almost negligible. If your game
their Movement.
features a lot of combat among Melee Strike Rank (SR): This determines how quickly the character
giant creatures, you may wish to
double the STR of two-hand bonus
acts in Advanced Combat. There are different values for Strike Rank,
for creatures of Size Class 8-12, depending on what action your character wishes to perform in a round.
triple it for creatures of Size The value for Melee is calculated on the average of STR and DEX,
Class 13-17, and so on. rounded up. The Advanced Combat section in Chapter 4 describes how to
use this and other advanced variables.
6
CHARACTER CREATION
Emmanuel Anzeraey (Order #30333937)
Toughness: Determines the minimum amount of physical damage that ALTERNATE TOUGHNESS
CALCULATION
can actually hurt a character. It is equal to double your character’s Size The standard way of calculating
class plus his or her STR and CON Bonuses. Only damage above this Toughness may promote
threshold can really hurt the character; anything less will only cause unrealistic character optimization
bruises, scratches and minor burns. An average human adventurer has a (min-maxing) among players,
causing certain Characteristics
Toughness of 6. such as STR and CON to cluster
around the 13 and 18 thresholds.

SKILLS You may want to calculate


Toughness in a more balanced
way for player characters, that is:

Every character has a range of Skills scores that allows him or her to perform a STR+ Toughness
CON Bonus
variety of actions with varying degrees of expertise. Skill scores are percentile
values, which correspond to the raw chance of succeeding with that skill in a 2 ...are you sure
about the
dangerous situation. Determine the starting score for each skill by adding up adventurer career?
the two Characteristics listed in the Starting Skill Table.
3-7 -3
8-13 -2
14-17 -1
Starting Skills
18-22 -
Skill Base Notes
Characteristic(s) 23-27 +1
28-32 +2
Agility CON+DEX —
33-37 +3
Close Combat DEX+STR —
Communication CHA+INT — 38-42 +4

Craft DEX+INT — We recommend that you stick with


Drive DEX+INT For settings where vehicles are present the standard bonuses for creatures,
in order to allow the Narrator to
Knowledge INT*2 — eyeball a monster’s Toughness
Concentration INT+WIL — from its Size Class and STR/CON
without too many calculations.
Operate DEX+INT For settings where machinery is present
Perception INT+WIL —
Perform CHA*2 —
Pilot DEX+INT For settings where ships or aircraft are present
Ranged Combat DEX*2 —
Ride DEX+WIL For settings where mounts are present
Stealth DEX+INT —
Survival CON+INT —

MAGICAL EFFECTIVENESS
Characters who use supernatural
Powers (see chapter 6) will often
The Starting Skills table lists all the Basic skills every character possesses and have an additional attribute,
the Characteristics used to determine the skill’s base score. called for instance Channelling or
Holiness, which represents how
Besides its score, each skill also has a number of Slots. This number is equal effective they are in using their
to one point per 10% or fraction the character has in the skill. A character Powers. Although this attribute is
cannot have more Traits in a given skill than he or she has Slots available. This calculated in a different way than
the others, it is more convenient
limitation may influence the Skill under which you decide to list a Trait. for the player to note it in the
same section as the Derived

TRAITS Attributes proper.

While Skills define what your character can do, Traits define what he or she is.
Unlike skills, which have a numeric score, Trait s are binary attributes (either you
have them, or you do not), and are usually chosen among a list of possible Traits
significant to your game world.
All characters have the basic sensory Traits of Vision and Hearing, unless they
belong to a species that has abnormally weak senses. These Traits do not occupy
Skill Slots (see page 36 in Chapter 2).
7
REVOLUTION D100 CHAPTER 1
Emmanuel Anzeraey (Order #30333937)
RECORDING TRAITS
Whenever you add a Trait to Character Creation Example
your character, note it under an
appropriate Skill entry. This uses Tim is playing in a game where Susan will be the Narrator. She informs the players
up one of the Slot for that skill, that the game takes place in an imaginary version of the planet Mars inspired by
and once you have “filled up” pulp novels from the early 20th Century. They can play humanoid Red Martians,
all Slots, you cannot add more
Traits to that skill. However, you
who are essentially the equivalent of Earth humans with regard to Characteristics,
can place the Trait under another or huge Green Martians, who are one size class bigger. Tim goes for the Red Martian
plausible Skill that still has option and selects the following Characteristics for his hero, Jor Vargàs of Zorana:
available Slots. Be careful when
picking Traits for your character
during character generation, as STR 8 CON 13 DEX 15 INT 17 WIL 10 CHA 12
you may not add them beyond
the number of available Slots. If Jor’s Attributes are thus Exertion Points 23, Melee Strike Rank 12, Might -, Move
you pick a Skill/Trait combination 5, Toughness 7. A small but sturdy hero, he is nimble and quick-witted, but
for which you do not have a free unable to handle big weapons. We will see how this affects his adventurer career
slot, you must later increase the in a world where hand-to-hand combat is still common.
skill score with your free skill
points (see page 17), or else
you must forfeit that Trait. We could also evaluate Jor’s base skill scores at this time, but we will skip this step
We will explain the relationship and calculate them on the spot once we start acquiring Traits that permit him to
between skills and Traits better use his skills at full effectiveness. At present, we only know that he has Perception
in Chapter 2. For the present, just
consider the presence of the Trait
[Hearing, Vision] 67% like all humanoids. Note also that we will include the
as a +30% bonus to the skill score. +30% bonus for the Trait whenever we list a Skill/Trait pair.
You will thus record two values
for each skill which has Traits: the
normal value for using the skill
alone, and the value increased by
30 for using the skill with a Trait. MOTIVATIONS
A Motivation is a short phrase that expresses what your character believes in,
wants to achieve, what is important, what haunts his or her dreams. The desire to
overcome an enemy or to protect one’s community is a good starting Motivation,
but you should also provide more personal Motivations in order to make your
character a real three-dimensional hero. Keep in mind that you will be able to
take full advantage of your Motivations only if the Narrator and the other players
willingly cooperate with you, so try to pick those Motivations that will make your
character interesting. A Motivation like “I am the coolest and bravest guy in the
WHAT MARS IS THIS?
Apart from the fact that it is a good party” may sound great, but it will be less effective than “I am grateful to other
example that we have extensively party members because they accepted a dark elf among them”, because the former
used during play-testing, we have will not stimulate help and collaboration from other players, while the latter will!
chosen Edgar Rice Burroughs’
imaginary Mars because the Phrase Motivations as something more than simple adjectives like “Brave” or
reference text, that is the novels “Loyal”. Link the Motivation to something concrete that will show up in the
A Princess of Mars, The Gods of
Mars, etc., are now in the public
game, encouraging the Narrator and other players to co-operate with you when
domain. Readers who are not you bring the Motivation into play. For instance, you could re-phrase “Brave” as
familiar with the setting and want “I never turn my back to danger”, or “Loyal” as “Loyal to the King” or “Devoted
to know more about it can find to the cause of the Kingdom”. In general, the longer the sentence, the better
the complete works available for
free through Project Gutenberg for you, but keep it within a two-line limit. The Narrator may ask players to
or other electronic repositories re-phrase a Motivation so that it is more usable during play, but cannot simply
of copyright-free classic books. veto a Motivation, unless it is disturbing to the other players (see below).
On the other hand, readers
who are only familiar with later We recommend that you phrase a Motivation so that it contains at least two
adaptations of Captain Carter’s major themes, so that the Narrator and the other players have a wider choice of
saga, for instance those found
in some recent motion pictures,
options to interact with your Motivation if you activate it. For instance, “Hatred
may find some details which for Orcs” is an allowed Motivation, but “Hates Orcs for killing her beloved
are not coincident with their Patrick” is much more interesting and useful in game terms. The Narrator is
knowledge, like the reference in charge of asking questions about Motivations before play begins (“What are
to telepathy being common
among Martians. For copyright your actual reasons to hate Orcs? Do you have anything personal or is it just
reasons, we have maintained a that they are the enemy?”), and inviting them to better specify all details about
strict adherence to the original, them.
copyright-free version of the
stories and setting. The same Avoid Motivations that are unpleasant to other characters. A Motivation like
is true for the reference to “Always makes a pass at any girl he encounters” may be fun in some games,
H.P. Lovecraft’s and H.G.
Wells’ public domain
but if the rest of your group is not interested in listening to sex or seduction
works in Chapter 7. scenes, the player who wishes to have such a Motivation should reconsider it.
8
CHARACTER CREATION
Emmanuel Anzeraey (Order #30333937)
The Narrator may always ask a player to rephrase a Motivation that might make MOTIVATION EXAMPLES
Other examples of Motivations
other players uncomfortable. that are not entirely positive but
Motivations should always be phrased in order to represent some positive force can surely make your character
interesting:
that drives your character to improve his or her situation or towards a goal, but • I have always been a hothead in
they can also reference a problem or handicap the character has to overcome. need of some discipline
For instance, “Addicted to alcohol” is not a good Motivation, while “I want to • My father sees me as a loser, so
overcome my addiction to alcohol” is valid. Please note that you are equally I must prove myself to him
• I will succeed in spite of my
encouraged to depict your character failing to pursue his or her Motivations, physical handicap of [insert
and this gives you the same mechanical advantages as representing him or disability]
her succeeding, so you can still play a character who gets drunk before an Note that all of these Motivations
also contains two different
important mission, if you wish! A sense of guilt over some past event is another themes (impulsiveness and
good example of a negative feeling that can provide a positive stimulus for your discipline, father’s disapproval
character. and desire to excel, etc.), so there
are always two ways of injecting
Player Characters do not become too “powerful” through Motivations. Be them into the narration!
liberal with Motivations, experiment, and try to find the combination of
Motivations and scores that will provide the best game experience for your ALLEGIANCE
Characters who practice Divine
group. Magic (see chapter 6) have
one special Motivation that

CHOOSING MOTIVATIONS FOR YOUR CHARACTER represents their Faith. Base score
and improvement of that specific
Motivation are regulated by the
When generating your character, you will be asked to think of three special rules for Powers, not the
Motivations devised along the guidelines provided above. The character standard Motivation rules.
generation procedure will guide you into this choice, suggesting Motivations in
line with your choices. You should pick at least one Background or Profession
related Motivation, but you are free to extend, re-phrase or change the
suggested ones or make up new ones with the only limit of being somehow
“in tune” with your character’s background. In the last step of character
generation (page 17), you will determine the percentile score assigned to
each Motivation.

PREVIOUS EXPERIENCE
CULTURAL TRAITS.
Two or three of the Traits you gain
There are three steps to determining the character’s previous experience. from your Background represent
First, pick the character’s cultural Background, which provides Traits that your homeland, culture and
reflect upbringing. Second, pick a Profession and gain skill increases and Traits language, and have some degree of
associated with that Profession. Finally, spend free skill points. flexibility in their allocation to skills.
As explained in the Chapter 2, you
The tables for Backgrounds and Professions given in this section are examples for will normally record your nation, tribe
a very generic fantasy environment, a colonial setting usable for both steampunk or clan Trait in place of the name(s)
printed in italics in the example
or sword & planet, a modern environment usable also for cyberpunk or near tables, under the Communication
future, and a space opera setting. We recommend that you make up your own skill because it represents your native
tables or use a published setting that provide more detailed ones. At the very language. This Trait also applies to the
least, you will want to replace the names in italics with ones fitting your setting, Knowledge skill, where it represents
the basic knowledge of your home
chosen by either the Narrator or the character. culture. In fact, you may want to list
it under the Knowledge skill to save a
slot in Communication.
BACKGROUND Likewise, the general knowledge
of your Home Region is normally
recorded under the Survival skill,
but applies to Knowledge, too. The
The first responsibility a Narrator has before a game starts is to adapt the Background home region Trait can be listed under
tables to the game world he or she has in mind, or to choose a published setting that Knowledge to save a slot under
Survival. If your Background gives
provides a complete list of available Backgrounds. Choose a Background from this you an Environmental Trait, instead,
list to determine the character’s starting Traits and money. The Background list shows you can list it under the Survival skill
the Traits that each Background grants. You can also add one Motivation connected only.
to the background, chosen among the suggested ones or made up on the spot. Please
note that the suggested motivations are sketchy for reasons of space, we recommend
that you expand the description when assigning one of them to your hero.

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REVOLUTION D100 CHAPTER 1
Emmanuel Anzeraey (Order #30333937)
Fantasy/Historical Background
Highly developed invaders from the sea, who claim to come from the sunken continent of Vangaria, have used arcane magic to take control of the
whole West Coast of the Ancient Continent. Fierce barbarian tribes like the Kothari inhabit the highlands in the North, impervious to all Vangar
attempts at colonising them, while nomad hordes and non-human clans of orks struggle for control over the Eastern Steppes, conducing occasional
raids against both Vangaria and its stubborn neighbours which still refuse the protection of Imperial civilisation. Other non-human races, who used
to have a non-aggression pact with pre-Vangaria humans, have been forced to withdraw towards the safety of their natural environments: deep
forests for elves and the underground for dwarfs.
Background Traits (and applicable skills) Starting Money per Sample Motivations
Status/Wealth * (expand the description!)
Athletics [Brawn] or Ride [Mount] Rich: 3d6x100 Loyalty to Kothar tribe and
Close Combat [Brawl or Axe or Hammer or Spear] Affluent: 3d6x50 chieftain.
Communication [Language: Kothar] Average: 3d6x25 Honour and fear
Barbarian Tribe Knowledge [Kothar Religion or Kothar folklore] Poor: 3d6x5 supernatural forces.
of Kothar Survival [Kothar Home Region]
Communication [Language: Zotai] Rich: 3d6x50 + 1d6 mounts Love freedom and
Knowledge [Animism or Zotai Folklore] Affluent: 3d6x20 + 2 mounts independence.
Ride [Mount] Average: 3d6x10 + 1 mount Honour and fear
Nomad Horde
Ranged Combat [Bow] Poor: - an escaped slave supernatural forces.
of Zotai
Survival [Steppe or Desert]
[pick any one non-combat-related Trait] Rich: 3d6x300 For the glory of Lost
Close Combat [Brawl or Dagger or Staff] Affluent: 3d6x100 Vangaria!
Communication [Language: Vangar] Average: 3d6x30 Contempt for those pitiful
Civilised
Knowledge [Vangar Religion or Vangar Folklore] Poor: 3d6 savages.
Kingdom of
Survival [New Vangaria]
New Vangaria
Craft [pick suitable one] Rich: 3D6x500 Lust for riches.
Close Combat [Hammer or Axe] Affluent: 3D6x100 Despise Elves.
Communication [Language: Dwarven] Average: 3D6x50
Dwarf Clan of
Perception [●Darkvision]
Deepburrow
Survival [Underground]
Knowledge [Thousandews Home Region or Arcane] Rich: 3D6x100 Love Nature.
Communication [Language: Elfish] Affluent: 3D6x50 Despise Dwarfs.
Perception [●Night Vision] Average: 3D6x25
Elven Kingdom
Ranged Combat [Bow]
of Thousandews
Survival [Forest]

Athletics [Brawn] Rich: 3D6x100 Spread fear, wreak havoc.


Close Combat [Axe or Scimitar or Spear] Affluent: 3D6x50 Despise all light-related
Communication [Language: Orkish] Average: 3D6x25 creatures
Ork Clan of
Perception [●Night Vision] Poor: 3D6x10
Glorfang
Survival [Underground or Steppe]

Colonial or Modern Background


In this uchronian setting, the Britannian nation, under the leadership of the wise Queen Virginia, has exploited its advanced naval and military
technology to build an overseas empire that spans all of the known continents. What they cannot conquer militarily, they subjugate economically.
But not all Britannian federates are happy, and some nations like the Sepang want to throw out Queen Virginia’s yoke. Led by the dispossessed
Sultan Sandar Khan, Sepang rebels use piracy to disrupt Britannian depredation of native wealth.
Background Traits (and applicable skills) Starting Money per Sample Motivations
Status/Wealth * (expand the description!)
Athletics [any] or Ride [Mount] Rich: 3d6x100 Loyalty to ruler of Sepang.
Close Combat [Brawl or Dagger or Axe or Spear] Affluent: 3d6x50 Honour and fear
Communication [Language: Sepang] Average: 3d6x25 supernatural forces.
Native Nation
Knowledge [Sepang Religion or Sepang Folklore] Poor: 3d6x5
of Sepang Ranged Combat [Bow or Javelin]
Survival [Sepang jungle]
[pick any one non-combat Trait ] Rich: 3d6x300 For queen and country!
Close Combat [Brawl] Affluent: 3d6x100 Science and technology
Communication [Language: Britannian] Average: 3d6x30 trump savage superstition.
Colonial
Knowledge [Literacy: Britannian] Poor: 3d6
Nation of
Operate [culturally appropriate machinery**]
Britannia
Ranged Combat [Firearm]

[*] Actual Status/Wealth and starting money must be determined after choosing the character’s Profession.
[**] What kind and level of machinery is appropriate depends on the era and setting.
[●] This Trait does not use up a Slot.
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CHARACTER CREATION
Emmanuel Anzeraey (Order #30333937)
Space Opera Background
In the 25th century, war, famine and poverty have been eradicated from Terra, and humanity turns to the stars as its new frontier, only to discover that its
old problems are back once it has to deal with other sentient species. No matter whether they feel superior, inferior, threatened or just annoyed by men,
most of them just wish Terrans had never reached their sector of the galaxy. Terra replies to this situation by creating a Federation which reunites both
its widespread colonies and most other races in Terran space, but when the majority of Ephestan worlds refuse to join the Federation with the excuse
that it is them who taught FTL technology to humanity, and the few who do join start patronising the other members and creating all sort of diplomatic
troubles. As if these issues were not enough, both the Overlords and the Hive have started to expand into Terran space, and keeping relationships with
them within the boundaries of diplomacy seems impossible. Is it just a matter of time before a galactic scale war erupts?

Background Traits (and applicable skills) Starting Money per Sample Motivations (expand
Status/Wealth * the description!)
Athletics [any Trait ] Affluent: 3d6x50 Loyalty to clan and chieftain.
Close Combat [Brawl or any 1H weapon] Average: 3d6x25 Honour and fear supernatural
Communication [Language: Yor] Poor: 3d6x5 forces.
Primitive Alien Knowledge [Yor Religion or Yor Folklore]
Race of Yor Ranged Combat [Bow or Crossbow]
Survival [Yor Planetary Environment]
● One innate Perception or Concentration Trait
(from powers in Chapter 6)
Athletics [Dodge or Take Cover] Rich: 3d6x1000 Prove individual valour in
Close Combat [Brawl, Axe, Dagger or Sword] Affluent: 3d6x200 combat.
Communication [Language: Overlord] Average: 3d6x50 Other species are our natural
Warlike
Knowledge [Overlord Religion or Overlord Folklore, Poor: - (you might be an subjects, save for the few
Alien Race of
Literacy**] escaped slave) individuals who can exhibit
Overlords
Operate [Electronics or Computer] valour in combat.
Ranged Combat [Beam Weapon]
[pick any one non-combat Trait ] Rich: 3d6x300 To boldly go where… well, you
Close Combat [Brawl] Affluent: 3d6x100 know.
Communication [Language: Terran] Average: 3d6x30 Improve personal wealth or
Terran Knowledge [Terran culture, Literacy**] Poor: 3d6x10 fame.
Federation of Operate [Electronics]
Planets Ranged Combat [Beam Weapon]
Close Combat [Natural Weapon] Rich: 3D6x200 Expand the power of the Hive.
Communication [Non-verbal Language: Hive] Affluent: 3D6x100 The elders told us that all
Knowledge [Hive culture, Literacy: Hive**] Average: 3D6x50 other races are food, so
Invertebrate Survival [Hive planet environment] what do I do now that I must
Alien Race of ● Two innate Perception or Concentration Traits cooperate with them?
the Hive (from Powers in Chapter 6)
Close Combat [Ephestan Martial Arts] Rich: 3D6x500 Enforce Balance and Tradition.
Communication [Language: Ephestan] Affluent: 3D6x250 Other species need guidance.
Knowledge [Ephestan philosophy, Literacy: Average: 3D6x100
Elder Alien
Ephestan**]
Race of the
Operate [Electronics]
Ephestan
Ranged Combat [Beam weapon]
● One innate Perception or Concentration Trait

(from powers in Chapter 6)

[●] This Trait does not use up a Slot.


[*] Actual Status/Wealth and starting money will be determined after choosing the character’s Profession.
[**] Literacy is in addition to the other knowledge Trait (s), not alternative to it.

Modern, Steampunk and Cyberpunk Background


The Modern and Cyberpunk Backgrounds are very close to our world, Their technological equivalents range from the beginning of the 20th Century
for a pulp game in the guise of the adventures of Allan Quatermain to the near future for a Blade Runner style game. Steampunk settings, instead, are
about what could have happened if the equivalent of a 19th century culture had achieved more “clockworks and steam” technological wonders than any
real one actually did; the web comic Red Moon Rising, written and illustrated by one of the artists who contributed to this volume, is a good example.
Giving a complete description of one of these settings would take more space than it is worth, so we reference you to the examples provided.

Steampunk Modern Cyberpunk

Use the Human Background from the Space Opera, replacing Beam Weapon with Firearm.

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REVOLUTION D100 CHAPTER 1
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DESIGNING YOUR OWN
BACKGROUNDS
In general, each Background Character Creation Example
should provide at least five Traits,
two of which are the character’s
Susan explains that her version of Mars will lean towards the planetary
culture/language and home romance genre rather than hard sci-fi. Red Martians thus use the Colonial
region (see the section about Background entry and Green Martians the Native Background entry.
Cultural Traits above). However,
this number is not fixed. Culture This gives us a list of Traits that Jor acquires just because of his birth in
with a high degree of civilization
might provide more Traits, such as Zorana, a Red Martian city-state. Three of them (a non-combat Trait,
the written form of the language, Machinery and a Firearm) require that Tim makes choices. For the
and Backgrounds that correspond firearm, he selects a powerful Radium Pistol, and the Machinery is the
to a non-human culture might mysterious Eighth Ray that allows Martian airships to fly.
include special Perception or
Concentration Traits that come
from creature powers. The The Trait marked as [any non-combat] is a bit more problematic. Since
examples provided here try to the description rules out combat Traits but not powers, and having read
keep a minimum of balance, in in the inspirational fiction that all Martians use telepathy, Tim asks the
terms of number of Traits, across
the various species and cultures,
Narrator if he can choose Telepathy as Jor’s free Trait. Susan concedes
but feel free to deviate from this that Telepathy is appropriate and Jor can have it. However, she warns
principle in your own setting. Tim that the rules for psionics will severely impair Jor’s use of Telepathy
until he develops his mental abilities (see chapter 6). Tim is okay with
NOTE FOR NARRATORS this and records Telepathy among Jor’s Concentration Traits.
In the example, Susan was
planning to include psi powers We have now an initial range of Skills/Traits that describe what Jor is able
for enemies in the campaign in
any case. Had she prevented any to do as a native of Zorana: Close Combat [Brawl] 53%, Communication
power use on the part of Player [Language: Red Martian] 59%, Concentration [Telepathy] 57%,
Characters and later shown that Knowledge [Literacy: Red Martian] 60%, Operate [Eighth Ray] 62%,
indeed some mentalists exist Perception [Hearing, Vision] 57%, Ranged Combat [Radium Pistol] 60%.
among the Martians, this would
have sounded extremely unfair.
If she had planned to not include Tim also wishes to take advantage of the Background to define his
powers altogether in the game,
it would have been perfectly fair
character’s first Motivation. He determines that his character is a fallen
to rule out Telepathy. Your own noble in search of restoration of his family name. The motivation is thus
choices as a Narrator should phrased as “I will put my family back in its rightful place among Zoranan
follow a similar line of reasoning. nobility”.

As you can see from the examples, your Background can also coincide with the
DESIGNING YOUR OWN non-human species your character belongs to, assuming that the species exhibits
PROFESSIONS only one kind of culture. This is not always the case. For each sentient species
Eventually, you will need to described in Chapter 7 that you can use as a Player Character, there are one or more
design Professions for your own
setting. You may want to keep sample Background entries. Again, your setting will probably include more detailed
the same balance provided in the Backgrounds for playable non-humans.
examples or to make your player
characters more competent at the
start. The guidelines for designing
Professions in line with the ones
PROFESSIONS
already described are as follows:
• Include a total of 30% in skill
bonuses; no single skill may The Profession table shows the bonuses each Profession bestows on a character.
increase by more than 20%. Add the listed Skill Bonuses to the character’s Basic skill scores to obtain a new,
• List eight Traits, including improved score for these skills. Add the listed Traits under the relevant skill. If a
Stunts and special Traits like Trait is in brackets, you need to choose a specific instance of the subject (art, mount,
powers. At least two Traits
should be selectable from a weapon, language, etc.). If your character already has a Trait because of his or her
list. Do not include more than Background, then ignore the Trait, and add another 5% to the relevant Skill instead.
one mandatory Trait connected Add one Motivation connected to the Profession, chosen among the suggested ones,
to a skill that does not benefit
from a percentile increase. or made up on the spot. If there is no Motivation connected to his or her Background,
• Specify what Status options are then choosing one connected to the Profession is mandatory.
available for the Profession.
The following Profession tables are suitable for the proposed Backgrounds. The
icons specify for what cultural Background(or genre) they are best suited. The actual
table used will vary according to your setting, and we recommend that you expand
these tables on your own if you are not using a setting that provides its own tables.

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CHARACTER CREATION
Emmanuel Anzeraey (Order #30333937)
Fantasy/Historical Professions
Profession Status/ Skill Bonuses Traits Sample Motivations
Wealth (expand the description!)
Bard Poor Communication +10%, Dagger, Dodge, Insight, [Musical Become the most famous Bard in
(Courtier, Troubadour) Knowledge +10%, instrument], Sing. the world
Perform +10%
Pick three: Art, Balance, Win the love of sweet Kirin.
[Spoken or written language],
any Communication, Perform Embarrass the tyrant of
or Knowledge Trait , Sleight, Zorantia.
Streetwise, Throw
Hunter Poor or Perception +15% Bow or other Ranged Weapon, Preserve the forest of Leewyn.
(Ranger, Trapper) Average Stealth +10% Forest, Steppe or other […]
Survival +5% Environment, Sneak, Hide,
Tracking Kill orks/elfs.

Pick three: Acute Hearing, Acute Find the lost Cemetery of


Sight, Dagger, Endurance, First Unicorns.
Aid, Nature, Traps/Mechanisms.
Fighter (Mercenary, Average Close Combat +10% Dodge, Brawl, one weapon Stunt Become a hero of great renown.
Town Guard) Ranged Combat +10%
Pick Three: any suitable Close Avenge the massacre of the
(add 10% more to one Combat or Ranged Weapon or people of Zhiltar.
of the above, or to Shield
Ride) Rescue the Prophetess of
Pick two: Armourer, Camouflage, Carugan from the Tyrant of
Command, [Mount], Streetwise, Zorantia.
Weaponsmith
Merchant (Crafter, Average to Communication +10% Any one Craft or Knowledge Trait, Gain as much wealth as possible
Sailor) Rich Craft +10% Insight, [Language], Persuasion
Corner the Narrativium market
(add 10% more to one Pick four: Any number of Craft
of the above, or to or Knowledge Traits, Bargain, Become Guildmaster of the
Knowledge, player’s Evaluate, Deceive, Ship, Swim, Merchant League of Vangaria.
choice) [Vehicle]

Priest of Ymele (Shaman, Poor to Communication +10% Four among cult cantrips Uphold the faith in Ymele
Druid) Affluent Knowledge +5%, (described in Chapter 6) and cult-
Allegiance or related Traits Crusade against the worshippers
Concentration +15% of the Spider Goddess.
Pick four: either Dagger
or Staff, First Aid, Healing, Recover the lost Silver Bracelet
Literacy, Oratory, Willpower, any of Ymele.
Knowledge Trait
Thief (Rogue, Spy) Poor Athletics +10% Brawl or Dagger, Hide, Sneak, Earn enough money to retire
Craft or Operate +10% Streetwise
Stealth +10% Take revenge upon the evil
Pick four: Climb, Disguise, Jump, tyrant of Zorantia.
Lockpicking, Mechanisms, Sleight
Be accepted into the Guild of
the Dark Hand
Wizard (Warlock, Witch) Poor to Knowledge +10% Knowledge [Literacy, Magic], four Become the Supreme Wizard of
Affluent Concentration +20% among Arcane spells (see Chapter Vangaria/Leewyn.
6) and Manipulation Stunts
Learn as much as possible about
Pick two: Enchanting, Dagger the Lost People of Farshore.
or Staff, Willpower, any Craft or
Knowledge Trait, another Arcane Recover the lost Amulet of
spell Zarthek.

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Colonial, Steampunk, Modern and Cyberpunk Professions
Unlike the other tables, this one does not reference just the culture but, in the case of civilised Background, it specifies also in what kind of settings
it is usable (you will not find many jet pilots in a colonial setting).
Profession Status/ Skill Bonuses Traits Sample Motivations
Wealth (expand the description!)
Detective Poor to Communication +10% Any one Knowledge Trait , Insight, It is all about money, isn’t it?
Affluent Knowledge +10% Persuasion, Sneak, Hide
Stealth +10% This lonely bastard will find someone
Pick three: Climb, Computer, Disguise, who loves him, in the end
[Firearm], First Aid, Lockpicking, Mechanisms,
Sleight, [Vehicle] Bring down the Fancy Street Gang.

Hunter Poor or Perception +15% [Ranged Weapon], [Environment], Sneak, Preserve the natural environment of
(Explorer, Rebel) Average Stealth +10% Hide, Tracking Sepang.
Survival +5%
Pick three: Acute Hearing, Acute Sight, Kill all subjects of evil Queen Virginia.
Dagger, Endurance, First Aid, Nature, Traps/
Mechanisms. Explore the lost Island of Mokoko.

Journalist Average to Communication +10% Two Knowledge Traits, Computer, Streetwise Become famous
Affluent Knowledge +10% Reveal the hidden conspiracy of the
Pick four: First Aid, Teach, [Vehicle], Illuminati.
(add 10% more to one of Willpower, any number of Craft, Operate or
the above, or to Drive) Knowledge Traits Discover the secret of the noble
Shannon DeVries.
Merchant (Smuggler, Average to Communication +20% Any one Craft or Knowledge Trait, Bargain, Gain as much wealth as possible
Diplomat) Rich Knowledge +5% Insight, Persuasion, [Vehicle]
Drive or Pilot +5% Corner the Narrativium market.
Pick three: Any Craft, Knowledge or Operate
Trait, Computer, Deceive, [Language], [Ship Ensure the financial/political stability of
Type], [Ship Weapon] the Archduchy of Carpathia

Pilot Average to Operate +10%, Navigation, [Craft Type], Radar/Sensors, Become a world-famous pilot
Rich Pilot +20% [Craft Weapon]
Win the love of the noble Shannon
Pick four: Command, any Knowledge Trait, DeVries.
[Craft Type], [Craft Weapon], Mechanics,
Streetwise Fight for the freedom of the
Archduchy of Carpathia.
Sailor Poor to Athletics +10%, Balance, [Ship Type], [Ship Weapon], Swim Accumulate riches untold
(Corsair, Airship sailor) Average Operate +10%,
Pilot +10% Pick four: Climb, Command, any Knowledge Explore corners of the world no one
Trait, Engine, Jump, [Language], Navigation, has ever seen
Sea/Coastal, Streetwise, [Ship Type], [Ship
Weapon] Fight for the freedom of the
Archduchy of Carpathia.
Scientist (Doctor, Average to Knowledge +20% Two Knowledge Traits Become the Supreme Scientist of
Mad Scientist) Affluent Craft or Operate +10% Britannia.
Pick six
Any number of Craft, Operate or Knowledge Learn as much as possible about the
Traits, First Aid, Healing Insight, Surgery, Wormholes in Time.
Teach, Willpower. Up to four Gadgets if the
setting allows Weird Science Discover the secret of Narrativium.

Soldier (Mercenary, Average Close Combat +10% Dodge, Brawl, Take Cover Uphold law, justice or democracy
Policeman) Ranged Combat +10%
Pick two: 1H Axe, 1H Mace,1H Sword, Dagger, Avenge the people of the Island of
(add 10% more to one of [Firearm], Martial Arts, Polearm, Shield, Mokoko.
the above, or to Drive) [weapon Stunt]
Fight for the independence of Sepang /
Pick three: Camouflage, Command, Insight, the Archduchy of Carpathia.
[Vehicle], First Aid, Law Enforcement,
Streetwise, Throw, Weaponsmith
Thief Poor to Athletics +10% Brawl or Martial Arts, Hide, Sneak, Earn enough money to retire
(Assassin, Spy) Average Operate +10% Streetwise
Stealth +10% Overthrow the evil tyrant of the
Pick four: Climb, Dagger, Disguise, [Firearm], Archduchy of Carpathia.
Jump, Lockpicking, Mechanisms, Sleight
I am the best in this job

Warrior Use the Fantasy Fighter

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CHARACTER CREATION
Emmanuel Anzeraey (Order #30333937)
Space Opera Professions
Profession Status/ Skill Bonuses Traits Sample Motivations
Wealth (expand the description!)
Spaceman (Pilot, Ship Average to Knowledge +5%, Operate Astrogation, [Ship Type], Sensors, [Ship Become the most famous
Officer) Rich +10%, Weapon] pilot in the galaxy.
Pilot +15%
Pick four: Alien Language, Command, Win the love of the noble
any Knowledge Trait, Planetology, Shannon DeVries.
[Ship Type], [Ship Weapon], Stardrive,
Streetwise Free the planet of Yor.

Hunter (Explorer) Poor or Perception +15% [Ranged Weapon], [Environment], Sneak, Preserve the jungle of Yor.
Average Stealth +10% Hide, Tracking
Survival +5% Kill Terrans/Overlords/Hive
Pick three: Acute Hearing, Acute Sight, members.
Dagger, Endurance, First Aid, Natural
History, Traps/Mechanisms. Explore the lost Temple of
Gar.
Soldier (Mercenary, Average Close Combat +10% Dodge, Brawl, Take Cover Become a hero of great
Policeman) Ranged Combat +10% renown.
Pick Three: 1H Axe, 1H Sword, [Beam
(add 10% more to one of Weapon], Dagger, [Firearm], Martial Avenge the people of Yuno.
the above, or to Drive) Arts, Polearm, Shield, Shuriken, [weapon
Stunt] Free the race of Yor.

Pick two: Camouflage, Command,


[Vehicle], First Aid, Streetwise, Throw,
Weaponsmith
Merchant (Smuggler, Average to Communication +20% Any one Craft or Knowledge Trait, Gain as much wealth as
Diplomat) Rich Knowledge +5% Bargain, Computer, Insight, Persuasion, possible
Pilot +5% [Ship Type]
Corner the Narrativium
Pick two: Any one Craft, Knowledge or market.
Operate Trait, Deceive, [Language], [Ship
Weapon] Retire to the world of Yor.
Mentalist Poor to Concentration +20% Insight, four Psionic Traits Found a school
Affluent Knowledge +10%
Pick three: Healing, Persuasion, Discover the lost secret of
Willpower, any Knowledge or Operate Cosmilocation
Trait
Protect the race of Yor
Thief Poor to Athletics +10% Brawl or Martial Arts, Hide, Sneak, Earn enough money to
(Assassin, Spy) Average Operate +10% Streetwise retire
Stealth +10%
Pick four: Climb, Dagger, Disguise, Jump, Overthrow the evil tyrant
Lockpicking, Mechanisms, Sleight of Zorant World

Be accepted into the Guild


of Starshades.

Scientist Average to Knowledge +20% Two Knowledge Traits, Computer, Become the Supreme
Affluent Operate +10% Sensors Scientist of the Galaxy.

Pick four: First Aid, Teach, Willpower, Learn as much as possible


any number of Craft, Operate or about the Multicurbs in
Knowledge Trait Space/Time

Discover the secret of the


Ancestor Race

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STATUS
IMPROVED EXPERIENCE The player selects or randomly determines a Status Trait. Not all Backgrounds
In some campaigns, you may allow all Status Traits, and some Professions will limit your Status. If a Status
want to create characters that
are more experienced in order to Trait is not listed, then that culture or Profession does not permit your
let them face greater challenges character to have that Status. Before determining your Status, you must
from the beginning. First of all, determine both Background and Profession.
decide how many additional
power levels to each character A Status Trait is also used to determine the character’s Wealth level, so you
will gain. For each additional can sometimes also call it a Wealth Trait. If your setting does not include a
power level, the character
chooses a new Profession (or the
specific list of social classes you can use as Statuses (Slaves, Plebeians and
same, if desired) and gains the Patricians in ancient Rome, for example), use the four standard wealth levels
following benefits: of Poor, Average, Affluent and Rich, which will suit any civilised environment.
• The skill increase granted by The Backgrounds and Professions provided in the sample tables use these
the Profession. standard wealth levels as Statuses. Please note that item and service lists might
• Three more Traits chosen still refer to Wealth levels even if your setting has a more complex Status
among the ones allowed by the system, so it is always a good idea to write down the standard Wealth levels
Profession, or among Stunts
not listed but connected to
which better corresponds to your Status on your character sheet for those
these Traits. times when your character will go shopping.
• Two more free Traits, only one of Status Traits apply to a character’s Communication skill, although you can
which may be a weapon Trait . decide to list the Average or Poor Trait under the Survival skill if you lack
• Percentile points equivalent to Slots in Communication.
the value of one Characteristic,
to distribute freely among skills
based on that Characteristic.

Character Creation Example


NOTE FOR NARRATORS Having understood that there are airships in this world, Tim wishes Jor to be
The standard environment for an airship pirate by Profession. The rules suggest that the Sailor Profession be
your setting may clearly make
some Traits inappropriate, and
used for an airship sailor. This gives Jor a +10% in three skills (Agility, Operate
require extra Traits that were not and Pilot) and possession of eight Traits, some of which require choices.
originally included. Be flexible,
but remember that environment Tim notices that the standard Trait list includes Swim, a skill that is not so
Traits are a powerful tool. common for the desert environment of Mars. He asks the Narrator whether the
Take Cover Trait can replace Swim, and Susan agrees that this is appropriate.
Tim also notices that the Engine in the optional Trait list is already included in
his initial choice of the Eighth Ray, so he discards this optional Trait.

After clarifying these point, Tim selects the eight Traits: Balance, Airship,
Radium Cannon, Take Cover, Climb, Jump, Streetwise, Individual Flier.

Tim must now choose a Status level for his character. He has already
established that Jor was a Zoranan noble until his family was disgraced.
However, the status/wealth upper limit for a sailor/corsair is Average, so his
Status cannot be that of a wealthy noble. After a brief consultation with Susan,
they determine that Jor’s Status will be labelled as “Fallen Noble”, meaning
that his actual status and wealth is that of an Average Red Martian, and his
former connections to the Zoranan nobility will not be useful to him except
in very peculiar situations. Yet this still makes Jor stand out against the mass
of the other air pirates. Note also how the ability to “go freeform” inherent in
the Trait system helps players create exactly the characters they want to play.

Tim also chooses a new Motivation connected to Jor’s career as a pirate.


“I will have my own airship and take it to every edge of Mars”. Note how
he has managed to introduce two different themes (increase in wealth and
exploration) with just one Motivation.

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CHARACTER CREATION
Emmanuel Anzeraey (Order #30333937)
EXTRA SKILLS, TRAITS AND MOTIVATIONS RECORDING SKILLS AND
TRAITS
Once you have finished assigning
extra percentiles and Traits to
each skill, record skills in a usable
Once you have completed your character with all the Skill and Trait way on your character sheet. Skills
bonuses coming from his or her previous life, finish in the following way: and Traits are the most frequently
used component of your
• Pick one Characteristic of your choice. Distribute percentile points equal character, so it is a good idea to
to the Characteristic value among the skills that have the Characteristic in have them well organised during
play. We suggest that you follow
their base value. these guidelines:
• Add two more Traits to your character. Only one of them can be a combat- • Record both your raw skill
related Trait, and none of them can be an Environmental Trait or a power value and your skill percentile
(see Chapter 6). when used with a Trait (the
raw value +30) beside the skill
• Add Motivations until there are three of them. These additional description on your character
Motivations may be related to anything, and will help you make the sheet. For example, if you
have 37% in Perception, write
character unique. down Perception 37/67. The
Once you have consolidated your Motivations, assign a percentile score to number of Slots you have in
the skill depends on its raw
them, much like normal skills. Each Motivation starts at 30% base, and you value, so it is better to have it
can divide sixty more points among them. The maximum score for a given clearly marked on your sheet.
Motivation at the start of a game is 70%. The Narrator may allow players to • Visually record the number of
distribute more than sixty points among their Motivations if the character available skill Slots per skill on
are to have strong feelings in play. Alternatively, you may allow more than your sheet, if possible. While
not necessary during play,
three Motivations at game start to create more well-rounded characters. this will help you remember
A player can “sacrifice” 10 points from his or her additional percentile which skills can accept new
points and gain a new Motivation at 30% base instead, thus allowing a more Traits and which must be
“horizontal” development of character personality. improved first.
• Label the Traits your character
owns in the boxes below
EQUIPMENT each skill. The Traits that
are frequently used across
multiple skills should be
highlighted to help you
Roll the dice and consult the entry corresponding to your culture and Status in the identify the fact that they can
be used creatively with other
Background table in order to learn how much “cash on hand” you have, plus any skills.
fixed equipment that a person in your community cannot go without. Once you have
determined your starting wealth, you can buy equipment with it, using the equipment
lists given in the Equipment chapter. If you are unable to buy the basic tools of your
trade, the Narrator can grant you some basic equipment in any case, but sometimes it
is more fun to struggle to get hold of what you need as play begins, depending on the
group’s tastes.
Any unused money remains in your character’s possession as spare cash.
Remember that some cultures do not use money, so you cannot end up with spare
cash if your character comes from one of them. You have to change them into
portable items.

Character Creation Example


Tim chooses INT as the Characteristic to provide Jor’s extra points, as it is the
highest one and it is applicable to many skills. He adds 10 to Pilot and 7 to
Operate.

While Jor is not so physically strong, the lack of any form of Close Combat Trait
except Brawl might be a problem, so Tim chooses the Sword skill to complement
Brawl. By checking the rules for combat equipment in chapter 5, Tim makes sure
that Jor’s STR is still enough to wield a sabre in combat.

The last Trait cannot be a weapon or a power. Tim is tempted to go for the
standard Martian mount, as Jor will sometimes need to travel across the
Martian plains without an airship. However, after checking with Susan that his
Telepathy will be enough to control a mount in some circumstances, he goes for
First Aid, an always useful Trait.

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REVOLUTION D100 CHAPTER 1
Emmanuel Anzeraey (Order #30333937)
Finally, Tim must add a third Motivation for Jor. He wants to introduce a more
personal Motivation about his past life, but at the same time keep it linked with
the chosen setting. After checking that no one is playing a Green Martian, he
picks “I will forever hate the Green Martians, who took my beloved Lijiana
from me”. If someone was playing a Green Martian, the Narrator could have
requested Tim to change the relationship towards the Green Martian into
distrust at most, or perhaps to limit it to a specific horde that is enemy to the
Green PCs. Tim then adds 30, 10 and 20, respectively, to the base value of 30 for
all of Jor’s Motivations.

Here is the complete write-up for Jor.

18
CHARACTER CREATION
Emmanuel Anzeraey (Order #30333937)
Character name Species Gender Age Origin Occupation

Inventory Hidden d6/ AP/ AP/


STR ___ Size Class d8
Location
Cov Cov
Toughness
Hand Carried
CON ___ Might 1 R Leg / /
Belt 2
DEX ___ Strike Rank L Leg / /
Encumbrance 3,7,8 Body / /
INT ___ Packed
Exertion Points 4 R Arm / /
WIL ___ 5 L Arm
Move / /
CHA ___ 6 Head / /
50 Agility (CON+DEX) Raw +30 Perception (INT+WIL) Raw +30 50
49 49
Traits Traits
48 48
47 47
46 Close Combat (DEX+STR) Raw +30 Perform (CHA x2) Raw +30 46
45 Traits
45
Traits
44 44
43 43
42 Communication (CHA+INT) Raw +30 Pilot (DEX+INT) Raw +30 42
41 Traits Traits 41
40 40
39 39
38
Concentration (INT+WIL) Raw +30 Ranged Combat (DEX x2) Raw +30 38
37 Traits Traits 37
36 36
35 35
34
Craft (DEX+INT) Raw +30 Ride (DEX+WIL) Raw +30 34
33 Traits Traits 33
32 32
31 31
Drive (DEX+INT) Raw +30 Stealth (DEX+INT) Raw +30 30
30
29 Traits Traits 29
28 28
27 27
Knowledge (INT x2) Raw +30 Survival (INT+CON) Raw +30
26 26
25 Traits Traits 25
24 24
23 Operate (DEX+INT) 23
Raw +30 Raw +30
22 22
Traits Traits 21
21
20 20
19 19
Permanent Consequences 18
18
17 17
16 Motivations Channelling/Holiness / Powers, Gadgets & other 16
15 15
14 14
13 13
12 12
11 11
10 10
9 9
8 Wounds & Consequences 8
7 7
6 6
5
Opening SR to Parry/ 5
Weapon Damage Toughness Notes
4 SR Att/Def Range 4
3 / 3
2 2
/
1 1
/ 0
0
/
Exertion / Strike
Points Copyright © 2016 Alephtar Games
Rank
Areas in grey are for Advanced Combat

Emmanuel Anzeraey (Order #30333937)


SKILLS AND TRAITS
Skill Base Characteristic (s) Notes
Agility CON+DEX Variable granularity Skill (it may be split into Agility/Athletics).
Close Combat DEX+STR —
Communication CHA+INT —
Concentration INT+WIL —
Craft DEX+INT Variable granularity Skill.
Drive DEX+INT Variable granularity Skill .
Knowledge INT x2 —
Operate DEX+INT Variable granularity Skill (it may be unified with Craft).
Perception INT+WIL —
Perform CHA x2 —
Pilot DEX+INT Variable granularity Skill (it may be unified with Drive).
Ranged Combat DEX x2 —
Ride DEX+WIL —
Stealth DEX+INT —
Survival CON+INT —

Emmanuel Anzeraey (Order #30333937)


BASIC SKILLS
A ll characters have fifteen basic Skills that define their ability to perform
some groups of actions. Skills are expressed as percentile scores. Each Skill
has a default or base value calculated by adding up two basic characteristics.
Most characters will have higher percentile scores in some Skills due to
professional training.

Skill levels
Level Definition Description
01-20 Basic An untrained person, can succeed only by means
of great luck
21-30 Gifted A basically competent character,
cannot perform Hard actions
31-50 Trained Cannot fail an Easy action covered by specialities

51-70 Competent Rarely fails when specialities are involved,


or even in generic actions when they are Easy
71-90 Master Cannot fail a speciality roll, and all generic
actions are within reach
91+ Grand Master Can perform even Hard actions without
any uncertainty

SKILL ROLLS
VARIABLE GRANULARITY
To check if your character used a Skill successfully, you must make a Skill roll. In general, the number of Skills
in Revolution is fixed, and all
Roll D100 and compare this to the relevant Skill’s score. If the dice roll is equal specialisation and differentiation
to or less than the Skill’s score, the attempt is successful. If the total is greater is handled via Traits. However,
than the Skill’s score, then it has failed. some settings may have such a
broad variety of Traits as to make
the equivalence of the base Skills
BONUSES AND PENALTIES hardly believable.
When a Skill is marked as Variable
From this section on, the rules will make frequent references to “Bonuses” and Granularity, it might need to be
unified with another, or split into
“Penalties”. The exact effect of a Bonus or Penalty, in game terms, is explained in several different Skills in order to
the Difficulty Modifier Table, but the rules allow and even encourage each group maintain coherence and playability
to use alternate rules to calculate Bonuses according to their preferences. For this in your campaign. The Narrator
reason, we will refer only to the abstract concept of “Bonus” in the text, avoiding determines these details before
the game begins, as it has a strong
any mention of precise quantities. However, in order to give you an approximate impact on the choices the players
idea of the implication of Bonuses during your first read of the rules, please makes at character creation time.
consider that in the standard calculation method each Bonus is the equivalent of
a +30% to the skill score.

MODIFIED SCORE
The Skill score used is often not the basic one, but one resulting from the
addition or subtraction of a modifier.
Skill rolls are “Normal” unless otherwise specified. Each Penalty gives you
a shift downwards on the table, and each Bonus gives you a shift upwards.
The modified Skill score you must roll is on the row where you end up after
applying all bonuses and penalties. This means that each Bonus/Penalty
translates into a +30%/-30% to your percentile Skill roll.
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REVOLUTION D100 CHAPTER 2
Emmanuel Anzeraey (Order #30333937)
ALTERNATE BONUSES
AND PENALTIES Difficulty Modifiers
The values we suggest for bonuses Difficulty Raw Skill Single Trait Multiple Traits *
and penalties are the simplest
possible to apply during play.
Trivial +90% Automatic Automatic
However, some groups might (3 Bonuses) success success
prefer different ways to evaluate Very Easy +60% Automatic Automatic
bonuses and penalties. Here are (2 Bonuses) success success
some alternate suggestions:
First of all, the listed values for Easy +30% +60% Automatic
skill use with a Trait remains the (1 Bonus) success
same (raw skill + 30%) to avoid re-
evaluation of existing stat blocks, Normal — +30% +60%
and becomes the new starting
point for all calculations. We will Hard -30% — +30%
call it “Trait score”. The following (1 Penalty)
equivalence table explains how to
apply the various penalties: Very Hard -60% -30% —
Main Lesser Multiplier (2 Penalties)
table Mod. Mod.
mod. Superhuman Automatic -60% -30%
+90 Trait Score
+40/50
Trait Score
x2
(3 Penalties) failure
+60 Trait Score Trait Score [*] Note that “Multiple Trait” bonuses are not always allowed (see “Multiple Traits” above).
+20/25 x 1.5
+30 Trait Score Trait Score
— Trait Score Trait Score
-20/25 x 2/3
Note that the effect of a Trait is almost equal to a bonus, except that a Skill roll
-30 Trait Score
-40/50
Trait Score
x 1/2
with a Trait always has a minimal chance of success, and a Skill roll without a
-60 Trait Score Trait Score
Trait is never an automatic success.
-60/75 x 1/10
The numeric value of the Raw Skill is
no longer rolled in any situation, but it
is still recorded on the character sheet
ADVANTAGE AND LEVELS OF SUCCESS
and used to calculate the number of
available Slots for a Skill.
Whenever you roll a success, and the tens die roll is higher than the unit die,
the die roll is an Advantage. Thus, 07, 33 or 45 are simple successes, while rolls
of 70 or 54 are also Advantages.
ADVANTAGE OVER 100%
If you want to give more Failure, success and Advantage are also called levels of success on a Skill roll,
importance to unopposed skill with Advantage being the highest level of success and failure being the lowest.
rolls in your game, you can use An Advantage rolls beats a failure by two levels of success, and beats a success
the following rule for rolls where
the final chance of success exceeds by one level.
100%: all rolls equal or less than
the amount by which you exceed
100% are Advantage rolls. For
instance, if your overall chance
AUTOMATIC SUCCESS & FAILURE
is 110%, all rolls between 01 and Penalties can sometimes bring your chances of success to zero or less. If this
10 are Advantages, not just 10. In happens when you are using a raw Skill, then you automatically fail your roll.
campaigns where most skill rolls If a Trait applies, however, any result of 01 to 05 is an automatic success, even
are opposed or part of a conflict,
this rule is not strictly necessary. if the actual chance is less than 05. Similarly, if your chance is brought above
95% by bonuses but no Trait is applied to the Skill, any roll of 96 to 00 is still a
FUMBLES failure. A roll of 99 or 00 is a failure in any case.
Whenever a Skill use results in a
roll of 00, or a roll of 99-00 when
the Skill was used without any
Trait, the character is assumed to
OPPOSED ROLLS
have fumbled the roll. This means Opposed rolls occur when two parties attempt to use a Skill against each other.
that the results are somehow Both characters make the tests as normal, rolling 1D100 and attempting to roll
catastrophic.
Fumbles can provide a lot of equal to or under their Skill. Comparing the level of success on the table below
fun in a game, but they are only provides the result of the oppose test. Note that you must always designate
appropriate if your campaign one of the contestants as the Attacker before rolling. If there is no obvious
mood allows for some comic “Attacker” in the contest situation, you should always pick a Player Character as
relief moments. Do not use them
in a highly dramatic game. the Attacker.
If one or both the contestants have modified Skill scores above 100% and you
get a “Higher roller wins” or “gets an Advantage on a higher roll” result, add
the amount by which the score exceeds 100 to the roll(s) before comparing the
results. If, after all additions, the rolls are equal, the Attacker wins.
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SKILLS AND TRAITS
Emmanuel Anzeraey (Order #30333937)
Opposed rolls
Defender
Attacker Failure Success Advantage
Failure Higher roller Defender wins, and Defender gets
wins* gets an Advantage an Advantage
on a higher roll
Success Attacker wins, and Higher roller wins Defender wins,
gets an Advantage and gets an
on a higher roll Advantage on
a higher roll
Advantage Attacker gets an Attacker wins, and Higher roller
Advantage gets an Advantage wins
on a higher roll
[*] in some situations, when both rollers fail there is no actual winner

If for any reason one of the opponents cannot roll his or her Skill (a situation that
may arise in a violent conflict), assume he or she has failed with a roll of 01.

TRAITS
Skills alone are not enough to describe how a character will perform in a given WHAT DOES SUCCESS IMPLY?
The Skill Roll determines whether
situation. All characters also have Traits, which define at what they are best at. a character has succeeded or failed
Some Skills, like Concentration, are almost useless if the character has no Traits in a skill-based action, and whether
related to them. the success was particularly
spectacular. But what did actually
happen in the imaginary world
WRITING CONVENTION after that roll? Did the hero succeed
in his or her ultimate goal, or are
Throughout this ruleset, we will explain when and how to make Skill rolls. All more rolls required, on the same
skill or perhaps even another one?
Skill rolls described in this ruleset are made on Traits rather than Raw Skills, Just looking at the dice and
so we will refer to the relevant Trait rather than the Skill. If a Trait has only one comparing them to the Skill and
Skill to which it is usually applied, then we will just refer to the Trait and omit Trait your hero used is often not
enough to answer this question.
the general Skill. If the Trait has more than one applicable Skill, we will refer to Nor is it enough to check whether
it in the form Skill [Trait]. the opposition succeeded, either,
if the roll was opposed. Before
your can translate a roll into the
Example: Stealth [Sneak], Perception [Hearing], Agility [Jump] can be described description of specific events,
you must take into account the
also as Sneak, Hearing and Jump. Close Combat [Axe] and Communication rate at which time is passing in
[English] cannot be described as Axe and English, because these two Traits can the imagined game world (Time
also be applied to Ranged Combat and Knowledge. Scale, page 40 in Chapter 3) the
tenacity of the opposition you are
facing and other aspects related to
Conflicts (page 46 in Chapter 3).
WHAT ARE TRAITS? In other words, to fully understand
how Skill Rolls can influence
Traits are a quick and powerful way to make your character more flexible, the adventure you need to read
without resorting to Narrator judgement or creating mathematical formulas Chapter 3, too.
for cross-Skill interaction. In most cases, determining if your Background and
training give you an edge in a given situation will be easy, because a Trait is either
on your character sheet or not.
Some Traits represent a specialization of general Skills that have few or no
applications outside their field. These Traits are expressed as a verb (like Sneak or
Jump). Other Traits represent the special training that your character possesses
regarding one particular class of items or creatures, or one particular branch of

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REVOLUTION D100 CHAPTER 2
Emmanuel Anzeraey (Order #30333937)
knowledge, and are usually described by a noun (like Camel, Mace or Quantum
Physics). All Weapon Skills are nouns, as they do have an application outside
of the relevant Combat Skill. They also represent the ability to take care of your
weapon.
Other Traits represent membership in, or deep knowledge of, a race or social
group. These are described by an adjective or a noun that is usually used like an
adjective, like Red Martian, Lemurian or Maori.
Finally, some Traits represent in-depth knowledge of a region or environment,
and they are expressed as a geographic noun or by the name of an environment.
While most characters have at least one regional Trait, not everyone will have an
environmental Trait. As you will see in Chapter 3, Environmental Traits are very,
very useful.
In any case, you should treat all Traits as attributes of the character they apply
to, even if we have often phrased them as to refer to an object for the sake of
simplicity. For instance, the Sword Trait means Sword Fighter, the Horse Trait
means Horse Rider, the Jungle Trait means Jungle Dweller.

WEALTH AND STATUS TRAITS


GAINING STATUS Wealth Traits are used to determine what sort of cash your character is likely to
Gaining a Wealth or Status Trait have at hand, as well as being useful in social interactions. These Traits are usually
is not just a matter of character connected to the Communication Skill, but you can find the lower Status Traits
improvement. There must be a
reason for the gain rooted in the listed under the Survival Skill, too, as they imply a certain degree of ability in
story. When you gain a Wealth making a living.
Trait, you are usually allowed to
keep any “inferior” Wealth Traits Some peculiar social contexts may use Status Traits related to social class rather
you had before. This represents than wealth – although Status usually carries some wealth with it. For instance,
your capacity to adapt to inferior feudal Japan has a complex caste system that attributes much honour to the
standards of living when needed,
an ability that someone born in a
Samurai, regardless of whether they are rich Daimyos or landless Ronin.
higher social condition may lack. A Status Trait is connected with a condition of respect you are granted within
When your character has more
than one Wealth/Status Trait, all
your society. The Trait may place you among the nobility (Prince, Rajah,
of them occupy the same Slots. Samurai), the high priesthood (Cardinal, Ayatollah, Dalai Lama), or related to an
appointment of honour in the political, artistic or academic elite (Member of the
Parliament, Professor, Master of Crafts, Orchestra Director). While the benefits
STATUS AS ARMOUR of an appointment may be temporary, the Status you gain with it is more lasting.
In some contexts, the social Being a former Senator will give you an edge in many situations.
standing of an important or
wealthy character makes him or However, once your appointment expires, the related Trait is only usable within
her less vulnerable to blaming the social group that originally granted it. Some Status Traits may be applicable
or persuasion. The Social
Armour stunt, which has an
within a small sub-group in a given society, and utterly unusable outside of
above-than-average Status as it. The Master of the Assassin Guild is an incredibly powerful figure in the
prerequisite, allows you to suffer Underground, but he had better avoid using his title when dealing with the Law.
less Resolution Point damage in
social Conflicts (see page 48 in While interacting with members of a social group that value your Status Trait and
Chapter Three). The difference that are not your peers, you can use it for any Communication rolls for which
in “steps” between you and your you lack the appropriate Trait, or as an automatic Bonus for Communication rolls
opponent on the social or wealth
ladder determines the number that benefit of the appropriate Trait. As Status is heavily dependent on the setting
of Resolution Points your Status you chose, it is impossible to provide a list of Status Traits in the core rules.
soaks off when you lose an
exchange. Note that you never
suffer extra damage for losing
to a higher Status opponent
GENERIC WEALTH TRAITS
instead. Wealth Traits are less dependent on being within your social and cultural
Particularly if you are playing milieu than Status Traits, provided your source of wealth is relevant to the
in a setting with a very codified
social class or caste system, the society you are interacting with. Even when there are real differences between
Narrator may decide that this the two societies, assume that you can use your Trait when interacting with
Stunt is automatically included in foreign entities by just downgrading it to the one immediately below it on the
high level Status or Wealth Traits,
making important non-player
Wealth Level Table.
characters automatically There are four levels of “wealth” that can be applied to most of the situations
harder to beat in social
Conflicts. of play. If your game is set in a society where wealth is the basis of social
importance, these Traits will be enough to handle your character.
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SKILLS AND TRAITS
Emmanuel Anzeraey (Order #30333937)
FREEFORM TRAITS
Freeform Traits are simple phrases
that describe your character in a
Wealth Levels colourful way, usually not related
to one of his or her specific
Wealth Trait Description Cash on hand
competences. They are more related
Rich If you have this Trait, money is not a problem. You can buy 2d4x300 to how the character appears in the
goods on credit and mobilise huge amounts of wealth if you story rather than what he or she is
or can do. Typical examples would
need to fund a project or a purchase. Everyone will treat you
be “Filthy Rich”, “Always Elegant”,
with respect in a culture based on money, even if you come “A Lady’s Man”, “As Ingenious as
from another culture. At the very least, they will see you as a McGyver” and so on.
potential source of ransom! Freeform Traits do not apply to a
Affluent 2d4x100 specific Skill. They have a separate
This Trait means that you have no problems with money,
section on your character sheet,
and can sometimes afford expensive goods if you really close to the Motivation section but
need them. It allows you to have access to credit. separate from the latter. Unlike
Average 2d4x30 Environmental Traits, you cannot
This is the standard Trait all characters begin with if not
normally use them to gain a Bonus
otherwise specified. It means that you earn enough money to a Skill roll, or to substitute the
for living, but may experience occasional cash problems. If Trait normally used for an action.
you need cash on loan, you will probably have to resort to Groups that favour colourful
loan sharks, at your own risk. description of characters over
realism might choose, instead, to
Poor This Trait means you are broke and struggling for economic 2d4 allow their usage as secondary
survival, with no hope of putting together any decent Traits applicable to a Skill roll;
amount of cash if required. On the other hand, you are however, you should think carefully
adept at scrounging for a living, and this might turn out before allowing this option.
useful one day. You can use a Freeform Trait to
justify a Support Action during
The “cash on hand” column should be used only when a new adventure starts and you need a quick a conflict, as explained on page
way of determining how much cash the character has to spend on supplies (ammunition, preserved 48, if you can find a creative
rations, potions, plane tickets, etc…), assuming that he or she might have exhausted any previous way to describe how it applies
supplies between adventures. The amount can be kept in cash form only if the player character is in a to a roll in the conflict at hand.
civilised context, otherwise it must immediately be converted to portable or usable items. Remember that each Trait may be
used only once during a conflict,
so you might easily run out of non-
Freeform Traits.
Consider carefully whether you
want to have Freeform Traits in
WHEN CAN I USE A TRAIT? your game. If you stick to one Trait
per game at the beginning, or
Each Trait applies to at least one Skill. Most Traits apply to several Skills, but are only allow players to acquire them
generally connected to one in particular. For instance, the Sword Trait usually during play after accomplishing
something exceptional, they should
applies to the Close Combat Skill, but there might be situations where you can not disrupt your game experience.
apply this Trait to your Knowledge Skill to recognize a famous sword. Note that Freeform Traits describe
how a character behaves or appears,
Regional and Cultural Traits (example: English or German) apply to all not why he or she does so. The
Knowledge and Communication rolls involving a region or ethnic group. impulses that drive a character,
Environmental Traits (Jungle or Cyberspace) apply to all Perception, what he or she fights for, loves
or is upset by, are described by
Knowledge and Stealth rolls made in that environment, without the need of Motivations.
Narrator approval.
NARRATIVE DETERMINATION
Each time a player describes his or her character as attempting an action OF TRAITS
with a non-guaranteed success, the Narrator may call for a Skill roll to check Another benefit of using Traits
to complement Skills is that it is
what actually happened; the roll will have one or more applicable Traits. If the rather easy to make up a good
character has one of these Traits, then the Trait Bonus applies to the Skill roll character from a simple fictional
(+30% under the standard rules). If the character does not have any of the Traits, description of it. You may wish to
then he or she will not receive the Trait bonus. This is called “using the Raw Skill”. create a character without need of
the Background and profession
tables, by simply writing down a
Example: Your character attacks with a sword in combat, and he has the Sword simple description of him or her
Trait. His Close Combat Skill receives a bonus. Later in the combat, he loses his (or taking it from a book, comic
book or TV guide featuring your
sword and must resort to brawling with his enemies. Since he does not have the favourite fictional hero) and picking
Brawl Trait, he must use his Raw Close Combat Skill. the appropriate verbs, adjective and
nouns. These will become the Traits
The Narrator decides whether a given Trait applies to a given Skill, but a and Motivations your character has.
Usage of this technique implies
Trait always applies to the Skill that provides the Slots for it. In general, as the that Freeform Traits are in use,
Trait system aims at avoiding lengthy debates about whether a given class/ and that they will see extensive
Background should be useful for a given action, the Narrator should not veto use in your game.
the usage of a single Trait unless it is so blatantly inappropriate that even other
players fail to appreciate it.
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MULTIPLE TRAITS
In some cases, an Action can benefit from more than one applicable Trait at a time.
This happens with Cultural or Environmental Traits used in conjunction with
Skills that already have an applicable Trait. If a character has more than one of the
applicable Traits, then he or she receives an extra Bonus. Characters are limited
to one extra Bonus per Skill roll, no matter how many applicable Traits they have.
However, extra Traits beyond the second can still be useful to offset penalties.
STUNTS AS BONUSES
The general rule for Stunts is that Example: Robyn Hode, Little John and Will Scarlett are walking in the Sherwood
they do not influence the rolled Skill
score but only the ability to perform Forest. All of them are following the tracks of a deer. The relevant Skill is Perception,
a specific feat. However, there may and the applicable Traits are Track and Forest. Robyn has been in the Crusades
be a few limited exceptions where and can Track, but he lacks forestry experience so he has a single Trait he can
the effect of the Stunt is to bestow
a Bonus or to avoid a Penalty. For apply. As Will knows the Forest but is not an expert hunter, he gets to apply only
instance, the rule for shields in one Trait, too. On the other hand, John has both the Forest and Track Traits, so
combat states that using them to he gets to apply one Trait, and one extra Bonus on top of it. Had Friar Tuck, who
attack causes a Penalty to the attack
roll. However, this rule thought for is a townsman and cannot recognize an elephant’s footprints, been with them, he
ancient and medieval combat may would have been limited to his Raw Perception Skill.
be inappropriate in other situations,
for example in a superhero game
where one of the characters wields
an indestructible shield. Rather REQUIRED AND SYNERGISTIC TRAITS
than complicate the core rules with
exceptions, better define a “Shield Some Actions are impossible to perform by using the raw Skill (Swimming or
Mastery” Stunt which allows to reading an unknown language, for instance). You must have the corresponding
attack at full efficiency with a shield. Trait in order to attempt the roll. This is specified under the Trait entry by stating
that the Trait is required. The adventure may mandate that a character possesses
a Trait in order to attempt a particular action, making the Trait required for that
The majority of the Stunts
described in this book is meant for
action only.
use in Advanced Combat, but this A star (*) or parenthesized star after the Trait name in a Trait list or description
is only due to the fact that this sub-
system is the most detailed in the means that the Trait is a required one.
core rules. Groups who like detailed Some specific activities require that a character possesses two or more Traits. These
combat rules will use Stunts to
model their favourite combat are called synergistic Traits because successful use of an ability depends on their
styles and special techniques. Once synergy. Possession of all of these Traits has the exact same effect as having one Trait,
further advanced sub-systems no matter how numerous they are. Specifically, this means that when two synergistic
are introduced in supplements or
specially developed for your own
traits apply, the actual roll is made on the raw skill with a single 30% addition, or
campaign, new Stunts will come whatever other standard value you use for single-Trait rolls in your game, without any
naturally with them to add variety bonus for Multiple Traits. One typical example is having both the Hide and Sneak
to the core activities the player Trait when attempting to infiltrate. Both Traits act as a single Infiltration entry. If the
characters perform in that setting.
The example provided shows how character does not have all of the synergistic Traits, then he or she must use the Raw
a Top Gun campaign could define Skill, and if one of them is also required he or she cannot perform the action at all.
Piloting Stunts and use them to
make American and Soviet pilots
rely on entirely different techniques
in battle, reflecting the technical
STUNTS
differences of their aircraft. In the examples so far, we have examined cases where Traits define a more
specialised (what kind of vehicle is your character more comfortable driving?)
DEFINING STUNTS FOR A
SETTING or contextualised (in what environment does your character usually practice
Many Stunts are about combat his or her abilities?) use of a Skill, or sometimes of several skills at a time. This
and weapon use, particularly translates, mechanically, into the equivalent of a Bonus to the skill if you are
sword use, and some of them doing something related to your usual areas of competence. But barring the few
are prerequisites for the use of
specially constructed weapons in cases of Required Traits, any character can compensate the lack of the specific
Advanced Combat. Nevertheless, Trait if he or she is good enough at the basic skill.
you are not limited to combat
Stunts. Future Revolution D100 However, there are cases when a character shines in something narrower and
supplements will detail the more specialized than an existing Trait, or is trained in something so special as
Stunts that are most appropriate to be impossible without specific knowledge. No skill level may ever allow other
to their setting, be them combat
Stunts or other kind of feat. characters to perform such an action; they need a specific training to do so.
In order to represent knowledge of these restricted techniques, the character
must know a Stunt. A Stunt resembles a Trait in how you acquire it, and it always
has another Trait, identified as the base Trait, as pre-requisite. A character who

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possesses a Stunt in addition to the base Trait receives no bonus to his or her
Skill roll; instead, the character can perform some extraordinary feat that mere
training in the basic Skill would not allow.
The exact effect of a Stunt depends entirely on its description, and in many cases
it works only within a specific advanced sub-system. The Stunt description
should contain its applicability, its base Trait and any extra costs and conditions
for using the technique. Such conditions often include specially-crafted
equipment without which the exceptional feats are impossible. It is not infrequent
to see the description of a Stunt reduced to a simple “Enables usage of feature X
of equipment Y”, whereas the real description of the stunt effect is provided in
the equipment description.

CONFINING OPTIONAL RULES


Example: The manoeuvre known as Pugachev’s Cobra allows a jet pilot to virtually INTO STUNTS
“stop” a hi-tech fighter in mid air, regaining speed immediately after. In combat, In some cases, the abundance of
optional rules may create clutter
this prodigious feat allows a pilot with an enemy on his or her tail to swap places and confusion in some important
with the pursuer, changing a disadvantageous position into an advantageous one. sub-systems. Yet some groups like
The manoeuvre is very difficult, with the pilot risking loss of consciousness because to have detail in specific areas, and
wish to add even more options to
of the acceleration/deceleration involved. In no way can this feat be improvised, these “pluggable” sub-systems. A
even by the most expert pilots, unless they have undergone a specific training good solution for keeping options
which includes knowledge of its theoretic aerodynamic basis. Moreover, only the under control is that of isolating
very detailed rules, which you may
most advanced Mikoyan-Gurevich, Sukhoi Russian aircraft, and the American be unsure whether to apply, into
F-22 Raptor can perform this feat. Attempting it with an aircraft with inferior Stunts. This makes the single rule
manoeuvrability would be a suicide. In a game featuring top guns from the 80s “pluggable” like the sub-system,
allowing you to introduce it only
and 90s, ace Russian pilots should have a “Pugachev’s Cobra” Stunt in addition to when a character reaches a good
their Pilot [Fighter Jet] Skill and Trait, allowing their MiG-29s to perform this sort level of specialization in a given area
of acrobatics. The exact effect of performing the Cobra in play would depend on the – which probably also means that
the player is comfortable enough
specific sub-system used, either basic Conflict (Chapter 3) or Vehicular Combat with the rules to know whether
(Chapter 4, or specific supplements). A really skilled (and daring) USAF pilot PC the added complexity will be fun
could probably study the manoeuvre well enough to acquire the Stunt himself, but or not. Isolating detailed rules into
stunts also marks the rule as “only
since no Western country had a plane capable of performing the Cobra at that interesting for characters who
time (the Raptor came later), he would not be able to actually perform it. Unless would like to perform the X feat”,
he suddenly found himself in command of an enemy plane – a typical occurrence clearly indicating to new players
which parts of a sub-system they
for a RPG hero. are supposed to know, and which
they can skip at first read.
From a pure mechanical point of view, you can define Stunts as Required Traits
which are Synergistic with a Pre-requisite of theirs. You cannot learn the Stunt
if you do not have the base Trait (Pre-requisite); you cannot perform the feat if
you do not have the Stunt (Required), but possessing the Stunt does not grant
any Bonus to skill beyond what the base Trait provides (Synergistic). So much
for the definition and mechanical effect of Stunts, but the most important thing
is the role that Stunts play in the game. Basically, Stunts are attributes that make
sure that a character who specialises in a certain area will really shine in it,
much more than any other character who happens to have the base Trait and
a good Skill score. A character with Stunts knows tricks and techniques that
another owner of the base Trait, however competent, has no clue about. Two
Characters with different sets of stunts in the same base Trait are both masters,
but their techniques may be radically different.

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SKILL LIST
Each Skill or Trait entry includes a description of how the Skill is used and its
effects. If a Skill or Trait should be used preferably within a certain Time Scale, it
will be noted in its description. Time Scales and their implications on play will be
discussed in detail at the beginning of Chapter 3. Let us just say at this point that
SPLITTING AGILITY the four Time Scales and the standard duration of one round or action in each of
If your campaign includes a lot of
physical activity, you might want
them are Combat (six seconds), Adventure Time (five minutes), Narrative Time
to split this Skill into Athletics (one hour) and Downtime (one day to one week).
(CON+STR, or DEX+STR) and
Agility (CON+DEX). Athletics Traits in Italics are Stunts (see page 26). Traits followed by a (*) are required
should then take over the Brawn, Traits, that is you cannot roll the raw Skill score if you lack the Trait. The low-tech
Climb, Jump, Swim and Throw and hi-tech icons mark Traits that are more adequate for that kind of setting.
Traits.

Agility (CON+DEX)
ACROBATICS AND BALANCE This broad Skill covers a range of athletic activities useful to adventuring characters,
A more realistic but slightly including climbing, jumping and swimming. This Skill is useful during Combat Time
more complicate rule is to have or higher time scales.
Balance as a pre-requisite of
Acrobatics, making the latter Acrobatics: This allows a character to perform a variety of gymnastic and balancing
more difficult to acquire. If tasks, such as tumbling, walking a tightrope, or keeping balance on a narrow ledge.
you wish to limit Acrobatics to Using Acrobatics is also recommended in a conflict in which you risk damage from a
selected individuals, you are fall.
encouraged to impose this
restriction. Balance: This Trait allows a character to keep his or her balance and avoid falling. This
is either an implied Trait or a pre-requisite of Acrobatics.
Brawn: This Trait is a particular application of athletics that relies purely on power, with
IMPROVING STRENGTH
no finesse involved. It basically involves pushing, lifting or dragging. You can usually lift
STR is not very easy to increase, up to your STR*2 in kilograms (STR *5 if using two hands).
as it is present in only one Climb: Given enough hand- and foot-holds, a character with this Trait can climb any
standard skill. STR also describes
the mass of a character (within
surface, given enough time, without the need for a roll. This Trait allows you to go up by
the limits of his or her Size half your Move per round, and to descend by one quarter of your Move.
class), so it may be unrealistic Dodge: This Trait is used to avoid incoming objects that are swung or thrown at the
to let it grow after character
generation. If you wish to portray
character. Its most common usages are explained in the Combat chapter. When used
your character’s improvement in against a swung weapon, this Trait is applied to the Close Combat Skill.
muscular power, we suggest that Jump: This Trait lets you jump up to twice your own height horizontally, or up to half
you treat the acquisition of the
Brawn trait as an improvement
your own height vertically, assuming you have least five metres to run first. If making a
of STR by one point for the standing jump, these distances are halved.
purpose of calculating Might and Run: This Trait improves your Move by one point when running, and is used to roll for
usable weapons only, whereas
skills, Toughness and Strike Rank
effect during chases on foot.
remain unaffected. You may Swim (*): Characters normally swim at one meter per round, unless they are aquatic
also wish to introduce Stunts creatures, which swim at their Move rate. While swimming, a character suffers at least
for Brawn in order to further
improve STR in this way, perhaps
double the penalty for armour and encumbering items. Swimming is a Required Trait.
limiting the applicability of the If you do not have it, you cannot swim. Most animals possess it, though.
STR bonus to weapon handling Take Cover: This Trait and its Roll Stunt are used in Advanced Combat.
or Might only. Another possibility
is limiting the maximum STR Throw: The Throw Trait is usually used to judge the accuracy when throwing
you can reach with Brawn Stunts improvised objects, from small stones to bar stools. The range of a throw is your STR in
to the character’s CON. metres, adding or subtracting five per Size Class above or below Medium. In combat,
Throw should be used only for grenade-like projectiles. Bladed weapons that are thrown
should use the Ranged Combat Skill and their own specific Trait, such as Spear for
UNTRAINED DODGE
While Dodging attacks can
javelins.
leverage your athletic training
when you practice sports, it is
more a matter of reflexes when
Close Combat (DEX+STR)
you have no training at all. If This Skill is used to attack and parry in melee combat. In order to use it, a character
an individual is completely must move the Time Scale to Combat Time, barring extremely peculiar situations
untrained in avoiding incoming
attacks and attempts a last-
allowed by the Narrator.
ditch Dodge, roll DEX x2 Brawl: This Trait covers all untrained unarmed combat from simple brawling to grapples
rather than CON+DEX. to rude fisticuffs. Normally, unarmed parries may only parry other unarmed attacks.

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Martial Arts: This Trait may be useful in place of the Brawl Trait in certain cultures. QÌ EXPENDITURE
Several schools of Martial Arts exist (Karate, Muai-Thay, Capoeira, etc.). The Martial Depending on the setting, some
Arts [school] Trait, once learned, replaces the Brawl Trait, thus saving one Slot. The Martial Art Stunts may require the
big Advantage over Brawl is that the MA Trait usually includes a default Stunt (usually expenditure of one Exertion Point
per use - which represents the
Kicking) that must not be learned but comes with the basic Trait. martial artist tapping into his or her
The effects of Martial Arts and combat Stunts in general are described in Chapter 4. Qì life force reserves.
Shield: This Trait allows you to block or parry with a shield in combat. Attacking with a
shield incurs a Penalty. If you are wielding a shield larger than a Buckler and do not have WEAPON-BASED MARTIAL
this Trait, all of your combat rolls suffer a Penalty! In addition to this, the Shield Trait ARTS
Some cultures have developed
works also as the Dual Wielding Stunt when using a shield in Advanced Combat, that is advanced fighting techniques
you can perform a free attack or parry per round with the shield. as elaborate as unarmed Martial
[Weapon]: This Trait allows you to use the appropriate weapon to attack and parry in Arts. Treat these schools as you
would treat unarmed Martial
combat. Note that 1H and 2H weapon use are different Traits. Arts, that is the Martial Arts
Trait replaces the appropriate
Close Combat weapon Trait,
Communication (INT+CHA) and includes one basic Stunt
associated with the weapon (for
This Skill allows your character to communicate with others and influence their instance, for Kenjutsu it is the
decisions. Possessing the appropriate Language is a prerequisite of all other applications. ability to use the katana). The
Using this Skill generally requires that the Time Scale be Adventure Time. practitioner will have to learn all
other Stunts separately.
Bargain: This Trait allows your character to haggle over the price of an item, service
or whatever. You may also consider it a Persuade Stunt, only available to professional HOW MANY TRAITS PER
traders. WEAPON?
Command: This Trait allows your character to exert control over his or her subjects, Not all classic d100 rulesets
differentiate between 1H and 2H
whether in a professional or military context. It is paramount in mass battles and ship- styles with the same weapon. The
to-ship fights. default behaviour in Revolution
Deceit: This Trait allows a character to hide his or her real feelings, meaning, agendas or is having 1H and 2H as being
two separate Traits, but you may
intentions. Usually opposed by Insight. want to “help” player characters
Insight: This Trait is used to understand if a character is lying, or what another person by assuming that proficiency
is feeling or thinking. Usually opposed by Deceit. in one weapon covers both
styles. There is also the problem
Language: This Trait is actually several separate Traits grouped under a single heading, of throwing 1H weapons. The
and using up only one Slots for all languages known. Thus, English, German and French rules assume that having one
are all individual Traits, and you will list them as Language: English/ French/German, Trait implies the other, but this
is not necessarily true. A good
if your character knows them all. Note that a Regional or Racial Trait is, in most cases, compromise between realism
also a Language Trait, so if you have the Halfling Trait you can speak Halfling. However, and playability may be allowing
this may vary according to the details of the setting you are playing in. If the only matter a weapon Trait listed under the
required is to understand a few words, you can use this Trait even during Combat Time. Ranged Combat Skill to be used
in close combat for 1H use, but
not allowing usage of the Close
Combat related Trait for Ranged
Close Combat Weapon Traits Combat.
Trait Weapons Covered Trait Weapons Covered
WEAPON TRAIT PROLIFERATION
1H Axe* Battleaxe, hatchet 2H Mace Morning Star, war Close Combat may end up being
maul an overcrowded Skill given the
number of weapons and Stunts
1H Flail Ball & chain, nunchaku 2H Spear Long spear, short a character must own to face all
spear possible eventualities. Although
1H Hammer* Warhammer 2H Sword Long sword, great concentrating on a Skill may
increase the number of available
sword Slots, it is also true that some
1H Mace Club, Cudgel, mace, Brawl Fist, foot, head, etc. weapon categories are closer than
Morning Star others, and also a little easier to learn
than the most elegant weapons
1H Spear* Javelin, lance#, short Dagger* Dagger, knife, Main like the sword. In order to make
spear Gauche life simpler for fighter PCs and to
better represent broader weapon
1H Sword Long sword, short Polearm Bill, glaive, halberd categories, you may want to allow
sword, rapier, scimitar the following broader categories to
2H Axe Battleaxe, great axe, Shield Buckler, all sizes of occupy the same Slots:
• 1H and 2H versions of the same
halberd, wood axe shields
weapon
2H Flail Large flail Staff Quarterstaff • Brawl, Grapple and Dagger
• Spears, Polearms and long
2H Hammer Great hammer Whip Whip tools like Scythes
• Axes, Hammers and
[*] If you have the equivalent Ranged Combat Trait, the 1H Close Combat Trait is implied. Maces
[#] Lance may also be a separate Trait in your game.
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Persuade: This Trait allows your character to win social contests where he or she wishes
to influence someone else’s opinion. Persuade tests are normally opposed by the target’s
Insight or Persuade Trait, and are modified by how much a character is trying to change
an opponent’s mind. This Trait is used against a single individual or a small group.
[Status]: This Trait represents the character’s position in his or her home society. In some
societies status is a synonym of wealth, and thus you can also refer to it as a Wealth Trait.
FOLLOWERS AS TRAITS. See the paragraph about Status Traits on page 24 for a more detailed explanation.
There are many cases when a
follower or retainer is a key factor of
a character’s strategy and chances
Concentration (INT+WIL)
of success. This requires of course This Skill represents the generic ability to focus one’s mind, and is also the core Skill for
to earn the retainer’s loyalty and power use. It has many Traits, most of which are Required, that will be described in the
trust, which in turn requires some
dedication on the player character’s
Powers chapter. You will normally use it in Combat Time, but certain ritual spells may
part. require longer.
You cannot make any Skill rolls on a Enchantment: Depending on your setting and necessities, this Trait may be required
Follower Trait, but you can certainly
use a Follower as Support in a
to enchant objects permanently. In other words, to create a permanently enhanced
Conflict whenever plausible (see sword you may need both Damage Boosting and Enchantment. In order to use spells
Chapter 3). In Advanced Combat that are specifically marked as enchantments by the Enchantment attribute, such as
(see Chapter 4) the Follower is Create Familiar, possession of this Trait is not necessary – although it may be handy as
treated as a separate character who a Support Bonus in the enchanting conflict.
fights according to the strategy the
master decided. If a follower dies, [Manipulation]: This group of Stunts is used to change the standard attributes of a
the Trait must be acquired again power. Usually only psychics and arcane magicians have access to them. See page 170
in order to obtain another follower in Chapter 6.
that the PC can trust.
A trained animal and a magician’s [Power]: This Trait represents knowledge of a basic supernatural power, such as a Divine
familiar work much like a follower, Cantrip or a Psychic power. The highest forms of Divine Powers are not Concentration
but follow different rules described Traits but follow a different mechanics (see Chapter 6).
on page 34 and page 189.
Spirit Combat: This Trait represents the character’s expertise in battling disembodied
entities on the Spirit Plane. In settings where interaction with spirits is uncommon, it
may be subsumed into the Willpower Trait.
Willpower: This Trait is used to resist temptations and hostile paranormal attacks. It is
a defensive Trait, which you invoke to resist an agent trying to make you do something
against your will.
CRAFT AS A POWER
Note also that in settings that use Craft (DEX+INT)
Alchemy or Weird Science Craft
Traits may be the equivalent of This Skill is rather broad, and covers all activities that require using hands and tools
Powers, as they are used to create to make, repair or disassemble something – including performing surgery. It has a
items that are the equivalent of great deal of Traits, some of them shared with other Skills. Attempting this Skill with
Powers. inappropriate tools gives a Penalty, and attempting it without tools at all gives two
Penalties.
This Skill is often useful in Narrative or Down Time only, although you can sometimes
use it to quickly fix an object during Adventure Time (with a Penalty). The specific rules
to use it are on page 136 in Chapter 5.
[Alchemical Recipe] (Prerequisite: one appropriate Knowledge Trait such as Alchemy,
CRAFT GRANULARITY Botanics or Nature): This Trait allows you to create specific types of potions, ointments
Craft can become a variable and other concoctions. We suggest that you use the rules for Weird Science to represent
granularity Skill in hi-tech
campaigns which feature medieval alchemy if you want to allow the creation of functioning potions.
realistic differences in the various [Artisan Profession]: This is actually a whole list of professional craft Skills that may or
categories of devices (chemical, may not be useful to an Adventurer, including armourer, blacksmith, butcher, carpenter,
electronic, etc.) or simply
different technological levels. cartographer, etc.. Some of these Traits may partially overlap with other Skill Traits. If
On the other hand, a very low- you have the Sword Trait you can use it as a Craft [Weaponsmith] Trait in order to repair
tech setting may make this Skill a sword, providing you have a forge at hand.
broader and include some Traits
(Lockpicking, Mechanisms) that Surgery (*) (Prerequisite: Healing): This Trait is the application of medical knowledge
are allocated to Operate in other to the healing of wounds. Unlike First Aid, it usually provides a bonus to the wounds
settings. healed on a successful roll, depending on the technological level of the setting and
on the availability of suitable equipment. In a very low technology environment, this
cannot exceed a +1 bonus, but modern technology and unlimited equipment can give
you up to +10. Unlike First Aid, though, Surgery usually uses up valuable resources, so
a character might have to actually resort to First Aid when short on medical supplies.
A character cannot learn the Surgery Trait if he or she does not already have First Aid
and Healing.

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Drive (DEX+INT)
This Skill is used to operate a ground vehicle. It is usually performed in Adventure Time, OTHER VEHICLES
but in special situations, it can be used during Combat Time. Depending on the setting,
a myriad of other engine-
Cart/Wagon: This Trait allows you to drive a wagon, cart or similar vehicle. When powered vehicles may exist: cars,
travelling at not more than a walking pace across flat terrain, possession of this Trait motorcycles, hovercars, etc.
means that you usually succeed in getting where you want within the scheduled time.
Chariot: This Trait is used in the same way as Cart but is instead applied to two-wheeled
chariots used for races or war.

Knowledge (INT*2)
Each Trait of this Skill defines an area of knowledge, and rolls are made whenever a
player wants to see if his character knows something about the subject at hand. If used
to remember something, a Knowledge skill can be used as a single roll, even in Combat
time. If however your character is trying to research a subject or figure out something
unusual, a conflict run on a larger time scale may be required.
Engineering: This Trait is used to design, build, activate, repair, sabotage or disassemble
large mechanisms or constructs such as siege machines, city gates and drawbridges,
mineshafts, ships and so forth. Using this Skill usually requires Narrative or (better)
Down Time.
Evaluate: This Trait enables the character to determine the value placed on something
by others, effectively guessing its market value. All cultural and Background Traits
can be substituted to this Trait for common items, and provide a further Bonus if you
actually have the Trait. Like Bargain, this Trait is common only among professional
Traders.
Healing (Prerequisite: First Aid): Using this Trait in practice will always require a
healer’s kit appropriate to the technological knowledge of the character. The Healing
Skill generally requires at least Adventure Time to perform, possibly Narrative Time
to treat disease. This Skill is useful against poisons and disease, as well as flesh wounds.
Nature: This Trait covers the ability to recognise an animal, know its feeding habits, NATURAL HISTORY
breeding cycle, habitats, identify plants in the wild, discover good places to grow The Nature Trait is only appropriate
crops, decide which plants are edible and what unusual properties they may possess. for low-tech settings, and should be
Possessing the appropriate Environmental Trait can replace this Trait, and provides a substituted with more granular and
specialised Traits in an environment
Bonus if you have both. where scientific knowledge is more
[Other Knowledge Traits]: Alchemy, geography, military tactics, physics: this is just advanced.
a small sample. The Knowledge Skill is definitely the one with more Traits.
Region: This Trait defines the character’s knowledge of an area he comes from or
has lived in for some time. This includes history, politics, weather cycles, geography,
superstitions and information on widespread organisations. This Trait is usually listed
under the Communication or Survival Skill, but it is often used with Knowledge, too.
[Literacy: Language] (*): This Trait is required, and is actually several separate Traits
grouped under a single heading and using up only one Slots for all languages known.
Even if you have a Language Trait that allows you to speak a language, you do not
automatically apply it to Literacy, as you must learn how to read and write explicitly.
This can happen in one of two ways:
a) your character gains the Trait explicitly with the standard learning procedure (see
page 35);
b) your character has both the Communication Trait corresponding to the language he
wants to learn to read, and a Literacy Trait for another language that uses the same
alphabet.
Once your character becomes able to read and write a Language, no matter how, you
can record the Trait on the character sheet.
Example: Kareem of Cordoba knows how to speak both Castillan and Arabic,
but he only knows how to read Arabic characters. If he later learns how to read
and write Latin, he will automatically be able to read Castillan, as the latter uses
the Latin alphabet.

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Emmanuel Anzeraey (Order #30333937)
Operate (DEX+INT)
OPERATE GRANULARITY This Skill allows a character to operate anything mechanical or electronic (in
Operate is a variable granularity environments with the adequate technology). It has a great deal of Traits, some of them
Skill. In hi-tech campaigns which shared with other Skills.
feature realistic differences in
the various categories of devices [Device]: Any device may be a Trait related to this Skill. The character must be familiar
(chemical, electronic, etc.) or with the appropriate technology to acquire a device as a Trait. Some Background Traits
simply different technological imply the most common devices used by that culture – for example Cellphone or
levels, it may be necessary to
have several Skill entries for Smartphone for a 21st century character.
Operate in addition to a plethora Lockpicking: This Trait allows you to open a lock with lockpicks. Using impromptu
of Traits. On the other hand, a lockpicks bestows a Penalty on your roll. You will usually run Lockpicking as a conflict
very low-tech setting may make
this Skill redundant and suggest
in Adventure Time.
that Traits like Lockpicking and Mechanisms: This Trait allows you to assemble or disassemble a trap or a simple
Mechanisms be moved to Craft mechanism. When disassembling a trap, you will usually run the process as a conflict
instead.
in Adventure Time.

Perception (INT+WIL)
CYBERNETIC COMPANIONS The Perception Skill is used to represent the senses of the character when detecting
A follower who is a cybernetic objects or other characters. Environmental Traits can apply to Perception rolls, too.
construct follows the principles All Perception Traits can be used in all Time Scales. All common humanoids have
provided for Followers under the Hearing and Vision Traits, although this may not be remarked explicitly on the
the Communications Skill, but
is clearly marked under the character sheet. Some races lack these two senses.
appropriate Operate Skill. Acute [Sense]: This Trait increases the perception abilities of an individual when using
the specified sense, and provides an extra Bonus when using that sense. It is normally
possessed only by hunting beasts such as felines and birds of prey. Each sense is a
different Trait, and this Trait can only be gained by an individual who has the basic
sense. Only an exceptionally trained hunter usually has this Trait, and the Narrator
should limit its acquisition to cases where it is really in character.
Hearing: This Trait allows your character to perceive another character who produces
sounds. Humans and most hearing-based creatures automatically have this Trait. Races
that are not deaf but do not usually rely on hearing do not posses this Trait.
Smell: This Trait allows your character to perceive another character or item by olfactory
means. Races that can smell but do not usually rely on this sense, including humans and
most sentient races, do not possess this Trait.
[Sense] (*): This Trait covers senses not normally possessed by humans and their
general use. Only non-human creatures usually possess it. Each sense is a different Trait.
Examples are Infravision, Echolocation, etc.
Vision: This Trait allows your character to perceive visually another character or item.
Humans and most sight-based creatures automatically have this Trait; while races that
are not blind but do not usually rely on sight do not possess it.
Track: With this Trait, a character can locate the tracks of a specific creature and
follow them. A chase using Track usually involves a conflict run in Adventure or
Narrative Time. Environmental Traits are usually also relevant to this Skill roll.

Perform (CHA x2)


COMMUNICATION AND This Skill allows a character to entertain an audience with a theatrical or musical
PERFORM
A campaign which does not put performance, to elicit a specific feeling in an onlooker, or to make him or her believe
the stress on social interaction something that might, or might not, be true. The big difference between Communication
might be simplified by conflating and Perform is that the former always implies some form of interaction with the person
Communication and Perform. whose opinion you are trying to influence, while the latter is usually based on what the
However, this will penalise
bards, orators and professional
performer does, with minimal interaction with the audience.
performers, so think carefully Dance: A successful test with this Trait will result in the audience or partner being
before adopting such a solution. pleased by the character’s performance.
Disguise: This Trait is used to change a character’s appearance and adopt a different
outward persona. It is usually opposed by Insight or a Perception Trait if trying to avoid
being identified. Note that this Trait is used with Perform only when you are trying to
disguise yourself; if you try to disguise someone else you must apply it to Craft instead.
Oratory: This Trait allows the speaker to influence the audience’s thoughts. Oratory is
normally used against large groups of people.

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SKILLS AND TRAITS
Emmanuel Anzeraey (Order #30333937)
Play [Instrument]: This Trait is actually several separate Traits grouped under a single
heading.
Recite: This Trait is used to recite the verses of epic poetry, traditional sagas or prayers. It
does not include actually knowing the verses. To determine what traditional poetry your
character knows, use his Background Traits, which can also bestow further Bonuses to
Skill rolls.
Sing: A successful test with this Trait will result in the audience being pleased by the
character’s performance.

Pilot (DEX+INT)
This Skill is used to handle a water-borne or air-borne craft. It is usually performed in [OTHER VEHICLE]
Depending on the setting, a
Adventure Time, but in special situations, it can be used during Combat Time. myriad of other engine-powered
[Aircraft/Spacecraft] (*): This group of Traits allows piloting a flying craft either in the vehicles may exist: balloons,
atmosphere or in space, according to the vehicle capabilities. This Trait is Required. You zeppelins, airships, rafts,
dimensional crafts, etc.
do not know how to fly an aircraft without proper training.
Boat: This Trait covers small water-borne craft propelled manually by oars or sometimes
paddles.
Ship*: This Trait is used in the same way as Boat but is instead applied to water-borne
craft that are driven by sail or rows of oars. This Trait is Required. You do not know
how to sail without proper training. Pilot Ship can only be used in Adventure Time, not
Combat Time, and includes the basics of navigating at sea.

Ranged Combat (DEX*2)


This Skill is used to attack from the distance. In order to use it, a character be in Combat
Time, barring very peculiar situations allowed by the Narrator.
[Projectile Weapon]: This Trait allows you to use the appropriate weapon to attack in
combat. Projectile weapons are Blowguns, Bows, Crossbows and Slings.
[Thrown Weapon]: This Trait allows you to throw the appropriate weapon in combat. DRIVING AND PILOTING
Thrown weapons are Axes, Hammers, Javelins, Daggers and Rocks. If you have the The actual number of Skills
appropriate 1H weapon Trait, you can apply it to Ranged Combat, too. Other weapons involved in vehicle handling
depends on your campaign
like Shuriken are for throwing only. settings. It is clear that Piloting a
[Firearm/Beam Weapon]: In modern environments, you can learn how to use a Pistol, ship is not the same as Piloting
Shotgun, Rifle and Submachinegun, as well as mounted weapons such as Machineguns. an aircraft, which in turn may or
may not be similar to piloting a
In sci-fi environments, you can also train in all manners of beam weapons. The pistol vehicle in space. Thus, while you
and rifle variants of beam weapons are usually treated as two different Traits, whereas can even think of unifying the
you may have all-inclusive beam gun/beam rifle Traits or one variant of each per energy two Skills of Drive and Pilot in an
type, depending on the setting. extremely pulpy game, you might
have to go the opposite way and
split Pilot into two or more Skills
in a very accurate Space Opera
campaign. We have included
two main Skills on the standard
Ranged Combat Weapon Traits character sheet to avoid clutter,
Trait Weapons Covered Trait Weapons Covered but this should by no means be
taken as a constraint: adopt the
Axe* Axe Pistol Handgun, Revolver granularity that better fits the
level of specialization you want
Beam gun Laser gun, Particle beam, Rifle Arquebus, Musket, to handle for Player Characters.
Phaser gun, Taser Rifle, Automatic rifle
Beam rifle Blaster, Laser rifle, Shotgun Shotgun
Particle rifle, Phaser rifle
Blowgun Blowgun Shuriken Shuriken
Bow Longbow, nomad bow, Sling Sling
short bow
Crossbow Heavy crossbow, light Spear* Dart, javelin
crossbow, hand crossbow
Dagger* Dagger Sub- Assault Rifle, Uzi.
machinegun
Hammer Hammer Rock Thrown rock
[*] If you have the equivalent Close Combat Trait for 1H use, you can apply it to Ranged
Combat, too.
33
REVOLUTION D100 CHAPTER 2
Emmanuel Anzeraey (Order #30333937)
ANIMAL COMPANIONS
A loyal companion who will
Ride (DEX+WIL)
adventure and fight at the If a character is riding a creature with the help of saddle and stirrups, at not more than
character’s side is treated as a a walking pace across flat terrain, a Ride roll is not required. Checks become required
Trait under the Ride Skill, just
like human followers are Traits when a character wants to do something out of the ordinary with a mount, like traverse
under the Communication Skill. treacherous terrain, jump obstacles, ride bareback, lead the mount into combat and so
You can also require that this on.
Trait be a Stunt, thus requiring
a prerequisite: either the Mount This Skill implies a good degree of confidence with an animal, so you can use it also
Trait for a particularly loyal steed to train a mount, or even to train another kind of animal, provided you have the
or the Animal Trainer Trait for appropriate Trait. Not all riders are good animal trainers, and not all animal trainers
another kind of animal. All the know how to ride, but the basics are similar enough that you consider the two abilities
rules provided for followers on
page 30 still apply, with the
interchangeable in game terms.
addition that an animal reduced [Mount]: Each kind of mount is a Trait for this Skill. Common Traits are Horse, Camel
intelligence may provide more and Elephant, but weird and uncommon mounts may exist.
limitations, but also certain
Advantages not available to Animal Training: Having this Trait means that you are an adept at training animals.
humans, such as hearing Even if you have no specific Animal as a Trait, you can still attempt to domesticate,
ultrasounds or smelling even the tame or train a creature, with a difficulty depending on the animal itself. If you also
faintest scent.
have the specific Animal as a Trait, you get a Bonus.
INFILTRATING AND
FOLLOWING
In order to sneak into an enemy
Stealth (DEX+INT)
settlement, you need be both The Stealth Skill is used whenever a character attempts to evade detection by another
silent and invisible. This may be character. This usually happens when a character either tries to move quietly past an
simulated either by introducing
specific Infiltration and Shadow
enemy, hide from one, performs a combination of both, disguises as another person
Stunts, which have both Sneak or creature or camouflages some objects. Stealth tests are opposed by the Perception
and Hide as prerequisites, or Skill and/or one of its Traits and are modified according to the situation. Using Stealth
simply by declaring that Hide usually requires the Adventure Time Scale, although its usage is usually crucial when
and Sneak are synergistic Traits the Time Scale is about to switch to Combat Time.
(see page 26) when executing
these two manoeuvres. In the Regardless of the fact that you have the appropriate Trait among the ones listed below,
latter case, possession of an if you have an Environment Trait (or the Streetwise Trait if in an urban environment),
Environmental Trait can offset it can be applied to the Stealth Skill. If you have both the Environment Trait and the
the lack of one of these Traits.
appropriate stealth Trait, you might gain an extra Bonus.
FIRST AID TECH LEVELS Camouflage: This Trait allows you to hide other people or objects.
In hi-tech environments, First Aid is
more effective when you have the
Hide: This Trait allows you to remain in place without being seen. A Vision roll usually
right equipment at hand. In these opposes it if trying to avoid being caught.
settings it becomes important to Sleight: This Trait is used to hide or take objects, without drawing undue attention. It is
discriminate between academic
medical training, which is more
usually opposed by a Vision roll if trying to avoid getting caught.
effective but more vulnerable to Sneak: This Trait allows you to move silently. It is usually opposed by a Hearing roll if
lack of provisions, from primitive trying to avoid getting caught.
practices limited in effectiveness
but applicable in any situation.
Academic First aid receives a Bonus Survival (CON+INT)
if equipment is available, a Penalty
if it is missing. Primitive First Aid is
Survival is useful when a character lacks food, water or a safe place to sleep, or he or
always rolled at the nominal value she must negotiate difficult or unexplored terrain. Unless you are using it to achieve a
for the Trait. Usage of advanced relatively unimportant result as “Can I catch enough fish to make our already-abundant
medical equipment may also require supplies last for one more day?”, Survival rolls should be used only in Narrative or
the Medkit Stunt, corresponding Adventure time conflicts.
roughly to modern paramedic
training, whereas the Healing Trait is Endurance: This Trait allows a character to counter fatigue due to heavy exertion,
typical of physicians. and to resist being knocked out by pain and blood loss when wounded in Advanced
Combat. Endurance can be applied to Agility, too, in some cases (see below).
UNTRAINED ENDURANCE [Environment]: Each environment is a Trait that can be applied to the Survival Skill.
Unlike all other situations where
Survival is involved, INT is of Environmental Traits are very powerful, as they are applicable to many Skills beyond
little use in resisting pain, fatigue Survival. Characters cannot learn Environmental Traits during play if they have not
and shock. If an individual is spent at least one year in the environment. Common environments include: Temperate
completely untrained in resisting Forest, Jungle, Savannah/Chaparral/Steppe, Desert, Arctic/Taiga, Sea/Coastline,
injuries in combat, roll CON x2
rather than CON+INT. Similarly,
Mountains, Caverns/Underground.
if both Agility and Survival are First Aid: This Trait allows you to administer emergency medical treatment to a
untrained, applying this Trait wounded individual.
to Agility might be slightly
more realistic. A character applying First Aid to him- or herself uses the Survival Skill, whereas treating
another is better represented by an Operate (at high technological levels) or Craft roll.
We recommend that you use a Survival Slots to list First Aid, though, as the basic
training in this art is usually imparted along with basic survival practices.
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SKILLS AND TRAITS
Emmanuel Anzeraey (Order #30333937)
A character who has benefited from any variation of First Aid may not benefit from THE SKILL CHECK DILEMMA
First Aid again until he or she is wounded again. The use of First Aid requires suitable Skill check-marks are a traditional
feature of D100 rulesets. Some
medical equipment such as bandages or salves, which an experienced adventurer people love them, others feel
usually keeps in a pouch at his or her belt (see chapter 5). they are counter-productive.
Streetwise: This Trait allows a character to find fences for stolen goods, black markets and Revolution D100 allows you
to use the full spectrum
general information coming from the “street level” of an urbanized culture. Although of approaches to character
listed under Survival, this Trait is often used in conjunction with Communication or improvement: ignoring Skill
Knowledge, too. use, having Skill use contribute
to advancement, and having
Skill use as the only means of
CHARACTER IMPROVEMENT advancement. However, we must
warn players new to D100 about
one risk that may manifest at their
table. The actual play experience
of some groups has shown
IMPROVEMENT SESSIONS that the Skill use method may
lead to abuse, and it becomes
the Narrator’s responsibility
An Improvement Session marks the moment when the adventurers have to avoid inappropriate use of
terminated a scenario or an important section of it, and can stop and meditate a Skill in order to check-mark
on what they have learned. In it, players can improve their characters’ Skill and it. If a player is clearly doing
Characteristic scores during Improvement Sessions. Improvement Sessions something pointless for the plot
or detrimental to the character to
take place when the Time Scale enters Downtime and the Narrator agrees that gain a check-mark, the Narrator
the situation allows the player characters to improve their abilities. A typical should veto Skill recording.
session will use up some of the time the player characters have available, And some Narrators do not like
vetoing actions, as they regard
usually at least one week, but they should still be able to carry out other typical it as “policing” their game. It
Downtime activities (see the Downtime section in Chapter 3, page 42). will be up to you to determine
whether check-marking turns
Before explaining the exact procedure applied during an Improvement Session, out to be a problem or a source
we will first introduce the concept of Skill Improvement Points and Skill check- of fun in your game (and rest
marks. assured that there is no general
consensus on the subject among
long time D100 players, as it
IMPROVEMENT POINTS seems to be largely a matter
of taste) and decide whether
During an Improvement Session, each player receives an amount of to use this method or to go for
an “Improvement Point only”
Improvement Points to spend to improve Skills and Characteristics. The strategy.
suggested value is 10 for a full scenario, but may go as low as 4 for a small
interlude or as high as the Narrator wishes for the final chapter of a long SAVED IMPROVEMENT
lasting saga. You can use these points to increase your character’s Skills and POINTS
Characteristics, and to gain new Traits , as explained below. Record unspent Improvement
points in the same box as Traits
A player might not have the required Improvement Points to increase a Skill, - or to the left of the Skill check-
according to the requirements set in the “Improving your Character” section box.
below, and thus need to save some Points for later use. He or she will thus
allocate a temporary amount of “saved” Improvement Points to the desired
Skill and continue recording these unspent Points until enough have been
accumulated to buy an improvement.

RECORDING USE OF SKILLS


You will mark a Skill as used when you have successfully employed it during a
conflict to roll for effect, or to defend against an enemy roll. You need not have
won the conflict, it is enough to have succeeded in one opposed roll; one can
learn from failures, too. Check-marking a Skill during an adventure yields one
extra Improvement Points automatically allocated to that Skill at the time of the
next Improvement Session. CHECKING SKILLS
When you mark a Skill as used,
You can theoretically mark a Skill used again during the course of play, but put a check-mark in the box on
this should occur only if you used the Skill to obtain a spectacular success, the left of skill name. If using
multiple check-marks, the
or when adventures span over very long periods of time and Improvement additional marks are recorded as
Sessions are rare. The Narrator will decide whether a second success is worth small dots on the left of the box,
a second mark or not. The maximum number of marks for the same Skill is 3
in any case.

35
REVOLUTION D100 CHAPTER 2
Emmanuel Anzeraey (Order #30333937)
SKILL SLOTS
IMPROVEMENT BY SKILL USE Each Skill has a number of Slots available that depend on the Skill score. The
If you prefer the classic method
for Skill improvement, do not number of Slots is equal to the Skill score divided by ten, rounding up. This is
allocate improvement rolls at based on the raw value for the Skill, not counting the +30% for Traits. For each
all, but allow improvement rolls Slot, the character can have one Trait or one improvement in a Characteristic.
only for those Skills marked as Once you have filled all Slots, you must improve the Skill to the point that new
used on the character sheet.
If the Skill qualifies for a new Slots appear before learning new Traits or using it to improve Characteristics.
Trait or a Characteristic point
improvement, the player can
also add a new Trait or increase
a relevant Characteristic. This
TRAITS NOT TAKING UP A SLOT
method is a bit risky with the Some Traits are innate abilities, such as eyesight or hearing. Such Traits can
few Skills that Revolution D100 be listed among “learned” Traits, but they do not count for available Slot
supports, as there is a good determination. In order to distinguish them from regular Traits, put a dot next
chance that most of them are
marked each session, yielding a to the Trait , signifying that it does not take up any Slots. All humans have the
similar advancement pattern for •Vision and •Hearing traits, while trained hunters may have the Acute Vision
most characters. This method is and Acute Hearing traits. Some creatures might even have •Acute Vision.
recommended, instead, if you
choose to use the optional rule Knowledge and Communication Traits, even the most basic ones, are
of not to using Traits and making learned abilities and always occupy a Slot. Everyday use of some abilities,
each speciality its own Skill.
like languages, do not require particular training. Therefore, the basic ability
to speak or read any number of languages occupies one Slot, no matter how
many foreign languages you know. Exceptions may exist for some imaginary
LANGUAGE SLOTS languages involving non-auditory components. Acquiring new languages still
To signify that they occupy the requires the expenditure of improvements to gain the new Trait.
same Slots, note languages in
a slash-separated list after the Other kinds of Traits may occupy the same Slot as other Traits instead of
Language or Literacy Trait. For separate ones, but this is a detail depending on the setting.
instance, your character might
have Communication [Language:
English/French, Persuasion]
and Knowledge [Literacy: Latin/
IMPROVING YOUR CHARACTER
Arabic, Philosophy]. If you prefer, During an Improvement Session, a player can spend Improvement Points to
you may also list spoken and attempt to increase Skills percentages. The number of Improvement points
written languages in separate
sections of your character sheet. needed is equal to the current number of Slots for that skill, that is the current
Skill score divided by ten, rounding up. A check-mark from successful use of
the Skill during play counts as one extra Improvement Point spent towards
improving the Skill, as do unspent Improvement Points allocated to the Skill
WEAPON AND POWER SLOTS
during previous improvement sessions. If check-marks and points previously
Specialised fighters or power allocated already match the required amount, the player need not spend any
users may require lots of Slots in more Improvement Points to improve that Skill.
Close Combat or Concentration,
forcing players to use the To improve a Skill, roll 1D100 and compare the result to the Skill to increase.
Dedication rule explained below. If the roll is greater than the Skill’s current score, the Skill increases by 2D4
If you prefer to avoid this rule, points. If the result is equal to or less than the Skill’s current score, the Skill
you might instead let weapon
Stunts or peculiar powers occupy increases by one point. A player can roll against a particular Skill as many times
the same slot as their required as he or she wishes during Downtime, provided he or she pays the appropriate
Trait, as explained above for amount of Improvement Points.
languages.

LEARNING NEW TRAITS


RECOMMENDED OPTIONAL
RULE In order to learn a new Trait, the character must either be able to research it (in
If the result is equal to or less that it is both researchable and the relevant research material is at hand), or the
than the Skill’s base score, as Trait must be taught by a teacher (see below). Learning a new Trait costs one
determined by the Characteristics
governing it, the Skill increases
Improvement Point and uses up one of the available Slots for that Skill; if no
by 1d4 points instead of only 1. Slot is available, the player must first improve the Skill to open up a new Slot.
This helps characters who are
particularly “gifted” for one Skill Background or Environment Traits can be neither researched nor taught. Only
to grow faster in it. living for a long time in the related area can allow a character to gain these
Traits. As a prerequisite for Background traits, the character must first learn the
Language spoken by the culture as a Language Trait. Background Traits cost
two Improvement Points to learn, while Environment traits cost three.

36
SKILLS AND TRAITS
Emmanuel Anzeraey (Order #30333937)
Improvement Summary
Action Improvement Points Notes
Improve a Skill 10% of Skill score, rounded up —
10% of Motivation score, round
Improve a Motivation —
up
Learn a new common Trait or a
1 A Slot must be available in a related Skill
Stunt
A Slot must be available in a related Skill
Learn a new Background Trait 2
(usually Knowledge)

Learn a new Environment Trait 3 A Slot must be available in the Survival Skill
A Slot must be available in a related Skill.
Improve a Characteristic by +1 1 Only every fifth Slot in Skill can be used for a
Characteristic gain.

ENCOURAGING
IMPROVING CHARACTERISTICS CHARACTERISTIC INCREASE
At the Narrator’s option, the
Characteristics are improved in the same way as Traits are gained; by devoting one Characteristic increase may
Improvement point to increasing the Characteristic by one point. As for Traits, become mandatory, that is every
fifth slot used must be devoted to
the Characteristic increase uses one Slot from one relevant Skill, that is a Skill that a Characteristic and not to a Trait.
uses the Characteristic to calculate its starting score. However, not all Slots can be
DESIGNER’S NOTE
devoted to Characteristic increase: only one slot out of five can be used this way, The mechanism by which Char-
and the other four Slots must already be occupied by Traits in order to be able to act­eristics increase represents the
choose a Characteristic. The character need not have access to any research or natural improvement that comes
teaching to increase a Characteristic. The increase comes along with the gaining of with everyday practice. This
emulates the natural process by
fresh expertise in Skills that use the Characteristic. which a person who practices a
sport sees his body become more
Example: Rotary the Barbarian has a Close Combat Skill of 44% and a DEX of fit as a natural consequence of
training in physical activity.
11. He has the Brawl, Shield and Spear Traits. During Downtime, Rotary’s player
learns the Sword Trait, so he now has five Slots available and four occupied by EASIER INCREASE
Traits. He can use the fifth Slot for a Characteristic and chooses +1 DEX. His FOR LESS FREQUENT
DEX is now 12. In order to improve DEX again with Close Combat he needs to CHARACTERISTICS
reach 91% with the raw Skill. Rotary starts training his 32% in Agility instead, as INT and DEX are easier to
improve over Characteristics like
reaching 41% in that Skill will grant one usable Slot, too. STR. In a game where characters
need to improve their stats on a
When a Characteristic is increased, recalculate the scores of all Skills and regular basis, you may wish to
Derived Attributes based on it. If this opens up new Slots in some Skills, you allow STR, CON, WIL and CHA to
use one slot out of three in Skills
may use them immediately. that have them as basis. Once you
have used a third slot, you cannot
use the fifth slot of the same Skill
IMPROVING MOTIVATIONS for a Characteristic that requires
five Slots, you must wait till the
A player may choose to spend Improvement Rolls on a Motivation as if it sixth becomes available.
was a Skill during an Improvement Session. As for Skills, the number of
Improvement Points to use is equal to one per 10% score or fraction in the If a Skill decreases to the
Motivation. You will find additional rules for Motivation improvement in the point that it no longer has the
required Slots to support all
Motivation and Fate section of Chapter 3. of its Traits and Characteristic
improvements, remove Traits
and Characteristic points in
DEDICATING TO A SKILL order to bring the situation back
to normal allowance. If there
A character who needs to acquire more Traits than he or she has Skill Slots available is another plausible Skill for a
can choose to dedicate to a specific Skill. This choice costs nothing more than Trait, the latter can be moved
entering Downtime and deciding to do so, but eventually changing one’s mind may to it instead of being lost. If you
cannot move enough Traits to
be costly, so you should not make it lightly. restore an allowed configuration,
Slots occupied by Characteristics
Once you have Dedicated to a Skill, your character has one Skill slot per 5% score or must be emptied first.
fraction in the Skill, not one slot per 10%. However, this means that he or she must
devote half of his or her Improvement Points plus one to that Skill each time he or she The Narrator might require
receives Improvement Points. This makes Dedication to more than one Skill impossible. that the character has a related
Motivation at the same level
A player can move his or her character’s Dedication from one Skill to another only as the Skill before dedicating
if the first Skill has enough Slots for all known Traits even with the standard “1 per to it. This represents the
reason behind the extra
10%” computation method. The Narrator may let the character “unlearn” Traits in commitment.
order to gain enough Slots.
37
REVOLUTION D100 CHAPTER 2
Emmanuel Anzeraey (Order #30333937)
ADVENTURING

Conflict Sequence
Phase Actions performed
Setup Determine the numeric value of the Resolution Point Pool for each participant, and the Challenge Rating
for impersonal forces.

Conflict Repeat the following steps for each round:


rounds
Statement All participants can declare an action for the round.
of intents Possible actions are Roll for Effect or Support.
Roll for Skill rolls are made according to the declared actions, and each participant who loses a
Effect roll takes a hit to the Resolution Point Pool.
After each hit, check whether the losing party has been defeated.

Outcome Determine the winner of the Conflict, and its overall Effect in play.
determination Consequences may be assigned to both the winning and the losing side.

Emmanuel Anzeraey (Order #30333937)


HOW TO PLAY THE GAME
B efore play, determine who will be the Narrator, and who will be Players.
Everyone sits at a table with a character sheet, pencils, erasers, chips,
miniature figures (optional) and all other materials that will facilitate play.
SET-UP EXAMPLE
Tim and his group gather to play
an adventure involving the Teutonic
Order’s conquest of the Baltic Lands.
The Narrator brings notes about the game world and possible encounters. The They have already created their
Narrator may use a screen to prevent the other players from seeing said notes, characters and filled character sheets
but should make all dice rolls in view of everyone at the table. with the necessary information.
Everyone also brought a pencil, paper
clips to record scores, some chits of
In the game, you describe characters and events of an imaginary world, in a different colours, and a complete
coherent and enjoyable way. The rules guide you in this process, but are not the set of dice. John portrays a Brother
focus of the game. The core concept is portraying characters as the protagonists and has painted a lead miniature
of a heroic Teutonic Knight to help
of an interesting story. everyone visualize his hero. Samantha
Revolution D100 is played in rounds, in which everyone at the table takes turns plays a native Balt scout and since she
is not that much into painting, she
making actions. What happens during a player’s turn is usually conversational has just printed and cut a paper figure
and narrative, and need not involve moving counters on a board or exchanging representing a generic barbarian
chits. Figures, counters and chits may help you remember the details, but they are female hunter, which resembles the
absolutely optional. Dice rolling may or may not take place during a player’s turn. idea she has of how her character
looks like. Tim plays a magician, and
During a turn, a player describes what the character does, and the reactions since he is happy with just visualizing
he or she expects from the game world and its inhabitants. The Narrator will things in his mind, he does not have
any figure at all. Karl, the Narrator,
tell him or her if everything goes according to the character’s intentions or has lots of notes in both a fat binder
not, and to what extent. If there is a chance that something does not go as and a laptop computer, a large box
the player intended, the Narrator might ask the player to roll percentile dice, of poker chips, and a set of plastic
miniatures of barbarian warriors,
and compare the result to one or more of the character’s Skills and Traits. The which he will use to represent fierce
Narrator will often roll dice, and compare the result with the relevant Skills Lithuanian warriors that the player
and Traits of other entities in the game world who wish to help or oppose the characters are about to fight. A
player characters. How this influences the outcome of the player characters’ sealed box contains extra figures that
represent other opponents the party
adventures depends on the various die rolls results. might encounter this evening, but
The Narrator takes his or her turn differently from other players. During the since these are supernatural creatures,
Karl is hiding them from the players
course of a game, the Narrator will portray opposition as if it were player to avoid giving away too much about
characters and may take several turns per round according to the same rules what is about to happen.
governing player turns.
There will be times when a player cannot take a turn. This happens when the SHOULD WE USE
character is described as being: MINIATURES?
It is important to stress that
• dead, asleep, unconscious or otherwise restrained; miniatures are absolutely
optional in this game. The
• not present in the scene the Narrator is describing, or in a different Time Scale rules make as few references as
than them, or simply not involved in what is going on (see Unities of Time, possible to distances, ranges
Space and Action below). and positions and try to keep
everything as colloquial as
The order in which each player takes his or her turn varies according to the possible, making tactical
different Time Scales. The fact that a Conflict or a Combat is in progress also representations of scenes not
necessary. However, figures may
influences how the players take their turns; this will be explained in detail in be useful to keep track of varying
the Conflict and Combat sections of this chapter and Chapter 4. scores, particularly in Combat, by
placing a D20 or other markers
beside them. Although this is
UNITY OF TIME, SPACE AND ACTION not the only method of book-
keeping available, we have found
When describing the Art of drama writing, Aristoteles stated that a good play that this is the one that worked
abides to several unities: in the fastest and easiest way for
us. If you have figures available,
• Unity of Time: the characters all act at the same time, in a well-defined time we suggest that you keep them
span, without long periods of inaction between the events portrayed. ready for this usage.

• Unity of Space: the characters are all located within well-defined spatial
boundaries that allow them to interact whenever the plot requires so.
• Unity of Action: the characters are all focused on the same subject(s), whether
they act in coordination or not, and are not pursuing different personal agendas.
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To describe the various phases of play, we will often reference the Unities as
something that should be enforced for a given situation or Time Scale (see
below). Enforcing a Unity usually means that characters who do not respect
it (by being in another location, or acting on a different Time Scale, or having
a different agenda) cannot act on their turn, or at least their action cannot
influence the outcome of the scene or conflict being played.

TIME SCALES
ISN’T IT JUST COMMON There are four Time Scales in the game. The game is always running in one of
SENSE? these scales, and some rules are similar for each Time Scale. Each scale divides
If you are an experienced
Narrator, the Unities and Time real world time into arbitrary intervals (rounds) that correspond to a given
Scale Sections might seem length of time (time unit) in the game world. The terms Time Unit and Round
redundant to you. In such a case can often be used interchangeably, with the only distinction that Round refers
it is likely that such procedures
as keeping the characters
to the player, and the Time Unit refers to the character. For instance, when a
who decided to stay at the inn Round of Narrative Time passes for the player, an hour passes for the character.
“frozen” in a different timeframe The Time Scale table defines the length of the time unit for each scale.
while the others are ambushed
by assassins in the sewers are Should a player try to have his or her character perform an action that is not
already a “second nature” for you; suitable for the current Time Scale (like attacking a foe during Narrative Time),
in fact, they sometimes become the action automatically fails. The Skill List in Chapter 2 details which Time
so instinctive that the Narrator
does not even realize that he or Scales are appropriate to the different Skills and Traits.
she is applying a procedure, and
just calls it “common sense”.
However, these rules are meant
for everybody, including people
who might be playing a RPG
for the first time. Thus, in order Time Scales
to help junior Narrators, we Marker Time Scale Part of Length of Conflicts Unities that
have made these procedures
explicit and put them in the most
the plot Round (in and die must be
visible place: the core rules. On roleplayed game time) rolls enforced
the other hand, even the most — Interaction No character Free player No rolls at None
seasoned Narrator will find that
a clear demarcation of Time Time interaction interaction all
Scales is handy when it comes to 4 Downtime Interlude Day or Week Seldom Action
defining how long a given effect
or condition lasts, or when to call
for attempts to heal the wounded 3 Narrative Scene One hour Sometimes Action, Time
or repair vital equipment. Time
2 Adventure Sequence Five minutes Often Time, Place
Time
1 Combat Time Combat Six seconds Each round Time, Place

ROUNDS OUTSIDE COMBAT


Other roleplaying games use
Rounds only in combat, and
some not even in combat. We
have decided to extend the
applicability of Rounds to non-
violent Conflicts and generic
CHARACTERS ON DIFFERENT TIME SCALES
scenes because having each When the player characters are not in the same place or able to
player act in sequence draws
everyone into the action, even communicate with one another, the Time Scale may go down for one or
players who would otherwise more players, while the others remain in the previous Time Scale. The Time
tend to remain passive. Playtest Scale marker always indicate the Time Scale with the shortest Time Unit.
has shown that once players Only players whose characters are in the Time Scale indicated on the Time
have got used to the rules,
going by Rounds in a wide Marker can take their turns. The others will have to wait until all characters
variety of situations does not are on the same Time Scale.
get in the way of roleplaying but
rather stimulates players to The above rule means that the Narrator must keep the players whose characters
contribute to a scene instead are in the higher Time Scale “frozen” until the plot allows the reconstruction of
of just watching someone Unity of Time and Place. The Narrator may decide to “force” frozen characters
else roll the dice.
into the lower Time Scale, but since this implies some sort of “deus ex machina”
intervention that also transports the characters to a new location, it should be
reserved for truly exceptional circumstances.
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SHIFTING AMONG TIME SCALES
The Time Scale will often change during play. The Narrator has the sole TIME SCALE MARKER.
It is the Narrator’s responsibility
responsibility of keeping track of the current Time Scale and make it known to to make clear in which Time Scale
the players via a Time Scale Marker or other means. the game is running. In order to
do so, he or she will keep a multi-
The Time Scale usually changes by mutual agreement of the Narrator and all faced marker with at least four sides
players. When there are different opinions about the opportunity of a Time exposed (a big d4 is perfect for this
Scale shift, the Narrator usually has the last say on whether the shift takes place. purpose). If the marker is hidden,
However, there are some basic principles that the Narrator must follow. then the game is in Interaction
Time, otherwise the Time Scale is
• When the decision of shifting the Time Scale takes place during a round, the one indicated by the face that
the Time Marker is showing.
all players and opponents must have taken their turn before the shift takes
place. Note that during a Conflict a victory also terminates the round and
negates all further turns, thus allowing an immediate time scale shift.
• At the end of a Conflict specifically intended to end in violence (ambush,
chase, infiltration, search, etc.), the Time Scale shifts to Combat Time
automatically if the side that wants violence wins.
• During Combat, a character may move to a different Time Scale by fleeing
the battlefield. In order to do so he or she must be disengaged from any
Close Combat and able to run. A mount or vehicle will definitely make
things easier. Members of the other side may also disengage and pursue, but
according to the rules for handling contemporary actions on different time
scales all characters fleeing the battlefield remain frozen until Combat ends.

Example: Robyn Hode and his Merrie Men have successfully ambushed the Sheriff FIRING OUTSIDE COMBAT.
of Nottingham. All of his guards being dead or disabled, the Sheriff, who was not Characters can attempt a ranged
attack against a foe during
engaged in hand to hand combat, decides to flee. The Narrator declares that the Adventure Time, but they are
Time Scale goes up to Adventure Time and the Sheriff jumps on his horse and limited to one attack per Round,
rides away. The Merrie Men are not content with killing henchmen and would like regardless of their weapon rate of
to capture the Sheriff himself, but since the players cannot override the Narrator’s fire. This represents opportunity
attacks that exploit a favourable
decision, they have only one choice left: ending the current Combat and initiating moment in the action sequence.
a chase conflict, which will restart Combat Time if they win. Firing more than once per Round
or making close combat attacks still
requires a shift to Combat Time.
ROUNDS The effects of a successful ranged
attack during Adventure Time
depend on the Combat rules your
A Round is the time a character needs to use an ability, or explain one major group uses. If you use the Basic
point in a conversation, or any other basic action appropriate to the Time Scale, Combat rules, the attack will cause
as explained in the following sections. This time is usually coincident with the Resolution Point loss like any other
length of the typical Time Unit given in the Time Scale Table. skill use, and the advantage is that
this happens in addition to any Roll
You will usually need to use Rounds only when a Conflict is in progress. During for Effect for that round. If you use
a Round, each player whose character can act takes a turn, in the order described Advanced Combat, on the other
hand, the consequences for the
later in this chapter under the Conflict rules. If the Narrator wishes to use target might be more serious.
Rounds to mark the passage of time even when no Conflict is in progress, you
may proceed as you would do when playing a game of cards from the player on Example. In our Robyn Hode example,
the Sheriff is trying to flee the Merry
the Narrator’s left and go clockwise, or from the player on the Narrator’s right and Men on horseback. Robyn, although
go counter clockwise, or alternate between the two. Just be consistent. close to the Sheriff, cannot attack
him in Adventure Time because close
The Narrator can alter the length of Rounds. For example, in an Adventure combat attacks are not allowed in this
Time sequence, portraying a pursuit in the steppe which involves tracking and Time Scale, so he has to pick up his
finding your opponents and not only reaching them, the duration of Rounds longbow and fire one last arrow at his
can be lengthened to one hour until the enemy is actually in sight, and then fleeing rival, who in the meanwhile
has moved out of optimal bow range.
switch back to the normal length of five minutes for Adventure Time. Similarly, Still better than trying to catch up
you can decide to run Adventure Time with Rounds of one minute or Narrative with a galloping horse, though!
Time with Rounds of four hours. This can also happen by mutual agreement
among players if they decide to “advance” time by a given number of Time
Units during which nothing significant is attempted. However, you must
preserve Unity of Time even in this case: all characters who are in the same
Time Scale should advance together.
During Combat, the Narrator cannot alter the length of Combat Rounds.
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INTERACTION TIME
Interaction time is not a Time Scale. It represents any player interaction that
has no actual effect on the game world. During Interaction Time, Players can
discuss freely. Game Time flows at the same rate as Real Time.
Players cannot attempt any form of in-game Action during Interaction Time.
Doing so moves the game to a Time Scale that can be run in Rounds.

DOWNTIME
Typical actions that player characters Downtime is the time between adventures, and covers both the non-exciting
perform during Downtime:
tasks that adventurers have to carry over to survive and those events that are
• Work to earn a living significant but not part of any adventure. You will usually run a long journey
• Apply to be accepted into an in a safe environment using Downtime, as the journey is not an adventure
organization in itself. Travelling in a non-safe environment is better handled in Narrative
• Get married Time.
• Buy real estate
Characters can attempt skill rolls during Downtime, but only if the Narrator
• Attend religious ceremonies explicitly request it or the roll is part of a procedure specifically designed for
• Improve skills (the specific rules are Downtime use, like crafting new items or improving skills. Conflicts are rare
in Chapter 2) in Downtime, with the exception of political activities, creating exceptional
• Craft or enchant items (the specific items, or summoning dangerous entities, assuming that the group wishes to
rules are in Chapters 5 and 6) run them as Conflicts.
During Downtime, players do not suffer penalties for equipment. Unity of
Time and Space is not required during Downtime. Characters can act at the
same time even if they are far from one another, and their actions are only
loosely synchronised. When a player enters Narrative Time the others may
usually opt to “move” their characters to the same location or synchronize
their actions with his or her character.
Dozens of Time Units may pass in Downtime without any event occurring if
no one does anything. Unless a player explicitly asks to keep an action secret
from the others, all information gathered during Downtime is public, as there
is plenty of time for characters to communicate with one another.

NARRATIVE TIME
Typical actions that player characters Narrative Time is used to describe the scenes that take place before the
perform during Narrative Time:
conflictual part of the adventure, and setup the scene for the Conflicts
• travel in a hostile or dangerous that await the adventurers. Narrative Time is used primarily for social
environment
roleplaying with non-player characters, and general exploration of “safe”
• buy some important equipment environments. Characters can roll their skills during Narrative Time, but
• talk to a non-player character generally only social skills, relationships and Motivations have a significant
• engage in romantic activities effect in this context. As a rule of thumb, during Narrative Time player
• research a public source of decisions should have more influence on the story than character skills or
knowledge (a library, a book, a wall die rolls.
carving, etc.)
On the other hand, while on a long journey in a hostile environment, it is
• explore a town or one of its districts
better to consider the Time Scale to be Narrative Time, but the length of the
• stand guard by the campfire for a round will seldom be one hour. 6 to 24 hours may be more appropriate to
watch turn
the situation, whether there is a Conflict in progress or not. In this specific
case, covered in the Movement section (page 70), Skill rolls should be at
least as important as roleplaying, and use of Conflicts is recommended.
During Narrative Time, players can rearrange their Inventory freely at any
time during the round. However, as they do have an Inventory, they might
suffer Penalties due to the equipment their character is carrying (see page
75). Characters who are in different places may act at the same time to
speed up action, unless their players or the Narrator wish to keep things
secret.

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ADVENTURE TIME
Adventure time starts when tension increases, and danger comes close. Typical actions that player characters
perform during Adventure Time:
In a movie, the moment when the game enters Adventure Time would be
marked by a sudden change in the music. Adventure time can eventually • explore a building or dungeon
lead to Combat and violence, but not always. Characters will roll their skills • set up an ambush
often during Adventure Time, and few Actions should have their outcome • discuss a case in a court
determined by player strategy only. During social interaction, roleplaying • run away from an enemy
your character is still important, but it will only constitute a Bonus to your • search a room
skill roll rather than the whole Action.
During Adventure Time, players can rearrange their character’s Inventory at
the start of each Round. Penalties for equipment apply in Adventure Time,
and if the Time Scale shifts to Combat Time during that round characters
will enter Combat in the same configuration used for the last Adventure Time
rounds.
Normally, both Unities of Time and Place should be enforced in Adventure
Time, so if two groups of adventurers are not at the same location, conflicts
or round-to-round activities involving them should be run separately by
“freezing” one group at a time. However, if there is a dramatic reason to
enforce contemporary action (such as one group trying to rescue the other
while the latter struggles to survive) then rounds of non-directly-related
actions can be run at the same time.

COMBAT TIME
During Combat Time, player characters try to kill or overcome opponents
by violent means. The rules for Combat are similar to those for generic
Conflicts, but more detailed and less freeform. Combat can be run with either
Basic or Advanced rules, explained in Chapter 4 and its sub-chapters.
In some cases, the transition to and from Combat Time when a Conflict is
in progress in a higher Time Scale can require some particular procedures,
explained on page 59 of this chapter.

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SKILL ROLL OR CONFLICT?
Revolution D100 belongs to that category of role-playing games where
character skills are the most important factor in determining whether a scene
ends with success or failure for the heroes. However, in such skill-based one
single successful roll often fulfils only a part of the requirements for success,
and sometimes it is not clear how many more rolls you need to accomplish
the desired goal. The most common solution is that the Narrator arbitrarily
adjudicates how many and which rolls are required; but while some groups
are happy with Narrator “rulings” determining the actual meaning of a
successful roll, this is not true for everyone – and it is also a big burden for
the Narrator. Such potential problematic is not present in combat scenes,
where you always know when you have won: as soon as one side has run out
of Hit Points, you have a winner.
In order to maintain consistency between violent and non-violent
encounters, we have introduced a mechanics called Conflicts which is similar
to the combat rules of most classic RPGs. Conflicts are meant to provide
interesting results for the non-violent part of your adventure. They help the
players have a say in the outcome of their roll, and the Narrator in fairly
adjudicating what happens in the game. The idea is that he or she should
avoid calling for rolls unless the situation deserves a full Conflict, but there
might be some exceptions.
When the outcome of a player action is not immediately obvious:
1. If only one of the possible outcomes is interesting, let it happen without
any rolls. Avoid forcing the players to roll for routine or uninteresting
tasks just to see if they fail so badly that something happens. If the
Narrator has “interesting complications” in mind that might happen, he
or she should make them the main part of the story and go to point 3 to
stage a conflict.
2. If several outcomes are possible, but the difference does not have a
great impact on the adventure, and players are aware of the options,
the Narrator might call for one simple or opposed die roll to check if
the players manage to obtain their preferred result. Not succeeding
should cost the Players some in-game resources, at most, but it is
not a substantial defeat. Lasting consequences and events that have a
remarkable impact on the plot should be reserved to Conflicts.
3. When complications are an interesting part of the adventure, you should
run a Conflict. If you wish to highlight an obstacle, an ability or an
equipment that does not deserve a Conflict based solely on it, remember
that you can run a larger conflict in which it still plays a role.
To summarize, skip unnecessary rolls and replace them with a Narrator
decision or with a mild loss of resources whenever rolls would not provide
fun. When you really have to roll, always consider whether you should use
a Conflict and make it as epic as a combat, giving the player characters an
opportunity to shine.

CONFLICTS
An adventure can involve challenges that, while non-violent in nature, are
no less thrilling than combat. For instance, a party might be involved in a
debate in a court, or a character may break into a house, while guards are
on duty and suspect an intruder is around. You can sometimes handle these
situations with a simple or opposed roll. However, playing them as extended
sequences may make your game more interesting, so we recommend you use
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the Conflict rules whenever the sequence you are running is significant for
the story you are playing, or whenever the players want to have a finer control
over the outcome.
A Conflict usually constitutes the entirety of an action scene or sequence. KEEP IT SIMPLE...
Conflicts are run in rounds. According to the kind of sequence you are BUT NOT TOO SIMPLE.
We have introduced the
playing, you can alter the actual length of a round to fit the actual duration of distinction between simple and
the actions involved. The complexity of Conflicts grows as you add more and advanced Conflicts to enhance
more participants. However, the basic flow of action described in the Conflict clarity and to allow a gradual
Sequence table at the start of the chapter remains the same in all cases. learning of the rules. Simple
Conflicts are not intended as a
viable option for running the
In this section, we will first explain how to calculate Resolution Points for all full game. The playtest process
kinds of Conflicts. Then we will examine how to run the various rounds of has shown that “just sticking to
the Conflict and to determine its outcome, starting with the simplest kind of the basics” often leads to a dry
Conflict and proceeding in increasing order of complexity. With advanced sequence of rolls accompanied
by purely numeric resource
rules we will also introduce a more detailed Conflict flow chart to illustrate attrition, without any fun events
the process. You can stop at the level of complexity you prefer and avoid or interesting descriptions. This
introducing the next layer of rules, if it makes you more comfortable, or can become boring very quickly,
introduce rules gradually as your players gain confidence. so we recommend that you
gradually introduce at least the
first layers of advanced rules
until you find your group’s sweet
GOAL OF A CONFLICT spot for complexity. You will
realize that this has happened
as soon as all players get in the
habit of adding a colourful and
fun description to each action
The first characteristic of a Conflict is that at least one of the parties they perform in a Conflict.
involved in it has a goal to achieve, and the other party is opposing it. If
the heroes want to reach a destination, then the wilderness on their path is
treated as an opposing force. Or perhaps a merchant is trying to extort an
outrageous price for an item of merchandise, and the player characters want
a discount.
Revolution D100 stresses the unpredictability of in-play outcomes, so the
outcome of a conflict should not be pre-determined. Once the dice start
rolling, anything may happen. Thus, we do not recommend that the Narrator
and the players negotiate the purpose of a Conflict beforehand, as this would
imply that the intended goal is the automatic outcome if the players win. The
only condition that must always be met before a Conflict starts is that a goal
exists and that at least the Narrator be aware of its real nature and scope. This
principle has two important consequences in play.
The fact that a goal is present does not imply that the players are aware of
what it actually is. The Narrator can start a Conflict with “hidden” goals, or
add unintended goals to a Conflict the players asked to start. In fact, this is
a great way of introducing twists and surprises in the plot. If the Narrator
calls for a Conflict while traversing the jungle of Planet Yor, the players need
not be aware whether this is because their intent to reach the Lost Temple is
being opposed by a generic difficulty, or because the Felinid natives intend to
ambush them. The success or failure of the intermediate rolls will determine
whether the players understand what is actually going on while the Conflict is
still in progress or only when the first javelin strikes its unaware target.
It is also perfectly acceptable that a Conflict starts when the players’
intended goal is not achievable and they are not aware of this fact. The
Narrator need not tell the players in advance about any details they are
not supposed to know, even when he or she has already determined that
they cannot achieve their stated goal. He or she can delay any explanation
until the end of the Conflict, assuming the players win it. However, as we
will clarify in the next sections, the Narrator cannot initiate a Conflict
without being prepared to concede a significant alternate victory to replace
the intended goal if necessary. If the player characters, or the opposition,
cannot achieve anything useful from a Conflict, then the Narrator must not
initiate it and must go for a quick determination of the outcome instead.
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CONFLICT SETUP AND RESOLUTION POINTS
At the start of each sequence, each participant determines what the character’s
Resolution Points for that Conflict will be. Resolution Points represent how far
your character is from being defeated. When the Resolution Points of one side
of the Conflict drop to zero or less, then that side has been defeated.
The amount of Resolution Points that a character has at the start of a Conflict
is called his or her Resolution Point Pool. Resolution Points are a temporary
attribute re-calculated from scratch at the start of each new Conflict.

Resolution Point Pools


Type of Conflict Resolution Points based on
Physical Conflict: overcoming material obstacles, Dexterity, or average of
driving or piloting a one-man vehicle. Dexterity and Constitution if
Fatigue is an issue
Physical Conflict: travelling, resisting adverse Constitution
environmental conditions.
Exploration: finding the way in unknown, possibly Intelligence, or average of
hostile territory. Intelligence and Constitution
if Fatigue is an issue
Mental Conflict, like understanding a riddle, Intelligence
finding clues, piloting a crewed vehicle or fighting a
battle on a strategic level.
Interior Conflict, like resisting terror or Will
temptation. Using supernatural abilities.

Social Conflict, such as trying to modify someone Charisma


else’s opinion.

Consult the Resolution Point Pool Table to determine on which


characteristic(s) your Resolution Point Pool is based for a specific Conflict. It is
the Narrator’s responsibility to determine how Resolution Points are calculated.
In special cases, the size of a Resolution Point Pool might be based on values
unrelated to any Characteristic. For instance, the Resolution Point Pool for
keeping a ship afloat during a storm is the ship captain’s Intelligence. However,
in a campaign heavily based on seafaring adventures, you might have a specific
Seaworthiness attribute for each ship, which is more appropriate for use as the
Resolution Point Pool.
Once the initial Resolution Point Pool for a Conflict has been determined,
it cannot be changed until the Conflict ends. Even if a new character with a
different score in the relevant characteristic takes over the role of faction leader
or if the parties start using skills related to another characteristic, the Pool value
is not recalculated to reflect these variations.

OPPOSITION
The Narrator will also determine and record the starting Resolution Point Pool for
each significant NPC or impersonal opposing force that takes part in the scene.
The opposition might use a different characteristic or attribute than the player
characters to determine the Pool size. The Narrator may keep this information
secret at first, but some events explained in the following paragraphs will require
that he or she makes it public.
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Challenge Rating
MULTI-DIMENSIONAL
Difficulty of the challenge Challenge Rating CHALLENGES.
Easy (a slope, an adverse breeze, a trivial puzzle, 20% The Conflict mechanics in
Revolution D100 is inherently bi-
fixing an item) dimensional, meaning that it uses
Normal (a mountainside, strong wind, a riddle, 50% two different and totally unrelated
crafting an item) factors to describe a challenge, not
just two aspects of the same factor.
Hard (a cliff, a storm, understanding a piece 80% An opposition might be very easy
of complex machinery, designing a new device) to beat, and yet require a lot of rolls
to overcome it, or be really tough
Very Hard (a smooth vertical wall, a hurricane, decrypting 110% but quite easy to knockout with a
an alien encoded message, discovering a new form single success, assuming you can
of power) roll that success. Linking the two
factors and basing the Resolution
Point Pool on the Challenge
Rating prevents this differentiation
and makes all Conflicts mono-
dimensional, decreasing the
If the party is trying to overcome an impersonal force that lies between them and detail level of the game. We
their goal (a storm, a sheer cliff, the hidden and locked doors in an ancient ruin, an encourage the Narrator to think
inhospitable desert), the Narrator must both determine the Resolution Point Pool and bi-dimensionally and adjust the
two values, Challenge Rating and
assign it a percentile score that the players have to beat when rolling their characters’ Resolution Point Pool, so that they
skills, which we will call the Challenge Rating. The Narrator can adjust these factors at reflect different aspects of the
will, provided the scores remain plausible and consistent with the perceived difficulty opposition.
level of the challenge. The standard Resolution Point Pool size for an impersonal
opposing force is 10, and the section about Typical Challenges provides plenty of
examples for the most common situations. The Challenge Rating Table provides some
suggestions for the Challenge Rating of impersonal forces.
When the setup of a Conflict is complete for both player characters and their
opposition, the flow of play goes on by Rounds.

ONE-ON-ONE CONFLICTS
In the simplest case of Conflict one player character challenges, or is challenged
by, a single opponent, or a group of opponents represented by a single
Resolution Point Pool (for instance the crew of an enemy ship).

DECLARATION PHASE
At the start of each Round, the Narrator briefly describes any new facts about the
environment that are immediately obvious to the player character. Then the player
declares what the character will do for the round. On the basis of this declaration,
the player and the Narrator determine whether the player’s character will Roll for
Effect on a given skill, or he or she will perform a Support Action for the round.

ROLL FOR EFFECT


A Roll for Effect is a percentile die roll under the Skill/Trait appropriate to the
description or to the Conflict. The skill or Trait used may vary from round to
round, according to the description the player provided.
The Narrator defends against this roll with another roll made on an appropriate
Skill/Trait of the opposing character, or the Challenge Rating of an impersonal
force. Use the rules for opposed rolls (page 22) to determine the winner and
the degree of success, then apply 1d6 damage to the Resolution Points of the
loser (2d6 if the winner gets an Advantage). The results can be summarized
in the Roll for Effect Table on the next page, which is the equivalent of the
Opposed Roll Table you find in Chapter 2 on page 23.
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Roll for Effect
Defender Defender Defender
Failure Success Advantage
Attacker Higher roller inflicts Attacker inflicts Attacker inflicts
Failure 1d6 damage to the 1d6 damage to the 2d6 damage to the
other side. Defender (2d6 on a Defender.
higher roll).
Attacker Defender inflicts 1d6 Higher roller inflicts Attacker inflicts
Success damage to the Attacker 1d6 damage to the 1d6 damage to the
(2d6 on a higher roll). other side. Defender (2d6 on a
higher roll).
Attacker Defender inflicts Defender inflicts 1d6 Higher roller
Advantage 2d6 damage to the damage to the Attacker inflicts 1d6 damage
Attacker. (2d6 on a higher roll). to the other side.
Note: we described the outcome of the opposed roll as the high roller “inflicting damage” rather than
the low roller losing Resolution Points to highlight who is the winner of the exchange.

INTERMEDIATE DESCRIPTIONS As soon as the Narrator loses Resolution Points, the size of the opposition
Unless the exchange terminates Resource Point Pool must be revealed to the player.
the Conflict, the winning party
gets to describe what actually The Narrator can Roll for Effect, too, although this is only mandatory when
happened to cause the change the player performs a Support Action. He or she usually rolls after the player,
in Resolution Points. However,
this description may not imply unless the opposition Resolution Points Pool is higher and has already been
achievement of the main goal revealed to the player, but for the sake of simplicity the Narrator may always
or termination of the Conflict. opt to roll second. The procedure for rolling and determining Resolution Point
If you are pursuing an enemy
across a hanging bridge over a
losses is the same as the one used when the player Rolls for Effect, with the
bottomless crevice, you must roles inverted.
bring him to zero or negative
Resolution to state that he has In any case, the Narrator has complete control over the “background” of the
fallen into the abyss. game world, so when Rolling for Effect he or she can always insert new events
in a Conflict to spice things up, and use them to force the player to defend
with unexpected skills. The only limitation for this option is that of being
coherent with the description provided at the start of the round. If it included
the information that a storm was coming, for instance, then the Narrator can
request that a player character handling a ship makes a roll to withstand the
fury of the elements; calling for a roll against the threat of sea monsters would
not be appropriate.
Immediately after each roll, check whether the loser dropped to zero or less
Resolution Points. If so, the Conflict ends and its outcome is determined.

SUPPORT ACTIONS
A Support Action is something the character performs to generate a Bonus
for the player character. The Narrator is the final arbiter of the applicability of
a Support Action, but should always rule that a Support Action is appropriate
when it is clearly connected with a Trait or Motivation the character possesses.
On the other hand, when a Support Action is clearly connected to a Trait
that the character lacks, the Narrator should deny any Bonus. No skill roll
is required. Providing a good description and having the appropriate Trait
is enough. Only in the unlikely event that no Trait is applicable should the
Narrator make an arbitrary ruling.
The same Support Action can be performed only once per Conflict. After the first
round in which it is employed, either it cannot be repeated or it becomes implicit
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in the Conflict, thus ceasing to have any mechanical effects on skill rolls. In the
same way, once a Trait has provided a bonus, it can no longer be used for the same
purpose, even by describing a different action. Furthermore, a character cannot use
the same Trait used to Roll for Effect in order to justify a Support Action.
A power or an item, particularly when the item is a scientific gadget or a magic
item, can be used to provide a Bonus. If the item is one-use, it will be destroyed or
become uncharged after providing the Bonus. In any case, a single item can provide
a Bonus only once per Conflict, like a Trait.
A player who opts for a Support Action forfeits making a skill roll for that round,
in exchange for an improved roll next round. In this case, the Narrator must Roll
for Effect in that same round. The Narrator can choose to roll on a skill to which
the Bonus gained, if any, is not applicable, hoping to hit a weak spot and win the
Conflict before the player can use the Bonus on the following round. If the Narrator
chooses to roll on a skill related to the Bonus, the player can spend it immediately
instead of saving it for the next round.

END OF ROUND
If no Roll for Effect terminated the Conflict, the round ends after the last roll
and a new round begins with a new Statement of Intents phase.
Example. After missing his parting shot with the bow, Robyn Hode jumps on
a stray horse , trying to catch up with the Sheriff of Nottingham who is riding
away on a narrow forest trail. It is a Conflict between Robyn’s DEX of 18 and
the Sheriff ’s 14, but the Narrator decides that since Robyn wasted some time
shooting he loses 1d6 automatically from his DEX to simulate his opponent’s
advantage. It is not Robyn’s lucky day and a roll of 6 makes him start at a
disadvantage with 12 Resolution Points.

In the first round, Robyn misses his Ride Horse roll with a 94 out of 89, and the
Sheriff succeeds with an 18 out of 74, bringing his advantage to a 14:9.

In the second round, Robyn tries a Support Action and rides through the woods
to bypass a bend in the forest path. Since Robyn is a seasoned Forest man (he
has the Forest Trait), the Narrator accepts the action as appropriate and concede
the Bonus for his next roll. However, the Narrator must now roll for the Sheriff
and decides to change tactics. He rolls his Knowledge [Nottingham Area] to find
a creek running through the forest and make Robyn lose his trail. The Narrator
rolls 38 out of 60, and Robyn’s player responds with his Knowledge [Sherwood]
for a roll of 17 out of 59; the Sheriff scores again, making a quick detour that
takes him along the stream, and the situation becomes 14:5.

On round three Robyn is now ready for a spectacular hit. With the Bonus, his
total Ride score becomes 119, and he rolls a 65 versus the Sheriff ’s 74; both rolls
are Advantages, and the Sheriff would normally win for rolling higher, but since
Robyn’s score was over 100 he has a +19 to his roll when comparing, so he is the
winner and brings the Sheriff down to 9:5. Robyn rides out of the woods just one
second before the Sheriff disappears along the creek.

On round 4, both Robyn and the Sheriff launch their steeds in a mad run
through the water. Robyn rolls a 57 and the Sheriff a 43. The Advantage roll
trumps the simple success even if it is lower, and the Sheriff rolls a 5 on the d6
that brings Robyn to zero RP. Robyn’s mount gets a lame leg because of the creek’s
stony bottom and the chase ends with the Sheriff disappearing in the distance.

At this point, any solution other than the Sheriff riding away would sound
implausible to everyone at the table, so Robyn’s player agrees that this is how
the chase ends. Baffled, the Merrie Men demand at least a Consequence of “He
ran like a coward+” that the Narrator, having lost RP in the Conflict, is obliged
to concede.

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CONFLICT OUTCOME
The winning side of a Conflict usually gets the result it was trying to obtain, but
this is not always the case, as things seldom go exactly as planned. We will call
the main outcome of a Conflict its Effect, and its secondary, optional outcomes
as Consequences.

EFFECT OF A SIMPLE CONFLICT


SHOULD THE NARRATOR A Conflict must always have an Effect, be it the intended goal or not. An Effect
DESCRIBE ALL THE OUTCOMES? need not be something quantifiable in game terms, but it must coincide with
Some groups are used to the
Narrator describing every detail of
an in-game event or condition that is useful for the winner.
the results of actions. If you prefer Whenever there is not a general agreement on the precise Effect of a Conflict,
to leave this “narrative authority” to
the Narrator for the intermediate the losing party determines the exact meaning of defeat. However, this rule
results in a Conflict, proceed as cannot be used to negate the failure altogether. If you lost, then your opponent
you have always done. This kind of has gained something useful (and probably detrimental to you), thus you must
description is cosmetic rather than grant a replacement advantage to the winning party that can be useful to them
substantial, so it should make no
difference. Having the Narrator in the same way that their intended goal would have been. In other words, the
decide the Effect of a Conflict the Narrator cannot use this option to deprive a victorious character of his or her
players lost is a major change to victory, only to change its nature.
the rules, instead. Without the
mitigating effect of letting the As a rule of thumb, the Effect of a Conflict should also be such that the losing
players choose the actual meaning party is unable to challenge the winning party again for a given amount of time,
of defeat, the Narrator has the
opportunity to pile Consequences usually at least until the Time Scale moves up by one or two levels. The winner,
on players and to kill their on the other hand, has the option to press on and initiate another Conflict,
characters in case of a major defeat. even on a different Time Scale.
Nevertheless, playtest has shown
that having all narrative authority in For instance, in the Robyn Hode example on page 41 and page 49, the
the Narrator’s hands does not break Sheriff has clearly lost a Conflict on the Combat Time Scale. Robyn wanted to
the game, if your group is more
comfortable with this playstyle and
capture or kill the Sheriff, but the Narrator, as the loser of the Conflict, chooses to
trusts that the Narrator will not downgrade the defeat to a dishonourable, cowardly escape, with Consequences
abuse this power. that the Merrie Men will be able to exploit later. This means that even if he
managed to avoid capture, the Sheriff cannot take immediate action against the
Merrie Men. He cannot use the transition to Adventure Time to call for backup
and counterattack. Robyn, on the other hand, can continue to harass the Sheriff
in Adventure Time and try to shoot or pursue him – which he immediately does!
Note that when the winner decides to “press on” against the loser by initiating
a different type of Conflict like in the Robyn Hode example above, the
Consequences of the previous one (see below) may apply. In this case a “victory
at a price” in earlier Conflicts may impair a party’s ability to press on.

CONSEQUENCES OF A SIMPLE CONFLICT


A Consequence is a secondary outcome of a Conflict, usually expressed with
a short description of the outcome and one (or more) plus or minus sign(s).
Consequences are recorded on the participating players’ character sheets after
the Conflict, for use at a later time. Unlike Effects, which are always detrimental
for the loser and beneficial for the winner, both sides of the Conflict might suffer
from Consequences if they lost Resolution Points. Victory often comes at a price.
Consequences that affect the opposition are marked with a plus sign, to signify
that they will be advantageous for the players (Positive Consequences), while
those that affect the adventurers are marked with a minus sign, as they will be
detrimental to them (Negative Consequences). A player may get one Negative
Consequence for losing a Conflict or for losing RP in a victorious Conflict.
He or she may get a Positive Consequence for winning a Conflict, or when
a victorious opposition lost RP in a Conflict the player lost. The losing side
chooses the description of all Consequences. A second Consequence analogue
to an existing one can be used to enhance the latter. Write an extra sign after
the first Consequence description instead of writing a new Consequence.
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Consequences are not mandatory for each Conflict, and should be assigned
only if the opposing side requires it. Customarily, if the winner got the
desired result from the Conflict, he or she should abstain from asking for
Consequences. On the other hand, if the loser conceded a different Effect
than expected, it is clear that the winner deserves at least that the replacement
victory be actively exploitable as a Consequence.

CONSEQUENCE USE AND DURATION


During a Conflict a player can use a Positive Consequence as if it was a Support RECORDING CONSEQUENCES.
Bonus to bestow a Bonus to his or her roll, provided that he or she can describe Having the sign identify which
a way in which the Consequence is relevant for the roll. Similarly, the Narrator Consequence applies to whom
allows the players to record all
can use any Negative Consequences present on a player’s Character Sheet as a relevant Consequences on their
Support Bonus to opposition rolls whenever the Consequence is appropriate character sheets or on post-it
to the situation. In case of multiple signs, the Support Bonus can be applied stickers. The Narrator need not
multiple times on different rolls, as an exception to the rule that Support record Positive Consequences on
behalf of non-player characters.
Bonuses must vary in their nature from roll to roll. The players will record them and
use them when engaged in a new
For instance, let us say that General Artaxerxes, a player character, has won a Conflict where the Consequence
may be relevant.
battle against a Philistine army. The player suffered a 3-point loss from his own
RP pool, and inflicted 9 points of RP damage to the enemy army. The Narrator, as
the losing party, determines the nature of the Consequences and decides that the
general could route the enemy but not destroy it, while his forces were left battle
weary. The two Consequences “Troops Weary -” and “Philistines Routed +” are
thus in effect. If the adventurers decide to pursue the enemy, both Consequences
might apply immediately to the pursuit, which is a physical challenge, yielding
a Bonus for the routing army and one for the pursuers. On the other hand, if
the players move to the nearby city of Nineveh and decide to negotiate with its
king Holophernes, the news of their military prowess might make the sovereign
inclined to accept any request from the victorious party. This is represented with
a Bonus in the social Conflict with Holophernes.

Consequences from a Conflict remain in effect until they are used in a new QUICK WITHDRAWAL.
Conflict. If a multiple-sign Consequence was used partially, only the number of A player or the Narrator can offer a
pluses or minuses used is erased. Whenever an unused Consequence no longer Quick Exit to the opposition even
when the standard conditions are
makes sense for narrative reasons, the Narrator can command its expiration. not met. If the opposition agrees,
All normal Consequences expire, in any case, when the Time Scale moves the withdrawing party gets to
upwards to Downtime. decide the Effect of enemy victory,
unlike the case of a full withdrawal.
The opposition may ask the
WITHDRAWING FROM A CONFLICT withdrawing party to explain
what the reduced effects of
A player can choose to withdraw from a Conflict at any time by simply victory would be before
agreeing.
conceding defeat. In this case the Narrator determines the Effect of the Conflict
and the loser cannot assign Consequences to the winner. A withdrawal is
always a dangerous choice, particularly when the players are not completely
sure of what the Narrator’s intended goal for the Conflict was.
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ADVANCED CONFLICT RULES
Once you have become accustomed to running Conflicts with the simple
procedure, you can add new rules from this section until you reach the level of
complexity you are comfortable with.

CONFLICT SEQUENCE
The Advanced Conflict Sequence summarizes the advanced aspects of Conflicts
that we will introduce in the following sections.

Advanced Conflict Sequence


Setup Determine the size of the current Resolution Point pool for each participant,
and the Challenge Rating for impersonal forces.

Conflict Rounds Repeat the following steps for each round:

Statement Players choose one of the following options, in decreasing Resolution


of Intents order:
Support Action Roll for Effect
The player describes an action, which One or more players declare they
provides a Bonus to a skill roll. will roll. In most cases, only one
The presence or absence of a related player can roll.
Trait on the character sheet helps Actual rolls are delayed till
to determine whether the action is Execution Phase.
appropriate.

Roll for Players who declared to Roll for Effect make an opposed skill roll on an
Effect appropriate Skill/Trait.
The Narrator may make another roll opposed to a player Skill/Trait, or
more than one roll if there are multiple opponents.
Rolls may benefit from Bonuses if any Players have accrued them via
Support Actions.
Players and Narrator may also use Consequences to assign Bonuses and
Penalties to appropriate rolls.
All rolls are made in decreasing Resolution order, and results are applied
immediately to Resolution Points.

After each roll, check if one of these conditions apply:

One party brought the other to zero One party brought the other to
Resolution Points: half its Resolution Points:
Complete victory. Quick Exit (optional rule).
The objective, or an equivalent major A lesser but useful result is
advantage, is achieved achieved.

Outcome If one of the conditions above is met, the Conflict ends at once.
Determination If neither party achieved a victory after all rolls are over, another round
begins with a new Declaration Phase.

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MANY-TO-ONE CONFLICTS
The most common case you will encounter in active play is that of the entire OUT OF SEQUENCE
DECLARATIONS
party facing a challenge, with one character acting as the lead and the others Many groups will find it easier to
providing support to him or her. The party challenges, or is challenged by, a declare intentions in the order
single opponent, or a group of opponents represented by a single Resolution they are sitting at the table, or
Point Pool. in no particular order. This is
perfectly acceptable. In fact, the
The following rules describe the aspects that are peculiar to Many-to-one rule about the order of declaration
Conflicts. Any rules presented in the simple Conflict rules and not explicitly is provided mainly for those cases
in which a player with a higher RP
overridden remain in effect. score wishes to take the initiative
from another player, and the latter
is not willing (see “Initiative switch”
RESOLUTION POINT POOLS below). We do not expect that you
use it when there is no controversy
At the start of the Conflict, the player characters select a leader for the Conflict. about who will Roll for Effect.
If the Resolution Point Pool size for the player characters depends on a However, skipping the Declaration
Characteristic or Attribute score, it will be based on that character’s score in the Phase altogether is not an option.
The peculiar structure of the
Characteristic or Attribute. However, this pool is considered a collective pool, Conflict Round in Revolution
which absorbs the “losses” whenever any player character loses a Roll for Effect. D100 demands that all support
In the same way, whenever the Narrator decides to have the opposition actively actions be declared before the
Execution Phase. Who is going to
Roll for Effect, any losses are normally absorbed by the collective pool. As for attempt a skill roll and what are the
simple Conflicts, a change of leader or a change in the skills used to Roll for Effect available bonuses must be clear
has no influence whatsoever on the Resolution Point Pool. Once its initial value before any rolling takes place.
has been determined, it remains fixed for the duration of the Conflict.

DECLARATION PHASE
INITIATIVE SWITCH
At the start of each Round, the Narrator briefly describes any new fact If it is necessary to jump through
about the environment that is immediately obvious to everyone. Then each a ring of fire to save the Princess,
participating player declares the option chosen (Roll for Effect or Support) in the quickest character can
descending current Resolution Point order. Support determination is carried always prevent the others from
jeopardizing their lives by doing
out immediately, whereas Rolls for Effect are delayed till the Execution Phase. the feat beforehand. Similarly,
the most charismatic character
can always attract the attention
ROLLING FOR EFFECT of listeners on him- or herself
and steal the spotlight in a social
The standard situation in multi-player Conflict is that only a single character Roll Conflict before a more skilled but
for Effect in a given round. Imagine your group asking for audience at the King’s less charismatic orator has had the
court and then instead of selecting one leader who speaks for the party everyone chance to speak, at least until the
first orator loses Resolution.
attempts to talk to the King within the first five minutes of the interview. In the If the character with the highest
same way, only one artisan at a time can work on a finely crafted weapon, or on initial Resolution fails a roll
the creation of an enchanted item. and loses Resolution, on the
subsequent round(s) a character
Once a player has declared a Roll for Effect, the other players can no longer with fewer starting Resolution
choose this option. This implies that the order of declaration becomes important Points can intervene and take
when the players are not in full agreement on who will roll for that round. The the option of rolling for effect for
him- or herself, provided he or she
Narrator usually does not declare intentions. now has the highest Resolution –
or the other character forfeits the
If the Narrator chooses to roll actively during one specific round, the opposition option of rolling for effect. The
may either attack the party as a whole or issue a direct challenge to one character in-game reason why this happens
in particular, if this is appropriate to the situation in progress. Note that there are will probably come out as a natural
several situations, beyond verbal debates, where this is appropriate: a tracking consequence of the description of
the failure.
pursuer may challenge the lowest Survival [Environment] skill in the party
with his Perception [Tracking] skill, meaning just that if he finds tracks, they
have been left because that character in particular is not able to cover his or
her footprints. A guard’s Perception roll may very well be directed at the worst
sneaker, as the one who will most likely produce an involuntary noise.
If the opposition challenges the whole party, the appointed Conflict leader will
make the defensive roll, unless the party decides to let another player with a higher
Skill do the job. If the roll is directed against a particular character, it is the latter who
must oppose the roll, no matter his or her prowess with the required Skill and Trait.
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SUPPORT ACTIONS
MULTIPLE ROLLS This option is activated by stating that your character is performing one action
In some situations, it may be
acceptable to let more than one
intended to support the achievement of the collective goal, or provide relief
single character Roll for Effect. from interferences. As for basic Conflicts, this generates a Bonus that the
For instance, when the characters character can then allocate to a related Skill roll. The difference, in this case, is
are not being interviewed by the that the player can apply a bonus to another player’s roll, making it easier to use
King but they are just attending
a Royal Ball, they are supposed to the Bonus in the same Round. Support Actions are thus much more frequent in
be using their Communication multi-player Conflicts than they are in single-player Conflicts.
skills on other guests all at the
same time. However, even in a All limitations to Support Actions described for one-on-one Conflicts are still
situation in which it is plausible in effect, that is:
to make multiple rolls, doing so is
not necessarily without drawbacks. • The description of the action must be relevant for the Conflict;
If the Narrator accepts multiple
Rolls for Effect declarations in a
• The action must be appropriate to the character. The presence of a related Trait
Round beyond the first, he or she on the character sheet is not mandatory, but it is the best way to prove that an
gains one Bonus for use in that action is appropriate;
round.
• A specific item of equipment is a good justification for a Support Action, too;
MULTIPLE POOLS
During a multi-player Conflict • The same action, Trait or item cannot be used more than once per Conflict;
the Narrator decides to target a
specific player character with a roll,
• The Trait used to Roll for Effect cannot be used to justify a Bonus.
the situation may require that the
losses be inflicted on a personal Example: Vorgin the nomad and his allies are sneaking up to an enemy encampment
pool related to that character only.
In this case, each character who
in the Martian night. The Conflict starts with the nomad’s INT of 12 versus a generic
loses Points will start a Resolution opposition of 10. His Stealth skill is very high and supported by all the necessary
Point Pool of his or her own, to Traits, but the nomad cannot provide any Bonuses in a round in which he is Rolling
check for potential defeats. New for Effect. His companions cannot use their Sneak or Hide Traits to support him,
pools can be started midway in the
Conflict upon Narrator request, as they are the same traits he is using in his infiltration attempt, and they lack the
it is not necessary to create all Desert environmental trait. His companion Fuyoba, though, has the Camouflage
potential pools during Setup. trait and describes how he covers the party in dry branches and leaves to make them
less noticeable. This provides a Bonus that boosts Vorgin’s chance well beyond 100%.
Vorgin’s player rolls 67 out of 72 for Sneak, which is enough to beat the guards’ 23 out
THE IMPORTANCE OF
TEAMWORK of 50 for Perception; a roll of 3 brings the situation to a 12:7 for the heroes.
It usually takes one or two sessions
to learn the right approach, but Fuyoba cannot use Camouflage a second time, and now Vorgin’s companions
in the end you will discover that
multi-player conflicts greatly lack any Traits that could support him. However, Professor Rathas provides
encourages teamwork. The players Vorgin with a set of Night Vision Goggles in order to give him an advantage over
tend to win most of the Conflicts, enemy patrols under the cover of night, and this is enough for another Bonus to
but in order to succeed, they need
to be careful when allocating
Stealth. A new successful exchange brings the situation to 12:5.
Bonuses, and flexible when it
comes to changing Leader in the At this point, the Narrator decides to accelerate the pace of the scene and starts
middle of a scene. As the players
will naturally tend to delegate the Rolling for Effect. Suddenly, a desert owl flies in the night. The Narrator rolls a 27 out
character with the highest relevant of the generic Challenge Rating of 50 he is using to Roll for Effect (he has introduced
Skill when they get to choose who an “impersonal force” that represents the desert so he must give it a rating on the fly)
rolls, the best way the Narrator and the flutter attracts the guards’ attention in the wrong direction. Frantically, the
has to win a Conflict is to roll
actively, targeting a character with players search for an appropriate tactic to counter the Narrator’s lucky shot. Vorgin’s
a low Skill (or suffering from a player is the default choice for rolling as he is the one most comfortable in the wilds,
Consequence) in an explicit way. and states that his character will try to fake a Martian owl’s call to convince the
The Conflict rules highlight the
concept that the total strength of a
guards that it was just a bird. The character lacks an Animal Trait, but since he has
chain is equal to that of its weakest the all-useful Desert Trait and he has not used it as Support, the Narrator accepts a
link, so a victorious team is one Survival Desert roll as appropriate to make the call. Vorgin’s player rolls a 54 out of
that focuses on improving the his Survival rating of 68, and scores an Advantage over the Narrator’s simple success.
lowest chance of success, not just
the highest. Once they understand The roll is 6, enough to end the Conflict, and the heroes sneak into the enemy camp
that a very skilled Leader is not while the guards turn their backs to them grumbling “Just a damn bird…”
enough to guarantee success,
the players will soon learn
the importance of leaving a
Support Bonus in reserve to If the Narrator has any Bonus to use in a round, instead, he or she need not
neutralize the Narrator’s provide any justification about the Bonus (although it is more fun to do so),
attempts at exploiting
vulnerabilities.
and thus can use it on any roll. Using Consequences always require that you
check whether the Consequence is appropriate to the action at hand.
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EXECUTION PHASE
At the end of the round, each participant who declared to Roll for Effect NARRATOR DECLARATIONS.
If the Narrator makes extensive
can do so, in descending current Resolution Point order. This includes the use of the active rolling option,
opposition if the Narrator wishes, without the requirement of having declared the players will often face the
the roll beforehand. The Narrator can always decide that the Opposition hard decision whether to allocate
rolls last, particularly when the size of the Resolution Pool has not yet been Bonuses to their rolls or whether
to keep them in reserve for
revealed. defensive use. In general, the
brief description of the situation
If a participant loses Resolution Points before his or her turn has come, then that the Narrator makes during
the roll must be delayed accordingly, possibly allowing other participants to Statement of Intents should be
go first. If a roll terminates the Conflict (see below), all subsequent rolls are enough to let them guess what
cancelled. to expect. However, if the players
have trouble interpreting the
Narrator’s hints, then the latter
END OF CONFLICT should take the habit of declaring
explicitly his or her intention to
Each time a Roll for Effect causes a RP loss, the Narrator checks whether one of Roll for Effect for that round.
the below conditions apply:
• one side is at 0 or less Resolution Points;
• the winner of the last roll has the opportunity for a Quick Exit and uses it (see
below). SINGLE DEFEATS.
If one of the conditions above is met, then the Conflict ends without any Attacking a single opponent and
“damaging” a personal RP pool
further action. Otherwise the rolls go on, and a new Round starts when all as suggested in the Multiple Pool
planned rolls are over. optional rule is useful in those
situations where only one of the
party members need be defeated
CONSEQUENCES FOR MULTIPLE PARTICIPANTS in order for the Conflict to end.
For example, in a pursuit, if one of
Positive Consequences related to Resolution Points lost by the opposition, the escaping characters is reached
as well as Negative Consequences derived from losses from the collective (his or her personal pool drops
to zero or less Resolution Points)
Resolution Point Pool, apply to all player characters who took part in the the pursuit ends, unless the
Conflict (and in some cases even those who did not, as the players who other characters wish to leave the
participated might opt to spend their Bonuses on their behalf in subsequent unlucky one behind. In this case,
Conflicts). Regardless to the participant(s) to which they apply, all a Conflict may be terminated by
a personal RP Pool dropping to
Consequences follow the rules for duration, etc. provided in the other sections zero (or half the opposition RPs
about Consequences. for a Quick Exit), too.

QUICK EXIT (PARTIAL VICTORY)


In many cases, it is not necessary to bring a Conflict to its extreme RECORDING COLLECTIVE
consequences. If you are interrogating a bartender to learn whether anyone has CONSEQUENCES.
Record collective Consequences
seen Agathon the Black around town, you can probably have him tell you the on the Conflict leader’s character
name of the place where he is hiding by bringing him to 0 Resolution points. sheet, underlining them to
However, this could be just a waste of time if it is only important to know remark that they apply to the
whether he has seen him or not. Besides, if you lose Resolution while bringing whole group. In the special
case of losses inflicted to a
the Conflict to a complete victory, you might suffer Negative Consequences. personal Resolution Point Pool,
In the above example, Agathon the Black might become aware that someone Consequences from RP lost from
is asking insistently about him. Again, this might make it more convenient to this kind of pool apply only to the
player character who owned the
settle for a minor result in order to avoid possible side effects. pool, and you should record them
During a Conflict, one of the contestants can achieve a Quick Exit if both the on his or her character sheet only.
following conditions apply:
a) the contestant has just forced his or her opponent to lose Resolution Points
b) the contestant’s total Resolution score is equal to at least twice the opposition’s
total Resolution Point after the loss
A player who achieves a partial victory may decide to end the Conflict. He or
she explains why and how the character exits the Conflict. In some cases, the
Narrator may rule that the character cannot escape the Conflict with a Quick Exit.
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The character can decide, of course, to continue the Conflict until the opposition
reaches zero Resolution Points, hoping to gain a more significant result. However, it
is perfectly legal for the Narrator to decide that no further advantage can be gained
through the extension of the Conflict.
A Quick Exit is still a victory, but it will somehow be a “flawed” success: not
everything went as desired. The Narrator can also interpret the outcome of a
Quick Exit as “interesting complications materializing”, but these complications
cannot be such as to deny the victory.

For example, Moll Flanders the thief is picking a pocket in the street and, having
reduced the victim’s INT points to half of her DEX points, opts for a quick exit,
with his purse. The Narrator rules that the rushed termination of the job means
that the victim turns back and realizes he has been robbed, calling the guards.
However, this cannot turn into an arrest or a scene in which the guards pursue
Moll. The thief will in any case make it away with the coins, and being discovered
will represent no more than a nuisance as she is unable to go pickpocketing in
the same district until its denizens have forgotten her face.

If a Conflict ends with a Quick Exit, the losing side will suffer no
Consequences. The winner can still be subject to Consequences if he or she
lost RP.
The Narrator can use Quick Exit from a Conflict, too, under the same
provisions the players use.

ADVANCED CONSEQUENCE RULES


In the basic Conflict rules, we have introduced Consequences as the results
of losing a Conflict or winning it at a cost. As you introduce new examples of
Conflicts in your games, here are some extra rules that may become handy.

IMPROVED EFFECT OF CONSEQUENCES.


Sometimes a support Bonus gets “wasted” on a roll that did not need it, or the
roll was so bad that the Bonus could not turn it into a success. A Consequence
is harder to obtain than a Support Bonus, though, so your players might feel
cheated when a hard won victory resolves into an irrelevant one-time bonus
that does not change the outcome of anything. If this is the case, you may apply
one or both of the following advantages to Bonuses for Consequences:
• Transform a Consequence used as a Bonus to one’s roll into a Penalty for the
other side.
• Allow usage of a Consequence as a Bonus or Penalty after the dice are rolled.

Example: A few days after the Sheriff ’s escape, Robyn Hode is trying to
enter Nottingham in disguise. The Narrator requires a Conflict to avoid the
surveillance of the city militia. Unfortunately, the first roll of the guards’
Vision is a 50 out of 50 versus Robyn’s Disguise roll of 15 out of 60. This is an
Advantage for the guards, potentially very costly for Robyn. Suddenly Robyn’s
player remarks: “Hey, shouldn’t these guards be rather low on morale after
their boss’ ludicrous performance last week? I have a ‘He ran like a coward+’
marked here on my sheet, doesn’t it count?” The Narrator concedes that the
guards might be particularly sloppy and undisciplined as their commander
has just made a fool of himself, and Robyn retroactively bestows a Penalty to
their Perception roll, turning the Advantage into a failure. Robyn has been
appropriately rewarded for his bravery (and the Sheriff for his cowardice), so
the Consequence is erased from the character sheet.

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RECURRING AND PERMANENT CONSEQUENCES.
Sometimes it makes sense that one specific Consequence remains in effect RECURRING PENALTIES.
Do not be afraid of imposing
for more than one occasion. A Consequence that comes from the loss of 11 too many penalties because of
Resolution Points or more is a Recurring Consequence. Circle the sign or enclose Recurring Consequences. Playtest
it in brackets to indicate the lasting nature of the Consequence. Each time a has shown that the players tend
player is eligible to add a new sign to an existing Consequence, the player or to win the majority of Conflicts.
If accumulated Consequences
the Narrator, in case of a Positive and a Negative Consequence, respectively, put an end to a streak of three
may exchange the two signs for a Recurring Consequence instead. A Recurring or four victorious Conflicts by
Consequence does not lose a sign after each use and may be used once per allowing the Narrator a Quick
Conflict until it expires for narrative reasons or the arrival of Downtime. Exit that does no permanent
damage to the player characters,
Permanent Consequences are the result of Conflicts taking place in Downtime the game cannot but benefit from
this turn of events. Even heroes
(usually enchantments or item manufacture) and so cannot expire because the are supposed to lose a challenge,
Time Scale goes “up” since it was already at its top when the Consequence was once in a while.
introduced. Permanent Consequences are automatically also Recurrent, and
often have other limitations to their applicability, such as “once per session” or
“when the character has item X in his or her possession”. They can only expire
for narrative reasons, and we recommend that the Narrator waits for a significant
event, possibly a Conflict, to let them expire. In some cases, there will be very
specific circumstances that need to happen before a Permanent Consequence can
expire, such as the loss or destruction of the item to which it is bound.
The Consequence Table summarizes the duration of Consequences.

Consequence Summary
Marked as Expires
Consequence Sign: + or - When used, when the narrative
negates it, or when Downtime arrives
Recurring Sign in brackets: (+) When the narrative negates it or
Consequence or (-) when Downtime arrives
Permanent Recorded on a When the narrative negates it,
Consequence different box on preferably by means of a Conflict or
the character sheet other major event.

ALTERNATE USE OF CONSEQUENCES


Sometimes, it may be more appropriate to attribute alternate significances to
a Consequence. Here are some suggestions that the Narrator may propose, or
allow on player request.
• If a basic Positive Consequence is still unused when Downtime comes,
rather than letting it expire a player could ask to exchange it for an additional
Improvement Point in an appropriate skill or Trait. It is also interesting to
note that the presence of a socially relevant, unspent Positive Consequence of
sufficiently broad scope may constitute a justification for the acquisition of a
higher Status Trait.
• The acquisition of a Positive Consequence can be exchanged with the
elimination of a non-Permanent Negative Consequence of the same level
of applicability, if the two can plausibly negate each other.
A Negative
Consequence is always a good justification for the acquisition of a new
Motivation. Although this will not make it expire, starting a Motivation
connected to a Negative Consequence does not require any die roll.

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INTENTIONAL ELIMINATION OF CONSEQUENCES
CONSEQUENCE SWAP In the rules about Consequence negation after subsequent Conflicts, we have
A Conflict staged to get rid of
Consequences might produce assumed that the replacement or elimination of Consequences comes naturally
other Consequences if the players as they are used up or no longer make sense for narrative reasons. As players
lose RPs. However, unless the might want to get rid of dangerous Consequences before pivotal parts of the
Narrator is particularly vicious, the adventure, this will not always be the case. Players can thus initiate a Conflict,
nature of the new Consequences
will not be the same as the old one. in the same Time Scale in which the undesired Consequence was gained or
For instance, in a Healing Conflict the immediately higher one, with the sole goal of getting rid of the latter. This
(see page 75), any healer would can take place only if the Narrator deems that such an attempt is plausible. The
happily exchange a “Major head
wound -“ Consequence with a
standard Resolution Point Pool to beat is 10 points per minus sign to eliminate,
“Medical supplies depleted -“ one. 15 points in case of a Recurring or Permanent Consequence. The players need
not confront all minuses in a Consequence and only try to get rid of one, but
they cannot confront the minuses one at a time. Once a Conflict has been
staged against the Consequence, no more attempts are allowed. If the players
use a Quick Exit they will not eliminate any Consequences, while the Narrator
can use a Quick Exit to frustrate the players’ attempt.

CONSEQUENCE POINT POOLS


Some specific Consequences
REGAINING RESOLUTION POINTS
may have a specific value for the An Advantage in an exchange normally inflicts 2d6 Resolution Point damage.
opposition to face when trying to However, if there is a plausible explanation for “recovering lost ground”, the
eliminate them, explained in the
Typical Challenges section of this
second d6 can be exchanged for the ability to regain the same amount of
chapter or specific sub-systems Resolution Points inflicted to the opposition, up to one’s starting value.
presented in other chapters.
For instance, eliminating a
Consequence related to an
item of equipment is clearly a
MANY-TO-MANY CONFLICTS
Maintenance Conflict, detailed on
page 137 of Chapter 5.
Conflicts between multiple characters and multiple oppositions, each with a
separate Resolution Point Pool, are a rare occurrence. Yet groups which have
become comfortable with the basic rules may wish to resolve some major
confrontations as a “free for all”, big Conflict. This section contains some advice
about how to run such big events. For any detail not provided here, consult the
section about many-to-one Conflicts and apply the same principles.

RESOLUTION POINT POOLS


Multiple oppositions are more common when the opposition is represented
by individuals or groups,, but there might be situations in which even an
BONUS BEADS
A Bonus accrued can also be
impersonal challenge is better represented by separate RP Pools.
represented with a bead placed It is also possible to have two kinds of impersonal pools in the same Conflict:
near the miniature representing
the character, if you are using
a general pool related to the main goal; and several ones that represent each
props, or in front of the character character’s personal risk of being taken out of the Conflict by the elements, the
sheet. This may become useful environment, etc. This may happen when the heroes face a physical challenge
when a side has Bonuses and while also struggling to locate something or find their way in hostile territory.
Penalties from Consequences,
allowing for a considerable
number of available options.
You may use differently coloured ROLLING FOR EFFECT AND PROVIDING SUPPORT
beads to represent Support
Bonuses and Consequences.
In Many-to-Many Conflicts, there is no limit to the number of contestants who
can Roll for Effect on either side. Each character and each Narrator RP Pool can
Roll for Effect. The decision whether to roll or to provide a Support Bonus must
be based on tactical reasoning. However, in this particular case the Narrator
can use Support Bonuses like players. For each RP Pool for which he or she
could roll but decides not to, the Narrator receives a Bonus.
When a character has neutralised his or her personal opposition, he or she
can still provide a Support Bonus to less fortunate comrades. If a general
opposition exists, a character who has defeated his or her own opposition can
provide relief by Rolling for Effect against the generic pool, giving the others an
opportunity to focus on their own personal opposition.
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CHANGING A ROLL INTO A CONFLICT
The procedure explained on page 44 recommends using straight or opposed EARLY TERMINATION.
skill rolls only when the outcome is not vital to the player characters’ mission, It is legitimate for the Narrator,
although baffling for the player,
and the result of a failure is a minor inconvenience, or the necessity to choose to call for a Quick Exit if the
an option that was not the players’ first choice. For instance, a simple roll on a first Resolution Point loss of a
Status/Wealth Trait may be appropriate to check whether the player characters single roll turned into a Conflict
can buy a train ticket, but only when the alternative of walking or riding to meets the requirements. Given
the potential frustration it would
destination is inconvenient but acceptable. produce, we recommend that the
However, the Narrator may sometimes misjudge the importance that the Narrator uses this option only
when the player is attempting
players attribute to a trivial goal. In this case, the Narrator calls for a simple roll, something really out of character,
possibly opposed, but after rolling a failure the acting player announces that he such as insisting in using social
or she is not satisfied with a simple “you failed” as the result, and that the player interaction as the primary
solution with a low Charisma
character will try to reiterate the attempt. It is clear that the player was invested adventurer.
enough in the result to require a Conflict, but the Narrator did not understand
it at first sight.
In this case, the recommended solution is to turn the failed roll into the
first roll of a Conflict. The player is raising the stakes by entering a Conflict
while knowing beforehand to have rolled a failure for the first round. This
solution is quick and straightforward, and takes into account both the player’s
commitment to obtaining a goal through those specific means and the fact that
the dice initially said no to an easy solution.
Conflict setup takes place as normal by determining the nature of the
Resolution Point pools. Then, if the failed roll was unopposed, the Narrator
rolls for the opposition and the winner of the first exchange is determined. If
the original roll was opposed, its result is kept and necessarily determines the
defeat of the Player Character. The appropriate Resolution Point loss is then
rolled and applied. Whatever the result of this first exchange, it ends the first
round of the Conflict. If there is no winner yet, the Conflict goes on as normal,
with the other players becoming able to intervene, if present, from the second
round on.

TRANSITION TO COMBAT TIME


One of the most important and delicate events in a roleplaying adventure is the
start of a Combat. One side or the other will often want to delay this moment
or have it come sooner, or try to secure a tactical advantage before violence
starts. This section tells you how to represent these intents and their success or
failure in game terms, using the Consequence rules.
There are three main ways of transitioning from a higher Time Scale to Combat
time:
• When the group is describing action without engaging in a Conflict and the
Narrator or the players decide to start Combat immediately. In this case there is
no “enclosing” Conflict to influence Combat;
• At the end of a Conflict which aimed at engaging or avoiding Combat (chases,
etc.) or at gaining a more advantageous position in battle (ambushes, sneaky
infiltrations, boarding manoeuvres, etc.). In this case the end of this Conflict
marks also the start of Combat;
• In the middle of an unrelated or semi-related Conflict. In this case the enclosing
Conflict does not end and may resume at the end of Combat. This case is not
treated here but in the Secondary Conflicts section.

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CONFLICTS THAT MAY LEAD TO COMBAT
In some Conflicts, such as a chase, a sneaky infiltration or a negotiation with a
potentially hostile party, one side has the stated purpose of avoiding Combat.
After such a Conflict, Combat begins only if the party actually willing to fight
has achieved a complete victory. On the other hand, the party trying to avoid a
fight needs only a Quick Exit to disengage from the Conflict and avoid Combat.
Other Conflicts (ambushes or sneaky approaches, for instance) aim at
obtaining advantages for a Combat which will start in any case. In this case the
outcome of the Conflict is important mainly for its Consequences, which will
determine who gets an advantage and how big.

TRANSITIONING WITHOUT A CONFLICT


When the transition does not take place at the end of a Conflict, any pre-
existing Consequences that might be relevant to the Combat will apply,
following the same procedure described for transitioning after a Conflict.

TRANSITIONING AFTER A CONFLICT


The first thing to do when transitioning to Combat is applying the Effect
of the previous Conflict narratively. If you have surprised the enemy, your
opponents might be unarmoured and with their weapons sheathed. Victory
in a manoeuvring Conflict may bring you closer to an enemy you wish to
engage in Close Combat. The rule that the loser gets to name the Effect is not
applicable in this specific case: the winner of the Conflict always gets what he or
she wanted.
If the victory in the enclosing Conflict was complete, that is the winner did
not use Quick Exit to end the Conflict, the loser also suffers Consequences.
In this case only, shortcut the normal Consequence rules and simply apply an
automatic Penalty to the first roll made for all characters on the losing side if
using Basic Combat, or a five Strike Rank loss for all surprised characters in
the first Round of Advanced Combat. This represents surprise and tactical
advantages.
The winning side might suffer Consequences, too, if it lost RP. The loser
cannot impose Consequences that negate the victory in the Conflict, but using
this option to nullify surprise or disadvantage for one single member of the
surprised party may be appropriate, for instance (“The Orc Chief spotted the
ambushers at the last moment”).
If you use Basic Combat, which is not really different from another Conflict, all
there is to do at this point is to apply Consequences in the current Combat. The
procedure for transitioning to Advanced Combat will be explained in Chapter 4.
Going back to Adventure Time from Basic Combat follows normal Conflict
Rules, too. Any Consequences produced by Resolution Point loss in Combat
are added to the character sheets. Transitioning back from Advanced Combat is
slightly different, and is explained in the Fast Healing section of Chapter 4 (see
page 107). Poison and other ongoing threats must be handled separately as
explained in the Typical Challenges section (see page 76).

SECONDARY CONFLICTS
At the highest time scales, it is not infrequent that a Conflict lasts so long
that someone wishes to move the Time Scale down and start another type of
Conflict (usually combat, but this is not always the case so we have kept this
section separate from the one about Transitioning to Combat) before the first
Conflict is over. Rather than vetoing interesting developments, the Narrator
should freeze the Conflict until the lower Time Scale action is resolved.
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You should consider the whole of the Secondary Conflict as the equivalent of TEMPORARY CONSEQUENCE
CALCULATION.
one single round of the enclosing Conflict; adjust the temporal length of that When setting up a Secondary
single round accordingly if you are keeping track of time. Conflict, you may choose to
apply Consequences from the
“enclosing” Conflict to the
A typical example of such an occurrence would be our Martian heroes, Fuyoba secondary one, even though the
and Vorgin, jumping on a pursuing airship while the skipper of their own craft, former is still running. If the
party that chose to initiate the
Professor Rathas, is still struggling to break contact. In this case, the Narrator Secondary Conflict has lost any
might call for a Jump roll by one or more of the boarding PCs, or a Pilot success RP so far, apply a Consequence
by the skipper to bring the two vessels in a favourable position, before allowing chosen by the opposition (this is
the equivalent of the initiating
the transition to combat. The main Conflict is not over and might still end with party terminating the enclosing
a full boarding or the heroes escaping, but it becomes necessary to resolve combat Conflict with a Quick Exit). Label
any Consequences as Confusion
– which is played out in 6-second Rounds - before another 5-minute Round of or Tactical Disadvantage if
the chase may take place. No new action can take place in Adventure Time until nothing else applies, and apply
combat is over, although what has already happened during the pursuit does other lingering Consequences if
any. If the Secondary Conflict is
affect the battle. a Combat, you should also apply
the optional rules found in the
Transitioning to Combat section.
Once the Secondary Conflict is over, the action shifts back to the enclosing
Conflict. There are two possible outcomes. If the Secondary Conflict has made In our boarding example, assume
the enclosing Conflict meaningless for narrative reasons, the main Conflict that the PC ship was losing the
chase with a score of 12:7 in favour
ends without Effects or Consequences. You can apply Consequences from the of the pursuers, and 7 points lost
Secondary Conflict if they are significant. by the heroes. This translates into
a Consequence, and the Narrator
If the enclosing Conflict is still meaningful, then the winner of the Secondary opts for a Tactical Disadvantage. In
Basic Combat, this translates into a
Conflict gains the equivalent of an Advantage roll in the main Conflict, that -5 to Strike Rank for the first round
is 2d6 Resolution Point damage to the opposition. If the Secondary Conflict of combat (see Transitioning to
was terminated by a Quick Exit, the winner can only apply the equivalent of a Combat Time). Fuyoba and Vorgin
do land with their weapons ready,
successful Roll for Effect, that is 1d6 Resolution Point damage. but recovering their balance after
the jump costs them a handful of
moments that shifts the initiative in
In the above example, if Fuyoba and Vorgin win the fight, the ensuing favour of the “welcome committee”
disruption will certainly help Professor Rathas to put a big distance between they face on board the enemy airship.
the PC airship and the pursuers (how the boarding PCs return to their craft
In Advanced Combat, treat a
afterward is another story). If the player characters lose, they will end up battle which terminates with one
captured, unconscious or hiding on the enemy ship. This will have an effect on side completely exterminated or
the Professor, too, who might be forced to accept boarding in order to rescue captured as a complete victory,
and one which ends with at least
his captured friends. some combatants fleeing as a
Quick Exit. The Narrator may
consider the Secondary Conflict a
Having applied the Effect of the Secondary Conflict, if the enclosing Conflict is tie in some cases.
not yet over, another round begins.

PARALLEL CONFLICTS
In some cases, the unfolding story require that you resolve two or more
Conflicts at the same time. For instance, your adventurers might have to find
the way out of a labyrinth (INT-based Conflict), while also fighting the effects
of a deadly disease (CON-based Conflict). Power use, poisoning, grappling and
other important details are handled with basic Conflicts and sometimes they
must be resolved before Combat is over.
For non-violent Conflicts or Basic Combat, the best solution is treating all
Conflicts as one and introducing multiple oppositions to overcome, possibly
using multiple Resolution Point Pools based on different factors (page 40).
If you use Advanced Combat, instead, you must apply a different procedure to
handle Parallel Conflicts which use the basic rules. The rules for adjudicating
these cases are in the Parallel Conflict section of the Advanced Combat Chapter
(page 112).
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CONFLICT BEST PRACTICES
BE AWARE OF COMMON PITFALLS
During in-house playtest, some common pitfalls have emerged that could
impair the group’s enjoyment. Rather than letting would-be Narrators
learn the lesson the hard way, we will describe here the two most common
situations that result in a sub-optimal experience at the table, and what
features of the game to use to avoid them.
The first situation to avoid is reducing a Conflict to a mere series of rolls
producing resource attrition. This may sound fun as long as it is something
new, but after two or three times many players will start to lose interest.
The purpose of a Conflict, instead, is to stimulate players and Narrator to
introduce diversity and details in the scene they are roleplaying. If this does
not happen at your table, it is probably because “interpreting the result of
die rolls” is the only option the players have to contribute to a Conflict,
and they simply do not use it. The quickest and less intrusive response is to
leverage the advanced features of the Support system. Encourage all players
to participate in Conflicts by making them multi-player as often as possible.
Introduce Consequences to show the supporting crew that the heroes cannot
prevail without a good dose of Bonuses. In this situation, the players are
encouraged to think before the die roll is made, in order to ensure Bonuses,
and this will make them describe their actions and participate actively in all
scenes. Another good technique for the Narrator is that of rolling actively,
leveraging apparently unrelated skills to make things more diverse and
stimulating the challenged player to be creative in choosing the skill and Trait
to oppose the Narrator roll
The second problem that often arises is a “dry” usage of Traits as justification
for Support Actions. Listing the Traits on their character sheet until the
Narrator agrees that one is applicable is mechanically rewarding for the players,
but hardly effective in producing an exciting story. If the Narrator sees this
happen, then it is a warning that he or she should be stricter in requiring a
description, and less strict in requiring the presence of a Trait. Remind the
players that the Trait rule is there to encourage actions appropriate to their
characters, not to constrain or replace their creativity. If a player describes an
action in an appropriate way but there is no Trait that applies, consider allowing
a Bonus in any case. Only if the appropriate Trait exists but the character lacks
it should the Narrator forbid an action or deny a Support Bonus.

USE CONFLICTS TO INTEGRATE OBSTACLES


IN THE PLOT
Revolution D100 operates on the principle that “Anything that influences a
player character should come from a roleplayed event”. This means that the
recommended way of creating obstacles for the players is Conflicts and their
Consequences. The Narrator should not impose flat penalties as obstacles,
but rather confront the players with the obstacle as an opposition and let any
penalties be the fallout of their struggle against the obstacle.
For example, let us say that Tim is planning a session in which his players
must traverse a desert with insufficient water supplies. He has already decided
that the desert will be a major element in this episode, a threat that the
players cannot ignore or circumvent.
An approach that involves only flat penalties or single-roll challenges
might be “The desert is searing hot and you finish your supplies of water.
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Take one Fatigue Penalty, two for whoever is wearing armour. A successful
Endurance roll avoids one penalty”. Unless the desert inspires some players
to be particularly poetic, they will all make the roll and note the penalty. Any
player whose character loves armour too much will probably grumble against
narrator unfairness. When the moment of action comes, the players will find
a Penalty on their character sheet, but probably they will not even remember
why it is there. Tim has introduced the obstacle in the game in a mechanically
relevant way, but has failed to introduce it as an element that the players
“lived” as a first person experience.
The approach that Revolution D100 recommends in this case, instead, is
that Tim stages a Conflict against the desert. This will take a little more
time, but since Tim had already determined that the desert would be a
prominent feature of today’s adventure, this is certainly appropriate. Now
the players are forced to immerse in their characters’ minds, and think about
what they would actually do in a real desert, because they need Bonuses to
pass their Survival rolls, and Bonuses come from appropriate descriptions.
The players will also feel the urge to think of alternate ways of passing the
obstacle (find oases, trade with natives, etc…). With each Round, Tim will
have the opportunity of adding extra unpleasant details about his obstacle
(vultures, insects, sunburns, etc…) and making each of them significant in
play, something he could not do with a single-roll obstacle without sounding
like a monologue. The players, afraid of losing the Conflict or suffering
Consequences, will pay attention to Tim’s description, eager to find a way to
get a Bonus or a way out. At the end of the encounter, the desert will have
been an experience that the players have lived in their characters’ skins. Any
Consequences they suffer (although mechanically equivalent to the Penalty
assigned in the first case) will be like a vivid memory of an experience they
lived, and had an opportunity to struggle against. The chances of perceiving
unfairness in the Narrator’s behaviour will be lower, and any hindrance or
difficulty will sound as something that has a good reason to be part of the
story, no matter how annoying or detrimental.

CONFLICTS DO NOT STOP THE FLOW OF PLAY


You should probably have guessed this from the advice presented so far,
but we will stress it explicitly here: Conflicts are not meant as that moment
of the game when everyone stops roleplaying and starts rolling dice and
doing “rulesy” things. If this happens at your table, then the Narrator should
highlight with practical means that this is not how Conflicts are supposed to
work. The rules are designed so that all actions that contribute a colourful
narrative to a scene also give the players a mechanical advantage, while
rolling the dice passively without describing what your character is doing
increases your chance of losing. This should provide a natural incentive
for the players to insert meaningful in-character actions in the Conflict
framework.
If this mechanical incentive is not enough to ensure a seamless integration
between roleplaying and rules, the Narrator could try other techniques to
encourage player cooperation. The best way is an apparent de-structuring
of the Conflict framework to make the players act more naturally: the
Narrator starts each Round with a description, and then asks the players
what their characters are doing; then he or she extrapolates the equivalent
of a Declaration for a Support Action or Roll for Effect from each answer,
and then asks for the relevant roll, suggesting how the Support Bonuses
should be allocated. None of this violates the Conflict rules, but everything
will sound more natural during play. Gradually, the players will understand
that this is how they should tackle a Conflict, and will start to integrate this
approach in their roleplaying habits until it becomes as natural as a normal
conversation.
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Example. Vorgin and the other Martian Heroes have finally managed to
infiltrate the slaver camp to free Anissa, the daughter of a Red Martian noble
whom they are in charge of recovering. However, they discover that she is
in fact on board of a slaver air galley, a very dangerous place. The Narrator
requires a Conflict of someone’s INT versus a difficulty of 15. Fuyoba, who has
INT 13 and is the Fast Talker of the group, will be the leader of the infiltration.
Donning the armour of a group of guards they have previously dispatched,
Fuyoba and Professor Rathas pretend to be bringing a captured nomad
(Vorgin) on board. This clever trick wins them a Bonus in the first round of
the Conflict, and Fuyoba’s modified Fast Talk easily beats the ship guards’ raw
Communication skill (they lack the Insight Trait), for a result of 13:12 that lets
them board the ship.

Once inside, they wander a little bit until they encounter another soldier
(this is in fact the Narrator marking the start of a new Round with an event).
Fuyoba’s player has the idea of telling the soldier they got lost while carrying
the prisoner and asking where the captives’ quarter are, hoping Anissa is also
there. Another good Fast Talk roll lets the hero reach a situation of 13:9, and
find the girl’s room.

The Narrator states that the next problem to face (new Round) is that the door
is locked, but Vorgin knows the secrets of Lockpicking and scores another four
RP, bringing the opposition down to 13:5. The party has found the girl, and
could now go for a Quick Exit. However, the players need some time to think
before deciding on the next move. As they can now hide in the girl’s quarter,
the Narrator agrees to give them the time needed without terminating the
Conflict (he is actually applying the rule that some Rounds may pass without
further events). The three reason that rushing out of the airship (using the
Quick Exit option) could alert the slavers, which they want to avoid at all
costs, and opt for one last gamble to carry the girl out in an ordered fashion.
The opposition left to beat is now very low, so the Narrator starts the following
Round by letting them find the way to the exit without further trouble.

The players state that they will simply try to slip out of the ship as everything
was normal, which the Narrator interprets as a Support Action (no related Trait,
but the action is appropriate to the situation). However, the guards stop them
once more asking why they carry the captives away (the Narrator uses his option
to Roll for Effect). The guards’ Communication is opposed again by Fuyoba’s
modified Fast Talk roll to invent an excuse on the spot, and the players are lucky
for a fourth and final time: Fuyoba scores the five points needed to terminate the
Conflict, and the group debarks and disappears into a nearby tunnel.

The trick the Narrator used in the example is that of interpreting the entire
air galley as an impersonal force, changing the nature of the challenge from
round to round to keep the narration very natural and allowing interaction
with several non-player characters (and even one physical obstacle) during
the same Conflict. The process of dividing the events into Rounds was
hidden to avoid “breaking” the natural flow of the action sequence. Note
how all of the above actually follows the rules, but in fact does not get in
the way of normal player/Narrator conversation. The Narrator used the
Resolution Point totals of the opposition as a guideline for describing the
various steps of the infiltration (in the ship with 12, at the cell with 9, past
the door with 5, and out with 0), and this ensured a coherent description,
while at the same yielding a good balance in the difficulty and number
of skill tests required. As the action proceeded, the players could feel
themselves closer and closer to their target, while still aware of “not being
there yet”.
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UNRELATED ACTIONS ARE DESIRABLE
Another problem that might arise in your game is that a player wants to do
something really interesting but the sudden start of a Conflict makes him or her
feel forced to postpone, and in some cases to abort, his or her plan. But, unless
the player him- or herself wishes to wait for the Conflict to end, this is by no
means necessary: the Conflict rules are designed to allow any sort of unrelated
action to happen during a Round. A player can state anything during the
Declaration Phase, the only restriction on declarations that do not coincide with
either Roll for Effect or Support is that they cannot have any mechanical effect on
the Conflict; the character’s action, though, will take place in any case.

The Unities specified in the Time Scale Table on page 40 are a good guideline about
what sort of unrelated actions you can plausibly insert in a Conflict. So, for example,
given that Unity of Time and Space is in effect in Adventure Time, any character who
is in the same place at the same time as the participants in a Conflict can still act while
the latter is in progress. Only during Downtime and Narrative Time, when Unity of
Action is in effect, should you consider the option of “freezing” other actions until a
Conflict terminates. The Round structure of the Conflict will help you to synchronize
any unrelated actions with the duration of the Conflict.

Finally, note that an unrelated course of action may suddenly result in something
useful for the Conflict at hand. This is the absolute best way to run Conflicts, and
we encourage Narrators to allow and encourage such creative initiative on the
part of players.

Example. Our Martian heroes are flying Anissa back to her father when an enemy
air galley, alerted by a traitor in their crew, intercepts their small craft and demands
that they surrender the poor girl. Fuyoba, alone on the airship deck, attempts to
negotiate with the enemy captain. A diplomatic Conflict starts, Fuyoba’s INT of 13
against a difficulty of 16, and an enemy who has no intention whatsoever of letting
them go. Fuyoba plans to disguise the traitor as the girl and deliver him to the
enemy, a plan with slim chances of working. However, in the first round Fuyoba’s
player states that his character is only trying to confuse the enemy captain, and his
Fast Talk roll is enough to drop the enemy RP by two points, down to 13:14.

In the meantime, Professor Rathas appears on the deck and starts tinkering with
one of his gadgets, a light projector mounted on the stern to illuminate the ship
course in the night. He also tries to locate the exact position of the enemy captain
on his ship, for which the Narrator requires a Perception roll that Rathas passes.
The Professor’s player has a different idea than Fuyoba’s, and the Narrator has
nothing against letting him setup his little trap while his companion tries to setup
his diplomatic deception.

On the second round, Professor Rathas winks at Fuyoba and his player asks to
Roll for Effect. A quick touch on a switch and… Blinding Flash!!! A stream of
concentrated light hits the unaware captain directly in the eyes. As he could not
anticipate the surprise effect, the Narrator decides that the captain cannot oppose
the Professor’s Advantage roll, which does eight points of RP damage to the enemy.
The captain can no longer see a thing!

Although the Conflict started as a diplomatic one, it is perfectly legal under the
Conflict rules to add the result that the scientist scored to Fuyoba’s initial achievement.
The situation is now 13:6, providing an unexpected but providential opportunity
for a Quick Exit. The PC crew puts the 8th Ray engine on full throttle, and by the
time the enemy crew has recovered from the confusion caused by Fuyoba’s deceiving
speech and the blinded captain’s mad cries, turning the galley’s Radium Cannons
towards the heroes’ airship, the latter is out of range and heading for a safe harbour.
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CONFLICT EXAMPLE
This scene, taken from a campaign using the forthcoming “Wind on the Steppes” setting, takes place in the mid-
6th-Century in the Gobi Desert. The party are Türks coming back from a secret diplomatic mission in the Western
Wei kingdom. Bey, a friendly smuggler, has guided them along a remote path up to the camp where his colleagues
are dwelling. The camp is a semi-permanent place that houses refugees from the Wei authorities. The party has to
negotiate safe passage and avoid being robbed or sold as slaves.

The PCs are


• Ayu-Kulak, young noble, leader of the group
• Kenjeke, a young woman of high nobility
• Arslan, a mounted archer
• Ulap, a mysterious shaman
• Geche-Yüz, an elite warrior,
• Jebe-Tsenkher, a messenger

Ayu-Kulak is looking for support and a guide, and is ready to sell a camel, plus a part of the carried goods. He
stares at the camp chief ’s eyes, holds a hand up and says “Arslan, the Chief wants to have a demonstration of our
force”. The young noble wishes to impress the Chief by showing how his party are good, and how well he can lead
them. He will be leading the Conflict for the party.

Setup
The Chief has a Will of 14 which will constitute his RP Pool, and 65% in his Communication [Persuade] skill.
The Narrator rules that the Starting RP Pool for the party is equal to the average of Ayu-Kulak’s CHA 9 and WIL
12. The players have thus a starting RP Pool of 11. The friendly smuggler Bey is in fact a Positive Consequence, a
Bonus to use when the PCs want.

Round 1
Arslan declares that he tries to impress the Chief with his archery skill. Ayu-Kulak will make the roll on his
Command Trait, arguing that he is a leader of strong warriors. However, the most important factor is that Arslan’s
Fast Shooting Stunt will provide a Bonus to Ayu-Kulak’s Command, bringing the score to 98. Ayu-Kulak rolls a
19, while the Chief misses with an 80. The PCs win the first round and the Chief loses 3 RP for a 11 : 11 result.

The Chief counterattacks by doubting that the PCs will be able to make their way through the desert, and as
consequence, that they depend on his good will. He utters “Being a good warrior is of no use in a sand storm!”.
Arslan knows the region and replies that he can find the way, so he will make the defensive roll on his Knowledge
[Eastern Tarim] (56%). As this score is rather low, Ayu-Kulak suggests that Arslan takes advantage of their
friendly guide Bey if he fails, which he does with a 66. The guide talks to his Chief in a language the PCs do not
understand, but it seems to help. Arslan’s Skill becomes 86% and the 66 is now a success, the Chief has 65% and
rolls 19. Arslan wins for rolling higher, the Chief loses 3 RP again, for an 11 : 8 situation.

Round 2
Ayu-Kulak makes a long speech, explaining that the horde will be coming in the near future, that the ruffians have
most interest in helping them, that he’s the son of a noble, all of which the Narrator interprets as using his Status:
Noble-Chief of Hundred Trait, which is a Communication Trait in any case. This is not enough and Ayu-Kulak
loses this turn with a 34 versus the Chief ’s 57: the ruffians’ Chief does not believe him and laughs. The party loses
4 Resolution, for a final 7 : 8 situation.

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Round 3
One of the Chief ’s soldiers whispers in his ear. Kenjeke recognizes him as a member of a gang they defeated a few
weeks ago. Ayu-Kulak orders Geche-Yüz to wrestle the enemy soldier before he can influence the Chief. At the
same time, Ulap the shaman prepares a Confusion spell to provide a Support Bonus when requested. Wrestling is a
common way to set disputes among Nomads. The Chief accepts the duel, but since Ayu-Kulak asked his champion
to fight, the Chief summons his own champion, a colossal boxer with a +2 Might. The Narrator manages this fight
as a Secondary Conflict.

The fight is resolved with the Basic Combat rules, nomadic wrestling vs. brawl. After a few rounds, the outcome is
a total victory for Geche-Yüz, and the Chief loses 2d6 RP for a final situation of 7 : 2.

The chief takes now the PCs seriously and shows that he is willing to negotiate an acceptable price to give them
shelter. Ayu-Kulak could decide a Quick Exit, but he wants to keep as much goods as possible and to get a guide
and so decides to go for a total victory.

Turn 4
Instead of leaving the Chief an honourable way out, Ayu-Kulak tries to humiliate him by being quite rude. This
persuades the Narrator to bestow a situational Penalty on his next roll, as the Chief cannot be humiliated in the
presence of his soldiers. Kenjeke, the young noble woman, makes her own speech and makes it clear that she wants
a compromise and that her brother is the leader of a big horde and is going to come back in the region in the near
future. She’s using her Status High Noblewoman Trait to support Ayu-Kulak, and soften his words with an in-
game speech. Ulap the shaman releases his Confusion spell, granting a further Bonus.

At the end, this crucial roll will be: Chief ’s Persuasion 65% vs. Ayu-Kulak’s Command 68% - penalty 30% + bonus
Kenjeke 30% + bonus Ulap 30% = 98%. The Chief rolls an 84 versus Ayu-Kulak’s own 90. An advantage for Ayu-
Kulak!! The chief loses 7 RP, and finishes at -5, a total victory for the PCs.

Outcome
The Chief doesn’t know what to think. Who are these people? He is Confused and even more worried. He prefers to
accept and welcome the PCs for the night, hoping they will remember his hospitality when the horde will be back.
Ayu-Kulak’s player reminds the Narrator that he wanted a guide, and that’s the reason why he took the risk of a
total victory. The Narrator states that the guide will show them the way for a few days only, not knowing the route
beyond, but this is still enough to grant a “Guide through the Gobi Desert (+)” Consequence. Since the Conflict
ended with more than 10 Resolution Points of damage inflicted, the players asked for a Recurring Consequence,
identified by the circled (+), in order to exploit the guide’s skills for as long as he will remain with them.

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USING CHARACTERISTICS AS
PERCENTILE SCORES
The original approach of classic
D100 rule sets when testing a
TYPICAL CHALLENGES
characteristic or pitting it against
another non-percentile score is
different than the one presented This section provides examples of the physical and social obstacles that player
here: characteristics are multiplied by
five and rolled on a percentile die as characters will find on their way during their adventures. The core principle
though they are skills. For opposed on which the Revolution D100 rules are built is that anything that influences a
rolls, the algebraic difference of player character should come from a roleplayed event. So, whenever possible,
the two scores is multiplied by five
and added to 50% to resolve the
we have suggested a way to employ the obstacle as the opposition in a Conflict
opposition with one single roll. where the player characters will have the opportunity to oppose it actively.
The OGL versions of D100 (which
includes Revolution D100) use an
approach where characteristics are
never rolled on percentile dice, only
OVERCOMING A CHARACTERISTIC
skills, emphasizing training over
base characteristics. Although this
is not the recommended solution There will be times when a conflict clearly addresses one characteristic
in Revolution D100, you can
always resort to a Characteristic x5
(Dexterity to avoid a falling object, Charisma to make a good first impression
roll on a percentile dice when no on someone, etc.), but it is not clear what skill is appropriate to the situation
skill/trait pair sounds appropriate at hand. The Characteristic Overcome Table describes the recommended skill
to you. However, we encourage (and Trait when possible) to use in conjunction with a given characteristic
you to employ the “characteristic
as hit points” approach of the when the situation does not suggest an obvious one.
Conflict rules whenever possible,
as it adds a second dimension to
opposed challenges, making both
training and basic attributes equally Characteristic to Overcome
important.
Characteristic Skill/Trait
COOPERATIVE EFFORT
Other characters cannot usually Strength Agility [Brawn] (or Athletics [Brawn] if you use Athletics in your game)
aid yours in Conflicts that involve
a Characteristic-vs-Characteristic Constitution Survival [Endurance]
challenge. However, particularly in Dexterity Agility [Dodge] (Balance or Acrobatics might be appropriate to
Strength Conflicts to lift or move
some situations, too)
objects, there are cases where a
collective effort helps. If your group Intelligence Knowledge [any]
cares about this, have the hero
with the highest characteristic or Will Concentration [Willpower]
skill make all the rolls, but add the Charisma Communication [any]
cumulative characteristic bonuses
of any assisting characters to the d6
roll when he or she achieves a victory
(see page 5: +1 for assistants
with 13 in the characteristic, +2 for
assistants with 18+, etc.). TESTING YOUR PHYSICAL LIMITS
CHARACTERISTIC MODIFIERS In many cases, a character may wish to perform a feat that involves a physical test: lift
FOR OPPOSED ROLLS a weight, jump a distance, arm-wrestle an opponent, run fast, walk on burning coals,
When representing a physical feat
with a simple roll the sheer value etc. When they involve a prolonged effort, these feats can be represented by Conflicts,
of your characteristics will become usually involving Strength or Dexterity, sometimes even Constitution. In this case
less relevant than it should be in your starting Resolution Point pool is equal to the relevant Characteristic, and you roll
practice (having a STR of 18 gives
you a +8% over the average guy,
your Agility with the relevant Trait if any (Brawn, Climb, Endurance, etc.).
whereas the Brawn Trait gives you The opposition always has a skill of 50%, and Resolution Points proportional to
+30%). If you wish a characteristic to
have more relevance, there is a way the feat you are attempting. If the physical quantity you are trying to overcome
you can exploit the rules to change can be equated to a characteristic (for instance, lifting a weight can be
characteristics into Skill modifiers. expressed with a STR value, and so can be breaking free from a bond such as a
Compare your characteristics and rope or a giant cobweb), then the opposition Resolution Points are equal to this
the RP value you would use for the
opposition if staging a Conflict and Characteristic score. In all other cases, compare the actual physical measure
cross-index it on the Characteristic to overcome with the normal result you could achieve, as provided in the
Bonus Table on page 5 (+1 for description of the relevant Agility trait. The “average” value is represented by
13+, +2 for 18+, etc.). Your Skill roll will
suffer a number of Penalties equal
an opposition of 10, and you add or subtract 1 for each ten percentiles above or
to the Characteristic Bonus for beyond that average: 11 for 110% of your normal limit, 12 for 120% and so on.
the opposition, and a number
of Bonuses equal to your Instant feats like jumping or catching a falling object, instead, are among those
Characteristic bonus. cases where a simple or opposed success roll is more appropriate than a Conflict.

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CHASES AND SPEED CONTESTS
The objective of a chase is to reach the fleeing party and subdue or dispatch it, VEHICLES IN A CHASE
which may or may not involve initiating combat at the end of the pursuit. The skills Chases among vehicles usually
see a wide range of Move
used in this kind of conflict are Agility [Running], Drive [vehicle], Ride [mount] or scores, so the rules provided
Pilot [vehicle]. As few characters have the Running Trait, we recommend that the for foot/mounted chases yield
Narrator allow using an environmental trait to replace it if the character is familiar inadequate results. Here we
with the place where the chase takes place. present an optional, simplified
rule for including Move as a
You will usually stage chases in Adventure Time. The Narrator might wish to parameter in vehicular chases
shorten the length of the time unit to one minute or thirty seconds for the most when you use other variables
as the Starting Resolution Point
frenetic chases. Pool. If you use an advanced sub-
If a contestant is on foot or mounted, use the runner’s or the mount’s Constitution system for vehicles, the latter
will probably provide a more
as the starting Resolution Point Pool. When vehicles are involved, choose a specific appropriate solution.
parameter of the vehicles, and default on the driver’s Dexterity if none is applicable. Compare the Move scores of the
For high-speed vehicles like jets or racing cars, use the Move score itself (or double vehicles (doubling them for land
vehicles). If they are too different
the Move score for land vehicles), particularly when the chase takes place in an from the median value of 10,
obstacle-free environment. add or subtract 10 to all values
so that they get closer to the
When the chase takes place in an obstacle-rich environment, the most appropriate average value. Then calculate the
parameter is Manoeuvrability for a vehicle, and Dexterity for a living being. Sudden Characteristic Bonus for each of
changes of environment might negate speed bonuses/penalties, bestow penalties to these scores by consulting the
Drive or Pilot rolls, or even change the Trait required to roll for effect. Characteristic Bonus Table on
page 5 (+1 for a score of 13+,
For chases on foot (or on mounts), if there is one point of difference in the Move +2 for a score of 18+, etc.). Those
are the Bonuses to apply to the
scores, the fleeing or the pursuing party, whichever is faster, gains a Bonus to the Pilot or Drive rolls.
roll. Do not forget that the Running Trait increases its owner’s Move by one point –
and your setting might include Powers and Stunts which have even greater effects.
If the difference is higher than one point, the slower party gets a Penalty, too. A
difference of more than two points might make the chase pointless, unless the
environment is so full obstacles that it offsets the penalties.
A chase that ends with victory for the pursuing party usually results in the capture
of the fleeing one, or with the immediate start of a Combat. The Transitioning to
Combat rules (page 59) include options to represent better positioning or fatigue
resulting from the chase, if you wish to provide mechanical rewards for winning the
chase. If the fugitives win, instead, the pursuers lose their tracks and have no hope
of eventually catching up until an appropriate number of Time Units has passed on
a higher Time Scale.
PARTIAL VICTORY OF A CHASE.
A chase may end with a Quick Exit
if you use this rule, but you must
be careful to avoid giving out the
same result as a complete victory.
If the pursuers achieve a partial
result the may capture some
equipment or a non-vital member
of the fleeing party, or guess
their prey’s final destination, but
not start combat. On the other
hand, the fugitives might exploit
the pursuers’ Quick Exit to start
combat themselves, as it will
allow them to begin the battle in
a favourable tactical situation. If
the fugitives obtain a Quick Exit,
then they will be safe for some
time, but the pursuers will remain
a threat for the duration of the
scenario.

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ILLUMINATION & DARKNESS
SEEING IN THE DARKNESS. Darkness is among the obstacles that are less suited for a conflict and best treated
The Dark Vision power or as a flat penalty to skill rolls. The Illumination Table contains the suggested
Trait, normally possessed by
subterranean creatures and trolls,
penalties for darkness situations. The Narrator may wish to skip them or enforce
allows characters to see in total them less strictly, if they do not add much to the tension of the situation.
darkness. Night Vision allows
character to ignore all darkness
penalties except total darkness. It
is typical of nocturnal creatures
and felines. Illumination & Darkness
Environment is… Example Effects
ILLUMINATING ITEMS Illuminated None. Heavily candlelit room, overcast day,
Example Radius within radius of illuminating item.
Candle or 1m Partial Darkness Cavern mouth, misty or One Penalty to sight based
embers foggy day, full moon Perception rolls and Combat
Flaming brand 3m night, within double rolls.
or lantern radius of illuminating
item.
Campfire or 5m
Darkness Cavern illuminated only Two Penalties to sight based
torch
by embers, night with no Perception rolls and Combat rolls.
Bonfire 10m moon, within triple radius
of illuminating item.
Total Darkness Total absence of Sight based Perception rolls
illumination from any automatically fail. Three
source Penalties to Combat rolls.

MOVEMENT AND EXPLORATION


This section contains two types of rules. The first is numeric values for
Movement Rates that you can use as a rough guideline about the distance you
can travel in a given time unit if no complication occurs, and modifiers to apply
to the distances and times for favourable or adverse conditions. The second
type are rules that suggest how the Narrator should stage Travelling Conflicts.
Travelling Conflicts are an important part of a Revolution D100 game, and
a good way of inserting complications and subplots into an adventure while
at the same time letting player character actions and abilities influence the
outcome of the journey.
If the player characters are travelling, and the party speed is really crucial for
the narrative – because they need arrive in time to save the day, or someone
is pursuing them, or a myriad other reasons that can add interesting twists to
your adventure – the best option is to run the trip as a Conflict. If travelling
and the obstacles the heroes may find on their way are not supposed to be an
important part of your adventure, just let the player characters arrive in time
without any rolls and go on with the interesting parts of the adventure.

MOVEMENT RATES
The Movement Rate Table shows how far characters with a variety of
Movement scores can travel over various periods. Groups travelling together
will move at the speed of the slowest member. The table below represents
humanoid moving on foot on a plain terrain that poses no significant obstacle
to travel.
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Movement rates
Time Time
Scale Period Move 1 Move 2 Move 3 Move 4 Move 5 Move 6 Move 7 Move 8 Move 9 Move 10
Combat Round 5m 10m 15m 20m 25m 30m 35m 40m 45m 50m
Adventure Turn 60m 120m 180m 240m 300m 360m 420m 480m 560m 600m
Narrative Hour 0.8km 1.5km 2km 3km 4km 5km 5,5km 6,5km 7km 8km
Day (normal march) 6km 12km 18km 24km 30km 36km 42km 48km 56km 60km
Day (forced march) 8km 16km 24km 32km 40km 48km 56km 64km 72km 80km

Movement in Combat or Adventure Time assumes a character is moving as fast


as possible, but still walking. If a character is running, double the movement
rate but give a Penalty to any Action attempted. For quadrupeds, running speed
is four times basic Move. Some Actions are utterly impossible while running.
Movement in Narrative Time or Downtime cannot be doubled by Running, but
you can Force March by not taking any break in your walk, although this will
make the opposition tougher in a Conflict.
Any creature with the Running trait can Run as if its movement was 1 point higher.

TRAVELLING CONFLICTS
Calculate the number of time units the heroes need to travel in order to reach
their destination by using the Movement Rate Table. Do not apply any penalties
due to terrain or weather to the distance travelled. The only modifier to take
into account is forced marching. This value is the number of time units (usually
days) the journey is expected to take. Then multiply by three, and only at this
point apply any modifiers to Starting Resolution Point for terrain and other
conditions, found in the following sections. The results are the Resolution
points the players have to beat to arrive at their destination.
The player characters will generally use CON as their Starting Resolution Point
Pool. The average Challenge Rating of the opposition is 20% when travelling
on a road, and 50% when travelling on rough terrain. The opposition has the
equivalent of a Bonus (+30%) if the player characters are force marching.
If the heroes bring the opposition to zero in fewer Rounds than expected
(you have computed the expected number of Rounds in the first step of
this procedure), they arrive earlier. If they take the exact number of rounds
expected or go for a Quick Exit from the Conflict, they arrive exactly on time;
if they take more rounds than expected, they arrive late. If they lose, they get
lost or some other event forcibly halts their journey.
The heroes may suffer Consequences from the conflict, most likely
representing exhaustion, depleted resources or attracting the attention
of enemies during the trip. The Narrator may also transform these
Consequences into interesting encounters with dangers of different natures.

TERRAIN & WEATHER


Terrain and adverse weather conditions such as wind, rain and snow bestow
a Penalty on movement rates. As with Skill rolls, each Penalty decreases
movement rates by 30%. So one Penalty will drop the movement speed to 70%
of base, two Penalties to 40% of base and three to 10% of base. Movement with
more than three Penalties is impossible. The Narrator will use these “static”
Penalties whenever he or she wishes to determine the distance the hero party
can travel in a given time frame when not staging a Conflict.
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However, travelling in difficult conditions has an effect on Travelling Conflicts,
too. In this case, the adverse conditions should not be applied to the base
VEHICLES
distance but as modifiers to the skill and Resolution points of the opposition.
The speed and distance a vehicle The Terrain and Weather table below gives you sample values for the “static”
more complex than a cart or modifiers to unopposed movement rate, and for modifiers to skill and Starting
chariot can travel depends Resolution Points, for various factors and obstacles. The Narrator has plenty of
entirely on variable attributes of
the vehicle itself that are typical
freedom to adapt these values to the dramatic necessity of the game.
of the setting. It is hard to provide Environmental traits are crucial for overcoming adverse conditions in a
a detailed ruleset for travel that
encompasses both Greek galleys travelling conflict. If the rolling character has a Trait that addresses the
and interstellar cruisers, so the environment, he or she can use it to negate opposition bonuses, and will be able
guidelines we can provide here to do this for every roll. On the other hand, you can use the Trait only once per
are forcibly limited by the need conflict to gain a support Bonus, so make sure that the character who has the
to be as generic as possible. Use
the attributes of the vehicle to Trait takes the lead!
determine the party Starting
Resolution Point Pool, and triple
the theoretical time necessary
to cover the desired distance
travelled to obtain the opposition Obstacles
Resolution Points to beat. Drive
or Pilot are the obvious skills Static penalty to Bonus to Bonus to
you have to use in the Conflict, Obstacle movement rate Challenge opposition RP
although Navigation might be
(cumulative) Rating (pick the (cumulative)
appropriate, too. Replace this
simple procedure with a more highest)
detailed one if your setting Hills Penalty — +2
provides it.
Mountains Double Penalty +5
Swamps, mud Double penalty — +8
Vegetation, light Penalty — +2
Vegetation, heavy Double Penalty Bonus +6
Road Negates vegetation — -2
and swamps (not mud)
Wind, medium — — +2
Wind, strong Penalty Bonus +4
Rain or hail, heavy Penalty — +4
Storm Double Penalty Bonus +4
Snow on the Penalty — +4
ground
Snow, falling Double Penalty Bonus +6
Snowstorm Triple Penalty Double Bonus +8
Accompanying Penalty — +3
wagons or pack
beasts

BAGGAGE
In a conflict, baggage produces
a variable amount of Resolution
to overcome that is best left to
the Narrator to determine. One
point per ten kilos carried by the MOUNTED MOVEMENT
most burdened hero may be Mounted movement receives a Bonus to the distance travelled. Use the Forced
appropriate. However, if player
characters carrying unrealistic March line without facing an enhanced opposition. If travelling in conditions
amount of equipment are not an that are unfavourable for the mount, this Bonus is negated or turns into a
issue in your game (see note about Penalty. For instance, travelling on horseback on a plain gives you a Bonus;
Carrying unrealistic loads), you are
better off skipping these details.
doing the same in a desert gives you a Penalty. Most mounts will give you a
Penalty if you travel through a forest, swamp or mountain range.
If you are running the journey as a Conflict, you can apply the same Bonus or
Penalty you would apply to Movement Rate. In this case, the modifier applies to
your roll.

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FATIGUE
Player characters will often encounter situations that test their stamina, which THE FATIGUE DILEMMA.
makes fatigue an important component of a roleplaying adventure. In Revolution According to the authors’
experience, game masters and
D100 fatigue is just a Consequence rather than a separate attribute. It will play players who are not crazy with
a role in the game only if the Narrator consistently decides to introduce it as a realism will consistently drop or
factor during Conflicts. In this way fatigue will be as relevant as the group itself ignore fatigue rules as they “get
wishes it to be. in the way” of the fun parts of
the game. Rules that require the
Fatigue is usually the result of a successful conflict in which victorious characters constant expenditure of fatigue
have lost some Resolution Points. The Narrator, as the losing party, can decide how “every x rounds or action” work
perfectly for computer RPGs – as
to describe the Consequences, and thus can label them as “Fatigue” or “Exhausted” the processor of your machine
when it is plausible and entertaining. All other Consequence rules apply as normal. never gets tired of bookkeeping
– but are unsuitable for most
The Narrator will determine whether Consequences labelled as fatigue can tabletop roleplaying groups. Yet
influence a social conflict. leaving fatigue completely out of
the picture is detrimental for the
suspension of disbelief of players
ENCUMBRANCE AND CARRIED ITEMS who desire plausibility in the
game. Revolution D100 tries to
address this problem by explicitly
inviting the group to use fatigue
The Equipment Penalty Table includes the most common inconveniencing items an as extensively as they see fit.
adventurer may carry. The social penalty may not apply in some cases, for instance
if you have the insignia of the local militia, but the subject here is so dependent on CARRYING UNREALISTIC LOADS.
the context that the Narrator must decide on the spot. Some groups have trouble with
players who want their characters
The influence of the equipment you are carrying, both in terms of burden and to carry around implausible
in terms of the unease caused by an inappropriate display of weaponry during amounts of load and yet demand
social interactions, is factored in Conflicts as it happens with fatigue. Whenever that they remain nimble and
a player character enters a Conflict carrying a potentially inconveniencing piece fresh as if they were wearing
a t-shirt, or carry halberds or
of equipment, or picks it up during the Conflict, the Narrator may note it and assault blasters while dining at
assign the player the equivalent of one or more Negative Consequences (see the classy establishment without any
Equipment Penalty Table for samples) that will remain in effect for the duration of embarrassment. Other groups do
not include such players, or simply
that Conflict only. As for fatigue, this leaves the Narrator completely free to apply do not consider this a problem.
or ignore encumbrance, depending on the situation and on the tastes of the group. Groups who perceive this situation
Needless to say, if a player accrues Consequences in a physical Conflict where he or as real and detrimental for the
she was encumbered, the suggested label for the Consequences is “Fatigue”. game may benefit from a strict
enforcement of the Encumbrance
rules. Purposeful application of
all optional Encumbrance and
Equipment Penalties Fatigue Consequences may lead
to a point where overburdened
Condition Social Non-combat physical Encumbrance characters become exhausted,
conflict conflict threshold * discouraging their players from
the behaviour that others find
Carrying a sack or — 1 (standard) to +1 to +3, same inappropriate. Yet these penalties
backpack 3 (very cumbersome) number as the are completely optional, so
Negative Consequences Consequences they can be skipped without
consequences (pun not intended)
Carrying a hand- 1 Negative 2 Negative Consequences — when excessive equipment
carried weapon** Consequence carriage is not a problem in your
game.
Carrying a crew- 2 Negative 3 Negative Consequences +3
operated firearm Consequences
CONTEXTUALIZED PENALTIES.
Wearing light — 1 Negative Consequence per armour (see The Equipment Penalty Table
armour Chapter 5) does not wish to be exhaustive.
Your setting information will
Wearing heavy 1 Negative 2 Negative Consequences per armour (see include entries for many more
armour Consequence Chapter 5) items, as well as new values for
the listed items according to the
[*] – This variable applies to Advanced Combat and is not a penalty but the Strike Rank threshold below models in use in it and to the
which you start losing Exertion Points (see page 94 of Chapter 4). It is a positive number. local social conventions.
[**] - A pole weapon, long spear, crossbow, long firearm or anything else that is clearly a military weapon
and/or cannot be easily attached to a belt or sash.

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EXPOSURE, STARVATION AND THIRST
ADAPT YOUR THREATS Fatigue loss from exposure or lack of food or water can be a Consequence of any
These threats will definitely vary conflict which takes place in a hostile environment. This kind of fatigue is of a
their influence and lethality
according to the setting and genre
dangerous kind, not just a mere inconvenience to future conflicts, and can lead
of the campaign. We recommend to character death. A character who suffers a total defeat in a conflict implying
that you define established starvation, thirst or exposure should be declared dead or unconscious, requiring
values for the most frequent someone else’s intervention to prevent his or her demise. If a character falls to zero
environmental phenomena in
your setting (deserts, radioactive Resolution Points or below because of a situation described as lack of rest, instead, he
patches, dangerous micro- or she just falls asleep, able to wake up only after an appropriate rest or by some kind
organisms) and give the players of extraordinary means (drugs, magic or advanced technology).
a clear idea of what exposure
to the source of distress would While these threats are best treated as an additional danger of travel in a hostile
imply, particularly if they have an environment, there will be times when they are the sole threat source, and thus
appropriate environmental trait.
characters have to face them directly as opponents in a Conflict. The Distress Table
provides samples of the different types of hardship a character can encounter. When
the player characters are exposed to the listed threat, the Narrator should run the
game at a time scale equal or lower than the one listed. Whenever the opposition
FATIGUE AS EXERTION POINT is brought to zero Resolution, you should you find a plausible way in which the
LOSS threat has been eliminated (you found water, a protective device, etc.), lest the threat
The Fatigue rules given here refer regenerates its full RP after an appropriate length of time has passed.
to long term exhaustion that
carries over for hours of days at
the end of extended efforts like
labour or travel. In Advanced
Combat, we have chosen to Distress Sources
introduce a high-granularity Source of Distress Time Scale Sample Resolution Challenge Rating
variable, called Exertion Points, to
provide a more detailed treatment
Points for threat
of short-term Fatigue due to short Without water Narrative 10 50%, 80% in case of
periods of strenuous activity like a Time extreme heat
battle. When Advanced Combat
starts or ends, you might need Without food Narrative 10 50%
to “exchange” long term fatigue Time
into short term, or vice versa. In
this case, the “exchange rate” is 10 Adverse Narrative As per travel table As per travelling
Exertion Points per each sign in environment (cold Time for cold; 10 for table
the Consequence. or heat, volcanic heat; gases have
gas) their own values.
Extreme hardship Adventure 18 80%
(searing heat, Time
freezing cold, void)
Without rest Narrative 10 50%
Time
Without any air to Combat 10, 14 for drowning 50%
breathe in water

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HEALING AND RECOVERY
The simplest way of recovering fatigue and healing wounds is that of letting any FAST HEALING
Consequence expire by moving to a higher time scale, which implies that the After Advanced Combat, you must
translate wounds and Exertion
source of distress has disappeared and the party is resting and recovering. Once Point loss into Consequences.
you enter Downtime, Fatigue usually disappears completely and any non-lethal First of all, any surgeon or healer
injuries heal, given some days’ time. One or two minuses for fatigue can also in the group will heal wounded
expire when the party enters Narrative Time and sleeps. characters with a process called
Fast Healing (see page 107 in
Chapter 4). When this process
HEALING CONFLICTS cannot take place, or is not
sufficient to heal all ailments,
If the characters cannot wait for the time scale to move back to Downtime, they injuries and fatigue must be
will need to run a Healing Conflict in Adventure or Narrative Time to eliminate or translated into Consequences
mitigate wound effects before they interfere with the next violent encounter. In case until they can be countered with
a Healing Conflict.
of seriously disabling wounds (amputations, maiming, acid burns) the Narrator
might require a Healing Conflict even in Downtime to ensure the character body
recovers its full functionality.
In a Healing conflict, a character – usually not the wounded one – challenges PARANORMAL HEALING
the Consequences labelled as wounds directly, using the rules for getting rid of Outside Advanced Combat,
having access to the healing
Consequences on page 58. Wounds are Recurring Consequences so each of them powers described in Chapter 6
provides 15 RP to the pool. The healer will start the conflict with resolution equal to means that the healer can treat
his or her Intelligence, or Will if using magic or other paranormal means of healing. ailments one level more severe
Normal opposition will have a skill of 50%, but the Narrator may increase it in than his or her Traits would allow.
Having First Aid is treated as
unfavourable conditions. having Healing, and Healing is
The Healing Table describes the Trait and the Time Scale needed to treat each level treated as Surgery. The healer can
roll for effect on Concentration if
of injury. he or she wishes. On a successful
roll, the healer adds the maximum
Might of the Heal effect he or she
Healing Requirements can produce to the RP subtracted
from the opposition. If the power
Ailment Time Scale Trait can be used only once (healing
potion, divine blessing, etc.),
Minor Wound Adventure Time First Aid
then it is used up the first time it
Major Wound Adventure Time Healing enhances the result of a roll.
Lethal Wound Narrative Time Surgery
Disease Narrative Time Healing
Poison Narrative Time Healing PARTIAL RECOVERY
Sometimes even the best healers
cannot completely cancel the
effects of injury. If you wish to
enforce strict realism in your
The healer can choose to face more ailments in a single Conflict to optimise game, at the cost of reducing
player character effectiveness in
resource, marking off individual wounds as soon as a sufficient number of RP critical moments, you may rule
have been eliminated. Poison and Disease can be treated separately if desired. that when a roll in a Healing
Two or more healers can join in the conflict against a very high total of Damage Conflict eliminates enough RP
to treat a wound, any excess RP
to heal, provided they all have the required Trait for the most severe wound eliminated cannot carry over to
to heal. Each Healer can have his or her Resolution Point pool, in order to be the next wound. This will likely
able to go on even if the other healers are taken out of the Conflict. Characters result in dropping the opposition
with inadequate or no healing skill may provide Support if they have significant to zero while one or two wounds
are still in effect.
actions to describe. Even keeping the insects away from the wounds may be
useful in some situations.
As soon as the healers have eliminated the equivalent of one ailment in RP,
that ailment is eliminated. Lethal and Major Wounds are not eliminated but
downgraded to the immediately inferior type of wound.
Once one side is totally beaten, the healing process stops. Any remaining
wounds remain in effect as Consequences, and can be opposed again in a
Healing Conflict only if and when the Narrator allows it. Each Consequence
the healer(s) suffered implies a loss in a limited resource; fatigue, bandages
running out, time passing and so on.
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TRAPS AND FALLING
TRAPS IN EXPLORATION
One common obstacle that player characters may encounter during an
CONFLICTS adventure is a trap or a dangerous passage that can lead to a deadly fall. A trap
An instant operation trap can be usually implies an initial, single opposed roll to check whether the target spots
inserted into a larger exploration it or manages to avoid it.
conflict as if it was a Ranged
Combat Attack (see the Firing In the opening roll, the danger rolls with a Bonus for surprise if the character is
outside Combat option on unaware of it. An environmental trait may offset that Bonus. The basic skill the trap
page 41). Use the skills and
modifiers listed above for the uses is determined by the Narrator, or equal to the Trap, Mechanism or Camouflage
initial single roll, but the roll score of the trap creator, if it has been determined (or if the roles are inverted and
becomes a one-shot effect in the the heroes set the trap). The endangered character(s) must usually oppose the
exploration conflict.
attack with an applicable Perception trait, or an Agility Trait if the danger is evident.
TRAPS AND FALLS AS Once this roll is made, the nature of the trap will tell you if the threat is neutralised
ADVANCED DAMAGE
You might wish to use the (you spotted the pitfall or avoided the dart) or it goes on (the ceiling is lowering, but
damage rules presented in it has not yet crushed you, or you spotted the poisoned needle, but you must still
Advanced Combat (see Chapter open the chest so you have no chance but risk being stung while disarming it). If
4) to resolve the effects of a trap
or fall. In this case the Narrator
the Narrator decides that the trap is still a danger, use the “Turning a single roll into
should also define a die roll to a Conflict” rules to setup a full conflict. The Narrator determines if the trap opposes
determine how much damage INT and Perception (the trap is difficult to spot and/or leaves no way to avoid
the danger can potentially cause. it once triggered) or DEX and Agility (the trap can be avoided when triggered).
If the damage is the result of a fall
or other types of physical injuries, Natural dangers like slippery rocks always oppose Dexterity.
it will often be expressed as a If the player characters suffer a defeat, they suffer the intended effects of the trap.
base roll (equivalent to weapon
damage in Advanced Combat) If the trap was meant to kill, this usually means death, unless the players can find a
plus Might (in D2s). A man- good reason why their characters might have survived (this is easier to obtain in a full
made trap might also be crafted Conflict, so we recommend to avoid instantly operating lethal traps in your games). If
so that it also applies a Damage
Combat Effect such as Impale
the characters survive, they nevertheless suffer Consequences appropriate to the nature
or Slash to the rolled damage, of the danger such as wounds, immobilisation or alerting the enemy of their presence.
or ignore armour. A simple fall
implies only kinetic Might as
damage, with a rate of 2 Might
per three metres fallen (1 Might
per five feet). In other cases, the
Sample Dangers
damage may still be expressed in Threat RP Challenge Attacks Damage
Might but be of a different nature rating
which implies a different kind of
die roll per point of Might. On Primitive pitfall 15 50% DEX 1d6 spikes + kinetic Might 4 (4d2)
a successful triggering, the trap
deals the rolled damage against Slippery slope 10 50% DEX Kinetic damage Might 3 (3d2)
the character’s Toughness, as
described in Chapter 4. Electrified 20 20% INT Electricity Might 4 (4d6)
fence

POISON AND DISEASES


There are two types of poisons: Combat Time ones intended to put a victim out
of action as fast as possible, and slower ones that act over a longer period of time
expressed as a Time Scale in game terms. Both types of poison work with a Conflict
between the Might of the poison and the victim’s Constitution, or very rarely
another characteristic. The Conflict takes place in the given Time Scale. Combat
poisons use the Parallel Conflicts rules (see page 112 of Chapter 4) if the poisoning
took place during combat.
Only the Poison rolls for effect, usually with a Challenge Rating of 50%. The
victim opposes the roll with Survival [Endurance], or other rolls according to the
situation. If someone with the First Aid or Healing Trait is present and can plausibly
intervene, he or she can lend a Support Bonus, too. In order to roll actively against
poison, a healer must use a Healing Conflict.
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Each non-deadly poison has effects that correspond, in game terms, to LETHALITY OF POISON
AND DISEASE
Consequences applied if it wins the conflict against the target’s CON. A deadly Please note that even diseases
poisons kills its victim upon bringing it to zero RP when acting outside Combat and poison with a moderate
Time, or in Basic Combat. Be careful when using such concoctions. Reserve strong Might may be deadly, as many
deadly poisons for use in Advanced Combat, where there are more opportunities to characters do not possess the
Endurance trait and roll on their
stop their action. See Chapter 4 for usage of deadly poison in Advanced Combat. raw Survival skill, or CONx2 if
Some poisons have an additional effect labelled as their “instant” effect you use this rule. In addition to
this, fighting while a Conflict
(unconsciousness and paralysis are the most common). If the poison meets the against poison or disease is still in
conditions for a Quick Exit with its first roll, then the instant effect takes place at progress on a higher Time Scale
once. Otherwise it only takes place if the poison obtains a total victory. can be extremely dangerous.

Eliminating the Effects of non-deadly poisons may imply a Healing Conflict, in


Narrative Time, against the poison Might.

POISON DESCRIPTION AND EXAMPLES


Every type of poison is defined with the following information: Might, Time
Scale, Effect(s).
Might: This is the starting Resolution used by the poison. Any Challenge
Rating above 50% must be noted here, too.
Time Scale: The time scale in which to run the conflict to determine the poison
effects.
Effects: The effects applied if the poison wins the Conflict. If a poison has an
effect marked as instant, this occurs immediately if the first roll achieves a
Quick Exit.

ANTIDOTES
An antidote simply eliminates Poison Might equal to its own, regardless of any
die roll. Essentially, they are a concoction imbued with the Absorb [specific
venom] power described in Chapter 6 (see page 179). Some antidotes may
require assumption before the poisoning takes place, others work retro-actively.

DISEASE
ADVANCED VACCINES
Disease is treated like Poison, with the exception that there is no instant For a more realistic treatment
effect, and most if not all disease operates in Narrative Time (some chronic of vaccines, give them an
diseases even in Downtime), so the Time Scale is usually left unspecified in Absorb [specific disease] rating
equal to the target’s CON. This
their description. Most specific medicines have an Absorb [specific disease] represents the stimulation of the
like antidotes have for venoms, while more generic ones act as a Positive target’s immune system that the
Consequence for the Conflict. Vaccines operate against disease like pre- vaccination operates.
imbibed antidotes do with poisons, usually having Might enough to terminate
the Conflict before any roll is made. Use the Healing Trait and the rules for
crafting items and potions in Chapters 5 and 6 when a character must create a
medicine or vaccine against a disease.

Sample Poisons
Adder Venom Might 2D6 (as snake CON), Narrative Time, Effects: death.
Curare Might 20, Combat, Effects: instant paralysis, death.
Cyanide Might 25 (Challenge Rating 80%), Combat, Effects: death.

Sample Diseases
Tetanus Might 20 (skill 90%), Effects: instant paralysis, death.
The Plague Might 1D6+10, Effects: death.

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MOTIVATIONS AND FATE
SHOULD WE USE FATE? The rules for Motivations and Fate Points are a tool to help you push the flow of
Keep in mind that not everyone the game in the direction you and your players like the best. The rules put the
loves mechanics that are totally
unrelated to the game world, responsibility for the flow of Fate and the impact that Motivations have on the
and there are players who really game on the players’ shoulders. The Narrator cannot impose any behaviour on
cannot maintain suspension of player characters by leveraging Motivations. He or she can only suggest that it
disbelief in the presence of such
rules. Although we recommend
is a good moment for the player to activate or use the Motivation. If some players
that you use Fate and Motivations, are reluctant to accept these mechanics, the Narrator should stress to them that
the game is organised in such a Fate and Motivations will play a role in the game only when they (and not the
way that you can ignore them Narrator) find it appropriate and fun.
completely if you wish. The
Narrator is encouraged to check
with all players whether they
dislike these mechanics. FATE POINT POOL
However, consider also that Each player has a Fate Point Pool to tap during the game to turn the tide in favour
Advanced Combat can become
very deadly without Fate Points. of his or her character. The maximum size of this pool in non-violent situations is
Playing without these rules equal to the character’s CHA. When combat or extreme danger is in progress or
may prove frustrating if you imminent, this maximum value is doubled.
are looking for a very heroic
and cinematic game, and some A player’s Fate point pool is empty at the start of a game session and the Narrator
genres might prove very hard to does not hand out Fate for simply “being there to play”. In fact, the Narrator
emulate properly.
If you do not wish to use Fate never hands out Fate at all. Fate Point gains in Revolution are the result of players’
Points, on page 81 you can actions, not the Narrator’s.
find an alernate method for using
Motivations in your game.
USING FATE
Fate points are useful in a variety of ways:
COLLABORATIVE USE OF Modified roll: A player can alter any one die of a d100 roll by spending one Fate
PLOT TWISTS. Point per point added or subtracted. The alteration is applied to the unit die and/
Of course, the Narrator may or the tens die separately, not to the overall percentile result of the roll. No single
also “suggest” that a given
event a player is hoping for die can be changed into less than a zero or more than a nine. The roll is treated as
may take place in exchange for having been rolled naturally, and success level is calculated normally, according
some Fate Points. The Narrator to the skill of the rolling character. Changing a failure into an advantage is legal if
should never use this option as a
substitute for staging a Conflict;
the player applies Fate Points wisely.
instead, this should replace a Increased Advantage: If a player has achieved an Advantage in a conflict or
random determination or an
arbitrary choice, in those cases gained Combat Advantage in an exchange of blows, he or she can add another D6
when letting the players decide to the Resolution or Action Rank damage inflicted to the opposition at the cost
will make for a more enjoyable of four Fate Points. You can use this option in conjunction with spending Fate
plot. It is still up to the player to Points to gain the Advantage.
accept or not the Narrator’s offer,
knowing that in case of refusal Plot Twist: Fate Points may be spent to alter the storyline of the current scenario
the desired event will not take
place. Some Narrators love to
in some minor way. This is useful to create a scene or item that the Narrator had
use this technique to promote not intended to be there but is useful to the characters, such as a caravan or oasis
a cooperative development of when the player characters are low on water on a desert journey.
the plot.
However, in accordance with the principles explained in the introduction, Plot
Twists are restricted to alterations that affect the story at scene level. Editing the
background or the backstory is not their intended purpose. Whenever a player
tries to change a setting or background detail with a Plot Twist (and only in this
case), the Narrator can veto it without further explanations. If instead the Plot
Twist threaten an alteration in the main story that the Narrator does not approve
(a fact the suggesting character might be unaware of), then the Narrator must use
the Plot Protection procedure described below if he or she intends to veto it.
If the Narrator approves the twist, then the scene or item created must be useful
to the character in some way, and the characters must be able to exploit it to their
advantage in some way, although this may not be automatic (the oasis could be
guarded, or infested by creatures). Any obstacle interposed between the character
and the plot twist must be reasonably balanced to the party abilities.
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It is up to the Narrator to determine how much Fate a given twist will cost, with WATCH OUT!
Even players who have no
the minimum cost being one point and the maximum being five points. The problem with using Fate to
player can give up introducing the twist if the price seems too high. If something “aid” die rolls may dislike Plot
is better not introduced into the plot for reasons that the players do not know yet, Twists. Check that everyone
better tell them explicitly instead of charging them outrageous amount of Fate. is comfortable with sharing
narrative authority over non-
If the Narrator does not approve a twist at all, he or she must consult the players trivial details, and if anyone has
about its plausibility. If some players have doubts, then the twist is cancelled doubts consider limiting Fate
Point use to the first two options
without further explanations. If all players agree it is plausible, then the Narrator only. In any case, always remind
can still invoke Plot Protection and deny the event without telling the players the players that they cannot
what plot reasons recommend that the twist does not happen. However, change details about the setting
with Plot Twists.
whenever Plot Protection is invoked the proposing character does not spend any
Fate Points, and immediately gains three extra Fate Points!

MOTIVATIONS AND FATE GAIN


Each character has one or more Motivations. There is not a list of standard MAINTAINING FIRST-PERSON
Motivations, as each Motivation is personal for the character involved and PERSPECTIVE
is an expression of his or her feelings, ideals and aspirations. Examples of When describing the activation
of a Motivation, a player should
Motivations may be “Secret love for [Character]”, “Desire of revenge against limit the description to the
[non-human race]”, “Wish to become the greatest warrior of all times”, “Wish actions that the player character
to clear off the false accusation against father”, “Chivalric code of honour” and can perform only, and introduce
environmental details or actions
so on. by other characters only if the
Motivations are the basic way a player gains Fate Points. When a player wishes Narrator or the player of said
character approves. However, it is
to bring a Motivation into play, all he or she has to do is to pick a moment not difficult to improvise a scene
outside any danger scene and introduce a scene of his own during which his or that brings the Motivation into
her character actively pursues the Motivation. This can be done freely when it play by simply narrating what
is your turn to state your intents during Downtime and Narrative Time, as well the player character is doing or
is planning to do. This will, of
as in relatively quiet moments during Adventure Time, but requires Narrator course, only make up the start of
approval if you try it during Combat Time or during a Conflict in Adventure the scene, and the Narrator and
Time. It is also possible that the player describes a scene where his or her the other players are then free
to give their contribution to its
character fails in the pursuit of the Motivation. This will nonetheless grant the evolution, possibly bringing other
activation of the Motivation. Motivations into play or messing
up the situation for the first player
The Narrator cannot prevent the activation of a Motivation outside a Conflict character.
or immediate danger situations. If nothing else is plausible in the situation
at hand, the Narrator may rule that a flashback is the only way to bring that
motivation into play, but the player can still activate the Motivation. If another
player wishes to intervene in the scene with which the first player activated
the Motivation, the Narrator should allow him or her to do so. Only in case
this intervention causes a major inconsistency should the Narrator veto the
participation of the other player character.
If a player does not wish to bring that Motivation into play for that session, then
it will not yield Fate Points. The Narrator is free, of course, to reference that
Motivation during the course of that session, but without any effect on Fate.
Whenever you activate a Motivation, it is marked as Active on the character
sheet. This will later allow an experience gain in the Motivation, even if you
deactivate the Motivation before the session end. No roll is required to activate
a Motivation outside combat. Immediately after the activation, the player adds
seven points to his or her character’s Fate Point reserve. Since this takes place
outside combat, the maximum value that the Fate Point pool may reach by
activating Motivations is the character’s CHA, unless danger is so obviously
imminent that the Narrator considers the scene a prelude to the next battle or
Conflict. Any excess points are lost.
A player cannot activate the same Motivation through the insertion of a scene
more than once per game session. In particular cases, when something not
caused by the character but significant for the Motivation happens in play, usually
a reference to a Motivation in a violent scene, the Narrator may allow a player to
activate a deactivated Motivation.

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MOTIVATIONS DURING A DANGEROUS ENCOUNTER
LIMITING THE NUMBER OF When a Motivation is active, the player has voluntarily flagged it as a theme that
ACTIVE MOTIVATIONS.
You may establish a maximum he or she would like to place in the spotlight for that game session. In an action
number of Motivations that may oriented RPG like Revolution D100, using something as theme implies that it has a
be active at the same time for high chance of being put at a stake. Thus, the Narrator is encouraged to introduce
each character. If the activation of it somehow in violent or stressful situations. The object of the Motivation might
a Motivation would bring the total
number of active Motivations be endangered by an enemy attack, or be somehow connected to a troublesome
above the maximum, then situation. This is not mandatory for all active Motivations, but it is recommended as
the player cannot activate that a way to ensure that the adventures revolve around the Motivations the players have
Motivation until another he or
she has deactivated another one.
highlighted.
All exceptions to this rule refer to Once a Motivation has been referenced in a Conflict, any player who has that
activating Motivations during a
combat or conflict. Motivation active is supposed to act accordingly, even if this implies taking extra
risks, particularly in Advanced Combat. This is represented by the fact that spending
Fate Points on rolls that try to pursue the Motivation actually has a good chance of
increasing the size of the player’s Fate Point pool, not decreasing it.
Whenever a player uses four or more Fate Points for a single effect, he or she must
uncheck one of his or her active Motivations. If no active Motivation remains, Fate
Points are still expended, but no Motivation is deactivated. A player may opt to spend
more Fate Points than required for an effect in order to deactivate a Motivation.
Whenever a character uses Fate Points in a clear attempt to pursue one of his or her
active Motivations, he or she must deactivate that motivation, and not another, as the
consequence of the Fate expenditure. However, the player may try to immediately
re-activate the Motivation at the same time, thus gaining extra Fate. In order to do
so, he or she must roll the Motivation like a skill on D100 – the player may even use
Fate to alter this roll, possibly deactivating another Motivation – and if the roll is
successful the Motivation is immediately re-activated and another seven points of
Fate are added to the character’s Fate Point reserve. This time the maximum possible
value for the Fate Point pool is doubled, as this is a danger scene. The Narrator may
award a Bonus to this roll for appropriate roleplaying related to the Motivation,
especially if the player’s behaviour is fun for the entire group. If the player manages
to make an appropriate reference, in his or her roleplaying, to the actual scene he or
she used to activate the Motivation outside combat, then the Narrator must give the
player a bonus. Even when this takes place in combat, players are encouraged to use
flashbacks or other recitative elements to bring the motivation into play and remark
the fact that their character is pursuing it.
In exceptional cases, a player may wish to activate a Motivation that was not active at
the start of a Conflict. This may only occur if the Motivation itself has been referenced
explicitly by the Narrator (or another player), and requires a Motivation roll. The
Narrator is the final judge of whether a new Motivation can be activated during
combat, but he or she should never use this veto power to interrupt a sequence that is
producing fun to all players.
The end result of this process, if handled with care by both Narrator and players, is
the progressive build-up of Fate whenever a Motivation is at a stake, thus allowing the
most significant battles to be also the ones in which the players perform incredible
feats of valour.
The Narrator may reference a Motivation unexpectedly during a violent Conflict (and
we stress again that this does not mean that the Motivation becomes activated against
the player’s will). The typical example is someone’s romantic interest being kidnapped
by the bad guys and kept as hostage. Naturally, a player who has not activated that
Motivation before combat may wish to do so during a battle (or a Conflict). If this
happens, the player must declare this intent at the start of a round, before his or her
Statement of Intent, and roll the Motivation as a skill on D100. If the roll is successful,
then the Motivation is activated. Note that the player may apply Fate to this roll,
possibly leading to the deactivation of another Motivation. This allows players to
“switch” between active motivations if they wish to play more “in tune” with the
themes introduced by the Narrator, while remaining in control of what elements
they want to introduce into play. It is also a good way to earn many Fate Points.
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ACQUIRING NEW MOTIVATIONS LIMITING ACTIVE
MOTIVATIONS IN COMBAT.
If the activation of a Motivation
during combat would lead to
a player having more active
A player may try to start a new Motivation at any moment his or her character is not Motivations than allowed for that
engaged in combat. Roll 1d10. If the result is higher than your current total number campaign, then the Narrator may,
of Motivations, you gain a new Motivation with a starting score of 30 plus the rolled at his or her discretion, request
that one active Motivation be
number. The Narrator may grant you a bonus of +2 to this roll if he or she deems that deactivated by applying four or
your new Motivation is appropriate to how you have interpreted your character during more Fate Points to the roll used
play. If the roll fails, you cannot try to acquire new Motivations until the next game to activate the new Motivation.
This is recommended but not
session. The Narrator is also in charge of deciding whether to roll 1d10 or rather 1d8 or mandatory, and the Narrator
1d6 for that particular game campaign. may wish to allow excess active
Motivations to keep the action
During the course of play, you might discover that one of your character’s Motivations level high.
no longer makes any sense, as a goal has been achieved or is no longer achievable. This
is the moment either to retire your character from active play, or to swap your fulfilled
goal with another related Motivation. In order to do so, you must agree with your
Narrator on a Motivation that is an appropriate replacement for the old one. Once you
have agreed on a suitable replacement, you need not roll to see if the new Motivation is
gained, and its score is now 30 plus one fifth of your old Motivation score.

ALTERNATE USE OF MOTIVATIONS


If you are firmly opposed to using Fate Points in your game, you might try the
following alternate method for giving your characters’ motivations their proper
relevance in game.

MOTIVATIONS AS RECURRING CONSEQUENCES


Each Motivation can be used as a Positive Recurring Consequence, that is the player
character can invoke it to obtain a Bonus. In addition to normal use of Consequence
Bonuses during Conflicts, you can use a Motivation to provide a Bonus to any die roll
where it could plausibly be relevant. For instance, you may use it for an Endurance
roll to avoid disablement in Advanced Combat, if you are fighting to pursue that
Motivation. If the Motivation is of the sort that might induce a sort of “Battle rage”,
you may even use it as a one-shot Bonus to Close or Ranged Combat.
Please remember that the Bonus applies to one roll, not to a Skill or Trait. If you roll
the same Skill again during the same Combat or Conflict, the Bonus does not apply
again, unless you use the option below.
Motivation recovery
Motivation Result
RECOVERING SPENT MOTIVATIONS Roll
Once you have used a Motivation to obtain a Bonus, you should normally wait till Advantage You can use the
Motivation again.
the next game session to use it again, as with a Recurring Consequence. However,
you may take a little risk and try to keep the Motivation available by rolling its score Success You can use the
Motivation again,
on percentile dice immediately after using the Bonus. Consult the table on the right. but you also
gain a Negative
If the roll results in a Negative Consequence attached to the Motivation, the Consequence related
Narrator may ask you to write down a specific Consequence on your character to it.
sheet, or keep it undefined until the opportunity to use it arises. You are also free to Failure You can no longer
use the Motivation
suggest an appropriate Consequence by yourself. during this
session, and you
If the roll allows you to use the Motivation again, you can do it at any moment. gain a Negative
However, if a Consequence linked to the regeneration of the Motivation is still Consequence related
pending, you cannot roll again to regenerate the same Motivation. This may make it to it.

more convenient to wait until a later time to use it again.


Rolling to regenerate Motivations is always at the player’s discretion: secondary
Motivations with a high chance of failing the roll are best kept as one-use resources.

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COMBAT
Advanced Combat Summary
Opening Move At Statement of Intents, your Opening Move determines your Strike Rank for the round.

Exertion Points Negative Exertion Points are subtracted from a combatant’s Strike Rank at the beginning of each round.

The combatant with the highest Strike Rank is always the one who acts. Each Action or Reaction decreases Strike Rank,
Strike Rank
determining who acts next, until no one has Strike Ranks left.
Acting without A combatant who cannot pay the full Strike Rank price for an Action or Reaction suffers a Penalty to Skill and loses one
Strike Rank Exertion Point.
Actions and A combatant can combine movement up to his or her Move score with actions or attacks that cost at least five Strike Ranks.
Movement Moving further requires a Non-Combat Opening Move.

An Attack action triggers a Combat Exchange. Attacker and defender roll the dice and compare the results in an Opposed Skill
Exchanges
Roll. The winner gains one or more Combat Effects.

If the defender made the roll, the winner of an exchange can only use Tactical Combat Effects to gain an advantage in future
Tactical Effects
exchanges, or to try to circumvent the opponent’s success.

If the defender failed the roll, the attacker can roll for damage and use either Tactical Combat Effects or Damage Combat
Damage Effects
Effects, which can alter the nature and amount of damage dealt.

Armour The unit die of the attack roll determines which of the defender's armour values to subtract from the rolled damage.

A damage total below the defender’s Toughness causes a Minor Wound, and is subtracted only from current Strike Rank.
Toughness
Minor wounds are not cumulative.

A damage total matching or exceeding the defender’s Toughness constitutes a Major Wound, which immediately brings the
Wounds
defender to Negative Exertion Points.

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BASIC COMBAT
ROUND SEQUENCE

C ombat takes place in rounds. With ten rounds in every minute, a single
round translates into six seconds, during which each character can
perform one or two actions. Every combat goes through the following steps:
BASIC AND ADVANCED COMBAT.
Basic Combat handles violent
encounters with rules that
resemble those of general
Conflicts, and leverage action
1. Determine Resolution Points: At the start of combat, all players check their description rather than tactical
characters’ Resolution Points and note any Consequences carried over from detail. It contains entry points
Adventure Time and similar advantages/disadvantages. for more detailed rules from
Advanced Combat, but the two
2. Statement of intents: The Narrator declares what Non-Player Characters will sub-systems are so different that
do, as long as it is something that is visible to the player characters. Then all we do not recommend mixing
players declare, in ascending INT order, or any other order that is convenient them outside those specific
points.
for the group, what Actions their characters will perform during the Combat
Round. The Strike Rank for that Round is then determined for each player
and Non-Player Character, according to the stated intents.
3. Characters Take Action: All combatants perform their intended Actions in
descending Strike Rank order. The character with the highest Strike Rank goes
first, followed by the one with the second-highest Strike Rank, and so on, until
the last combatant has acted. Reactions, such as Parries, Dodges or reaction
spells, take place during this process as appropriate, and players can wait until
their characters are actually threatened before declaring how they react.
4. End of Combat Round: Once all eligible characters have acted, the Combat
Round is over. If there are characters still engaged in combat with enemies,
go back to number 2 and start another Combat Round. Otherwise, move the
Time Scale to Adventure Time.

RESOLUTION POINTS AND STRIKE RANK


RECORDING
Resolution Points determine both the fact that a character is still able to fight, and RESOLUTION POINTS.
the moment in the Round when the character will act, by being the base for Strike Players will mark their character’s
Rank calculation. If two or more characters act on the same Strike Rank, they act in Resolution Points on the
Resolution Point track of their
order of their DEX, with the highest going first. If two or more characters acting in Character Sheet with a pencil
the same Strike Rank have the same DEX score, they act simultaneously. or a paper clip. At the start of
each round, after Statement of
Intents, players whose character
DETERMINING RESOLUTION POINTS have a Strike Rank which differs
from Resolution Points will put a
Calculate basic Resolution Points by adding up a character’s DEX and CON, temporary mark corresponding
and dividing by two, rounding up. Disembodied creatures who lack both to Strike Rank on the Resolution
Point track. Variations in
Characteristics have their Resolution Points calculated on the average of INT Resolution Points occurring
and WIL. Resolution Points are not re-calculated before the second round; all during the round are applied to
Resolution Point changes from the previous Rounds remain in effect. both marks. At the end of each
round, all temporary marks are
removed from character sheets.
STRIKE RANK
During Statement of Intents Phase, after deciding their plan for the current
Round, players determine the Strike Rank on which their characters act. If they
have declared to perform two Actions, their Strike Rank is their Resolution
Points minus five. Otherwise, Strike Rank is the same as Resolution Points. The
Narrator does the same for all Non-Player Characters, noting which ones act at
a Strike Rank lower than Resolution Points.
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Resolution Points can change during a Combat Round because of someone
else’s actions. If a character’s Resolution Points changes during a Combat
Round, the character’s Strike Rank changes accordingly. If the character has not
acted yet, his or her Actions will take place on the new Strike Rank. If the Strike
Rank drops to zero or less, all of this character’s Actions are aborted.

SURPRISE AND PREPAREDNESS


SURPRISE AS DELAY Modifiers for surprise, preparedness and tactical advantage in Basic Combat are
If you prefer, you may express applied as Consequences during the first Round. If not used on that Round, these
surprise as a Delay Action that
all surprised combatants must Consequences no longer apply. Apply the effects of preparedness narratively if
declare during the first Round one side is surprised. Not having a ready weapon can force a combatant to delay
of Combat. Combined with the an attack. See also Transitioning to Combat on page 59 of Chapter 3.
necessity to draw a weapon, this
may prevent surprised characters
from attacking during that
Round.
MOVEMENT AND RANGE
ADVANCED RANGES In Basic Combat, distances are adjudicated narratively. Movement and ranges are
For situations requiring a more measured in descriptive units called Zones. A Zone is the equivalent of a large
precise assessment of distance room, approximately 20-30 metres or yards across.
and movement allowance,
consult the Advanced Combat Assume that any character can traverse an entire Zone with one Move Action,
rules for Movement and Range and initiate Close Combat with anyone in it with a second Action. Moving across
on page 90.
Zones costs one Action per Zone, and does not automatically imply that you
can initiate Close Combat with a character in the ending Zone; the situation as
described will determine whether this is possible.
RESOLUTION POINTS FOR Possible Ranges in Basic Combat are Close, Short and Medium, meaning that you
OPPONENTS are at a distance of, respectively, zero, one or two Zones. Whether a target beyond
When the party is fighting
several opponents, the Narrator two zones away is at Long Range is determined by mutual agreement between
may find it convenient to mark Narrator and players, knowing that it is reasonable to assume Medium Range up
the Resolution Points that each to 10 zones (250-300 metres).
opponent has left by placing a
d20 close to the counter, box
or miniature representing the
opponent. The number the
d20 shows is that opponent’s
ACTIONS
Resolution Points. By checking
the actions planned for that
opponent, you can also determine There are two kinds of Actions: Delay Actions (moving to contact with the enemy,
his or her Strike Rank. Adding an drawing a weapon, aiming with a gun, etc.) that you perform in preparation of your
extra chit beside the D20 may help Main Action for the Round; and Main Actions (running, casting a magic spell,
you remember which opponents attacking, etc.), which are the equivalent of a Roll for Effect in Generic conflicts and
act on a Strike Rank that is lower
than the displayed value. end to your turn. Once a character has performed a Main Action, he or she must
stop acting. This means that a character must always move before attacking.
ALTERNATE DELAY If you perform a Delay Action and then another Action, all of your actions take
If you are not against some place on a Strike Rank that is five points lower than your Resolution Points. Your
extra maths, you can calculate
a character’s Strike Rank after second Action, whether Delay or Main, is always your last Action. The only
a Delay Action as half of his or exception is combining a Move and Ready Item Action (see below), which count
her Resolution Points instead of as one single Delay Action. If your Resolution Points are five or less, you can only
subtracting five points. perform one Action per round.
The actions a character may take when it is his or her turn to act are:

Aim Delay
An Aim Action offsets Penalties for distance on a Ranged Weapon attack roll.
This Bonus only applies in the same Combat Round.

Close Combat Attack Main


The character makes a single Close Combat attack.

Move Delay
The character moves to engagement distance for Close Combat with an
opponent in the same Zone, or enter a different Zone.
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Power use Main
The character can use a power, such as a Magic Spell or a Divine Blessing.
When using this option, the power is usually employed as an attack, but
sometimes a power is activated to obtain Bonuses in subsequent rolls, or to
alter other in-game variables for the duration of that Combat.

Ranged Attack Main


The character can make a single Ranged Attack. The character’s weapon
becomes unloaded after this Action, unless it is an automatic weapon, so a
Ready Item action is required to reload it with another projectile before it can
fire again. Some weapons require longer to reload.

Ready Item Delay


LONGER RELOAD TIMES
Drawing a sword from its sheath, unhooking an axe from one’s belt, notching Cocking a crossbow or loading
an arrow to one’s bow, extracting a healing potion from a belt pouch – all some muzzle-loaded firearms
these actions require the Ready Item Action. A single Ready Item action requires a number of Rounds
can also include dropping a weapon and then drawing a new one. Sheathing described in the weapon
entry. During these Rounds,
one weapon and drawing another takes two Actions, as does readying two the character is considered as
weapons. A Ready Item action can be combined with a Move action as if they performing a Main action.
were a single action, thus allowing to perform another action after them.

Support Delay
This action is the equivalent of the Support Action in generic Conflicts. It allows
a character to gain a Support Bonus for one single Skill Roll in that round.
The player describes what the character does to gain the Bonus. The rules for
determining whether you can gain a Support are the same you would use for
generic Conflicts. The character can apply the Bonus to allied rolls, too. The
Narrator should only allow Support actions for attack or defence rolls when they
are related to the situation during that Round.

Use item Delay


Many items with a special effect (magic wands, healing potions, movement
scanners, etc.) require characters to perform the Use Action to activate it.
Some items require two or more Actions, while most require just a single one.
The item description will state how many Actions it requires.

CLOSE COMBAT
In Combat, the optional Roll for Effect is replaced by attack or Power Use rolls.
As for Rolls for Effect, attacks are opposed Skill rolls, but the Skills and Traits
used are more codified than in generic Conflicts. You usually have an attacker
who rolls Close or Ranged Combat Skill and the Trait corresponding to the
weapon chosen, and a defender rolling Close Combat or Agility and a defensive
Trait like a Weapon or Dodge.

MAKING THE ATTACK


A character makes an attack by rolling a d100 and comparing it to the character’s
Skill in the weapon he or she is using, including all involved Traits, Bonuses and
Penalties. If a player rolls equal to or lower than his or her character’s final Weapon
Skill, the latter has hit the intended target. Otherwise, the attack is a miss.

TARGET REACTION
If the enemy can and will defend, he or she attempts to either Parry or Dodge,
or to Take Cover against a Ranged Attack. The opponent rolls the appropriate
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Skill and compares the result with that of the attacker on the Roll for Effect
table (see page 48 of Chapter 3).
DAMAGE EXAMPLE The defender must declare the Reaction before the attacker rolls. This is only
For example, a Battleaxe has a important when defending against multiple opponents, as in all other cases
Might value of +1. If a character there are no reasons not to attempt a defence if at all possible.
with a Base Might of +1 uses it one-
handed, its total Might is +1 for the If the opposed roll is a tie or a victory for the defender, the defence is successful
weapon and +1 for his STR = +2. If and the blow has no effect. The defender may receive some benefits from his or
he hits an ogre (Size Class Large, -1)
covered in furs (Light Armour, -1), he
her defence, depending on the level of success (simple success or Advantage)
will deal 1d6 for the axe, plus 2 for achieved. If the opposed roll is a victory for the attacker (or no defence is
Might and -2 for size and armour, rolled), the attacker hits the defender, or receives some sort of alternate tactical
for a total of 1d6. If he used it two- benefit expressed as a Resolution Point loss for the defender.
handed, the increase in Might would
raise the damage to 1d6+1.
DAMAGE RESOLUTION
If the attack is successful, damage is rolled. Damage is applied directly to
SMALL WEAPONS Resolution Points. Damage rolls depend on two factors: the Might of the blow;
These rules might make the and the weapon Damage Die. While the Damage Die depends entirely on
combat lag if the combatants use the weapon, Might is a function of both the weapon and the attacker’s STR.
very small weapons like daggers
or fists. To avoid this, if the specific
Any Might Bonus due to weapon type or two-handed use must be added to
weapon die is smaller than 1d6 the character’s base Might. Check page 142 and page 146 of Chapter 5 for
and there is no Might Bonus for weapon statistics.
the weapon, roll 1d6 instead.
A successful attacker rolls the weapon damage die and
• adds the character Might, including weapon and two-handed use modifications
• subtracts 1 for each Size class the target is bigger than Medium (or adds 1 for
each Size Class for a smaller target)
NON-LETHAL ATTACKS
Even successful attacks can be • subtracts 1 if the target has light armour, 2 if it has heavy armour
described as gaining a tactically
advantageous position. The exact See the section on worn items (page 135 in Chapter 5) for the distinction
nature and seriousness of any between light and heavy armour.
wounds is determined at the end
of combat. You will often end If the attacker obtains an Advantage in the opposed roll, the damage rolled
Basic Combat by subduing an is increased by 1d6. The attacker cannot choose to regain Resolution Points
opponent rather than killing it.
Narrate that the heroes tricked
instead, as per normal Conflict rules – only an Advantage while defending
the dragon into remaining stuck allows this option.
under a fallen tree, and this
amounts to a victory. However, If the defender was victorious, the attacker suffers the usual 1d6 loss, applied to
narrative determinations of the his or her Resolution Points. No Bonuses for weapons, Might or armour may be
winner of a battle will trigger applied. If the defender obtains an Advantage, he or she may use the option of
the general rule about the loser regaining the amount of Resolution Points the attacker loses instead of rolling
choosing the exact Effect of a
victory (page 50 of Chapter an additional d6, as per normal Conflict rules, but only if there is a plausible
3). In our example, the victorious explanation.
heroes might be allowed to loot
the dragon’s treasure, but not to
kill the beast. MEANING OF DAMAGE
While successes with an attack roll can be described as wounds in play,
successes in defence rolls represent gaining a tactically advantageous position
rather than a hit, and a victorious defender should describe some sort of
manoeuvre the character performs to gain an edge against the opposition.

DEFENCES
A character can usually defend against any attack made against him or her.
However, reacting against multiple foes gives the character a Penalty to all
defences, so a player whose character is engaged in combat against multiple
opponents must declare that the character is defending against all attacks as
soon as he or she rolls the first defence for that round. If the Penalty is not
applied to the first defence roll, then the character cannot defend against other
opponents for that round. Plan your actions carefully, and always watch out for
hidden enemies. Please note that this Penalty is not cumulative, so defending
against five opponents produces the same negative effects as defending against two.
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In Basic Combat, a character can indifferently Block, Parry or Dodge any attack SHIELDS
The Basic Combat rules make
using his or her Combat Skill. The Narrator can introduce further details for shields effective only against
each type of defence by importing options from Advanced Combat, but this is ranged attacks. In order to give
seldom necessary due to the abstract nature of Basic Combat. them some importance in Close
Combat, you can rule that any
armour including a shield is
RANGED COMBAT Heavy Armour. Shields should
not boost armour beyond 2, as
this would encourage usage
of unhistorical armour/shield
Ranged weapon attacks are performed through the Ranged Attack Action. In combinations.
Basic Combat, the Narrator will determine narratively if the situation dictates
a Bonus or Penalty to an attack or defence roll. Use the situational modifiers
meant for Advanced Combat (see table on page 102) as guidelines.

RANGE AND MOVEMENT


A target within Close Range can be attacked without any Penalty. For each
Range category beyond Close, ranged attacks suffer one Penalty. A single Aim
action eliminates all Penalties, provided the target is within Effective Range for
the weapon, as indicated in the weapon description (page 146 of Chapter 5).
Beyond that range, aiming has no effect. Firing at a moving target that is not
headed directly towards you bestows a Penalty.

DEFENDING AGAINST RANGED ATTACKS


When defending against ranged attacks, you do not use your Close Combat
Skill, but your Agility Skill instead, adding the appropriate Trait: Dodge,
Shield, Take Cover or Roll. In a game that includes very high tech weapons, the
Narrator may limit the ability to defend against bullets or energy weapons with
Dodge or Shield, or adopt other special rules proposed for Advanced Combat BURSTS
(see page 102). Automatic firearms capable of
burst fire receive a Bonus to
attack rolls when firing a burst.
MISSED RANGED ATTACKS Bursts have no other effect in
Basic Combat.
A successful defence against a ranged attack cannot provide the same tactical
advantages as a successful Close Combat defence. Therefore, missing a shot
with a ranged weapon costs the attacker no Resolution Point loss. For example, a Crossbow has a Might
score of 3 or 4, and fires bolts that do
1d10 damage, for a total of 1d10+3
RELOADING A RANGED WEAPON or 1d10+4 damage. A laser rifle has
a Might of 3 or 4 depending on size,
Automatic fire ranged weapons do not require any Actions to reload until you and laser does 1d8 as “ammunition”
need a new clip, but they require a new Aim action to avoid a distance Penalty damage, so the total damage is
if firing beyond Close Range. All other weapons require at least one Ready Item 1d8+3 or 1d8+4, slightly less than
a crossbow, but the weapon can
action to reload a projectile. See the description of the Ready Item Action for fire each Round. A javelin does 1d6
more details. damage as a weapon, and its Might
depends on the attacker’s, so if used
by a STR 13 warrior, it does 1d6+1
RANGED WEAPON DAMAGE damage. Armour and Size Class of
the target work as for Close Combat.
Ranged attack damage is rolled with the same procedure used for close combat,
with the following differences:
• The base weapon damage usually depends on the ammunition (arrows, bullets,
laser clip, etc.) rather than the weapon directly.
• The Might to add is usually a fixed value depending on the weapon and not on
the wielder. Only thrown weapons like javelins or shuriken use the attacker’s
Might.
• For energy or elemental attacks, the damage done is equal to the typical damage
for the energy (1D6 for fire) plus the Might. Note that this is different from the
Advanced Combat and Equipment chapters.
Consult page 146 of Chapter 5 for ranged weapon statistics.
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MOUNTED AND VEHICLE COMBAT
In order to fight from horseback, the Horse (or other mount) Trait is
Required. If you do not have it, you cannot use your Weapon Trait, with all
other implied limitations. The Narrator is free to use any of the options found
in Advanced Combat for mounted combat (see page 104).
One of the most important advantages of mounted or vehicle fighting is that
the Move action is free. As long as your personal Resolution Points are above
zero, you can move two zones on your Strike Rank and then perform another
Action immediately. If you want your mount to move three or more zones,
the Action is still Main.

UNARMED COMBAT
GRAPPLING In Basic Combat, the rules do not allow a great deal of weapon
Grappling is a form of combat differentiation, so unarmed attacks are just normal attacks. When
that aims at subduing one’s foe
rather than causing injury, so it
representing a tavern brawl with no intention to kill, this is a good solution,
is easy to handle it with the Basic and we recommend using Basic Combat when the confrontation is clearly of
Combat rules. It suffers the Fists the non-lethal type.
vs. Weapons Penalty.
However, when an armed and armoured fighter opposes a skilled brawler,
things can become weird as the unarmed combatant can unrealistically gain
the upper hand because of the abstract nature of Basic Combat. In order to
avoid this, any “fists vs. weapons” close combat situation in Basic Combat
bestows a Penalty on the unarmed combatant’s rolls.

MARTIAL ARTS
Characters who have one of the many Martial Arts Traits can use their limbs
as weapons, striking weak spots in opponent’s armour more easily. and causing
damage to internal organs. Knowing a Martial Art negates the fists vs. weapons
Penalty.

POWER USE
As in non-violent Conflicts, powers in Basic Combat can be used either as
a support to other activities or as a form of direct attack. In order to use a
power directly to overcome a foe, it must have the Projection or Overcome
attribute. A Projection power is treated as a ranged attack, with the opponent
able to Dodge out of the way or in some cases block the attack with a shield.
Most Projection powers are elemental attacks, and follow the same rules as
ranged weapons which inflict energy damage.
RESISTING WITH WILL ONLY An attack with a power with the Overcome Attribute is treated differently. A
Classic D100 games used only success deals 1d6 or 2d6 damage to the target’s Resolution Points, depending
Willpower to resist supernatural on the success level, without any modifier for Size, armour, etc. In order
attacks. If you prefer, make all
rolls to defend against power
to resist, the target uses the Skill/Trait pair appropriate to the Overcome
use in Basic Combat under Attribute of the Power (see the table on page 70 of Chapter 3).
Concentration [Willpower].
A failure with an attack Power, costs only 1 Resolution Point to the attacker
for the loss of psychic energy, unless the target is protected by Reflect
[Power].

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ADVANCED COMBAT
B asic Combat allows you to run an encounter very quickly and focusing
on the combatants’ intentions rather than on the mechanical effects of
the various weapons and tactics employed. The Advanced Combat system is
BOOK-KEEPING SURVIVAL
GUIDE
The number of variables to update
each time the combatants deliver
appropriate when the group wants a greater level of detail. blows and other offensive actions
may sound overwhelming at first,
In Advanced Combat, the focus of the rules shifts from “Rolling to but Advanced Combat becomes
determine the winner of an Exchange” to “Rolling to determine the effects very quick once you have run it
once or twice. The instructions
of an Exchange”. This requires new variables representing the mechanical, will make book-keeping fast and
quantifiable effects of exchanging blows. easy. The Narrator should use
dice (one d20 for each Non-Player
A successful Advanced Combat attack does not produce an abstract loss of Character) to keep track of Strike
Resolution Points, rationalised as wounds, fatigue, or tactical disadvantage, like Rank, even when there are no
in Basic Combat. Instead: figures on the table, and avoid
tracking Exertion Points until an
• If the defence roll is successful, the defender Parries or avoids the attack, and opponent is actually wounded.
the higher roll gains a Tactical Combat Effect (see page 114). The players should use a paper
clip placed on the left of their
• If the defence roll is unsuccessful, or the attacker uses a Tactical Combat Effect character sheet to track Exertion
that renders the defence ineffective, the attacker rolls damage and applies it Points, and another paper clip or
dice for Strike Rank.
against the target. Unless the attacker has used his or her Combat Effect option
to bypass the defence, he or she can apply a Combat Effect in addition to
damage. This can be a Tactical Combat Effect or a Damage Combat Effect.

COMBAT SEQUENCE SUMMARY


Combat is divided into six second rounds, during which a character can
perform one or more actions. Every combat goes through the following steps:
1. Determine Exertion Points: At the start of combat, all players check their
characters’ Exertion Point values and apply Consequences carried over from
Adventure Time (see page 59 of Chapter 3). The Narrator may calculate
starting value and Penalties to Exertion Points for Non-Player Characters
participating in the combat.
2. Statement of Intents: The Narrator declares what Non-Player Characters will
do, as long as it is something that is visible to the Player Characters. Then all
players declare, in ascending INT order, what Actions their characters will
perform during the Combat Round. The actual Strike Rank value for each
combatant is determined, according to the type of Opening Move chosen, and
recorded. Players apply Penalties to Strike Rank during this phase.
3. Characters Take Action: All characters involved in the combat perform their
intended Actions, starting with the one with the highest Strike Rank. Each
Action or Reaction drops the acting character’s Strike Rank by a given number,
thus placing him or her at a lower position on the global Strike Rank ladder. The
character with the highest Strike Rank continues to act until another character
has the highest Strike Rank, and so on until no one has enough Strike Ranks left
to act. Reactions, such as Parries, Dodges or counter-spells, take place during
this process as appropriate.
4. End of Combat Round: Once all eligible characters have acted, the Combat
Round is over. If there are characters still engaged in combat or subject to
negative effects which may affect them within a few seconds if not countered,
go back to Step 2 and start another Combat Round. Otherwise, the Time Scale
shifts to Adventure Time for Fast Healing.

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MOVEMENT AND DISTANCE
USING FIGURES In combat, it is often necessary to assess the distance between two locations in order
You are not obliged to use to determine how long it takes for a character to move that distance, whether a
miniatures or tokens in your
game. Book-keeping for Player
Ranged Attack can occur between the two, and with what Penalties. While one can
Characters is doable with just simply express this value in metres or yards, for games that do not use battle maps it
the character sheet and a couple may be simpler to speak about Zones and range categories (S, M, L, XL, etc.).
of paper clips. For Non-Player
Characters, if you do not want to We express all distances and ranges with a double notation: a figure representing the
use miniatures, it is advisable that range in metres, and an acronym in brackets representing the range category. For
the Narrator keeps a sheet with instance, the normal range of a javelin is 50 (S), where S stands for short.
small boxes in front of him or
her, where each box corresponds
to a Narrator controlled character
and contains the dice and chits ZONES AND MOVEMENT
representing the character’s
current status in combat. The
A Zone is a space small enough that you can move within Close Combat range
players themselves can help with anyone else in it with a Move action. In quantitative terms, a Zone is about
the Narrator in updating the 20-30 metres across, or the equivalent of a large room. When the action takes
content of the boxes (or materials place in an open area or in a very large indoors location, the Narrator will clarify
placed near the figures), as this
information is public in combat. which characters are in the same Zone. Unless you are playing on a battle grid, or
on a map already divided into Zones.
RANGE EXAMPLE A single Move action allows you to move to an adjacent Zone, or to enter Close
The Russian AK-47 assault rifle has Combat with a non-adjacent opponent in the same Zone, using a Charge if the
an Effective Range of 300 (M). Thus,
if you fire a single round with it within enemy is not within your Movement in metres (see page 95). If you run, you
300 metres (or within Medium range can move the equivalent of two Zones in one round, but you become unable
if using abstract ranges), you hit with to do anything else in that round. Quick creatures and mounts can move more
a double Penalty on a snapshot, or than one Zone per round even without running, and initiate Close Combat with
without any Penalties after an Aim
action. Beyond 300 metres, you can opponents at a distance of one less Zone than they can Move.
no longer Aim, but if the distance is
still considered Medium Range, you
suffer only the Double Penalty listed
for that range. At around 500 metres,
RANGES
you start suffering a Triple Penalty for Ranges are grouped into categories, labelled with the initial letter of their name:
Long Range. Note that since the AK- C, S, M, L, XL and so on. Each category encompasses an interval in metres (or
47 fires bursts, all the above Penalties yards) of distance. The Range table gives an average, typical distance in metres
are automatically reduced by one
because of the burst fire Bonus (see for that range, as well as a number of Zones. Beyond Medium range, measuring
page 103). distances in Zones is no longer convenient, and we recommend that you measure
distances in metres or kilometres.

Range and Distance


Range Zones Bonus/ Typical Notes
away Penalty Distance
Within a small room. Characters can move and initiate Close Combat with
0 Touch Same 1 Bonus* 0-5m
the same Action.
Within a large room or across a normal street. In range of thrown weapons.
1 Close Same — 10-30m
Characters on foot can Charge into Combat.
Across a large street. Javelin and pistol range. Mounted characters can
2 Short 1 1 Penalty 50m
Charge into Combat.
3 Medium 2-12 2 Penalties 200m Bow or Assault Rifle range.
4 Long 13+ 3 Penalties 500m Rifle or Heavy Crossbow range.
5 XL — 4 Penalties 2km Sniper rifles only.
6 XXL — 5 Penalties 5km Artillery only.
7 XXXL — 6 Penalties 10km Artillery only.
[*] If firing at a target with which you are engaged in Close Combat, you suffer one Penalty instead.

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The Skill score for a ranged weapon refers to its use at Close range. The range
category determines the number of Penalties applied when firing a weapon
at longer ranges. If you are firing a weapon within its effective range, a single
Aim Action eliminates the Penalty. When outside the Effective Range, the full
Penalty for the range is always in effect. In general, you cannot fire weapons
more than one range category beyond their Effective Range. Thrown weapons
cannot be fired outside their Effective Range at all.

EXERTION POINTS TRACKING EXERTION POINTS


The value for Exertion Points is
marked on the relevant side track of
each Character Sheet with a paper
Exertion Points represent a character’s stamina and ability to remain focused, clip or pencil mark. If the zero is
marked off on the Exertion Point
and are spent to fuel powers and to “push oneself beyond the limit” in combat. track, then the score displayed is
Exertion Points can be either positive or negative. A character that has spent all negative, otherwise it is positive.
Positive Exertion Points through exertion and power use starts accumulating If using a clip, push it downwards
to represent the loss of Positive
Negative Exertion Points instead. Having a reduced amount of Positive Exertion Exertion Points, then upwards
Points bears no consequence for a combatant. Suffering from Negative Exertion to represent the acquisition of
Points, however, means that the combatant has exhausted his or her stamina Negative Exertion Points.
and cannot fight at full effectiveness. Negative Exertion Points are often the We recommend that the Narrator
does not keep track of Positive
consequence of a wound. Exertion Points for Non-Player
A combatant still suffering from Wounds from previous combats starts a new Characters, unless they are power
users or major opponents supposed
Combat at reduced Exertion Points (Step 1 of the Combat Sequence Summary), to last more than a few rounds. At
in addition to the effects of Fatigue or any other Consequences that the Narrator the rate at which Exertion Points
judges appropriate for a loss of stamina. Each minus sign in an applicable are lost in combat, it will hardly
ever happen that an opponent
Consequence subtracts ten Exertion Points from the character’s normal value. goes to Negative Exertion Points
At the start of each round (Step 2 of the Combat Sequence Summary), subtract for any other reason than a wound.
In most cases, the Narrator can
Negative Exertion Points from a character’s Strike Rank. Any Exertion Points lost start recording Exertion Points
later in the round take effect only on Step 2 of the following round. only when they become negative
because of a wound.
Any character who suffers Negative Exertion Points equal to their base value
(CON+POW for most creatures) is incapacitated, and will soon die unless
aided, at least if the point loss was due to bleeding or poison. Allow one of his
or her friends one First Aid roll or healing power use to stabilize him or her, UNCONSCIOUSNESS
A character can be knocked out
failing which the adventurer is dead. long before totally exhausting
stamina. Any creature that suffers
Negative Exertion Points equal to
EXERTION POINT RECOVERY IN COMBAT its CON or higher must roll against
Endurance to avoid incapacitation.
During combat, any character who spends an entire Round not engaged, not For an improved realism, and at the
threatened, and doing nothing, can regain 1d6 Exertion Points. If the character cost of extra book-keeping, you can
has the Endurance Trait, the amount recovered is 2d6 instead. An actual have a creature who has passed this
threshold Roll against Endurance
Survival [Endurance] roll is only required at the Narrator’s option, if there are each time it loses Exertion Points,
conditions that might prevent the recovery. but not more than once per round.
Most animals suffering from
Negative Exertion Points equal to
EXERTION POINT RECOVERY AFTER COMBAT CON or higher will flee instead
of fighting, whereas intelligent
Exertion Points keep track of how long you can function at full effectiveness creatures will probably surrender.
in one specific combat encounter, and are not a resource intended for long-
term book-keeping. Characters will keep track of lost Exertion Points only for
a short time after Combat (see Fast Healing on page 107), after which either EXERTION POINT RECOVERY
OPTIONS
another Combat begins or any Exertion Point losses turn into Consequences. When making an Exertion Point
recovery roll, add the character’s

STRIKE RANKS Constitution Bonus to the d6/2d6


roll, but subtract 1 for each
Recovery the character has already
performed during that combat.
Thus, there is a limited number
Strike Rank resets to its initial value during Statement of Intents at the start of each of Recoveries a character
round (Step 2 of the Combat Sequence Summary). Each round, a character has a can perform, and “taking
a break” will become
different initial Strike Rank value depending on what he or she has planned. See the pointless long
Opening Move table in the next section. before reaching
that limit.
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STRIKE RANK AND EXERTION During Statement of Intent, subtract any Negative Exertion Points the character is
POINT SUMMARY suffering from initial Strike Rank. For the first Round only, subtract Penalties due to
At the start of each Combat,
Consequences and Wounds may Consequences carried over from Adventure Time that fall in the “surprise and general
decrease your normal amount of non-readiness” category. Each minus sign will cost a combatant five Strike Ranks.
Exertion Points for that Combat. At
the start of each Combat Round, Strike Rank will usually change during a Combat Round. This may be the
Negative Exertion Points may consequence of the character either acting or reacting voluntarily, or of a hostile
decrease your normal Strike Rank. action such as damage or a shift in initiative due to a Tactical Combat Effect. Once a
character’s Strike Rank drops to zero, he or she becomes unable to initiate any action,
even if planned during Statement of Intents. He or she can still react, with a Penalty to
Skill rolls and Exertion Points.
If two or more characters act on the same Strike Rank, the characters act in order of
their DEX, with the highest going first. If two or more characters acting in the same
Strike Rank have the same DEX score, they will act simultaneously.

OPENING MOVE
TRACKING STRIKE RANK The factor that determines what value is in use for Strike Rank is the
The Strike Rank for Player
Characters is marked on the combatant’s Opening Move, as declared during Statement of Intents. The four
Strike Rank track on the right side possible Opening Moves in Advanced Combat are Close Combat, Ranged
of the character sheet with a paper Combat, Power Use and Non-Combat.
clip, which can easily be slid up
and down to represent the reset Determine your initial Strike Rank according to the Opening Move Table.
to the base value at the start of Actions like Ready Item and Wait are preliminary actions and do not determine
each round (Step 2 of the Combat
Sequence Summary) and the
the nature of your Opening Move, which depends on the first “trigger” action
gradual loss of Strike Rank as the chosen. If you plan to perform only preliminary actions during a round, declare
character acts during the Combat Non-Combat as your Opening Move.
Round (Step 3 of the Combat
Sequence Summary).
The Narrator will probably want to Close Combat as Opening Move
use one or two d20 placed beside
a figure or another marker on the
If a character is in engaged in Close Combat with an opponent, or within
table to record the Strike Rank Move range of the latter, and declares a Close Combat Attack as Opening
for each opponent, instead. Extra Move, Strike Rank is based on the value marked under the melee Strike Rank
chits near this d20 will represent entry on the character sheet, plus the Reach of the weapon used. melee Strike
Free Actions (see page 94). A
figure without any die marker is Rank is normally the average of DEX and STR, rounded up. The weapon
out of SR and can no longer act, must normally be ready at the start of the round in order to provide its Reach
only react with a Penalty. modifier. A “fast draw” weapon Stunt bypasses this requirement.

Opening Move
Opening Move Prerequisites Strike Rank Trigger Actions
Value

Weapon must be ready*;


Melee Strike Rank Close Combat
Close Combat opponent must be
+ Weapon Reach Attack
within Move metres.

Weapon must be ready* Aim**, Ranged


Ranged Combat DEX +20
and loaded*. Attack

Power Use INT Concentration


Change Stance,
Non Combat DEX Move, Throw, Use
Item
[*] If the weapon can be readied (and loaded if necessary) within the round with Ready Item you can still
use this Opening Move; the Ready Item actions will just delay your main action, and prevent the addition
of weapon Reach for Close Combat. A fast-draw type Stunt allows you to ignore the fact that your weapon
is unready at the start of the round.
[**] Like a Ready Item used to draw or reload a weapon, an Aim action is a valid Ranged Attack Opening Move.

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When the combatant has two or more weapons available, he or she must declare SPELL-SLINGING.
which is used for the Opening Move, in order to determine what Reach modifier The rules for Opening Moves in the
default version are heavily biased in
to apply to Strike Rank, and in the case of a skilled dual wielder (see the Dual favour of fighting men and against
Wield Stunt description on page 120), what weapon is the secondary one that gets specialised power users. However,
a Free Action. You must use the weapon you declared as your Opening Move for you might want to play games where
your first Close Combat Attack, but only if you have not yet used it for a Parry. If magicians are “Spell-slingers”, with
the same effectiveness in combat
you have already used your main weapon to Parry, you can use another weapon to as archers or gunslingers with the
attack when it is finally your turn. The stated Opening Move does not impose any Fast Draw Stunt. In order to obtain
restrictions on the weapon you use for a defence. this, it is necessary to adjust some
parameters of the rules. The following
are all improvements to the combat
Ranged Attack as Opening Move effectiveness of power users that you
may want to introduce.
Declaring to aim, reload or fire a ranged weapon allows a character to use • Strike Rank for Power use becomes
DEX plus 20 as Strike Rank. The fixed value of 20 is considered the equivalent INT +20, and the first Concentration
of Reach for ranged weapons, allowing their users to strike before all but the Action or Reaction taken costs 20
instead of 5 SR (this also grants an
longest melee weapon users. extra Concentration Action on top
of letting the power user act sooner
Power Use as Opening Move than a melee fighter).
• Strike Rank for Power use
Using a power as the Opening Move allows a character to use his or her INT becomes based on the average
as Strike Rank. No modifiers for weapons apply in this case. of INT and DEX, or INT and
POW, with the optional addition
Non-Combat Opening Move of +20 as above (this is actually a
restriction in most cases).
If a character does not declare any attack or power use, his or her Strike Rank • A Fast Focusing Stunt is introduced
is based on DEX only. Some obviously hostile actions like throwing a grenade which permits power users
or charging are not considered attacks in the rules and thus require the use of to activate a power with one
less Concentration Action, to a
a Non-Combat Opening Move. minimum of one, but with the same
expenditure in Exertion Points (this
allows casting Overcome Cantrips
SPECIAL COST OF THE OPENING MOVE and long range Arcane Spells in one
single Concentration Action).
When a weapon has an asterisk after its attack cost, the cost for the first
In addition to this, other options
attack with that weapon is equal to the Reach value you added to your initial will be presented in Chapter Five
Strike Rank, or 20 for a ranged weapon. After the first attack, the cost for all to allow you to adjust the balance
subsequent actions is the listed one. between fighters and power users
according to your preferences and
When you choose the Ranged Attack Opening Move, the cost for the first to the setting you are using.
action is raised to 20 Strike Ranks even if it is not an attack, but a defence or a
preparatory action like Aim or Ready Item. WHEN DO I PAY MORE FOR
AN OPENING MOVE?
Example: Artaxerxes the hoplite uses a Sarissa (reach 16, cost 8*/8 SR) in combat The majority of Close Combat
and has a melee SR of 15. He strikes at a whopping 31 as his initial SR. However, weapons have an attack cost
equal to their Reach or lower, so
his first attack costs 16 SR instead of 8, dropping his SR to 15. On SR 15, if this rule is irrelevant for them.
undisturbed, Artaxerxes can strike again, this time paying 8 SR for the attack Only spears and polearms usually
and ending with 7 SR left. His mate Leontus the peltast has two javelins (cost 5* have an asterisked attack cost in
when thrown) and DEX 15, so he throws his first weapon on SR 35, paying 20 SR. When the Reach of a Close
Combat weapon is not equal to
SR for the first Ranged Attack, then on SR 15 he can spend 5 SR to draw another its attack cost, it is usually double
javelin from under his shield and throw it on SR 10, this time paying only the that value, so you need not mark
regular cost of 5 SR and ending with 5 SR left. any additional information in the
weapon entry except the asterisk.
Ranged weapons always have an
GENERAL EFFECTS OF OPENING MOVE asterisked attack cost, so the first
Ranged Attack of a round always
Your Opening Move does not influence your Reactions. For instance, if you costs 20 Strike Rank.
have a weapon ready, you can Parry even if you have declared a Power Use or
Ranged Attack for that round. Even if your weapon is not ready, you can use
Ready Item to unsheathe it before proceeding with your main action. However,
the Strike Rank cost for readying items and for Reactions will impact your
character if you have chosen a Power Use or Non-Combat action.
If you decide to perform an Action that is not among the permitted ones for
your Opening Move, add five (5) Strike Ranks to the normal cost of that Action
to “switch mode” to another Opening Move.

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ACTING WITHOUT ENOUGH STRIKE RANK
CUMULATIVE PENALTY A character need not have the full amount of Strike Rank required in order
Some groups may dislike the fact
that a highly competent character can to perform an action or Reaction. If the character cannot pay the full price,
continue defending almost forever there are three main consequences:
when out of Strike Rank. In this case,
apply one extra cumulative Penalty • Strike Rank drops to zero, if it was not already zero.
for every other Reaction attempted • The related Skill roll suffers one Penalty.
after dropping to zero. You may wish
to place an additional chit besides • The character loses one Exertion Point
the character figure after the second
action without the required SR to
remind you of the extra Penalty.
For example, if a character has two Strike Ranks left and chooses to stab
with a long spear (6 Strike Ranks), the attack roll suffers a Penalty, and the
character loses one Exertion Point. At the end of the attack, the character
has zero Strike Ranks left.

A character with zero Strike Rank cannot perform any action. He or she can
SINGLE ACTION RULE
With Narrator approval, a character perform as many Reactions as desired, with the Penalties explained above.
who spent all of his or her SR The Exertion Point loss for acting without Strike Rank represents the
defensively in a round may always
try one Action per round, even fatigue accumulated while in the heat of combat. If your character does not
after dropping to zero SR, with the use more Strike Ranks (and stamina) than he or she has, no Exertion Points
usual Penalties for acting without are lost. However, your character must act very carefully in order to never
the necessary SR. Remember that
Ready Item is an Action.
drop below zero Strike Rank in a combat situation.

FATIGUE THRESHOLD
RECORDING STAMINA Encumbered characters will fatigue faster. Each character wearing armour
Mark the Fatigue Threshold by or unwieldy gear has a positive number called Fatigue Threshold marked
greying out the boxes with numbers
below the threshold on the Strike on the character sheet. To determine the Fatigue Threshold for a character,
Rank track of your character sheet add together the Encumbrance for all armour worn and encumbering items
(the zero if the threshold is 1). This carried and round up. Unencumbered characters have a Fatigue Threshold
will help you remember that your
character loses Exertion Points each
of zero. Other conditions like bleeding may modify the Threshold.
time the paper clip that you use to An encumbered character does not start losing Exertion Points when
record Strike Rank is moved to a
grey box, and not only when it goes
dropping below zero Strike Rank, but when dropping below the Fatigue
below zero. Threshold. Each time a Strike Rank expenditure brings the character below
the threshold, he or she loses one Exertion Point. This happens even if the
character’s Strike Rank was already zero or below the Threshold.

ACTIONS AND REACTIONS


ONLY SIGNIFICANT EVENTS All Actions and Reactions in Advanced Combat have a cost in Strike Ranks.
COST EXERTION POINTS
In accordance with the principle Once the Action (or Reaction, we will not repeat this again from now on and
that anything that influences a consider all statements about actions as being valid for Reactions, too) has
Player Character should come taken place, the appropriate value is subtracted from the character’s Strike
from a role-played event, in Rank. Actions related to weapons such as attacking, parrying, reloading etc.
no cases will characters suffer
Exertion Point losses because of often have a cost depending on the weapon itself. The weapon description and
the mere passage of time. Any loss further special rules will tell you which cost to apply, which is different for
must be the consequence of one attacks and defences.
of the following:
• a wound or other major threat like
drowning
• an action beyond one’s Strike Rank
FREE ACTIONS
allowance Several special occurrences grant characters a free Action or Reaction.
• use of a Power. Whenever the character must spend Strike Ranks for an Action or Reaction, he
or she can spend the Free Action or Reaction instead, if all special conditions
are met. A Free Action can be used to pay for a Reaction, but a Free Reaction
cannot be used to pay for an Action.

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Free Actions are spent upon use, and can no longer be used for that Combat SPECIAL CASES WHEN
ALTERING INTENTS
Round. Whenever a Combat Effect or other special rules dictates that a If a combatant chooses to switch
character “recovers the SR cost of an Action or Reaction” and the cost was to another Opening Move before
actually zero because a Free Action was used, the character recovers the use of executing the previously planned
the Free Action instead of the SR cost. one, some “quirky” situations may
take place that leave him or her
with more Strike Rank to spend
ACTIONS AND MOVEMENT than he or she would have had by
initially planning the new Opening
A character can move up to his or her Move score in metres with each Action Move. The Narrator may, if such
paradoxes take place, apply one of
that costs at least five SR, except Aim, Change Stance and Concentrate. If the the following corrections:
Action takes less than five SR but requires a contextual move to perform it, the • force the combatant to repeat
character can raise the cost to five SR to be able to move while acting. Statement of Intent from scratch,
and then subtract five from the new
Strike Rank. This is a good solution
ATTACKS AND MOVEMENT when the new Opening Move is a
power or a non-combat action.
According to the rule for Actions and Movement, a character can combine • add the cost of the original
a Movement within his or her Move range in metres with a Close Combat Opening Move to the five Strike
Rank cost to change intents.
Attack, provided that the attack itself costs at least 5 SR or that its cost is raised This is a good solution when the
to 5 SR. Thus, a combatant who is within Move Range of an opponent can Opening Move has an increased
declare a Close Combat Attack as his or her Opening Move and use melee SR cost, as with Ranged Attacks, and
for that round. As usual, a Ready Action to unsheathe a weapon can precede the combatant has not paid it yet.
the combined Move/Attack action. Similarly, a character who has disabled or FAKING ACTIONS TO MOVE
routed a foe can exploit this option to continue Close Combat against another If a character has declared Close
foe if the distance does not exceed his or her Move. Combat as Opening Move but
the enemy is beyond reach by
just a few metres, it is probably
CHARGE simpler to allow him or her to
execute a “fake” Ready Item
An unengaged character who is farther than his or her Move in metres from its at a five Strike Rank cost and
take an additional “step” before
opponent cannot declare Close Combat as an Opening Move. However, if the attacking, rather than switching
desired target for a Close Combat attack is in the same Zone (approximately to Non-combat and Charging.
within 25 metres/yards), then the character can opt for a Non-Combat The Narrator should be rather
Opening Move and Charge. A Charge against opponents at a greater distance is liberal in allowing one or two
such steps per round when it is
only possible if the attacker is mounted, or is a creature as fast as a mount. simpler than enforcing a change
of Opening Move.
A Charge uses a Move Action to move and initiate close combat at the same time,
with a costs of five SR regardless of the weapon used. However, the Opening Move CHARGE AND ENGAGE
when Charging is not classified as a Close Combat action, and the combatant Unless mounted and willing to
cannot use his or her melee SR plus weapon range for that round, but only DEX. ride away after a quick swoop, a
charging combatant will usually
A character who has chosen Close Combat as Opening Move might find itself in remain engaged in melee with
the condition of not having any more valid targets within Move range during the the target. We recommend that
you grant an automatic switch to
course of a round. In this case he or she must switch to Non-Combat by paying 5 Close Combat after a charge.
SR and then spend another 5 SR for a Charge (or a Move if not willing to attack).
ORDER OF ATTACKS
Charges will usually be countered with the Wait action (see page 97) to DURING A CHARGE
accumulate Free Actions to spend as soon as the charger arrives, and met with Since a Charge takes place at a
low SR, the defender must use
pole weapons (see notes). the Wait Action to meet it, as
the moving opponent is “not yet
there” at the normal SR. This may
ACTION TYPES negate some of the advantages
of using longer weapons, which
The following list includes the basic actions a character can attempt and their were historically the standard
cost in SR. A character can also decide to perform a Reaction (usually Take tactics used to counter charges.
Cover) pre-emptively, as if it was an Action. To better represent what would
happen on a real battlefield, if
both the charger and the target
Aim (5 SR) can attack on the exact Strike
Rank when the Charge takes
An Aim Action eliminates the Penalties for distance when firing beyond Close place, the attacks do not occur
range. The Aim Action is only effective within the effective range for a weapon. in DEX order, but in the order
Attempting it when firing beyond that range is useless. The effect of this Action in which the two opponents
would strike if engaged in
only applies to the next shot fired in the same Combat Round. Close Combat at the start
of a Round, including
Penalties for Size
Class difference.
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Change Stance (5 SR)
The character may shift from a kneeling, sitting or prone stance to the standing
stance, or vice versa.

Close Combat Attack (SR according to weapon)


The character can make a single Close Combat attack against a nearby target.
The cost applied is the leftmost one in the A/P entry on the weapon table. The
minimum cost for a Close Combat Attack is 3 SR, even for weapons with a SR
modifier of zero. A Close Combat attack initiates a Combat Exchange that may
yield Combat Effects and damage for the target (see page 104). All modifiers
for Attacks and Defences presented in Basic Combat apply.

Concentrate (5 SR)
MOVING WHILE
CONCENTRATING
The character concentrates in order to use a power or keep it active. The number
With Narrator approval, a of Concentrate actions required to activate a power depend on the power itself. If
character who is concentrating the Strike Rank of a concentrating character is brought below zero, then his or her
may move one metre per concentration is broken and all powers he or she was concentrating upon expire.
Concentration Action.
This action is also used to Roll for Effect in a psychic Parallel Conflict, for instance to
overcome the target of a Power with the Overcome Attribute (see page 174).

Move (5 SR)
DESIGNER’S NOTE The character can move a distance up to four times his or her Movement score.
It may seem weird to identify a If you are determining distances in Zones and not with metric measures, you
Charge as “Non-Combat”. This can move anywhere within your current Zone or cross into a adjacent Zone with
is to prevent a moving melee
attacker with a long weapon a Move action. Crossing into a new Zone and then moving to contact with an
from closing and attacking an enemy to engage it in Close Combat requires two Move actions.
opponent before a missile or
ranged power can intervene to A character may take this action twice in a round, but after the first movement
help the static target. While it is the Action type will be upgraded to Run, thus preventing all other Actions for
plausible that a Close Combat that character in the given round. A character can Jump over obstacles, walk
Attack from a fighter who is
already in range strikes before a through shallow water, and perform other simple agility feats while moving,
Ranged Attack, this is not the case usually halving the distance travelled but not the Strike Rank delay.
when said fighter starts the round
unengaged. Thus the reduction
in SR for the Move/Close Combat
Ranged Attack (SR according to Weapon)
Attack combination. The character can make a single Ranged Attack. The cost applied is defined in
the weapon table. The character’s weapon becomes unloaded after this action,
unless it is an automatic weapon, so a Ready Item action is required to reload it
before it can fire again. A Ranged Attack initiates a Combat Exchange that may
yield Combat Effects and damage for the target (see page 104). All modifiers for
Attacks and Defences presented in Basic Combat apply.

Ready Item (SR according to Item)


LOADING PROJECTILE
WEAPONS
Drawing a gun from its holster, unhooking an axe from one’s belt, notching
Notching arrows or loading an arrow to one’s bow, extracting a healing drug from a utility belt – all these
ammunition into rifles is the actions require the Ready Item Action. A single Ready Item action can also
equivalent of a generic Ready include dropping a weapon currently held to the floor and then drawing a new
action, and not assimilated to
readying the weapon itself, and one. Holstering one weapon and drawing another takes two Actions, as does
thus costs five Strike Ranks by readying two weapons.
default. The entry in the weapon
tables in Chapter 5 may contain The cost for readying a standard melee weapon is equal to the cost for parrying
a specific reload time for a given with it. The cost for readying/reloading ranged weapons, shields and long
weapon which supersedes any unwieldy weapons that must be strapped on the wielder’s back is equal to the
default cost.
cost for attacking. The cost for readying or reloading any other kind of items,
unless the item description contains a specific reload time, is five Strike Ranks.
Cocking a crossbow or loading some firearms takes Combat Rounds rather
than Strike Ranks, as described in the weapon entry. During these rounds, the
character cannot perform any other actions except one Concentrate action.
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Throw (5 SR)
The character can throw an item anywhere within Close range. The effect of PREPARING TO MOVE
the item depends on its nature. If you Wait before executing a
Move action, you can use the
Free Action to move five Strike
Use item (5 SR) Rank later at no Strike Rank
cost. This is useful if you are
Many items with a special effect (grenades, healing drugs, movement waiting for your allies to bring
scanners, etc.) require characters to perform the Use action to activate it. an entrenched opponent to zero
The item description will state the SR cost to use it if it is not 5. This action is Strike Rank with Suppress before
moving.
also used to Roll for Effect in a physical parallel Conflict like grappling (see
page 112).

Wait (SR at will)


PREPARING TO FIRE
A character may pause to assess the tactical situation. The act of waiting A WEAPON OR POWER.
uses up all the SR which pass until the character finally acts, although the A ranged weapon user can use
preparation option described below allows to keep some of them “in reserve”. the same procedure to get ready
If a waiting character wishes to act after a specific event has occurred, then for shooting or defending against
an opponent who is not visible
he or she declares so and takes his or her actions on the SR the event takes at the start of the round but is
place. expected to appear at a later time.
Ditto for a power user who can
Your character may want to prepare him- or herself for the attack of a prepare a Concentration action
charging opponent, or any other opponent who is not yet in contact but has for a quicker response to a threat
declared to move and attack. In order to do so, the character spends the same which is about to manifest.
amount of SR he or she would spend on a normal attack or defence, and
gains a Free Action or Reaction, respectively. This Action or Reaction can
be triggered as soon as an opponent is in range (see the Charge rules). You
can gain only one Free Action by waiting, regardless of the actual SR passing
between the moment you decide to Wait and the moment you actually act.

REACTION TYPES
A character can usually react against any hostile action attempted against him
or her, within the limits specified for the selected kind of defence. The chosen
Opening Move does not affect the type of Reactions you can perform, as
long as you meet all other prerequisites such as having a specific item ready.
Successful defences can result in a Combat Effect for the character. See the
Combat Effect section for the Effects that you can apply when defending.
The following list includes the basic Reactions one can attempt and their cost
in SR.

Dodge (5 SR)
Dodging is the act of manoeuvring to avoid blows and shots. A Dodge
defence against a close combat attack is rolled using the Close Combat
Skill, adding the Dodge Trait if the character has it.
A combatant can use a Dodge defence against thrown projectiles and
arrows, provided the user has a shield ready or another cover source. The
total lack of cover bestows a Penalty to Dodge against Ranged Attacks. In
this case, the Dodge Trait applies to the Agility Skill. Basic Dodge is useless
against bullets or energy weapons. You must use other techniques like Take
Cover or Roll.

Parry/Block (SR according to weapon)


A character can defend against any Close Combat attack with a weapon
Parry, provided the weapon is ready. A Block is the default action with a
Shield, instead. The cost in SR is specified in the weapon description, and in
most cases it is half the cost for an attack. The minimum cost for a Parry or
Block is 2 SR.

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Take Cover (5 SR)
Taking Cover behind an obstacle to enemy fire is normally the only effective
defence against firearms or grenades. It requires the presence of rocks, barrels,
corners or other obstacles. In order to take cover, you roll against your Agility
Skill and add your Take Cover trait if you have it. The Take Cover Trait is part
of standard military training from the 19th Century on.
If your character has the Roll Stunt, he or she can use the advanced Reaction of
Roll, which does not require the presence of cover. See the Defending against
Ranged Attacks section on page 102.

Concentration (5 SR)
A character can use the Concentration Reaction to use a power defensively
(see page 173 in Chapter Six) or to gain a Bonus in a Parallel Conflict to
resist an offensive power (see page 174 in Chapter Six). If the power selected
requires more than one Concentration Action to activate, it will still go off
with one single Reaction, but the activation roll will suffer a Penalty.

COMBAT EXCHANGE PROCEDURE


During a Combat Exchange the attacking player rolls a d100 and compares it to
the character’s Skill in the weapon he or she is using, including all Traits, Bonuses
and Penalties involved. Bonuses and Penalties are the same described in the Basic
Combat Chapter. If a player rolls equal to or lower than his or her character’s final
score, the blow hits the intended target. Otherwise, the attack is a miss.

Attack Resolution
Defender Failure Defender Success Defender Advantage

Attack stopped and defender


Attacker Attack stopped and defender
Nothing happens. gets two Advantage Tactical
Failure gets a Tactical Combat Effect
Combat Effects

Attack stopped and defender


Attacker Attacker hits and Attack stopped, higher roll gets
gets a Tactical Combat Effect (an
Success gains a Combat Effect a Tactical Combat Effect
Advantage Effect on a higher roll)

Attacker hits and Attack stopped but attacker gets


Attacker Attack stopped, higher roll gets
gains two Advantage a Tactical Combat Effect (an
Advantage a Tactical Combat Effect
Combat Effects Advantage Effect on a higher roll)

If the enemy can and will defend, he or she can attempt to Parry, Block or
Dodge, according to the type of attack. The procedure for these defences is
the same; the opponent Rolls on the appropriate Skill, including all applicable
Bonuses and Penalties, and compares the result with that of the attacker on the
attack resolution matrix given above (which corresponds to the Opposed Roll
resolution matrix provided in the Adventuring chapter).
If the defence roll succeeds, the blow does no damage. The winner also receives
one or two Tactical Combat Effects or Advantage Tactical Combat Effects,
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depending on the roll. Sometimes a Defence against a Ranged Attacks cannot
gain any Tactical Combat Effects because none are applicable to the situation,
so the only effect is that the attack misses.
If the defence roll fails or is not attempted, or the attacker employs a Tactical
Combat Effect that negates the defence, the blow does damage and the
Attacker may receive one or two Combat Effects or Advantage Combat effects,
depending on the roll. As the attack has actually hit the target, these effects can
be either Tactical or Damage Combat Effects.

CLOSE COMBAT
Close Combat Exchanges are initiated through the Close Combat Attack action.

STANCE IN COMBAT
Combatants may find themselves on the ground, kneeling or prone, as a result
of a Change Stance action or of a Bash or Trip Opponent effect. A prone or
kneeling combatant cannot add his or her Might to Close Combat damage. A
prone character cannot use any ranged weapons except crossbows or firearms.
DEFENDING AGAINST A CLOSE COMBAT ATTACK
A combatant can use Block, Parry or Dodge defences against a Close Combat UNARMED DODGING
Attack. All defences against Close Combat attacks are rolled using the Close The Overwhelm manoeuvre can
Combat Skill, adding the appropriate Trait if the character has it. The weapon be used against a Dodge, too,
used for a Parry or Block must also be ready when the attack strikes. making dodging problematic
if the defender does not have a
Dodging is the act of manoeuvring to avoid blows and shots. A mounted weapon ready (an impromptu
weapon like a stool is enough, and
character suffers a Penalty to his or her Dodge roll. If a character has his back has a Parry of 2). A specific Martial
to a wall, cliff or enemy or is otherwise impeded from moving freely in any Arts Stunt (or the Acrobatics Trait
direction, he also suffers a Penalty to the Dodge Skill. if you have a cinematic gaming
style) can prevent the application
As a Parry tries to deflect a blow rather than absorb or avoid it, the relative size of the Overcome Effect to Dodge.
of hand weapons is usually not a factor, and any weapon can usually Parry any
other weapon. However, parrying a larger weapon leaves the defender open
to damage if the attacker, having won the exchange by rolling higher, uses the
Overwhelm Combat Effect. In this case the weapon Parry rating takes effect,
deflecting a given number of damage dice.

Close Combat Situational Modifiers


Situation Skill Modifier*
Target is helpless (or engaged in non-combat Main action) Double Bonus
Target is prone or sitting or is attacked from behind Bonus
Target is three or more Size classes bigger than attacker Bonus
Attacking while on higher ground Bonus
Attacking a mounted target with a non-pole weapon Penalty
Attacking while prone or sitting Penalty
Attacking or defending while on unstable ground Penalty
Attacking or defending while underwater Penalty
Fighting in partial darkness Penalty
Fighting in darkness Double Penalty
Fighting while blind or in pitch black Triple Penalty

[*] These modifiers are cumulative – attacking a target from behind while it is on lower ground yields a
double Bonus.

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SPECIAL RULES FOR BLOCK A Block tries to absorb the impact of an attack rather than deflect it. Using
Thrusting weapons (spears) can be
blocked with shields, but not with
a block prevents the defender to gain any kind of combat effects if he or she
other weapons. The latter have to wins the exchange (blocking is a clumsy manoeuvre), but it also prevents
Parry them. Thrusting weapons attack effects that try to bypass a defence like Overwhelm and Bypass Defence.
cannot damage a blocking Instead, the attacker gains the ability to use the Damage Weapon Combat Effect
weapon. However, if they deal
enough damage to penetrate the against the blocking weapon regardless of weapon quality, unless the attacking
armour points of a shield, they will weapon is a purely thrusting weapon such as a spear. This is the only situation
stick into the shield as if impaled in when a weapon can damage another one of the same quality (see page 135 in
a target’s body, and inflict a Penalty Chapter 5). If the blocking weapon is of superior quality, it still takes damage
on all actions with that shield. This
assumes that the attacker wishes but its Toughness is doubled.
to leave the weapon stuck in the
shield. The attacker can use the
Impale combat effect as though
it were a Tactical Effect against a
CLOSE COMBAT WEAPON DAMAGE
shield block to increase the chance Damage for close combat attacks is determined with the procedure described
of leaving the weapon stuck. in the Damage section. Close combat weapons have a Might score that depends
on the wielder’s STR, plus a bonus depending on the weapon type.
The Close Combat Weapon statistics are on page 142 in chapter 5.

HITTING WITH THE HAFT


A fighter may sometimes hit with the pommel of his or her sword, or
with the haft of a spear or pole weapon. When using such a technique, the
following special conditions apply.
• Weapon damage is reduced to 1d3, and any extra might the weapon
provides is dropped. Additional might for two-handed weapon use remains
in effect.
• The cost for attacking becomes the same as the cost for parrying with the
weapon, with a minimum of 3.
• If the attack is chosen as an Opening Move, the weapon Reach is
considered zero.
When a combatant is forced to a fighting distance that is shorter than
his or her weapon normal reach, usually by means of a Change Distance
Combat Effect, this technique becomes mandatory. The combatant cannot
fight normally.

KEEPING DISTANCE
Engagement distance is paramount in fantasy/historical combat, as it allows
you to exploit your weapon at its best. A long weapon will keep your opponent
out of its optimal weapon reach, giving you an opportunity to strike first and
forcing your enemy to waste precious time just to enter your guard.
In Advanced Combat, this is represented by the Keep Distance effect, which
forces a short weapon user to pay the attack cost for his or her opponent’s
weapon instead of his own. Any long-weapon user can apply this effect if he or
she obtains an effect of the appropriate level in a Combat Exchange. Of course,
using an effect to this purpose is only useful in certain cases, as a simple Take
Initiative effect will often yield a greater result. On the other hand, combatants
wielding a weapon with the Keep Distance (auto) attribute can apply the effect
automatically, even when they do not win the exchange, thus forcing their short
weapon opponents to pay an outrageous cost for attacking. The only conditions
are that the long weapon be the one used to Parry, and that no other effects
that subtract Strike Rank be applied. The difference in Strike Rank between the
normal cost of the attack and the increased one is subtracted from the attacker’s
Strike Rank total as soon as the defender has successfully applied the combat
effect, thus at the moment of the attack roll for an automatic effect.

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CLOSING AGAINST A LONGER WEAPON
A short weapon user can use a “Change Distance” combat effect to close in with INTENTIONAL CLOSING
Although the Change Distance
a long weapon user. The short weapon must have an attack cost which is at least combat effect should be enough
four points less than the long weapon. The comparison is between the costs to model closing, if you wish to
for an opening move, and not the reach. The only exception is that all natural use a more “classic” approach you
can use a Move action to actively
weapons are treated as having an attack cost of zero in this case. try to close with your opponent.
Roll on your Close Combat
When locked in close range with a shorter weapon user, the long weapon user [Dodge] as if it was an attack.
is subject to a Penalty to attacks and Parries with that weapon. In addition to The long weapon user may either
this, he or she cannot use its blade or head and must resort to “hitting with the allow the closing or Parry with the
long weapon to keep the attacker
hilt or haft” (see above). at a distance. If the attacker wins,
If a long weapon user begins a Combat Round in close range with a short he or she managed to shorten the
distance as if winning a Change
weapon user, he or she cannot add the long weapon reach modifier to his or Distance Effect. If the defender
her strike rank. In this situation, it is much better to draw a dagger or resort to wins, he or she gets a tactical
punching, grappling or shield bashes. effect – Keep Distance being the
most obvious one.

UNARMED COMBAT
Using an unarmed attack against an armed foe leaves the attacker open to BATTLEFIELD STUNTS
dangerous counter-attacks. As weapons are always considered of superior The following optional rules
quality than limbs, an armed opponent can use the Damage Weapon Combat increase the realism of battlefield
simulation, but add some
Effect to wound an unarmed attacker after winning an exchange. complexity. Therefore, we have
implemented them as Stunts
that are in use only if you want
NATURAL WEAPONS to introduce them in your game.
Mounted combat is common
The damage that natural weapons, such as the teeth and claws of monsters, deal among societies where mounts
is listed in the monster’s description, and they can often gain Combat Effects are common, and the players
like Slash and Impale. They seldom have automatic effects, though. Unless who will choose it are more
numerous, so we have kept it
noted otherwise in the beast description, a creature cannot use its natural a general rule. The same goes
weapons to Parry. for swordsmanship. We invite
you to devise more Stunts to
All human natural weapons do a base damage of 1d2. A normal human usually represent your favourite weapon
attacks by punching when unarmed. A punch costs 3 SR to attack and 2 to techniques.
• Sabre charge. This Sword
Parry, and receives no bonus to SR for reach when used as an Opening Move. Stunt grants a +1 Might to any
Its Parry value against an Overwhelm Combat Effect is 1. A kick attack costs mounted Charge attack with a
5 SR instead of the normal 3 for a punch, cannot normally Parry, and receives cutting sword. It cannot be used
in conjunction with the Impale
a +1 addition to Might, plus a +2 to SR when used as an Opening Move. A effect. Some cultures develop its
human can usually only kick a downed foe, unless he or she is trained in a equivalent with axes or maces.
Martial Art that includes the Kicking Stunt. • Set Spear. Used in conjunction
with a Wait action against a
Charge, this Spear Stunt replaces
MARTIAL ARTS the spear-wielder’s Might with
that of the mount or animal.
Characters who have a Martial Arts trait can use their limbs as weapons, This Stunt requires that you use
striking their opponent’s weak spots more easily and causing damage to the optional Charge rules to
determine who strikes first, so we
internal organs. All these advanced techniques are modelled as Stunts. recommend that you use it only
Sample Martial Arts schools and their Stunts can be found in the Stunt when you wish to implement a
section on page 121. realistic reconstruction of ancient
fighting techniques.
• Spear and Shield. Ancient hoplites
GRAPPLING used shields while wielding pikes.
With this Shield Stunt, you can
Grappling is a form of combat that aims at subduing one’s foe rather than exploit the advantages of a Shield
harming him or her. In Advanced Combat it is achieved by making a Brawl or against Ranged Attacks even
when wielding a two-handed
Martial Arts attack and using the Grapple Tactical effect. Once the grappling spear. You cannot Parry
has been established, it goes on as a Parallel Conflict (see page 112). actively with the Shield, and
receive no Free Actions for
shield use.

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RANGED COMBAT
Ranged Combat Exchanges are usually initiated through the Ranged Attack
Action. In this section, you will find several references to the Armour Coverage
Roll, explained in the section about Armour, on page 109. Ranged weapons
often suffer a +2 modifier to this roll, which makes them more likely to strike
the hardest part of the target’s armour.

RANGE AND MOVEMENT


A target within Close Range can be attacked without any Penalty. For each
Range category beyond Close, Ranged Attacks suffer one Penalty. A single Aim
action eliminates all Penalties, provided the target is within Effective Range for
the weapon. Beyond that range, aiming has no effect. Firing at a moving target
that is not headed directly towards you bestows a Penalty.

DEFENDING AGAINST RANGED ATTACKS


ARROW CUTTING The target may attempt to Dodge a Ranged Attack, or to block it with a shield,
Special Martial Arts techniques
exist that allow intercepting but may not normally Parry it with a weapon. When defending against Ranged
projectiles with weapons or bare Attacks, you do not use your Close Combat Skill but your Agility Skill instead,
hands, allowing a character to use adding the appropriate Trait – either Dodge or Take Cover, rarely Shield for
the Close Combat Skill to defend
against a Ranged Attack. If you
low-speed missiles.
want to allow them in your game, While intercepting a thrown weapon or an arrow is not terribly difficult,
treat the technique as separate
Stunt. blocking or evading a bullet is another story, and you suffer a Penalty. High
velocity projectiles like beam weapons bestow a Double Penalty on Dodge or
Shield defences. Take Cover against them.

Ranged Combat Situational Modifiers


Situation Skill Modifier*
Target obscured by smoke, mist or is in partial darkness Penalty
Target obscured by thick smoke, fog or is in darkness Automatic failure
Per each Size class target is smaller than attacker Penalty
Per each three full Size classes target is bigger than attacker Bonus
Target prone (except Touch Range) Penalty
Target partially covered by an object Penalty
Attacker is prone (except w/crossbow or firearm) Penalty
Attacker is underwater Penalty
Attacker is on unstable ground Penalty
Attacker is blinded Automatic failure

[*] These modifiers are cumulative.

FIRING AT CLOSE RANGE


Firing at a target within your Movement in metres bestows a Point Blank
Bonus, unless the target is within its Move in metres from you, and has
specified the intention of engaging you in Close Combat. Firing at a target with
which you are actually engaged in Close Combat bestows a Penalty and receives
no Point Blank bonus. However, this situation negates the +2 to the Armour
Coverage Roll for Ranged Attacks against a target facing you (see above).

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FIRING INTO A CROWD
Firing at an opponent engaged in Close Combat risks hitting the wrong target.
Any fire at a melee suffers a Penalty, which can be offset by the Point Blank
bonus. If the target defends actively with Dodge or Take Cover, and wins the
Opposed Roll, it can spend an Effect to make you hit the wrong target. If it wins
with an Advantage, it can add a Damage effect to the hit as a second effect.
In any case, if you fire at a melee and miss, but your enemy does not make you
hit the wrong target, the shot randomly hits one of the members of the melee,
according to the unit die roll: the original target is labelled as “1” and the
other potential targets become “2”, “3” etc. If you roll a number that does not
correspond to a target then your shot missed completely.

BEING IN COVER
Once you have used the Take Cover Reaction,whether successful or not, you
are considered “In cover”. This means that:
• you cannot move without losing the benefit of Cover;
• you need not defend against attacks if you do not leave your cover;
• the enemy can still shoot at you, but it cannot hit you. The only effect it can gain BURST OPTIONS
when firing actively at you is Suppress; Historically, 20th century weapons
were mostly effective at short
• any Ranged Attack you make suffers one Penalty, and exposes you to the risk of range when firing bursts. You
return fire (see below); may wish to adopt the following
optional rules for additional
• if you are hit by return fire, the Armour Coverage Roll is subject to a +2 realism and to make burst fire less
modifier, cumulative with the normal +2 for Ranged Attacks against an enemy devastating in terms of damage.
- You cannot aim when using ten-
facing you for a total of +4. round bursts.
Some peculiar situations allow you to remain in Cover while moving. In order - The effective range of a weapon
firing bursts decreases by one
to take advantage of them, you must have the Take Cover trait. These situations Range step (M becomes S, S
include: becomes C, etc).
Or, less drastically, you can
• hiding behind or over a moving vehicle; decrease effective range for ten-
round bursts but not for three-
• walking through smoke (negates the +2 to the Armour Coverage Roll); round ones.
• crawling or Rolling on the ground (requires the Roll Stunt).
BURST TARGETS.
RETURN FIRE If you use localised damage, it
may be too long to roll a separate
When you shoot from cover and your enemy uses the Return Fire combat effect location for each shot. Half of the
rounds that hit, rounded up and
on a successful defence roll, you are temporarily vulnerable to the Return Fire. always including the round to
This means that the enemy can actually hit you with his or her next attack and which you apply Combat Effects,
not just gain the Suppress effect, although the +2 to the Armour Coverage Roll land on the location that is rolled
is still in effect. first or selected by the attacker
with Choose Location. The
remaining rounds hit another,
BURSTS randomly rolled hit location.

RANGED LOCATIONS
All full automatic weapons fire bursts of three or ten rounds. A burst receives When using Localised Damage,
a Bonus to hit. The number of rounds that actually hit the target in case of the die rolled to randomly
success is equal to the ten die, with a lower limit of one and an upper limit of choose the location for a Ranged
the actual number of rounds fired. Any Combat Effects apply only to the first Attack is the one with the highest
number of faces. This makes it
round. easier to hit the target’s body or
equivalent large vital areas.

RANGED WEAPON DAMAGE


Damage for Ranged Attacks is determined with the procedure described
in the Damage section. Most ranged weapons have a Might score that is
not dependent on the wielder’s STR, but only on the type of weapon and
ammunition.
The Ranged Weapon statistics are on page 146 in chapter 5.
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MOUNTED AND VEHICLE COMBAT
Many combatants ride a mount or vehicle in battle. In order to exploit the
advantages of mounted combat, the Horse Trait is required. If you do not
have it, you cannot use your Weapon Trait, with all implied limitations.
European Longbows and two-handed long weapons, with the exception of
spears, cannot be used while mounted.
Treat other [Mount] Traits like the Horse Trait when fighting from another
type of horse-sized mount like a Camel. When fighting from an elephant’s
back, only the mahout (the person leading the elephant) need have the
appropriate Trait. Passengers can fight without any special training, but they
are limited to Ranged Attacks.
The advantages of mounted combat are as follows.
FIGHTING FROM A VEHICLE
• Increased Move rate and ability to move more than one Zone per Move
Fighting from a vehicle driven by action.
someone else works similarly to
being a passenger on a mount
• Additional Change Distance (auto) effect on any exchange against any
driven by someone else, while opponent on foot who is not using a pole weapon, allowing the mounted
fighting while driving a vehicle character to disengage and scuttle out of reach of the infantryman.
requires two Traits and yields a
Penalty in any case. You can only • Whenever a mounted combatant who has the Lance trait uses a one-handed
use a one-handed weapon when spear (the Lance is preferred but any spear will do) in a Charge, the mount’s
fighting while driving a vehicle. Might replaces the rider’s.

DAMAGE
ADVANCED TOUGHNESS We will refer to damage not related to hit locations as non-localised
For Player Characters and damage, and to wounds not connected to a specific hit location as non-
important NPCs, you might want
to use a more granular method localised wounds. If you do not use the localised damage sub-system,
for calculating Toughness. Add all damage and wounds are non-localised. In many cases the rules will
together STR and CON, subtract reference a “location” as though all damage was localised. Unless a rule
20 and divide by five, rounding explicitly says something different, all rules for damage to locations also
fractions up. This method
will produce slightly tougher apply to non-localised damage as though the damage had been inflicted to
adventurers, at the expense of a generic “body” location.
some more calculations. We
recommend that you use the
standard method for creatures,
particularly the larger ones, as it
TOUGHNESS
is faster. When using Advanced Combat, it is important to know a character’s or
monster’s Toughness score. Any damage below a creature’s Toughness value is
“just a flesh wound”, and will not have any lasting consequence beyond pain
LOCALISED TOUGHNESS FOR (see below). However, poison and infections may still threaten a character
LARGE CREATURES whose Toughness is not overcome, so it may still be necessary to mark the fact
For creatures that are significantly that your adventurer has been wounded.
larger than humans, we
recommend that you apply the
same modification that you
apply to Might bonuses (see LOCALISED DAMAGE
page 6 of Chapter 1) also to
the Toughness adjustment for Hit locations are an optional rule even in Advanced Combat. In some
STR, CON and hit location, that genres, it is not appropriate to expose your adventurer to the risk of
is double for Size Class 8-12, losing random body parts, so the actual localization of a wound may be
triple for Size Class 13-17, and so determined by common agreement between the Narrator and the Player.
on. Thus, a dragon of Size Class
8 has 16 Toughness in the body, However, many groups prefer to keep track of where characters and
but only 14 in the head. If its
STR and CON are both 13 or
creatures have been wounded, and to describe armour with that level of
more, each provides +2 detail that only body locations can give. The localised damage subsystem
to Toughness and our provides this level of detail, at the cost of an additional die roll when
dragon has 20 in the applying damage. For a humanoid target, roll 1d6 for a close combat attack
body and 18 in the
head. or 1D8 for a Ranged Attack and check the Humanoid Hit Location Table.
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Each location has its own value for Toughness, which is equal to the general
Toughness value for the character minus an adjustment for the specific
type of location. For the body location, the value is the same as non-localised
Toughness.

Humanoid Hit Locations


D6 or D8 Location Toughness
adjustment
1 Right Leg -1
2 Left Leg -1
3, 7, 8 Body -
4 Right Arm -2
5 Left Arm -2
6 Head -1

NON-HUMAN LOCATIONS
Chapter 7 contains a list of creatures, with appropriate location rolls. Use these For creatures with more than six
tables as inspiration for creatures of your own design. locations or with different body
proportions, you may want to use
bigger dice, for instance 1D8/1D10,

DAMAGE COMPONENTS or 1D8/1D12, 1D10/1D12 or


1D12/1D20. In extreme cases, roll
1D20 or even 1D100 for both Close
Damage has two components: weapon dice and Might. In some cases, the Combat and Ranged Attacks.
weapon dice may be absent due to the weapon nature, but Might is always The rule of thumb to use is that
Ranged Attacks should reflect the
present, even if in some cases it may be zero or negative. actual surface of the body parts,
For hand weapons, Might is calculated exactly as in Basic Combat. Some and thus have more than one
number corresponding to the
weapons provide a bonus to Might. This is noted in the weapon statistics in body or to larger limbs like wings.
the appropriate weapon list. Close Combat attacks, instead,
should have an equal chance of
Thrown weapons propelled by the wielder’s strength benefit from the hitting each body part, or at least
character’s Might like hand weapons. These weapons normally assume their favour the limbs the creature keeps
closer to the attacker.
wielder’s Might modifier.
Projectile weapons like bows, crossbows and firearms have an inherent Might ROLLING D2’S
value, not depending on the wielder’s Strength. Might for these weapons is When you need to roll d2s for
Might, roll any dice and counts odd
always an unsigned number. For instance, a 9mm automatic pistol has a results as 1 and even results as 2.
Might of 2, while the M1 Garand military rifle has a Might of 4. The damage
die is determined by the projectile rather than the weapon.
RECORDING WEAPON MIGHT
Unlike Basic Combat, Might for hand weapons and ranged weapons that Even when the weapon itself
shoot something physical is not a modifier to a d6 roll, but the number of provides a bonus to Might, all D2s
d2’s you roll together with the weapon dice. When filling in the weapon are considered Might dice, not
weapon dice. If the weapon die is
section of your character sheet, always list the total Might with which the a D2, the damage is described as
weapon strikes, including your character’s Might bonus, any two-handed 1D2+xD2 to clarify this fact.
bonus and the weapon bonus. Thus, a battleaxe (1d6, +1 Might) wielded with
one hand by a STR 13 character will be listed as doing 1d6+2d2 damage. An
UZI submachinegun loaded with normal 9mm Parabellum cartridges will be ENERGY DAMAGE
listed as doing 1d8+2d2. The exact rules for energy weapons
are discussed in the equipment
Energy or elemental weapons are those weapons that have no material chapter, and each setting might
component, usually but not always ranged weapons. As a result, they have and should add specific rules
for the types of energy it
no weapon dice. However, their Might when applied to damage does not allows.
usually result in rolling D2s. The dice rolled are often bigger. These weapons
often have peculiar effects on armour. Powers used as attack forms are usually
treated as energy weapons of variable Might.
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RECORDING FLESH WOUNDS
When your character receives a APPLYING DAMAGE
Minor Wound, put a little dot to
the right of the Toughness value,
When rolling damage, roll all the dice and add them together, then subtract
or the Toughness value for the hit the protection value of the armour protecting the target or the specific location
location struck. Receiving more struck. Count any negative value as zero The remaining damage, is compared
Minor Wounds after the first to the target’s Toughness, or the Toughness of the location struck if you use
produces more “dots” that will
require treatment after combat, localised damage. Some weapons double the damage left after applying armour.
but nothing more. In the example
below, the adventurer’s body has
suffered two minor wounds (see
Minor Wound
below for the explanation of the If the damage is lower than the Toughness score, it is just a flesh wound. The
wounds to the limbs). target loses Strike Rank equal to the damage suffered because of the pain, but
nothing else happens. Check for venom if applicable, and for infection later
if the wound is not properly treated. In no case will minor wounds “stack” to
produce a more serious injury.

Major Wound
If the damage is equal to or higher than the relevant Toughness score, the
wound becomes a Major one, and its effects starts to stack towards causing
the death of the character. All damage in excess of Toughness becomes lasting
damage and must be written down on the character sheet.
Upon receiving a Major Wound, the target immediately drops to zero Exertion
Points if he or she had any Positive Exertion Points left. If the damage received
RECORDING MAJOR WOUNDS was greater than Toughness, the character also gains Negative Exertion
In order to signify that the Points equal to the amount of damage in excess of Toughness. As for Minor
character has suffered a Major Wounds, the total points of damage suffered when receiving a Major Wound
Wound, cross or circle the are immediately subtracted from Strike Rank for that round.
Toughness value for the character,
or the Toughness value for After receiving a non-localised Major Wound, you must roll Survival
the hit location struck, on the
character sheet. If the damage
[Endurance], and if you fail you are out of the fight. When using Localised
was in excess of Toughness and Damage, do not roll on Endurance, but the location that suffers the Major
not just equal, write down the Wound becomes automatically unusable. In the case of the body or the head,
amount of damage in excess to this means you cannot continue fighting (see the sidebar for an optional rule
the right of the Toughness value.
The Toughness score remains in allowing a roll), while a Major Wound to a limb only incapacitates that limb,
effect even when the character is making the combatant fall to the ground or drop any weapon held by an
wounded, so you will never “erase” incapacitated arm, but still able to fight with the remaining limbs.
the original value.
In the example above, the right The effects of Major wounds are cumulative, and a target suffering from a Major
leg has suffered one major wound Wound becomes more sensitive to further damage in the same area. When a
exactly equal to its Toughness,
while the left arm has suffered one
location already suffering from a Major Wound is hit, each additional point
or more wounds that exceeded its of damage yields a loss of one Exertion Point, whether or not the Toughness
Toughness by two points. threshold is overcome. If a blow causes a second Major Wound in a location
already suffering from one, all damage in excess of Toughness is added to the
ROLLING ENDURANCE FOR existing wound. This means that a target may suffer a Lethal Wound because
LOCALISED DAMAGE of multiple Major Wounds in the same location.
Some groups might like to apply
some randomness to localised A fighter can use the Choose Location Combat Effect to intentionally aggravate
damage, too. While rolling a non-localised Major Wound. All damage will affect Exertion Points and if the
Endurance for a Major Wound in
a limb is implausible (no amount blow causes a second Major Wound the effects are cumulative with the first.
of pain resistance can counter the
effects of a broken bone or severed
tendon), it may be appropriate
Lethal Wound
for a body or head wound. If you Once a location has received damage in excess of its Toughness, which is also
decide to allow an Endurance roll equal to or greater than the Toughness itself, the wound becomes a Lethal
for a localised hit, we recommend
that when a wounded character one. A character receiving a non-localised Lethal Wound is immediately
passes the roll you apply the incapacitated and must roll Survival [Endurance] to avoid instant death.
optional penalties found on the
next page, rolling 1d6 for body A Lethal Wound to the body or the head has the same effects of a non-localised
wounds and applying the head Lethal Wound. If the Lethal Wound is to a limb and received in one single
penalty automatically for a blow, the limb is severed or crippled. Except in the case of invertebrates, a
head wound.
Lethal wound to a limb incapacitates the target. A Lethal Wound automatically
activates a Bleed Combat Effect equal to the target’s Toughness, adjusted for
the location wounded.
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WOUND RECOVERY RANDOM AGGRAVATION OF
NON-LOCALISED WOUNDS
Some opponents with a high
After Advanced Combat, wound recovery proceeds in three different phases. Toughness and a high score in
During or immediately after the battle, First Aid and Healing powers are Survival [Endurance] may be
applied to the wound(s) in a Fast Healing process. When the time scale has virtually impossible to take down
gone up to at least Adventure Time, all wounds turn into Consequences, and without cumulating several Major
Wounds into a Lethal Wound.
a healing Conflict may take place to cure the wounded characters (see page When you use non-localised
75). Finally, as the Time Scale reaches Downtime, all wound and fatigue damage and the attacker does not
Consequences expire, with the exception of crippled limbs that the available or cannot opt to Choose Location,
medical technology is unable to fix. if at least one of the weapon dice
(not the damage modifier dice)
The following rules apply also to any other situation (traps, accidents, etc.) that rolled maximum damage then
the blow has inflicted a wound in
inflicts damage to Toughness during non-combat encounters in Narrative or the same body part; in this case
Adventure Time. the effects of cumulative Major
Wounds will apply.

EFFECTS OF HEALING AND FIRST AID EXTREME HEROISM


Some peculiar mental or emotional
You can use First Aid, implements (bandages, drugs, etc.) or any power states allow a character to remain
including the Heal effect at any time during or immediately after Combat to conscious even after losing a limb,
keeping him or her able to fight
stabilize a wound and prevent death or the worsening of a character’s condition, until actually killed by a body or
but you can use them only once to reduce the damage in each wound. Only if head wound. To represent this, the
further damage is inflicted can you apply Heal or First Aid again to the same Narrator may allow a character to
character or location. For this reason, it is often better to let the best healer take be heroic by rolling on one of his
or her Motivations, with a Penalty if
care of a wound unless the patient is in immediate danger of death. For the sake the character lacks the Endurance
of simplicity, all non-localised damage is treated as one wound, and all localised Trait, to ignore incapacitation from
damage to the same location is considered one wound, even if the damage was loss of a limb. All other effects of
a Lethal wound apply, so being
actually inflicted in two or more hits. heroic will not save a character
After treatment, reduce the damage the character or location is suffering from bleeding to death, and in fact
will accelerate the process.
according to the effects of the Skill or Power used, keeping in mind that only
the amount of damage in excess of Toughness counts. This might downgrade
NON-LOCALISED WOUND
the wound to a lesser level of severity. Any wound that is brought below zero EFFECTS
points of damage becomes a minor wound and ceases to have any effect except When using non-localised
the need of a minimal tending to avoid infections after combat. damage, if a target suffering
a Major Wound can continue
to fight, he or she suffers a
FAST HEALING Penalty to one Skill (or group
of Skills) according to the
Immediately after Advanced Combat, one or more healers can treat each wound description and area of
individual wound to reduce the damage taken against Toughness. This application. Roll 1d6 and apply the
following results:
process, called Fast Healing, takes approximately one round of Adventure
6 Head Perception and
Time, during which Exertion Points and Toughness are still tracked. After Concentration
this time has expired, either Combat restarts because more enemies have
4-5 Arm Close Combat,
appeared, or the wounds are translated into Consequences and normal Non- Ranged Combat
Combat rules apply to the events that follow. In some unfortunate cases, and Operate
such as when the heroes flee from a combat they are losing, Fast Healing is 1-3 Leg Agility, Stealth
not possible and the wounds must be translated into Negative Consequences and Close
without healer intervention first, which might produce unpleasant effects if Combat
the enemies engage the adventurers in a Conflict to pursue them. The Penalty will continue until the
wound is countered by natural or
Minor Wounds do not imply any real damage, so they can be treated with any magical healing. Where wound
effect that heals at least one point of damage or with one single First Aid roll. localisations overlap, only a single
On a success they stop affecting the character. With such minor injuries you Penalty applies.
need only take care of the risk of infection, something that you can usually do This rule applies to localised
even on the battlefield unless you are forced to a hasty retreat. If you did not body or head wounds, too, if you
choose to allow an Endurance roll
keep track of all Minor Wounds, you can just make a single First Aid roll for to continue fighting.
each wounded character.
All characters also recover Exertion Points equal to their CON during Fast
Healing. Add one extra D6 for characters with the Endurance Trait. Healing
also restores lost Exertion Points and healers might spend Exertion Points of
their own while healing.

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TRANSLATING DAMAGE INTO CONSEQUENCES
Once Fast Healing is over, any unhealed or partially healed wounds are turned
into Negative Consequences. If any characters are still suffering from Negative
Exertion Points after Fast Healing, then they suffer a “Fatigued-” or “Bleeding-”
Negative Consequence, depending on the reason for the Exertion Point Loss.
Use the Damage to Consequence Conversion Table for the conversion between
lost Toughness and Consequences. Note that the table results are the equivalent
of a further 1-point reduction of each wound, as wounds that correspond to
damage exactly equal to Toughness and twice Toughness are treated as Minor
and Major respectively in the table, whereas they are considered Major and
Lethal while Combat is still in progress. The two columns about Exertion
Points and Resolution Points have the same effects as rules found in Chapter 3
on page 75 and are repeated in the table for your convenience.
The narrative effects of these Consequences are as follows:
• a Minor Wound does not affect the character in any further way, save for a
general sense of dizziness that will give him or her a Consequence or a one-time
10 Exertion Point loss in Advanced Combat;
• a Major Wound means, apart from the Recurring Consequence that may also
affect Exertion Points, that if the Character enters Advanced Combat again
before being fully healed, then he or she will be treated as already suffering from
a zero-point Major Wound (see page 106). This will not automatically bring
the character’s Exertion Points to zero, but any damage to the affected location
will go directly to Exertion Points;
• a Lethal Wound leaves a character permanently incapacitated or unable to use
the wounded limb, which will hamper the rest of the group, possibly blocking
the progress of the adventure. The Narrator might want to find a narrative
explanation for a temporary downgrade of the wound to Major.

Damage to Consequence Conversion


Damage Consequence EP loss in RP to
subsequent eliminate
Advanced in Healing
Combats Conflicts
No damage in excess of Minor Wound - 10 (one time) 10
Toughness
Damage in excess of Major Wound (-) 10 (recurring) 15
Toughness
Damage in excess of Lethal Wound (-) (-) 20 (recurring) 30
double Toughness

As soon as all Toughness and Exertion Point losses have been translated into
Consequences, the rules found in Chapter 3 are once more in effect. This means
that any further treatment requires a Healing Conflict (see page 75).

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ARMOUR
Body armour is a form of protection used to reduce the damage one may suffer in RECORDING NON-LOCALISED
combat. It reduces weapon damage before it is applied to Toughness. The damage ARMOUR AND TOUGHNESS
Let us examine the way you
reduction is expressed in Armour Points (AP), which depend on the materials record the armour, coverage and
and thickness of the armour. When a combatant is covered in an armour suit toughness of your Player and Non-
made of several layered pieces, the AP of the strongest armour layer is considered Player Characters, to show you
to include also the AP of any underlying padding. how to write down the data quickly
and in a clear fashion
Like damage and wounds, armour can be localised or non-localised depending When you use non-localised
on your game’s level of detail. damage, you will probably record
the values of AP/Coverage for up
to three different armour elements
ARMOUR COVERAGE per character, and a single value
for Toughness beside them. Use
the lines for the legs for the first
In many cases the pieces of an armour suit do not overlap totally, and some portions two layers, like this:
of a fighter’s body are protected only by the thinnest armour. A medieval man-at-
arms had his skull covered by both mail and a helm, but his neck was protected by
mail only.
Thus, knowing how many points of damage an armour piece will stop is not enough
to define its effectiveness. It is also necessary to determine its Coverage, that is the
chance that a hit will land on the part(s) of the body it protects. Each armour piece
has a separate chance of being hit, depending on the relative body surface it covers.
For instance, if the only piece of plate armour a fighter is wearing is a helmet, and the
rest of the body is covered in mail, the chance of hitting the more robust plate armour
is low. Similarly, if the only parts not covered in mail or plate are his hands and face,
the chance of hitting the non-armoured parts will be equally low.
If writing down stats for Non-
The relative armour coverage for all armour pieces is expressed with number ranges Player Characters on scrap paper,
which, when read together, constitute a linearised table of armour protection. The leave some room to the right of
number ranges corresponding to each armour piece are in the format AP/Coverage+, the Toughness score, as you may
need to write down subsequent
where AP is the armour points of the piece and Coverage is the lower limit of the cumulative damage scores for
range. Numbers for Coverage go from 0 to 9, and armour pieces are usually arranged major wounds. The Toughness
in increasing AP order, with 0 and sometimes other low values representing non- score remains in effect even when
the character is wounded, so you
armoured areas, if the target has any. Number 9 usually represents the headgear, will never “erase” the original
which is the hardest piece in the majority of armour suits. value.
Whenever an armoured target is hit, the unit die of the attack roll is read as the
Coverage Roll, and compared to the Coverage values of all armour elements to SEPARATE COVERAGE ROLL
If you dislike knowing the armour
determine which protection to apply. In practice, you need to find the highest possible you will strike before choosing
Coverage number which is still inferior to the Coverage Roll. For instance, if one combat effects, you may roll an
piece has AP/Coverage 4/4+ and another 8/7+, then a roll of 8 hits the 8-point piece additional d10 instead of using
because both numbers are below 8 but the 7+ Coverage takes precedence, while a roll the unit die. However, using the
unit die follows the D100 tradition
of 6 hits the 4-point piece because only the 4+ Coverage is below the roll. that a very successful roll usually
bypasses armour.
Let us examine the armour of a typical medieval militia infantryman, made of a
cloth padding suit (gambeson), a mail shirt and a pot helm. The gambeson is not
very strong but covers everything except the hands, feet and face of the fighter
(2/1+). The mail shirt has short sleeves and skirt attached, for a 5/3+ totals. The
pot helm is made of steel, but it covers only a part of the head, for an 8/9+ total.
In game, we will describe this armour as: 2/1+, 5/3+, 8/9+.
Which is a shorthand for the following table:

Unit die of the attack roll Attack hits


0 on an unarmoured area
1-2 on the gambeson (AP 2)
3-8 on the mail (AP 5)
9 on the helm (AP 8)
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LOCALISED ARMOUR
DERIVING LOCALISED If you use localised damage, each hit location is protected by its own Armour.
ARMOUR COVERAGE
As a rule of thumb (but consult
The AP protection remains the same, but Coverage is referred only to the
chapter 5a if you wish to know location at hand. Each Armour suit or Armour piece has specific values for
more details), when translating each location, in addition to the non-localised value. All values are listed in the
the coverage values of an armour Armour Tables on page 139 of Chapter 5, or in the special Armour list for the
piece that covers all locations, the
Armour Coverage values for the setting you use.
body are 1 point lower (when they A piece that covers only one or two hit locations will have a very different
are not directly zero), those for the
arms are 1 point higher and those Coverage value when using localised damage, sometimes quite different from
for the legs 2 points higher. Please the Coverage for non-localised damage. A helmet with a mere 9+ Coverage
remember that higher numbers when blows are directed at the entire body may find its Coverage greatly
mean less coverage, as the smaller
the number the higher the chance
increased when you consider only the head. On the other hand, the helmet is
that the roll is above it. not counted at all when the other locations are hit. The body is often covered
totally, with a coverage of 0+.
Let us review the medieval man-at-arms example using hit locations. By checking
RECORDING LOCALISED the localised Coverage for a gambeson, mail shirt and open helm on the Armour
ARMOUR AND TOUGHNESS Tables on page 139 of Chapter 5, we discover that the values for each location are
When using localised damage, as follows. The mail on the body has no area left non-armoured or protected only
you will need to record AP
and Coverage for all locations,
by the gambeson so it is worth 5/0+. Limbs and head all have some unprotected
obtaining a bi-dimensional table. parts and areas covered only by the gambeson which thus has a 2/3+, 2/2+and
The standard character sheet has 2/1+ armour value, respectively, for legs, arms and head. The limbs are also half
the locations for humanoids pre- covered by the mail, which has a 5/5+ and 5/4+ value, respectively for legs and
printed on it, and two columns
for AP and Coverage, as it is raher arms. Finally, the helm has an 8/6+ value referred only to the head.
unlikely that one single location
has more than two different However, our soldier’s head sounds a bit unprotected. By consulting the armour
armour layers. We do not table again, we find that heavier mail armours have mail protection on the
recommended to write the name
of the armour piece for each entry
head, too, which replaces the gambeson (it is the so-called mail coif). While the
like we did with non-localised difference is too little to consider when using non-localised armour, it becomes
armour, as it would cause clutter. relevant in this case, so we will consider this armour suit as having a coif and
thus 5/1+ on the head. Historical mail suits had a great variability in head
Coverage.

That said, here are the armour values for locations, ready to list on your
character sheet:

Legs 2/3+, 5/6+;

Body 5/0+;

Arms 2/2+, 5/5+;


You will still need some room for Head 5/1+, 8/6+.
writing the damage taken in each
location, as you would do for non-
localised damage.
NATURAL ARMOUR
The natural armour provided by a creature’s thick skin, fur or scales also has
its typical AP/Coverage ratings, detailed in Chapter 7. Magical protections and
force fields usually have a 0+ coverage, but consult also the Protection power
description on page 185 of chapter 6.

IMPROMPTU ARMOUR
In pulp games where characters wear little or no armour but exchange lots of
bullets with their enemies, it is not uncommon for a character to be saved by
a thick object absolutely not intended as armour which is providentially in the
way of an otherwise-deadly hit; a Bible stopping a bullet, an iPhone blocking a
knife stab, or a golden torque deflecting a beheading sword slash. If this suits
your game, you can assign up to 4 points of impromptu armour with a coverage
of 9+ to otherwise unprotected characters.
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ARMOUR AND RANGED WEAPONS
Most armour elements are designed to protect the wearer from attacks A SOLDIER AND A HELMET
A typical ancient or medieval era
coming from the front. An armour suit may have several weaker spots, fighter would seldom wear only
but they are usually located in areas only reachable with a close combat headgear. Even when the level
attack or by hitting the target from the side or from behind. To represent of protection between the head
this, add a +2 modifier to the Armour Coverage Roll when a Ranged and the rest of the body was
remarkably different, a warrior
Attack hits a target that is actively trying to face the attacker or to move would wear at least a heavy cloth
towards him or her. This is cumulative with any other modifier to the protection. On the other hand,
Armour Coverage Roll. soldiers wearing only a steel
helmet are almost the norm in
20th and 21st Century warfare.
USING SHIELDS AS COVER The rules for Armour Coverage
and non-localised damage, at
Particularly in the Ancient Age, shields were sometimes used as part of the cost of introducing one extra
attribute to track, highlight how a
a soldier’s armour rather than as a parrying/blocking weapon. The huge single helmet may be an adequate
shields of Greek hoplites and Roman legionaries were formidable as cover, protection in a modern warfare
and the soldiers’ armour suits were designed to protect only those parts of environment. When a soldier is
operating from a foxhole or other
the body not covered by the shield. specific protection, the +4 to the
A combatant can use a shield as a passive defence which provides a Coverage roll will let the helmet
intercept a potentially lethal bullet
Coverage Roll modifier, usually equal to the shield Reach minus one. Any half of the time. And in fact, this is
Coverage Roll of 10 or more hits the shield, which is then treated as an exactly the reason why all modern
armour piece with AP equal to its Toughness. Using a shield in this way soldiers started wearing helmets
prevents any other use for that round, and negates the Free Reaction that after the trench nightmare that
was WW1.
a shield usually grants. However, using a helmet while
Shield coverage is in effect only when fighting in formation and against advancing under fire could
yield an unrealistic result if you
Ranged Attacks from the front. When a soldier is in close formation combine the +2 for firing at an
with other shield users, even Close Combat attacks are subject to the advancing opponent with the
shield Coverage modifier. When the fighter is alone, only Ranged Attacks 9+ Coverage of a typical helmet.
Thus, we recommend that in a
coming from enemies in front or moving towards may hit the shield. This modern warfare environment
means that all hits that are subject to the normal +2 for Ranged Attacks the Narrator only applies the +2
are also subject to the shield Coverage modifier. modifier to Coverage rolls for
advancing targets only when said
targets are carefully crouching or
Example: Gaius the legionary has a rectangular Scutum shield with crawling when moving, reducing
the exposed surface not covered by
Toughness 12 and a Coverage rating of +3. In a battle against the the helmet. For maximum realism,
Germans, his unit is subject to a volley of arrows and since the coverage only apply a +1 when crouching.
Roll for ranged weapons is already subject to a +2 modifier, any roll
ending with 5 or more will hit the shield, while any other roll but a 0 will
hit the legionary on his helmet or Lorica Segmentata, which the armour AP ONLY ARMOUR
makers in Rome have designed to provide a Coverage of 6+. Later on, Groups who do not want to keep
track of coverage can return to
the fierce barbarians charge his cohors. Gaius and his comrades are a the classic D100 approach of one
disciplined troop and keep a tight formation even when charged, so they single AP value per location with
retain the advantage of shield cover. Without the benefit of the +2 to the a pondered average operation:
multiply each possible AP rating
Coverage Roll, however, many Germans (Coverage Rolls of 0 to 2) could by the number of d10 results
hit Gaius in a less armoured location. connected to that value, add
everything up and divide by ten;
Months later, Gaius’ legion engages a Parthian light cavalry unit. that is the overall AP value. In our
Parthian riders are extremely mobile and they always try to fire at an medieval militia example we have;
Gambeson (2x2)=4, Mail (5x6)=30,
enemy unit after outflanking it, negating the shield Coverage bonus. Helm (8x1)=8, total 42, which
However, the legionaries know the Testudo combat Stunt, a technique divided by ten is 5. You can do the
used by the Romans that allows them to form a shield barrier that is same with localised armour values
impenetrable from any side, thus retaining the +3 to Coverage from if you use hit locations. However,
this will make it tougher to disable
any direction. Yet without the +2 for facing the enemy, plenty of arrows armoured opponents with all but
(Coverage Rolls of 0 to 2) manage to hit the Romans in their feet, where the strongest weapons.
they have only their leather caligae to protect them from harm. These
Parthians are pesky opponents.

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PARALLEL CONFLICTS
In Advanced Combat, usage of a power with the Overcome attribute,
poisoning, grappling, entangling and other important details are handled
as basic Conflicts, yet they must be resolved before Combat ends. These
Conflicts are called Parallel Conflicts, as they take place at the same time as
the battle, which is itself a Conflict, but cannot be handled with the same
rules as Advanced Combat.
The rules presented here constitute the core concepts used when running
general Conflicts during Advanced Combat. Specific cases may add further
specific rules. Please check also the section about Poisons in Chapter 3 and
about Overcoming the target of an offensive power in Chapter 6.

RESOLUTION FOR PARALLEL CONFLICTS


When running a Parallel Conflict, you determine Resolution Points for the
two opposing forces as normal (Will versus Will for a spell, Might versus
Constitution for a poison, Strength versus Strength for grappling, etc.).
INSTANT OVERCOME. Consequences might apply, but normally not the same Consequences you
If you prefer to apply the “classic” have applied at the start of combat. Consequences from previous Parallel
approach to power usage, their Conflicts, instead, do apply. For instance, if you have suffered a “Drained
Parallel Conflict of Will ends with Mana” consequence while using a power with the Overcome attribute
the first exchange, with the power
taking effect if the initiator wins earlier in the combat, the Consequence does apply to a subsequent Conflict
it. This variant rule will affect the involving your Will.
balance of powers, and above
all it will make characteristic
scores less influential. We do
not recommend to apply this
INITIATING A PARALLEL CONFLICT
simplification to other types of Parallel Conflicts are initiated by an Action (or Reaction) performed by
Parallel Conflicts like poisoning or one combatant, who is therefore labelled as the Conflict initiator. Typical
entangling, as their very nature is
more correctly represented by an Actions are using a power with the Overcome attribute, inflicting damage
ongoing Conflict. with a poisoned weapon, using the Grapple or Entangle Combat Effect after
winning an exchange, and so on. The initiator pays the normal SR cost for
RECORDING RP FOR this action, if any, and the Parallel Conflict starts with the attribution of
PARALLEL CONFLICTS. Resolution Points.
During Advanced Combat, the
Tracks on your character sheet The initiating Action may trigger the first exchange. An offensive power
will be in use to record Strike
Rank and Exertion Points, so
or the injection of a poison will immediately trigger an exchange in the
it might be impossible to use Parallel Conflict, without any further expenditure of Strike Ranks, while
your character sheet to record other types of Actions like Grapple or Entangle will not.
Resolution Points. As usual, we
recommend using a d20 to keep If the initiating Action included a Roll, the latter is considered part of this
track of this temporary attribute exchange. Otherwise the initiator makes a Roll on the appropriate Skill.
rather than using scrap paper. For instance, the caster of a Divine Blessing, which is activated without any
Rolls, must make an Allegiance Roll, and a poison will make a Roll on its
Challenge Rating of 50%. On the contrary, a psychic who is Attacking with
REVERSED ROLLS.
If the circumstances allow the
the Confusion power has already Rolled on Concentration and can keep
target of a Parallel Conflicts to this initial Roll. The other contestant makes the appropriate Opposed Roll
Roll for Effect (for instance when (Willpower for powers, Endurance for poisons, etc.), and the effects of the
the target is grappled, or has exchange are applied immediately according to the Conflict rules.
the Reflect power active), the
expenditure requirements for the
defender’s Roll are reversed; for
a power use, the target must use RUNNING A PARALLEL CONFLICT
a Concentration action and the
initiator defends for free, while for
Once the Conflict has started, all subsequent rolls for effect may take place
a physical Conflict both need a Use once or more per round, according to the nature of the initiator:
Item action.
• If the initiator is an impersonal force, like poison, it makes another Roll for
Effect at the start of each round of Combat. The target cannot Roll for Effect
in any case, and never spends any resource to defend.

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• If the initiator has an independent will, it must use a Concentration (for
PARALLEL CONFLICT EXAMPLE
powers) or a generic Ready Item (for physical effects like grappling and The Sheriff of Nottingham has
disarming) action for each Roll for Effect they want to make. The target caught Little John by surprise. On
does not spend any Strike Rank to resist against a Concentration action, but SR 20, the Sheriff pays 8 SR to swing
against a physical threat, he or she must spend a Ready Item Action and lose his longsword at John, who must use
five of his 15 SR to Dodge, as he is
the appropriate Strike Rank to resist with Brawn, Dodge, Brawl or another unarmed. Luckily, Little John wins the
Trait. If the defender lacks the Strike Rank for the Action, he or she can still exchange with a 26 out of 78 versus
roll but is subject to a Penalty and to the loss of one Exertion Point, as per the Sheriff’s 17 out of 65, and opts to
use a Grapple Combat Effect to grab
normal Advanced Combat rules. his opponent’s arm, hoping to offset
The normal cost for the Actions used in a Parallel Conflict, Concentration the advantage the sword gives his
foe. The Grappling thus starts when
and Use Item, is five Strike Ranks. A Parallel Conflict constitutes an the Sheriff has 12 Strike Ranks and
exception to the Opening Move rules, so the two opponents can use these John has 10, and the Resolution Point
actions at will, no matter what they have declared as Opening Move. pools for the Parallel Conflict are
equal to the combatants’ STR, that
Both parties can also spend a Concentration or Ready Item action to is 18 for John and 13 for the Sheriff.
gain a Support Bonus in the Parallel Conflict. They must of course justify John’s lucky Dodge Roll has already
this Bonus with a Trait they have or an action they perform (reciting a been countered by the Sheriff’s Sword
attack, so it cannot be treated as a
simple protective formula against curses, sucking the poison out of the Roll for Effect. The Conflict is set up,
wound, etc.). We recommend that the Narrator requires the presence of an but the first exchange does not take
appropriate Trait, unless there is some really obvious action related to the place yet.
The Sheriff, on Strike Rank 12,
environment that the character can do. All other general Conflict rules for cannot hit John with his sword while
Support apply. Allies can lend support to Parallel Conflicts if they use an grappled, and is forced to work on
appropriate action that can justify the Support Bonus. the Parallel Conflict. He spends a
Use Item action to gain a Bonus
to his next roll, declaring that he is
OUTCOME OF A PARALLEL CONFLICT nevertheless using his Sword trait by
hitting John with the hilt. This brings
If the initiator wins the Conflict, the target usually suffers a seriously the Sheriff ‘s Strike Rank down to 7.
On SR 10 John trusts his Brawl Skill
impairing Effect, depending on the nature of the Conflict (being and spends 5 SR to Roll for Effect,
subdued, a power taking effect, and so on). The initiator suffers standard but loses with a 34 to the Sheriff’s
Consequences based on the Resolution Points lost, which represent mental Brawl Skill plus Bonus roll of 78 out
or physical stress suffered, but these usually last only for the duration of the of 95. This costs John 3 RP, bringing
him down to 15. However, the Sheriff
current Combat. must use 5 SR to defend, too, so the
A Parallel Conflict may end with a Quick Exit according to the general two contestants end up with 2 and 5
SR, respectively.
Conflict rules. Each type of Parallel Conflict has its own rules specifying On SR 5 it is John’s turn again, and
the possibility and the effects of a Quick Exit. Poisons have no will of their the Merrie Man spends 5 SR for
own and cannot opt for an earlier termination, but the first exchange will another roll on the Parallel Conflict.
The Sheriff does not have enough
determine if the toxin has an immediate effect or not by checking the SR for the Use Item action, so he
criteria for a Quick Exit (see page 55 of Chapter 3). drops to 0 SR, receives one Penalty
and loses one Exertion Point, while
The initiator of a Parallel Conflict can interrupt it voluntarily, and there being still able to defend. This time,
are some conditions that may cause its premature termination against John rolls an Advantage with 64 and
the initiator’s will, too. If the Conflict is interrupted, its initiator suffers the Penalty betrays the Sheriff, who
Consequences as if winning it. If the initiator loses the Conflict with a fails miserably with a 58. John makes
the sheriff lose 8 Resolution Points,
complete defeat, he or she usually suffers Consequences, too, but no other reducing him to 5 vs. his own RP of
adverse Effect. However, if for some reasons the effects he or she intended 15. Being a practical man, John goes
to obtain can be reversed (for instance in case of grappling or because the for a Quick Exit, so the Sheriff is not
subdued but loses his sword because
target is protected by the Reflect power), the outcome of a lost Conflict is of John’s brutal push. John is panting
obviously the reversal of the intended Effect against the initiator. a little bit, as the grappling Conflict
cost him a “Fatigued-” Consequence
for the three points lost. However,
RULES FOR DEADLY POISONS he has turned the battle into a
fistfight against a smaller, unarmed
Quick-acting deadly poisons that take effect during Advanced Combat opponent.
continue their action even after reducing the victim to zero Resolution
Points. After suffering all the non-deadly effects of the poison, the victim
starts acquiring Negative Exertion Points, which cannot be eliminated until
the poison is purged, at the rate of 1d6 per round in which the Opposed
Endurance Roll is failed. The only chance of survival is purging the poison
with magic or an antidote before the victim has suffered Negative Exertion
Points equal to his or her starting value. Luckily for the victim, the poison
Might to purge is not the entire amount, but only the Resolution Points the
poison had left after winning the Conflict.
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COMBAT EFFECTS
Whenever a character obtains a victory in a Combat Exchange, his or her player
can choose one or more Combat Effects to apply. You have two kinds of Effects:
Tactical Effects that you can always apply; and Damage Effects that you can apply
only if your opponent missed his or her Defence roll or could not defend at all, thus
allowing you to roll for damage.
Tactical Effects are labelled as Attack or Defence when they apply only to attacks
or to defences. We have divided them in two separate lists of Close and Ranged
Effects, with a few specimens being usable in both Close and Ranged Combat.
These are listed among Ranged Effects.
When an Effect mentions a number “proportional to your Skill”, you can either use
the tens die or roll an appropriate die (1d2 for Skills 1-20, 1d4 for 21-40, 1d6 for 41-
60, 1d8 for 61-80, 1d10 for 81-100, 1d12 for more than 100), depending on whether
you want to be able to predict the exact number when choosing the Effect.

COMBAT EFFECT FORMAT


Name Type (Occurrence)
Trigger
Type: Damage or Tactical. Tactical Combat Effects may apply to both Attack and
Defence rolls, or to only one type of roll. If they apply to both, Tactical is specified,
otherwise Attack or Defence is specified.
Occurrence: if specified it may be either auto, effect or advantage, which
mean that the combatant must have an Effect or an Advantage Effect,
respectively, to spend in order to apply this Effect. Auto means that an
Effect is never chosen explicitly but is automatically applied in addition
to other effects, unless another incompatible effect is chosen. Some effects
may have two or more occurrences listed. The description of any specific
weapon or Stunt a character possesses supersedes the Occurrences listed in
the power description, with Stunts having the precedence over all.
For instance, Impale is listed as Impale (effect) for most swords, but if you
have a sword listed with the Impale (advantage) attribute, then Impale is
an Advantage Effect for that weapon. If you learn a combat technique that
allows you Impale (auto) with swords of a certain type, then when hitting
with that type of sword you apply Impale automatically when not applying
Slash or Stun.
Trigger: if an additional trigger is necessary to allow the combat effect this
is specified here. The trigger is often an Attribute that the weapon must
have to activate the Effect.

DAMAGE COMBAT EFFECTS


When an attacker rolls damage and he or she has Combat Effects left to apply, he or
she can choose one or more Damage Combat Effects.
The Impale, Stun and Slash effects cannot be combined. Only one of the three can
be chosen, even if a weapon allows more than one. In case of an automatic effect,
choosing an incompatible effect prevents the application of the automatic one.

Example: a katana has the Slash (auto) and Impale (effect) attributes, meaning
that it can either stab or swing. If a samurai chooses to swing his katana, the Slash
effect is automatic and he can add another Effect, either Tactical or Damage. If
the samurai chooses to stab, not only does impaling require the expenditure of
an Effect, but it also prevents the application of damage doubling from Slash.
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Aimed Blow Damage (effect for melee, advantage for ranged)
Any attack.
The attack strikes the desired Hit Location instead of a random one, or aggravates AIMED BLOWS AND NON-
LOCALISED DAMAGE.
any existing Major Wounds when using non-localised damage. Alternatively, the When non-localised damage is
Armour Coverage Roll is decreased by two, to a minimum of 0. in use, the attacker has fewer
opportunities to exploit this effect,
Bleed Damage (effect) and the two standard options
listed of aggravating an existing
Any weapon with the Slash or Impale attribute. wound or decreasing the Armour
Coverage roll might be irrelevant
All damage suffered, including doubling from Slash, is applied to Exertion Points. in some situations. Thus, you
may want to provide the alternate
Basic (non doubled) Damage is also added to the Fatigue Threshold of the target option of lowering the Toughness
for the duration of this Combat, increasing its Exertion Point expenditure in by one for that attack only when
subsequent rounds. The effects of several Bleeding wounds are cumulative. applying this effect with non-
localised damage.
Coup de Grace Damage (effect)
Any Close Combat weapon with the Impale attribute. YANKING AN IMPALED
WEAPON.
You place an impaling strike so that armour protection is completely ineffective. When a hand held weapon is
The Might of the blow is disregarded, but armour from the bypassed suit has no stuck in a foe’s body, the attacker
may opt to retrieve it immediately
effect. The normal effect of an impaling blow (1d8 additional damage) applies, too. or to leave it stuck. If he or she
This effect can only be used on a helpless target, that is a target currently grappled yanks it free the target will stop
suffering any Penalty for being
by the attacker, brought to zero Strike Rank by a Stun effect earlier during the impaled. Animals using horns or
round, or unconscious. other impaling natural weapons
will always yank them free
Drop Weapon Damage (advantage) immediately.
The impaled character may yank
Any Ranged Attack. free an impaled close combat
weapon or arrow with a Brawn
Forces the target to drop a hand held weapon if any damage overcomes Armour. roll. This is not subject to the
Penalty for being impaled. In the
This disarm technique is ineffective against shields or natural weapons. event the attacking character is
still hanging onto the impaled
Impale Damage (per weapon attribute ) weapon, this Action becomes
impossible, and the impaling
Any weapon with the Impale attribute. attacker must be neutralised
before the weapon can be
An impaling blow adds 1d8 to its total damage. Even attacks that have no weapon extracted.
dice can add this d8 if listed as impaling. An impaled weapon can be
removed safely in Adventure Time
Weapons and projectiles with a material component that Impale remain stuck in with First Aid or Surgery. This is
the target’s body when the weapon causes a Major Wound or when the die roll the only way impaled bullets can
is an 8. Having one or more weapons stuck in one’s body inflict a Penalty to all be extracted from a character’s
body.
physical Actions.

Maximum Damage Damage (advantage)


Any attack.
One of the weapon dice does maximum damage. This effect can be applied
more than once to a weapon with more than one damage die.

Mighty Blow Damage (effect)


Any Close Combat attack.
The dice resulting from the Might of the blow yield their maximum result. Unlike
Maximum Damage, this effect applies to all Might dice at once, up to the limit of
the ten die of the attack roll.

Slash Damage (per weapon attribute )


Any weapon with the Slash attribute.
All damage from a slashing blow that overcomes armour is doubled before
application.

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MACE VS. SOFT ARMOUR
If a mace, hammer or any other
Stun (Crush) Damage (effect)
weapon with the Crush attribute Any Close Combat weapon
hits against soft armour (mail,
gambeson, or anything having The attack ignores armour and deals damage equal to total Might in d2 directly
a score in the “padding” column against Toughness. If the Strike Rank loss due to pain brings the target to zero SR
of the armour construction rules
on page 158), the weapon die or less, the latter is open to a Subdue or Coup de Grace effect for the remainder of
replaces one of the dice of the the round.
damage modifier. For example,
a character with a +1 Might
modifier has a sword (1d8) and
a Warhammer (1d4+1d2), and is
CLOSE COMBAT EFFECTS
attacking a target in mail. If using
the flat of his sword to Stun, he will Anticipate Tactical (effect)
deal 1d2 damage (bruises), while
using the Warhammer he will do Any Close Combat attack or Parry.
1d4+1d2, enough to knock a target The next roll that you make against the target receives a Bonus.
unconscious or break a bone. In
both cases the mail will have no
effect on the blow. Bash Tactical (effect)
DESIGNER’S NOTE Any attack or Parry with a shield.
Bypass Defence is an elegant
feinting manoeuvre which is You push your opponent back one metre per die of damage inflicted. If there is an
harder to perform with a heavy or obstacle or tricky terrain behind the target, the opponent must make an Agility roll
unbalanced weapon. For this reason
it suffers an additional limitation with any Trait appropriate to the situation or fall to the ground.
when using massive weapons with
a high number of damage dice. On
the other hand, a heavy weapon
Bypass Defence Tactical (advantage)
can use the Overwhelm Effect, Any Close Combat attack (see also description).
instead, which does not require an
Advantage Roll. You ignore the enemy defence. In addition to Combat Advantage, this effect
LIMITING BYPASS DEFENCE
has the additional requirement that the ten die of the Attack roll be greater
You will notice that Bypass than the number of damage dice of your weapon, including modifiers due to
Defence is a deadly effect, Might.
particularly when triggered by a
roll ending in zero. If you wish
to tone down the lethality of Change Distance Tactical (effect).
combat, replace “ten” with “unit”
in the effect description.
Any Close Combat attack or defence.
STUNNING WITH FISTS
You can enter or exit closing distance with your opponent. Against an opponent
Human natural weapons (fists with which you are at regular distance, you can use this effect to disengage
and head butts) can be used to from Close Combat while remaining in the same Zone.
Stun an unarmoured opponent
in preparation for a Subdue Effect,
although we recommend that you Damage Weapon Tactical (effect)
use Basic Combat for situations in
which two or more combatants are
Any Close Combat attack or defence against a weapon of inferior quality or
trying to deal non-lethal damage against a block.
to one another. In general, you
need a specific Martial Arts Stunt
You can damage the enemy’s weapon. Damage is rolled normally and applied
to use a natural weapon to Stun an according to the rules for damaging inanimate objects or the normal rules for
opponent in armour. The tails of damage against a limb. The Toughness of weapons of higher quality than yours
large reptiles can be used to Stun is doubled when applying this Effect against a Block.
as if they were weapons.
ENTANGLE AS A PARALLEL
CONFLICT.
Daze Tactical (advantage)
A successful Entangle immediately Any Close Combat attack or defence.
begins a Conflict of STR between
the two opponents according to The target is left momentarily confused or off balance. His or her next roll,
the rules for Parallel Conflicts on which include any roll to resist an effect inflicted together with this one, will
page 112, with Agility [Brawl] or
Close Combat [Weapon] as the suffer one Penalty.
Skill to roll, depending on what
was entangled. Add 4 to STR if
one of the contestants is using
Disarm Tactical (advantage)
two hands. Any level of victory, Any Close Combat attack or Parry.
including a Quick Exit, results in
the opponent being disarmed, The target must roll again against his or her weapon Trait, with any Penalties
and a total victory means that would apply to a Close Combat defence rolled in that precise moment. A
he or she is immobilised failure means the weapon is dropped. Shields strapped to the arm are immune
if the body was
entangled. to this effect.
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Entangle Tactical (effect)
Any attack with a weapon with the Entangle attribute.
You entangle your opponent’s body or location, or weapon if Parried. Any GRAPPLE AS A PARALLEL
CONFLICT
entangling or entangled weapon or limb cannot be used to attack or Parry Two grappling opponents are
until the entanglement ends. automatically at close engagement
distance for zero SR weapons, and
Grapple Tactical (effect) receive the consequential Penalties
if they use longer weapons. This
Any unarmed attack or any defence where the defender has a free hand. effect immediately begins a parallel
Conflict of STR between the two
You grapple your opponent’s limb, or the whole body if the opponent failed the opponents, with Brawl or Martial
Arts as the Skill to Roll. A Quick
roll. Any grappled or grappling limb cannot be used to attack or Parry until Exit results in disengagement or
the grapple ends. in the opponent being disarmed
if a limb holding a weapon was
Instinctive Defence Tactical (effect) being grappled. A complete victory
subdues the opposition, as long
Any Close Combat defence. as the winner continues to hold a
grip on the loser.
The SR cost of the defence becomes zero. If the cost was already zero because of a A successful grapple against an
Free Reaction, then you do not spend the Free Reaction. opponent brought to zero SR by a
Stun effect results in an automatic
Subdue without the need of a
Keep Distance Tactical (effect, auto for spears) Conflict. A grappled target is also
vulnerable to a Coup de Grace
Any Parry. strike with a dagger.
See the Parallel Conflict Example
This Effect changes the cost of the parried attack, making it equal to the for an example of grappling.
Parrying weapon Reach. The attacker loses extra SR to match the new cost of
the attack.
PARRY VALUES FOR
IMPROMPTU WEAPONS
Overwhelm Tactical (effect) Overwhelm is particularly efficient
against an unarmed Parry or
Any parried or dodged (not blocked) Close Combat attack. a Dodge. The parry values for
You subtract a number of dice equal to the Parry value of the parrying weapon impromptu weapons are 1 for
a limb or a one-handed ranged
(including any Might bonuses) from damage, starting with the d2’s for Might. Any weapon, and 2 for a two-handed
remaining dice will damage the target. ranged weapon or any other bulky
item. The defender’s Might applies
Regain Footing Tactical (effect) to these values as usual.

Any Close Combat attack or defence.


You can stand up from a knocked down or kneeling position. AUTOMATIC DISTANCE
Long impaling weapons and
some fencing swords used in
Riposte Tactical (effect) conjunction with the Fencing
Stunt have this as an automatic
Any Close Combat defence. effect, that is the defender may
simply state he or she is “keeping
You can make an immediate counter-attack with a ready weapon. You must distance” and thus force the
still pay the cost of the attack in SR. The attack is a normal attack under all attacker to pay a huge amount of
points of view, it just takes place before the normal SR. SR in order to attack. The defender
must still use the weapon to
Parry in order to benefit from the
Subdue Tactical (effect) automatic effect.
Any Close Combat attack against a helpless target.
KEEPING DISTANCE AND FREE
The target must roll against his or her weapon Trait, including any Penalties ACTIONS
that would apply to a Close Combat attack rolled in that precise moment, or If a combatant uses Keep Distance
be forced into submission, effectively defeated although unharmed, as long as against an attack using a Free
Action, the attacker does not
you are still holding him or her. pay the entire increased cost of
You can use this Effect only on an unconscious or helpless target, that is a the attack but just the difference
between the normal cost and the
target you have grappled or brought to zero Strike Rank with a Stun effect Reach of the long weapon.
earlier during the round. You cannot Subdue a creature of a greater Size Class.

Take Initiative Tactical (effect)


Any Close Combat attack or defence.
The target loses a number of Strike Ranks proportional to your Skill.
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Trip Opponent Tactical (advantage)
Any Close Combat attack or defence.
The target must roll against Agility with any Trait appropriate to the situation, like
Balance. A failure means the attack has knocked the target down.

RANGED COMBAT EFFECTS


Normally, a victory when defending against a Ranged Attack has no additional
effects apart from making the attack miss completely, and the attacker can still
apply the Suppress effect if firing bursts. Exceptions may exist in some pulp genres,
like sending lasers back to the attacker with a successful energy blade Parry. This
kind of effects require a combat Stunt. In any case a Defence Combat Effect can
grant you the Return Fire effect to shoot back.

Glancing Blow Attack (effect)


Any Ranged Attack against a Dodge, Parry or Roll defence.
GLANCING BLOWS IN CLOSE
COMBAT You can ignore any enemy defence except Take Cover or a shield Block, but your
Optionally, you can allow the attack loses any positive Might from any source and receivers a +1 modifier to the
Glancing Blow effect for Close Armour Coverage Roll. Elemental/energy attacks are reduced to a Might of one,
Combat Attacks against Dodge.
This will provide a major advantage instead. This Effect cannot be combined with Damage Effects.
to two-handed swords.
Return Fire Defence (effect)
Any defence against a Ranged Attack.
You can fire back at your attacker at the exact moment he or she is targeting you.
You must still pay the Strike Rank cost for the attack. The target of Return Fire
loses any benefits of being in Cover except the +2 to the Armour Coverage Roll.
TACTICAL IMPORTANCE OF
SUPPRESS Suppress Attack (effect, or auto with burst fire)
Suppress represents the target’s
inability to return fire from under Any Ranged Attack with an automatic or energy weapon.
a shower of bullets. This is the only The target suffers a penalty to SR proportional to your Skill. When firing bursts,
effective tactics against an enemy
in Cover, as it may prevent it from Suppress is an automatic effect and subtracts SR even when you miss, including
firing back or leaving its position. the automatic miss against a target in cover, but the maximum number of SR lost
is equal to the rounds fired.

COMBAT STUNTS
PREREQUISITE STUNTS ARE The following collections of Stunts are designed to expand those details of combat
NOT MANDATORY that may be useful only in particular settings, or to groups that wish to obtain a
If your group is ok with a reduced
level of detail in representing a higher degree of realism. All of these Stunts are optional. On the other hand, if you
fighter’s basic training, feel free appreciate detailed combat, we encourage you to introduce as many new Stunts as
to ignore the star following the you are comfortable with.
attribute and let everyone use
highly refined weapons at full Some special Stunts may apply to more than one weapon Trait. If a weapon user has
effectiveness. On the other hand, the Stunt but not the weapon Trait, the Stunt has no effect on that weapon.
you may also be more restrictive
than the standard rules. If you
feel that a Combat Effect is too
powerful or used unrealistically, PREREQUISITES FOR COMBAT EFFECTS
you may decide that in your game Some weapons have a particular Combat Effect marked as an Attribute with
it depends on a new prerequisite
Stunt that all weapons of that the auto or effect trigger, meaning that anyone using the weapon can obtain
category require. that specific result without spending an Effect or by spending a regular Effect,
respectively. If the weapon description has a star following the Attribute, such as
in Impale (effect)*, that particular manoeuvre may require specific techniques not
known to everybody and represented with a Stunt. If such a Prerequisite exist, those
lacking the Stunt see the trigger condition of the Effect raised by one level: auto
becomes effect, effect becomes advantage and advantage becomes unusable.
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Bayonet
This Stunt is a prerequisite for using your rifle in Close Combat, assuming it
has a bayonet mounted. In most settings, the basic Rifle training will include
the Stunt. If it doesn’t, the advantage of taking this Stunt instead of a basic
Spear training Trait is that you can use a Ranged Combat slot for it.

Flails
Flails and Nunchakus are extremely effective weapons, but they are also SPEAR TRAINING
While it tones down the huge
difficult to wield. Without this Stunt, the wielder is unable to use the Penalty advantage of long spear in the
to Parry attribute offensively. This means that he or she suffers the Penalty open, this Stunt makes it rather
when parrying with the weapon, but does not inflict the Penalty on a target difficult to train militia spearmen
parrying the flail. effectively. You may want to
make the Stunt necessary only
for polearms and bayonets, and
Spear Formation include its knowledge in the basic
Trait for spears and peasant long
This Stunt is a prerequisite for using any spear, polearm or other long weapon weapons like scythes.
with the Keep Distance (auto)* attribute. Without this, you need spend an
Effect to apply the Keep Distance manoeuvre.

Swordbreaking
This Stunt is a prerequisite for using any weapon with a built-in sword-catcher HISTORICAL SWORD-CATCHERS
option, identified by the Entangle on Parry (advantage)* or (effect)* attribute. In a Japanese or Japanese-inspired
Without this Stunt you are unable to use the Entangle effect. setting, the Dagger Trait might
include this Stunt, allowing all
dagger users to take advantage
Telescopic Sight of the special qualities of a Sai.
Some re-enactors think that
This Stunt is a prerequisite for using any scope-based aiming device applied to Viking round shields can be used
a sniper rifle or another ranged weapon. It can be applied to any weapon with to catch edged weapons, although
this subject is a bit controversial. A
the appropriate equipment, but the firer must also have the weapon Trait. “Viking” version of this Stunt may
allow using such special shields.

GRIP STUNTS
The statistics for hafted weapons assume that they are gripped in their optimal CHANGING GRIP WITHOUT
position to exploit their reach and momentum. However, a clever fighter knows STUNTS
how to use the weapon with variable grips. You might want to use the
optional rules provided here.
Simply assume that anyone with
Change grip the appropriate Trait for a weapon
can change grip at will by using a
This Stunt allows an axe, hammer or mace wielder to use a shorter grip on the Ready Item action for that weapon,
weapon, making it more suitable to fighting in close quarters. The weapon loses thus paying the SR cost equivalent
one point of Reach and one point of Might, but its attack and Parry SR cost also of a Parry. The Stunt becomes only
necessary to change grip for free.a
decreases by two and one point respectively. This trick is only possible for one-
handed weapons.

Half-staff grip
STAFF COMBAT
This Stunt allows a staff fighter to grab his or her weapon in the middle of its length, By default this Stunt is already
decreasing Parry cost by 1 point but leaving all other attributes unaltered. The staff included in the basic Staff Trait.
wielder changes grip quickly when attacking to optimise the weapon length and Therefore, the weapon is listed
momentum and returns to the basic grip for parries against multiple opponents with a reduced Defence cost in
the Weapon Tables. You should
coming from different directions. only adopt a separate Stunt if you
want to make staff fighting a more
Half-swording specialised art, which in many
cases is not convenient for game
This Stunt allows to grip a sword with two hands, one of which grabs the sword balance reasons.
by the blade. It reduces Reach by two, thus allowing to use the weapon in closer
quarters, but it also negates the two-weapon bonus to Might and reduces the SR
cost for attacks by 2 and for parries by 1. It is usually possible only with weapons
which have a specific blunt section of the blade for this purpose, but a soldier in
plate gauntlets can do it with a longsword with its entire length sharpened, too.

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SWORD FINESSE
SWORDSMANSHIP SCHOOLS Axes, spears and blunt weapons are relatively easy to use. Having the relevant
Some cultures like the European
Renaissance states or feudal
Trait allows a fighter to use the full array of manoeuvres and Combat Effects
Japan have developed complex listed for the weapon. Swordsmanship, on the other hand, is usually an art
and articulate swordsmanship rather than a technique, and the sword, although inferior to other weapons in
schools that encompass several a specific kind of attack (slashing, thrusting, bashing, etc.) is the only weapon
Stunts, not covered in the basic
ruleset. In general, such a mystic that can be used for virtually any combat technique except entangling. This
or artistic attitude towards flexibility comes at a price, as this weapon usually has Prerequisite Stunts
fighting techniques is not found forcing you to acquire more than one Trait if you wish to be a swordsman at
for other weapons but the sword.
For a generic fantasy/historical
full effectiveness. Without them, a sword is at a disadvantage when facing an
setting inspired by Ancient or armoured opponent, and becomes mainly a defence weapon to carry outside
Medieval European history, the the battlefield. As usual, feel free to ignore the Prerequisite Stunts if you do not
Sword Finesse Prerequisite Stunts feel the need for such detailed combat rules.
may be enough to represent the
peculiarities of swordsmanship.
However, if you wish to take the Sword Finesse: Thrust
time to develop swordmanship
schools for your fantasy world, This Stunt is a prerequisite for using any sword with the Impale (effect)*
your game will likely benefit from attribute. Without this, the weapon becomes capable of impaling only on an
the extra work. Advantage result.

Sword Finesse: Fencing


This Stunt is a prerequisite for using any sword with the Keep Distance (auto)*
attribute. Without this, you need spend an Effect to use Keep Distance.

DUAL WIELD STUNTS


Normally, having a second weapon in the off-hand does not provide any specific
advantage, and if you use the secondary weapon you suffer a Penalty. Dual wield
Stunts eliminate this Penalty, at least for defence, and let you gain a Free Action
with your secondary weapon.

Dual Wield
This Stunt grants you a Free Action with your shorter/secondary weapon,
and eliminates the Penalty for off-hand weapon use. The Free Action cannot
be your Opening Move if it is an attack. The Shield Trait allows you to do the
same with a shield, although the Penalty for a shield attack remains.

Sword and Pistol


Useful in pirate and sword and planet campaigns, this Stunt allows a
combatant wielding a light Close Combat weapon and a pistol or other 1H
ranged weapon with limited recoil to switch between Close Combat and
Ranged Combat at no SR cost, and to make a Free Reaction with the Close
Combat weapon similarly to the Dual Wield Stunt. Any attack against a target
REALISTIC FAST ARROW
SHOOTING
with which the combatant is already engaged in melee suffers a Penalty as
Real world archers are not as per normal weapon rules.
fast as an automatic weapon.
Their speed depends on special
techniques which involve pre-
extraction of a number of arrows
FAST DRAW STUNTS
from the quiver, which are then
kept in the mouth or among Fast Draw [Weapon]
fingers. For a realistic simulation,
the Fast Shooting Stunt should
This Stunt allows you to draw a weapon and attack with it with the same
allow shooting only a limited movement. It is usually reserved to specialised schools of Sword fighting
amount of arrows, usually three or (Japanese Iaijutsu) and the fast draw techniques with the handgun which are
perhaps one per 20% the archer so common in Western movies.
has in Ranged Attack, after
which a Ready Item action
is needed to prepare
another batch.

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Fast Shooting
This Stunt allows an archer to load and fire his or her bow with a single
movement of the arm, thus avoiding the 5 SR cost of the Ready Item Action
used to reload. The archer might still need to spend extra SR to Aim. Only
relatively short bows (up to a nomad cavalry bow) allow firing at such an
impressive rate.

MARTIAL ARTS STUNTS


There are several Martial Arts disciplines, all with their peculiar Trait, which
in turn allows access to a unique list of Stunts that a character must learn
separately. A Martial Arts Trait also includes the basic Stunt for its school,
usually Kicking.
Acquiring a Martial Arts Trait is possible only within a culture that practices it.
The following Stunts try to represent somehow “realistic” Martial Arts and thus
only Focus has been listed as costing extra Exertion Points. In some settings it
might be appropriate to require the expenditure of one Exertion Point per each
use of a Martial Arts Stunt – which represents the martial artist tapping into
his or her Qì life force reserves, as taught by the philosophy at the root of most
Oriental Martial Arts.

Acrobatics Capoeira
This Stunt allows the martial artist to combine Instinctive Parry with Regain
Footing and Change Range when dodging. If can also be used to perform
incredible acrobatic feats in or out of combat.

Deflect Karate, Wushu


This Stunt increases the Parry score of a Martial Artist fist to 2, rendering an ENHANCED FOCUS
In some settings, a Martial Artist
unarmed Parry as effective as a light sword Parry. may subsequently acquire further
levels of Focus, allowing the
Evade Capoeira, Karate, Muay Thai, Wushu addition of extra Might. However,
in order to avoid excessive
This Stunt prevents the martial artist’s opponent from using Overwhelm against his deadliness, we recommend that
or her Dodge, allowing him or her to Dodge safely when unarmed. It reduces the the Exertion Point cost be equal to
the square of the extra Might (1 for
cost of Dodge to 4 SR against other unarmed opponents. Might 1, 4 for Might 2, 9 for Might
3, and so on).
Focus Karate, Muay Thai, Wushu
This Stunt adds one point of Might to a Martial Arts attack per Might Level. Each WESTERN KICKING
application of extra damage costs one Exertion Point. The Stunt also avoids damage An unarmed fighter willing to
learn to kick in an environment
to limbs due to the extra force of the blow. where oriental martial arts are not
common may acquire Kicking as
Kicking All a Brawl Stunt. However, learning
Savate or Capoeira would be
This Stunt is the default Stunt for most Martial Arts, including some Western much more effective as it would
ones like French Savate or Brazilian Capoeira. It allows the martial artist to hit save a slot.
with a kick instead of a fist without any penalty. The Kick attack has a Reach
equal to the creature’s Size Class (thus 3 for a normal human) instead of the
zero reach for a Punch or Bite, costs 5 SR in advanced combat and provides a
+1 to Might.

Read Intentions Karate, Wushu


Prerequisite: Evade
By understanding when the firer is about to pull the trigger, this extremely difficult
Stunt allows you to Dodge any kind of projectile, including beam weapons, at full
effectiveness.

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VEHICULAR COMBAT
This chapter provides a basic framework for vehicular combat. The
basic rules for Conflicts are already enough to run simple action scenes
involving only vehicles, but for combats you will probably want to use
a system that grants a higher level of detail for vehicular weapons and
equipment. This sub-system is intended to be a complement for Basic
Combat which handles vehicles, and as such does not assume that you use
any of the Advanced Combat rules, although it introduces a simplified
version of concepts found also in Advanced Combat like Toughness and
Armour Points.
Vehicular combat follows principles that are a bit different from man-to-
man combat. Strike Rank will reset at the start of a new Round, unlike
it happens in Basic Combat, but vehicles do not spend Strike Rank for
each action like living creatures do in Advanced Combat. Movement has
a great impact on combat among vehicles, and most rules for vehicular
combat will deal intensively with movement.
Finally, these rules represent confrontations between fast vehicles, such
as tanks and helicopters, or fighter and bomber aircraft. Capital ship
combat should be run differently, although we will devote a small section
to it at the end of this sub-chapter.

ROUND SEQUENCE
SINGLE-LOCATION VEHICLES Combat is divided into six second rounds, during which each vehicle can
These rules assume that you will perform one or more actions. Every combat goes through the following
use localised damage for vehicles.
The statistics for sample vehicles steps:
are location based. If you prefer
to avoid damage localisation for
1. Combat Setup: At the start of combat all players check any
vehicles, add 1 point (or 20% for a Consequences carried over from Adventure Time and similar
very big vehicle) to the Toughness disadvantages.
of the biggest location to obtain
the non-localised Toughness 2. Statement of Intents: The Narrator declares what non-player
value for the vehicle, and relocate characters will do, as long as it is something that is visible to the player
all sub-systems to the single characters. Then all players declare, in ascending INT order, what
location, changing their numbers
accordingly. We recommend that Actions their vehicles will perform during the Combat Round. Each
you use localised damage for vehicle pilot picks a number of white, green or red tokens representing
capital ships, as keeping track of the effect of vehicular movement on combat, and keeps them until the
all sub-systems of such a great end of the round. The Strike Rank for that Round is then determined
vehicle with one single location
would be problematic. for each player and non-player character, according to the stated
intents.
3. Vehicles Take Action: All vehicles perform their intended Actions in
descending Strike Rank order. The vehicle with the highest Strike Rank
will go first, followed by the one with the second-highest Strike Rank,
and so on until the last vehicle has acted. Reactions, such as evasions or
counter-measure use, are made during this process as appropriate, but
pilots can wait until they are actually threatened before declaring how
they react.
4. End of Combat Round: Once all eligible vehicles have acted, the
Combat Round is over. All check-marks are erased from Strike Rank
tracks, and all tokens are dropped. If there are still vehicles engaged
in combat with enemies, go back to point 2 and start another combat
round. Otherwise the Time Scale can be moved to Adventure Time.

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COMBAT SCALE
Vehicular combat takes place on a different scale than individual combat. The
distances travelled are far greater, the range at which combat exchanges take
place is usually much longer, and the damage is often devastating. Zones and
ranges for land vehicle combat are the same you would use in personal combat.
However, vehicles can move more zones than a character, and can still fire after
moving one or two zones. They do not suffer Penalties for firing within the
Effective Range of their weapons without aiming.

Vehicle Movement
Movement in Land Movement in Air Movement in Tokens
zones metres metres picked
Within same Within 15 metres Within 150 metres (90 No tokens
zone (9 km/h) km/h)
One zone Within 30 metres Within 300 metres (180 One white
(18 km/h) km/h) token
USING REAL DISTANCES.
Two zones Within 60 metres Within 600 metres (360 Two white If you use actual distances in
(36 km/h) km/h) tokens metres to evaluate movement and
distance, the rules for statement
Three zones Within 90 metres Within 900 metres (540 Three white of intent remain the same as
(54 km/h) km/h) tokens those used for zone-based
movement, the only change is
Each further Each further 30 metres Each further 300 One extra red in how maximum movement
zone metres token allowance and number of
tokens picked is evaluated. The
Vehicle Movement table has the
conversion between zones and
metres already computed for your
convenience.
For aerial or space combat, normal range and distances are greater. Multiply
everything by ten as described in the Aerial Combat section on page 126.
Battles that involve only helicopters are best kept on the ground scale.
Damage is expressed in damage points as it happens in Basic or Advanced
Combat. However, each point of damage in Vehicular Combat corresponds
to ten points of Basic/Advanced Combat damage. Likewise, each point of
vehicular armour corresponds to ten AP’s in Advanced Combat.
For instance, in Chapter 5 we will learn that a modern AT rocket does
3d10+10d2, or 13 to 50 points of damage, on the personal combat scale. On the
vehicular scale, this will translate into a 2-5 range, or 1d4+1; enough to pierce
the armour of most WW2 tanks and the lightest modern models.

STATEMENT OF INTENTS
VEHICLE COMMANDER.
Tanks and other vehicles often
At the start of each Round, the players and the Narrator will plan each have a Commander who is not the
same person as the driver/pilot or
vehicle movement, determining its trajectory and the position in which it will the gunner. In these cases, you
terminate its movement. This allows them to calculate the exact Strike Rank on may represent the importance of
which this movement and all other actions will take place. coordination and teamwork by
always using the Commander’s
DEX to determine Strike Rank,
MOVEMENT TOKENS and only checking the pilot and
gunner statistics when it comes
In order to help Statement of Intent, vehicular combat introduces the concept to rolling the Pilot/Drive,
Operate or Ranged Combat
of movement tokens. These are abstract units used to remind you about what Dkills.
your vehicle has performed or is about to perform during the current combat
round, although we suggest that you use actual coloured tokens for ease of
book-keeping.
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ALTERNATE DELAY
If you are not afraid of some extra
Tokens are divided in three groups, identified by their colour
maths, you can calculate the Strike • Green token: represents how difficult to hit your vehicle has become
Rank of a vehicle with two or more
red tokens as half of the pilot’s DEX because of its swift and unpredictable movement, and bestows a Penalty
instead of subtracting five points. on your enemies.
• White token: this token is the most commonly used token, and it counts
RECORDING STRIKE RANK as both a green and a red token when determining how many tokens
At the start of each round, after
Statement of Intents, players will of a given colour you have. It bestows a Penalty on both you and your
mark their character’s Strike Rank enemies.
on the Strike Rank track of their
Character Sheet with a pencil mark • Red token: represents how movement has delayed and impaired all
or better with a paper clip. Players attacks and actions performed by your vehicle. It bestows a Penalty on
should not release their tokens after your rolls but not your enemies’.
determining Strike Rank, as they will
take them into account again when Whenever the rules tell you to take a token, take a token of the exact colour
determining Penalties to attacks. At specified. Whenever instructed to count red or green tokens, count white
the end of each round, all marks are
removed from Strike Rank tracks.
tokens among both red and green tokens.

STRIKE RANK FOR Example: a vehicle has one white token and a red token. If counting green
OPPONENTS tokens, it has one (the white token). If counting red tokens, it has two (the
When the party is fighting against
several opponents, the Narrator
real red token and the white token).
may find it convenient to mark each
opponent’s DEX by placing a d20
close to the counter, box or miniature
representing the enemy vehicle. By
placing the relevant tokens for that
vehicle close to the d20, the Narrator
Token Effects on Strike Rank
also determines the Strike Rank on White/Red tokens Strike Rank
which the vehicle will act.
Up to one DEX
ADVANCED LINE OF FIRE Two DEX -5
If a planned attack is impossible
from the final position of the Three or more DEX -5, and can only move and not act
planned movement, but the
trajectory travelled crosses a spot
from which the attack becomes
possible, the vehicle may fire from
that spot instead, but must pick
one extra red token and modify its
chances to hit accordingly. Note
DECLARING MOVEMENT
that this extra red token might When evaluating vehicular movement, consider that all movement within a
prevent the attack altogether. The zone costs nothing in terms of tokens. It just takes place at the appropriate
attacking vehicle must continue in
its course after firing, unless the Strike Rank for the vechicle. Each full zone moved costs the vehicle one white
attack it performed “on the way” token. No vehicle can move further than its basic Move in zones. All tokens
is some sort of “boarding” attack. picked because of movement after the third are red tokens, not white tokens.
NARRATOR ADVICE
The first white token picked by a flying vehicle is always replaced with a green
In any uncertain case, the Narrator token.
is required to make a judgement
about whether an attack is allowed
and the relevant modifiers. Always
try to allow a planned attack if it
DETERMINING STRIKE RANK
is somehow plausible, and always During Statement of Intents Phase, after determining their plan for the
apply the conditions and modifiers current Round, players whose vehicle will move calculate their Strike Rank
that are the least favourable to the by checking the number of tokens they have picked. The Narrator does the
side with the lowest Strike Rank.
same for all non-player characters, noting which vehicles act at a Strike Rank
LARGE TARGETS which is lower than DEX.
Bonuses and Penalties for size should
not be used in vehicular combat. Strike Rank is based on the DEX of the pilot. However, if a vehicle has more
Fixed installations or capital ships than one crew, consider the main gunner’s DEX if the vehicle is trying to fire
or spacecraft, on the other hand,
are really easy targets. Whenever a that round, and the pilot’s DEX if it is just manoeuvring. This value is treated
vehicle fires a weapon within effective as the pilot’s DEX for the duration of that Round.
range against a capital ship or a fixed
installation, it can automatically If the final Strike Rank is zero or less, then the vehicle cannot attack that
target a specific location instead round, and its Strike Rank drops to one.
of rolling a random one. If the
target has no hit locations,
the attacker can target
a specific subsystem
instead.
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VEHICULAR ATTACKS EVADING MULTIPLE ATTACKS
You may want to apply to vehicular
combat the same rule used in
Basic Combat. If defending
against multiple opponents, all
During the Action Phase, each vehicle executes its movements, attacks and other evade rolls suffer one Penalty.
actions according to its stated plans. In general, a player may change his or her Failure to take the Penalty at the
statement of intent once the planned Strike Rank arrives,. However, this will always time of the first roll means the
pilot is focusing on one attack
add one extra red token to the standard cost of the new actions, which may imply only and cannot evade the others.
that they become impossible.
POINT BLANK MISSILE
TARGET RANGE AND LINE OF FIRE DEFENCE
A rapid fire weapon not specifically
designated as a countermeasure
The validity of the range for a planned attack, as well as the presence of a line can still be used to intercept
of sight, must be checked using the position of the target during Statement of Missiles. Any weapon larger than
Intent and the presumed position of the attacker after he or she has performed a machinegun will automatically
the planned movement. If range or obstacles do not allow the attack, then the destroy a missile if it hits. In order
to intercept a missile with weapon
player can neither declare it during the Statement of Intents phase, nor execute fire, you must forfeit all other
it during the Action phase. attacks, and this is possible only if
you have not executed your attack
It may happen that the intended target is no longer in the expected position yet. The interception is carried
after a vehicle executes its move. If this is the case, and the attack becomes out as a reaction, as you would do
impossible, then it must be aborted. If the attack is not impossible, it will be with countermeasures, but suffers
one Penalty due to firing against
carried over with the range and modifiers related to the new position of the a fast flying target. Consider it the
target. equivalent of a green token the
missile has, which may be offset
It may also happen that a target is not yet in the position for which the attack is by the Burst bonus if the weapon
declared when the attacker’s Strike Rank comes, but it has declared a movement is capable of burst fire. As usual, if
that would bring it there for a subsequent DEX Rank. In this case, the attacker the interception was not included
can delay the attack until a subsequent Strike Rank at no penalty. The target can in your Statement of Intent,
performing it requires picking a red
abort its movement to avoid being hit, but this will cost it the extra red token penalty token for altering intents.
for altering intents.
ADVANCED MISSILE DAMAGE
MODIFIERS TO THE ATTACK ROLL When a missile hits a small vehicle,
it may do damage to more than
Most attacks in vehicular combat are ranged attacks. For each green or white token one hit location. The number of
dice rolled by a missile determines
the target has, an attack suffers one Penalty. For each red or white token the attacker how many hit locations are affected.
has, the attack suffers one Penalty. Each hit location is rolled separately,
but after the first location is rolled,
Vehicular weapons are more precise than individual ones, and they can always fire if the subsequent locations are not
within their effective range without any Penalty. For each Range Category beyond adjacent to the original one then
effective Range, an attack suffers one Penalty. Firing Bursts provides a Bonus as in the location receives no damage.
Damage for each hit location is
personal combat. scored separately, and if one location
is rolled more than once then it is
damaged once per each hit scored.
RANGED DEFENCE
SPECIAL PENETRATION
Vehicles can evade projectile and beam weapons, although such a feat is not Instead of choosing a location, any
necessarily easy. Ground targets can only evade missiles by rolling their driver’s hit that obtains an Advantage can
Drive skill with a Penalty. They cannot evade gunfire or beam weapons. Flying result in an additional 1d4 damage
for special penetration. Missiles,
vehicles can evade any kind of attack with a normal Pilot skill. grenades and high explosive or
Evasion rolls are influenced by tokens, but less than attacks: they ignore the first two incendiary ammunition cannot
take advantage of this option, while
red/white tokens, and become impossible when the defender has three or more. some energy attacks can. In general,
elemental attacks based on kinetic
energy, sound, heat or cold cannot
MISSILES obtain a special penetration, while
particle, light and other radiation
Missiles are inaccurate weapons that can deal a lot of damage. Missiles are ideal for beams can.
use against big, slow targets, as they are easy to evade for aircraft but impossible
to avoid for capital ships or bases. Due to its limited speed, evading a missile fired
outside its normal range receives a Bonus, which in the case of a ground target
offsets the inherent Penalty for evading on land.
The best defence a slow target has against a missile is countermeasures.
Countermeasures are used with an Operate [specific countermeasure] roll that
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MULTIPLE SCALES AND MAPS. opposes the attack roll. Turrets specialised in anti-missile fire are treated as
Although this will be expanded in
future supplements, let us note
countermeasures, although they can also fire at aircraft.
here that in the complex cases in Missiles are not very precise weapons. Missile attacks cannot score an Advantage,
which you need to stage a battle
involving both land vehicles/
no matter the roll.
troops and fast moving aircraft,
you might be forced to use two
different scales at the same time. HITS
The fastest solution is to consider
the whole theatre of land action, When a vehicle is hit, roll for the location hit and then roll for weapon
whether you use a map or not, as damage. Subtract the armour that protects that specific location, and apply the
the equivalent of one zone on the remaining damage to the Toughness of the area hit.
aerial theatre or map. Units on the
air scale can move or fire into the Damage is always cumulative for vehicles. Damage from each hit is added
land theatre by moving or firing to any previous damage until total damage equals or surpasses Toughness. If
into that specific zone. Units on
the land scale can fire at any unit
an Advantage was scored (remember, missiles cannot score Advantages), the
on the air scale by firing “outside” attacker can choose the location hit.
that zone, and adding one category
to range for purposes of Penalties. Each point of damage that affects Toughness can destroy or disable sub-systems
present in the location. Each sub-system is identified with a number in the
INERTIA IN SPACE vehicle description. The equipment marked with the same number as the unit
A vehicle need not move its die of the attack roll is hit by the first point of damage inflicted. For each point
minimum movement in space,
as it cannot stall. However, as
of damage after the first, roll 1d10 and disable the appropriate component. Any
there is no atmosphere to hinder roll of “0” on either the unit die or a d10 means that the attacker can choose
it, a vehicle in space will only the disabled component. Disabling an engine can blow up a craft if the pilot or
stop when its engines actively chief engineer fails an Operate roll. A vehicle with a disabled engine can still
counter its momentum. For the
sake of simplicity, assume that a move if it has additional ones, but all Pilot rolls will suffer one Penalty.
vehicle in space must perform an Once the Toughness of a location has been reduced to zero, it is disabled and all
active manoeuvre to stop moving
completely and start hovering, components in it cease to function, although this will cause an explosion, when
which might require a Pilot Skill the location contained an engine or other potentially explosive materials, only
roll. Failing this, the vehicle will if the specific sub-system was hit. For most ships, sinking is just a matter of
continue to move its minimum
movement.
time once one of their locations is destroyed.

AERIAL COMBAT
This section includes detailed rules for aerial and space combat. We will use
the term “aircraft” to indicate anything that can fly, either in space or in the
atmosphere.

FIRST TOKEN RULE


Whenever an aircraft moves and the rules decree that it has to pick one or
more white tokens, replace the first white token picked with a green one. This
represents the intrinsic difficulty of hitting a flying target.

AERIAL RANGES
Whether you use zones or actual distances, aerial combat ranges and movement
ABORTING ATTACKS TO SAVE
AMMUNITION
allowances are ten times as big as their equivalent on the ground. Multiply everything
An attack planned during by ten to obtain plausible zone sizes and range distances for aerial combat: one zone is
Statement of Intent must be 200-300 metres, short range is 500 metres, and so on. This means that one zone on an
carried out during the Action aerial battlefield may be the equivalent of a whole ground battlefield.
Phase if the target is still visible
and reachable with a manoeuvre. Even though distances are greater in aerial combat, the numeric ranges given
If it has turned into an automatic for vehicular weapons are valid when the vehicle is flying or is firing at an
failure because of excessive
manoeuvring or increased airborne target. This represents the fact that it is much easier to have a clear line
range, you will still spend the of fire when one or more of the combatants are airborne. The only difference
ammunition. Your pilot is with ground-based combat is that all kinetic (except HE), laser or particle
assumed to have realized
that the target had
weapons used beyond Medium aerial range have their damage halved, no
become impossible to matter what their listed effective range is. Missiles, which are not so effective on
hit after pulling the the ground, become more useful when launched from a spacecraft, as they will
trigger. still be able to deal full damage when launched from kilometres away.
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MINIMUM MOVEMENT
While an aircraft is moving in the atmosphere, it cannot stop completely unless it
can hover. It must move a minimum of one zone, which will give it one green token,
according to the First Token Rule. Whenever the vehicle is not moving at all because
it is hovering, it will not gain this green token, thus becoming an easy target.

FIRING ARC
Weapons not mounted on turrets can only fire straight in front of the firing
vehicle. While this is usually of limited importance for ground vehicles, which
can easily make a turn within the time frame of one Combat Round, it becomes a
major inconvenience for aircraft, which are always facing in the direction of their
last movement. At the same time, the enemy will undoubtedly try to be as far
as possible from an aircraft firing arc when its Strike Rank comes, so the vehicle
might have to perform some manoeuvres to keep its target in the line of fire.
When firing at another aerial target that is not immobile or moving directly
towards you, you must make sure to end your movement with the enemy
exactly in the direction your craft is facing. You can usually end your
movement facing a direction which forms up to a 45 degree angle with the one
your aircraft faced at the start of the Round. You can attempt to make greater
turns, up to 90 degrees, by succeeding in a Pilot skill roll, modified by any red/
white tokens you have. Few aircraft can make turns of more than 90 degrees,
and those that can receive a further Penalty to the roll in any case.
The Pilot Skill roll to keep the enemy in your firing arc must be made after making
your move and just before firing. The roll is not opposed. The enemy pilot will
have a chance to evade the attack itself, according to the rules for aerial defence. A
failed roll will force you to pick an extra red token, possibly delaying your attack or
making it impossible (remember that three red tokens mean automatic failure).

CAPITAL SHIP COMBAT


Some naval or space battles will feature one or more capital ships or space
stations. Each ship can constitute a separate battleground for personal or
vehicular combat and occupy one entire zone on the in-flight battleground.
Capital ships may change facing by no more than 45 degrees per round
during combat, and even this simple manoeuvre requires the helmsman to
make a successful Pilot Skill roll. A capital ship receives no tokens when moving,
and is always considered immobile when firing, as its velocity is extremely stable
and its effect on accuracy is easy for its firing computers to calculate (or for its
experienced skipper to guess if your game is set during the age of sail).
When a smaller vehicle hits a ship within normal weapon range, the location
where the blow lands is not rolled but chosen by the firer. If the roll is an
Advantage, the attacker can choose even the single subsystem targeted, hoping
to disable a vital system. Capital ships cannot evade any attack but they are often
equipped with heavy armour or energy shields or even more frequently with
point-blank guns, usually mounted in turrets, that they use to intercept incoming
missiles. Apply the rules for countermeasures to these guns. Player characters are
often found manning these devices in battle.
Capital ships can fire any number of weapons per round, as each weapon is supposed
to be operated by a separate gunner. When a capital ship attacks another capital ship,
given the long range of ship weapons, the two are hardly ever located on the same
map. Combat between capital ships is better handled at a more abstract level if you are
not employing a specific advanced sub-system designed for this purpose.

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MASS COMBAT
PC INTERVENTION These Mass Combat rules are a direct derivative of the core Conflict rules. All
Mass battles are a perfect
framework into which you can
rules from Chapter 3 not overridden in this section remain in effect. Specific
fit some interesting action for genre supplements, or rules that you craft on your own for your campaign
the player characters. A personal might complement or replace this sub-system. These rules are recommended
or vehicular challenge featuring for battles that involve only or mainly land units. We recommend you run
the PCs may substitute a Roll for
Effect at any moment in which it ship-to-ship or spaceship-to-spaceship battles with the rules for vehicle combat
is narratively appropriate. found in the previous section.
Use the Secondary Conflict rules
on page 60 of Chapter 3 to
represent individual or group
confrontations involving the
BATTLE SCALE
player characters and how they First of all, determine the scale at which the engagement will operate. Assess
influence the outcome of the the size of all armies involved in number of warriors, and divide all numbers
battle. Sometimes, a good result
by the PCs may even put an end by ten time and again until they are reduced to a reasonable scale, that is one of
to the battle if their side was them is lower than ten, or all of them are in the 10-50 range. The total number
already having the upper hand. by which you have divided (10, 100, 1000, etc) is the Scale of the engagement.
However, do not exaggerate the This many people will constitute one Resolution Point when computing the
result of their actions, either.
If not all the opponents were Resolution Point Pools of the armies.
vanquished, limit the effect of a
PC victory to 1d6 RP “damage” Example: In the Battle of Thermopylae, about 10,000 Spartans fought some
rather than 2d6. 200,000 Persians. By dividing everything by 1,000 we have a reasonable number
Staging more than one
Secondary Conflict might make
for Spartans (10) but an unmanageable number of Persians (200). Thus we divide
the PC influence on the overall by 10,000 and must now stop as we have a 1 for Spartans, while the Persians
battle too important, so we are now 20. The scale of this battle is thus 10,000 men for one Resolution Point.
recommend to limit them to
one per battle unless there are
specific reasons to do otherwise.
RESOLUTION POINT DETERMINATION
Mass battles are one typical example of a Conflict where the starting Resolution
MAPS AND COUNTERS. Point pool is not based on individual Characteristics. Each army will have
The rules assume that positioning of
units on the battlefield is not a factor, Resolution Points corresponding to its relative strength, computed according to the
to avoid imposing the use of maps. procedure provided in this section.
However, you may use counters
as well to represent individual
groups of soldiers or vehicles if this Base RP totals
enhances your enjoyment. In order to determine the Starting RP, calculate the total number of troops for
each side, as you did to find the total scale. However, only infantry counts as
one person per actual soldier. Mounted troops, artillery and vehicles count
for more than one per single soldier. Before adding them to the total number,
apply the following modifiers:
TROOP LOSSES.
• Each soldier on a mount or fighting vehicle counts double: a rider counts for
You might want to record actual two, an elephant with a mahout and four archers counts as ten, a war chariot
losses during the battle. To do so, with two people counts as four, the US M4 Sherman tank with a crew of five
keep an eye on the current RP of counts as ten.
an army which has just lost an
exchange: if the RP left are lower • Passengers on a transport vehicle do not count double, although the crew does
than its base RP total before the if the vehicle also has independent offensive capabilities: a truck counts as the
improvements for technology,
morale and such, then the army number it transports plus one for the driver, a Russian BMP-1 APC with a
has suffered enough losses to crew of 3 and 8 passengers counts as 14, as its weaponry makes its crew count
bring its Base RP in line with its double.
current RP. If the last exchange
lost had been described as • Each soldier operating or supporting a gun counts double: an AT gun with a
involving a specific unit, then it crew of four counts as 8.
is reasonable that the specific
unit was among the losses, or • Each person operating or supporting an aircraft or fighter spacecraft, including
permanently disabled or out the personnel at the craft base who do not take part in active combat, counts as
of ammunition.
two: a Sopwith Camel with a lone ace pilot and barely one supporting engineer
at the airfield counts as 4, a hi-tech fighter aircraft with two pilots, and the ten
on board its carrier counts as 24.
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Add the adjusted number to the number of infantry soldiers. Then divide the
total number by the Scale Factor and round up to find the Base RP total for
each side.
TECHNOLOGICAL SCALE.
A 5-point tech improvement
Technology and morale corresponds to a technology the
enemy has basically no idea how to
Improvements due to technology and morale apply to the base RP total, not replicate, such as jet aircraft during
to each individual. This means that even if most vehicles on one side are WW1). Better range for rifles
technologically inferior, the presence of some advanced models will boost the may be crucial on a Napoleonic
RP Pool as if all vehicles were high-tech. age battlefield, while in an age
when most troops are carried on
You should apply a Technology improvement for each type of arm present on APCs, any small arms advantage
becomes irrelevant while infantry
the battlefield (infantry, cavalry, AFV, artillery, anti-aircraft, aviation, battle- anti-tank rockets may make the
mecha, etc.). This improvement ranges from 0 to 5 and is largely dependent difference.
on the context.
Troop training, like technology, provide an improvement from 0 (levy) to 5
(ultra-elite). Similarly to technology, even a small number of elite troops will
raise the effectiveness of a whole army. You may subsume the morale of troops
in the training improvement, or handle it as Consequences. KEY UNIT LOSSES.
The standard method for calculating
losses is more appropriate to large
FIGHTING THE BATTLE clashes of ground troops or attacks
on fortifications, where morale
Once each side has determined its Resolution Point Pool size, list the applicable is a relevant part of an army’s
Consequences that might influence the battle (fatigue and surprise act like in ability to overcome its opponents.
Contemporary and futuristic warfare
Basic Combat) and determine the Command or Strategy skill of the respective with a prevalence of vehicles on the
commanders. Particularly relevant troop types such as artillery, heavy vehicles, battlefield makes it easier that the
aviation, counter-troops (anti-air, anti-cavalry pole weapons, etc.) can be noted most valuable units are destroyed by
down and used as Consequences during the battle. countermeasures in the early stages
of a battle. In this kind of context,
The battle takes place like any Conflict, with each side Rolling for Effect at most you may adopt the following
alternate method of tracking losses:
once per Round. Use Consequences (see above) rather than Support Bonuses to When an army loses an exchange
alter specific rolls, in order to avoid giving an excessive advantage to the side where where a specific unit was involved,
the player characters are. the unit loses as many points of
strength (the number lost depends
The specific Trait used to roll is normally the commander-in-chief ’s on the Scale of the battle) as the
Communication [Command] or Knowledge [Strategy]. However, in a round in RP lost, minus the total number of
which a specific unit is committed to attack or a specific technique or equipment is improvement points that the specific
unit can contribute to an army when
employed, it may be more appropriate to use another officer or pilot’s specific skill. it is the top notch technology for its
kind of unit. Please note that this is
For example, if the commander of the PC army orders another PC to perform an air not always equal to the overall army
strike against the enemy lines rather than committing land troops, the pilot PC will bonus for that technology.
Roll for Effect with his or her Operate [AGM Missiles] Skill, perhaps hindered by a For example, if you inflict 3 points of
Negative Consequence if the enemy has a “SAM Missile Battery”. In the absence of RP damage to a German army which
specific rules for your setting, the Narrator will have to improvise a little bit. has the PzKwVI“Tiger” tank available
(+3 armour tech) but the actual unit
involved in the lost exchange is made
of StuGIII assault guns (+1 armour
OUTCOME tech), then the unit takes actual
losses equivalent to two points of RP.
The outcome of a battle follows normal rules for effects and consequences. If a unit of top notch “Tiger” tanks
was involved, instead, no actual
The generic Conflict rules already include examples about the Consequences losses would take place, just a retreat
of a victorious battle. A Quick Exit may or may not be appropriate to a battle, under fire.
depending on the context. In the case of a fortified position, you need to bring the
opposition to zero to capture it. A partial victory is essentially a withdrawal to retry
again on the following day, and might be more convenient for the loser than for the
winner.
Consequences apply to participating PCs when they were somehow involved in the
battle. If they commanded the army or a specific unit, or performed a key attack
represented with a secondary Conflict, then they may receive the relevant Positive
or Negative Consequences.

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EQUIPMENT

Price to Value Conversion


Cost in credits Cost in credits Wealth level Value Value
(cheap materials, (expensive materials, (expensive materials, (cheap materials, like
like wood) like metal) like metal) wood)
Value x2 Value x5 Poor 1/5th of cost in credits ½ of cost in credits

Value x10 Value x20 Average 1/20th of cost in 1/10th of cost in credits
credits
Value x50 Value x100 Affluent 1/1o0th of cost in 1/50th of cost in credits
credits
Value x200 Value x500 Rich 1/500th of cost in 1/200th of cost in
credits credits
Value x2000 Value x5000 Beyond 1/5000th of cost in 1/2000th of cost in
credits credits
The “Beyond” column is for items that are not generally available for sales (such as fortresses or operational military vehicles) but really rich people could
still reasonably hope to purchase.

Emmanuel Anzeraey (Order #30333937)


GENERAL EQUIPMENT RULES
T he first part of this chapter will deal with the basic rules for handling
equipment. The following sections contain plug-in subsystems that are
useful for specific genres or settings, and which provide additional levels of
The fact that one rule is labelled
for use with a specific sub-system
does not mean that it cannot be
used outside it. Feel free to mix
detail for groups that are comfortable with extra variables and bookkeeping. and match in order to obtain
Most of them are for use in conjunction with one or more advanced your preferred level of “crunch”.
However, we recommend that an
subsystems, such as Advanced Combat or Vehicular Combat. element from a sub-system not in
use be imported only after careful
thought.
CURRENCY
All prices are in currency units called credits (cr.), a generic currency unit
equal to the minimum needed to sustain a person for one day in an urban
environment. This is roughly equivalent to 10 EUR or 10 USD.
Other coinages may exist, but they are unique to game settings. For each setting
that uses currency, the equivalence between the cr. and the currency used in
that setting should be in the equipment chapter specific to the setting.

VALUE
HOW DO I FIND VALUE?
Value is an item attribute that represents its usefulness in game and how The Value of an item is usually
difficult it is to obtain. Usually, once you know the Value of an item, you are determined by adding up the
also able to determine its monetary cost in games where you keep track of the numeric scores of the various
attributes of the item. For non-
adventurers’ “cash on hand”. numeric attributes of the item, the
Value is relative to an item’s Wealth Level. It measures the difficulty to find the chapter about equipment design
will indicate how much each of
item for sale in a social environment that is of equal or lower wealth (in a rural them contributes to the Value
area, you will usually find pick-ups and SUVs, but no limos), the ability to score. In any case, the calculation
persuade the item provider to sell or rent the item to a person of your Status or procedure is described in the
Wealth, and the difficulty of somehow obtaining credit if you do not have the specific subsystems for armour,
vehicles, weapons, etc., with each
money to purchase it. In general, you can state that an item belongs to a Wealth subsystem and setting having the
Level if a person of that level, or of an equivalent Status in an environment precedence on the more generic
where wealth is not everything, is supposed to have it available at least for a rules. This section contains only
the basic principles.
limited period of his or her life. This does not mean that a character of a lower
level cannot have the item, just that he is not supposed to. In this case the
purchase is not granted, and a Conflict against the item Value is required.
Finally, keep in mind that the Value of an item is supposed to be something
that you face as enemy Resolution Points in a Conflict when needed, so its
rating should never exceed 20 points when used in game. Higher Value ratings
usually mean that the item Wealth level should be raised.

EVALUATING VALUE AND COST


Assuming you cannot or will not assess all the attributes that may contribute to
an item Value, there are two ways to assign it a numeric score. The first one is
that of hand-waving Wealth Level and Value. Although we have tried to provide
as many guidelines as possible to aid his or her judgement, there will be times
when the Narrator has to make a decision on the fly. Be fair and be consistent.
However, you might also use an equipment list from other sources (for instance
other RPGs, Wikipedia or online stores). When doing so, first determine the
Wealth level for the item, and then apply the conversion factors from the Price
to Value Conversion Table at the beginning of the chapter to the cost listed
by your source. Remember that one credit is about €10, so round the price
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to the nearest 10 increment in USD, GBP or EUR before converting. If the
Value rating is very low, or if it goes beyond the 15-18 limit, then you should
reconsider the Wealth level you assigned to the item.

Example: A Piaggio scooter like the one Gregory Peck rides in Roman Holidays
costs between 2,000 and 3,000 EUR including VAT. By dividing by ten, we
determine that the cost in credits for such a scooter is 200-300 cr. We imagine
that such an item is of Average level, as almost anyone in a modern society can
afford a scooter, and the item is made of expensive materials, so its Value is its cost
divided by twenty. This leaves us with an item with a Value between 10 and 15; a
person with an Average wealth level will be able to get one without difficulty, as the
official Piaggio retailer will look at his paycheck and grant him credit, while a Poor
character will have to face a Conflict, looking for a used one and probably a loan.

Assume we want to buy a small boat instead. By looking at specialised sites we


learn that you can find a small sail boat for $20,000 or less (2,000 cr.). Such boats
are usually regarded as rich people stuff, so we check the Rich row of the table, and
they are made of wood; the final result is that the boat’s Value is 1/200th of its cost,
or 10. Only a Rich person can buy such an item without thinking, but an Affluent
character can still acquire one with an acceptable effort.

OBTAINING EQUIPMENT
Before getting involved in dangerous adventures, Player Characters may
SHOPPING DURING
ADVENTURES want to acquire useful equipment. There are several ways to determine
In some cases, you can run the whether they can find a specific piece of equipment or not, usually handled
purchase of equipment in Narrative in Downtime before adventures. One simple way could be adopting the
Time during the adventure itself. classic “shopping list” approach; let the characters choose the items they
Browsing the merchandise on
the shelves of exotic bazaars want from a list of goods available in the setting and pay the listed price.
is a common trope of fantasy However, this requires keeping track of the money the Player Characters have
adventures, and most groups will available, which is something you may be willing to avoid in favour of a more
enjoy some shopping sessions run
as adventures, at least occasionally.
abstract approach. The rest of this section will then deal with how to manage
In these cases, it is best to run procurement without keeping track of the exact amount of money the Player
the encounter as a CHA-based, Characters have available.
social Conflict to persuade the
shopkeeper to part with the item(s), For everyday equipment that is within the Wealth/Status level of the
or as an INT-based sequence to purchaser, assume that the character can find enough resources to replace
examine the goods and find what any lost items like clothing, tools, weapons and means of transportation.
is really worth purchasing. The
Narrator must determine the actual Mounts and personal vehicles are not exactly cheap, but in societies where
nature of the goods beforehand, or they are commonly available, your character, unless bankrupt or cut off from
decide it at the end of the sequence his or her resources, will probably find a way to purchase one. He or she
based on the result of the Conflict.
needs a Status or Wealth Trait of the appropriate level. No Poor character can
Example. During an adventure, Jiro afford a mount or a motorcycle, and you usually need to be Rich to purchase
the Ronin helps a swordsmith in a motorboat or a helicopter.
danger. While escorting the man to his
humble house afterwards, Jiro notices Obtaining a special item or an item of a Wealth level different from the
that there is a Tachi (a longer version character’s standard Status is something that might be worth a roll, or better
of the katana) of great craftsmanship a Conflict. The Narrator might request a Conflict even for an item of your
hanging from the wall. By respectfully
enquiring about the Tachi, Jiro learns Wealth level, if you are not in a social environment where your Status is
that it is the artisan’s masterpiece, recognized. Obtaining items two levels higher than your Status is normally
infused with a part of the man’s Qì, not possible. Your character must use the Communication skill with the
and that he is not willing to sell it.
The man is not afraid of robbers,
Status Trait the Narrator requires, and beat the Value rating of the equipment.
as the piece of his soul bound to Having Commerce or Bargain grants a stable Bonus to all rolls. If you lack
the blade would make the weapon these traits, a friend can use them to provide a Support Bonus.
cursed for anyone else than him or a
person to whom he willingly trades
the weapon. Jiro decides to acquire SELLING EQUIPMENT
the weapon at all costs, and starts
a downtime Conflict against Treasure gained from an adventure or other material or non-material rewards
the man’s reluctance to part can be “cashed in” in the appropriate context to gain reputation or financial
with the sword. The weapon resources. Sometimes finding a purchaser is not automatic, and may require a
sheer value is far Conflict. You need the appropriate Status level even to sell an item. If you do
beyond the amount
of wealth Jiro would not, you are essentially marketing it to a fence, with all the related problems.
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This is particularly true of information; you need the right contacts to sell it, and accumulate over his entire life (Rich
you will probably lack them if they are of a Status level below yours. Without level, Value 25, which means a fortune
the appropriate Status Trait, you must roll on your raw Communication skill. of almost 180 koku), but since it is a
matter of honour and not money the
Mercantile Traits will always provide a permanent Bonus. Narrator rules that Jiro’s Status as a
Here is a typical table of difficulties and wealth levels required to sell items. The masterless-but-honourable Samurai
allows him to try, and luckily for Jiro
opposition becomes stronger when you sell more of the same item because the honourable deed he has already
you are basically creating an inflation of the goods you offer, or making people performed by saving the man grants
suspicious of their origin. If no modifier is listed for quantity, then you can offer him a Positive Consequence to apply.
Unable to persuade the artisan with
only one item at a time. sweet talk, Jiro displays his patience,
dedication and introspective virtues
by meditating under a nearby
waterfall each time the man goes
there to take a bath. Day after day
Equipment Selling Table the man’s respect for the Ronin
Item RP Modifiers to RP CR Wealth/Status increases, until one day he decides
that Jiro is Worthy, and lets him
Looted enemy 9 +1 per item 50% Average have the sword. However, in order
armour/ to beat the 25 points of Value he had
equipment to face in the confrontation Jiro lost
14 points from his Will resource pool.
Cattle 7 +1 per head 50% Poor / Average This yields a Permanent, Recurrent
Negative Consequence (the Conflicts
Trade goods 7 +1 per crate or 50% Average took place in Downtime so any
barrel of items Consequence is Permanent) which
represents the moral obligations
Special or 10 80% Poor to Rich that the artisan bestows on the
magical item Ronin when giving him the weapon,
which Jiro is forced to respect if
Jewellery, rare 12 +1 per gem or 50% Rich he does not want his weapon to
goods crate of items turn against him. Having lost the
Conflict, the Narrator will determine
Intelligence 10 80% Affluent to Rich these obligations according to the
swordsmith’s moral principles.
Secrets 12 80% Poor to Rich,
depending on the
secret

The outcome of the Conflict may be that the selling character gains the equivalent
of half of the item value in cash, or that he or she barters it with useful items of
the same value. A Quick Exit is only good enough for a barter. However, if you
prefer not to track cash, you may want to assign Positive Consequences to a
victorious Player Character. Unless you have a more appropriate idea, you can treat
these Consequences as “Status raised to X”, where X is the Status of the item or
information you were trying to sell. Such Consequences are never Recurrent, even
if they are Permanent, as they represent wealth or reputation that you will use up
in a subsequent Conflict to bribe or impress someone or to purchase something.
Remember also that acquiring a Status of Average or even Poor may be useful, too,
when you are in an alien location where you would normally have no Status at all. THE DANGERS OF SELLING
LOOT
Negative Consequences when
selling something represent
suspicions about your goods’
origins, or attracting the attention
of some ill-intentioned party. They
are a good source of plot hooks
for following adventures, and thus
another good reason to stage a
Conflict to sell loot.

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CARRYING EQUIPMENT
WHAT TREASURES TO KEEP? Another problem that can arise is how to manage what the adventurers carry
When your party finds too much
treasure to carry, the very act of
with them on a mission. In some settings, having or not having a specific
picking the most precious items item can make a difference, but if the item is not exactly concealable or light,
the adventurers can easily carry the player should specify that the character is carrying the item, and take its
may be worth of running a Conflict, presence into account when the item should provide a hindrance.
rather than trying to manually
optimize prices and weights. It is In general, we do not recommend keeping track of carried weight. If the players
one of those occasions where a start carrying around more items than the Narrator is willing to handle, he or
mercantile background and the
Evaluate Trait is priceless. she should enforce Negative Consequences for Encumbrance in the appropriate
Conflicts (see page 73 in Chapter 3). The Encumbrance rules follow the
ITEM BOXES typical Revolution principle that “anything that affects a Player Character should
Each character sheet has three come from a roleplayed event”, and thus require only that unwieldy or socially
boxes that contain lists of items
that are immediately available
inappropriate items inconvenience him or her by being an active element in
during Combat because the Conflicts where it makes sense narratively. The Narrator should be particularly
character is carrying them in hand, careful with armour and items labelled as “Hand Carried”, as they are the ones most
on a belt/pouch, or concealed. The likely to generate trouble. Otherwise, what the Player Characters are carrying is
size of the boxes will help you to
keep the size of these lists limited fine, and its weight is a factor that will not provide any relevant effect in play.
to what your character could The only other situation when equipment is relevant is during emergencies,
conceivably carry.
specifically during Combat Time. The character can use items kept in hand,
ITEM RACKS on a belt or in pouches with a simple Ready Item or Use Item action. The
Items carried on a vehicle or mount remaining items are still available to the character, but he or she must be in
may be more available depending
on the situation. Special weapon
Adventure Time to use them freely, or spend an adequate amount of time to
racks allow a quick readying of search his or her backpack.
unwieldy weapons as rifles.

HAND-CARRIED ITEMS
LOSING HAND-CARRIED An adventurer cannot carry some long weapons or other pieces of equipment
WEAPONS at the belt or strap them to his or her back. These items are designed to be
A hand-carried weapon is a clumsy readied before a field battle, not to be kept ready at all times, and must be hand-
thing, designed for mass combat
and only storable on a rack, mount carried. Examples of this are spears, polearms, crossbows, and vintage rifles,
or vehicle. The user cannot holster all of which are full war instruments and not personal defence weapons like
or otherwise sheath it. If switching swords, daggers and pistols. Bows and military rifles are an intermediate case,
weapons, he or she must drop
the long weapon. The Narrator
and even when very long, they can be carried and readied with relative ease, so
may enforce loss of the weapon they need not be listed as hand-carried. Crossbows, on the contrary, need be
if the character drops it and flees, shouldered when carried.
and “Long Weapon Lost -” is a
perfectly acceptable Consequence Carrying more than one of these weapons is strictly forbidden. If a character
for carrying such tools designed is carrying one of them, it must be noted in the Hand-carried box on the
for the battlefield in cramped character sheet. In addition to this, the weapon is not always ready, and a Ready
spaces, or difficult environments
like swamps or jungles. Item must be used to prepare it for use when the wielder is surprised while not
expecting combat. The weapon is assumed to be shouldered during travel. If
bound on the back, the weapon becomes unavailable in combat.

BELT ITEMS
BANDAGES Items listed in the belt box are immediately available to the character with
We encourage the Narrator to be
forgiving to players who do not a Ready action if a weapon or ammunition clip, or directly with a Use Item
mark “bandages” among their action, if they are usable items (drugs, bandages, etc.). As a rule of thumb, a
belt items and want to use their character can have items at the belt equal to his or her DEX. Some items may
First Aid Trait to quickly stabilize
a lethally wounded comrade. In
be on a sash rather than a belt. This is generally the case with ammunition clips
general, med kits and such should or drug vials. Specialised military outfits may have many pockets and extra
be carried at the belt to be useful in sashes, allowing dozens of items to be carried in a combat ready fashion.
Combat, but we recommend that
you prioritize Player Character Arrows in a quiver do not count as Belt items. You can have as many of them as
survival. your quiver will hold, and some archers carry two quivers.
In general, a character can only carry two medium-sized weapons at the belt,
plus a short one like a dagger or a handgun. A shield and a bow can be strapped
on the character’s shoulder.
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CONCEALED ITEMS
As a rule of thumb, a character can have a concealed item or weapon available RECORD YOUR CONCEALED
for quick, immediate use only if he or she has the Conceal or Sleight Trait. If ITEMS.
Write down the allowed number
the character has both, the number of concealed items available becomes two, of concealed items in the
and increases by one (or more) for each Stunt related to concealing items or concealed items box on your
weapons the character has. character sheet. If an item is not
noted there, you do not have it, or
it is not concealed.
WORN ITEMS
When your character is wearing only his or her clothes, there is usually little or LIMITS TO TRANSPORTATION
OF HEAVY ARMOUR
no reason to remark this fact in game. However, there are many other situations If your character is equipped
in which your adventurer will want to wear protective gear, and this fact must with heavy armour, a pack animal
be recorded and managed in game. or vehicle able to carry it must be
available, or else he or she must
Whether designed to stop hand weapon blows, bullets or other forms of be considered wearing it at all
hazards, protective suits will be generically categorised as light and heavy times. Heavy armour brought
armour. Light armour is any protective suit that can easily be removed and along on a dangerous journey
has a very high chance of getting
placed into your backpack. It provides moderate protection, and is not terribly lost in hasty retreats.
unwieldy. Heavy armour is any protective suit that you cannot carry, just wear. A good fighter should always have
It is designed for troops on a military campaign, not as personal protection a secondary light armour available
for those occasions when wearing
against hazards in any other situation. On the other hand, it provides very good full combat equipment is not
protection, and is usually able to stop the effect of light and medium weapons, recommended. A typical medieval
leaving you vulnerable only to those weapons that are equally unwieldy and soldier might wear only his relatively
designed for use on the battlefield only. light gambeson padding when not
expecting combat. The Narrator
should actively encourage the
OTHER ITEMS players to adapt their equipment to
the situation rather than clinging to
Items stored in a backpack are not available to your character during Combat Time, their best combat gear even when it
is not appropriate.
unless he or she spends three rounds to search the backpack where they are stored.
Once the Time Scale switches back to Adventure Time they are freely available. SEPARATE AP/HP VALUES
Inanimate items in Revolution

DAMAGING EQUIPMENT break when they receive damage


equal to their Toughness. Some rare
items may have a different value
for the damage they can take (Hit
Points) and the damage they ignore
Apart from their weight, items are defined by a Toughness value like characters before actually suffering permanent
in Advanced Combat. When an item takes damage, subtract its Toughness Consequences (Armour Points).
This is the norm in other D100
from damage and apply any remaining damage to the item. No Combat effects OGL rule sets, where inanimate
can be applied to bypass the item’s Toughness. Once the item has taken damage objects have two values for their
equal to its Toughness, it is broken or unusable. For larger items like doors or resistance to damage. If you wish
wall sections, a hole of the size of a Medium creature has appeared. to import item lists from other
games, you may want to keep track
In order to damage an inanimate object, a weapon must be capable of applying the of a double value (AP/HP) instead
Slash or Stun/Crush effect. In general, an item of superior quality can damage an of Toughness. You Might also find
convenient to rename Toughness
item of inferior quality, but not the opposite, at least during combat or an adventuring as AP or HP for inanimate items.
Conflict. Item quality depends on the materials it is made of (see below).
QUALITY AS A FUNCTION OF
MATERIALS AND ENERGIES THE SETTING
Some specific parts of Advanced
Combat make references to
Equipment Quality, although they
Equipment quality is not a numeric attribute but just a means of comparing do not provide a definition for it.
This is because the rules for Quality
the material durability of items. Two pieces of equipment are usually defined as are strictly dependent on the
being of equal quality or not, with one being defined as being of superior quality. setting and vary from environment
Quality has nothing to do with craftsmanship and Value, although a piece of to environment. The examples
provide some general rules that
equipment of a superior quality will probably cost more than a standard piece. apply to all settings with a
An item made of superior quality materials can easily damage one of inferior quality, minimum of relationship with
while the inferior quality item cannot harm the superior one. Items of equal quality the real world, but all setting-
can damage each other but generally not in a short time (i.e. in Combat Time). See specific rules trump the
ones provided here.
the Sample Item Quality table on page 140 for guidelines for equipment quality
in your game.
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ELEMENTAL/ENERGY DAMAGE
Elemental and energy Attacks work differently than standard kinetic Attacks, as
they lack the basic weapon damage. However, where normal kinetic Attacks do
+1d2 damage per Might, elemental Attacks often deal a bigger die of damage
per Might point. The Attack type determines the exact die size, although typical
The table for energy damage and values are given per each type of energy.
its effects on armour is on page
141. In some cases, the elemental damage may appear as damage dealt on top of
normal weapon damage. For instance, a flaming arrow with Might 1 will do
1d6 fire damage on top of its normal 1d6+1d2. A flamethrower or dragon
breath of Might 4 will deal a straight 4d6.

ARMOUR AND ENERGY DAMAGE


When an armour type has effect on an elemental Attack, it may either provide
protection with its full APs or half of them (round up), or provide an Absorb
effect (see the Power description in Chapter 6) that decreases the Might of
the elemental Attack. When the Attack deals pure elemental damage and the
armour provides only an Absorb effect, then the Absorb value is subtracted
from the Might of the Attack before rolling damage, and no APs are applied.
If protection is AP-based, or the elemental Attack provides additional damage
on top of normal weapon damage, then normal weapon damage is rolled, any
residual Might of elemental damage after the Absorb effect is rolled and added,
and then the adjusted AP value is subtracted.

PRODUCING AMMUNITION
The process for producing
CREATING EQUIPMENT
ammunition and power cells for
items that need a recharge is similar
to that for one-use items. However, Player Characters will often want to create items on their own, either because
each crafting Conflict produces
ten rounds of ammunition (or one the item is not available for sale at that particular moment, too expensive for
clip for weapons that use clips), or them to acquire, or because they want to bestow enhancements on the item.
ten power cells for non-weapon
devices. To be able to craft an item, the character must have the specific Trait required.
While the Narrator may accept creative use of unrelated Traits when you
QUICK MANUFACTURING
If your character wishes to create a
repair something, making a new item requires a specific know-how. Moreover,
common item with a Value rating the appropriate tools and location must be available. In order to create the
up to 12 and there are no particular item, the Player Character initiates a Conflict in Downtime. Only some small,
conditions that make the process consumable items like ammunition can be crafted in Narrative Time. The rest
difficult or significant, you may
skip the Conflict and assume that of what you can craft usually requires days if not weeks.
an item with the desired attributes
was created.
VALUE TO BEAT
TEMPORARY The first and most important thing to determine is the Resolution Pool of the
MANUFACTURING opposition that the crafter is to face. This is usually the Value rating of the item
Normally, the crafter cannot
exploit a Quick Exit from a crafting to create or adapt. Although the Conflicts used to craft items are run as generic
Conflict. If the Narrator allows Conflicts, the attributes that make up the Value rating are often relevant only in
it, then the item will be able to Advanced Combat or other optional subsystems.
function for one adventure or
Conflict only, and then become Some items have two or more ratings that must be beaten in a Conflict in order
unusable. A situation where this to create them. One of these ratings is Value, while the others are ratings that
makes sense is making a raft to
navigate on a dangerous river. The
may be used as the base Resolution Point pool in a Conflict that involves using
raft must have some well-defined the item (the Fortification score of a castle, the Manoeuvrability of a plane, the
attributes, as the adventurers will Seaworthiness of a ship, etc.). The manufacturing Conflict may be against the
have to rely on its buoyancy when sum of all ratings, or, with Narrator approval, two or more characters or teams
facing some threats along their
journey, but it will be discarded may run different Conflicts against the different ratings.
as soon as the Player Characters
leave the river.
CRAFTING PROCEDURE
In order to create an item, the crafter initiates a generic Downtime or Narrative
Time Conflict based on his or her INT and Craft skill. The Narrator should
limit Support Bonuses to those that actually make sense.
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The Challenge Rating for the Opposition is usually 50%, but the Narrator
should modify this value if the crafter is attempting to create something that
is of a different Wealth level than his or her own. We recommend to apply one
Penalty for each Wealth level the item is lower than the crafter, and one Bonus
for each Wealth level the item is above the crafter.

CONSEQUENCES OF EQUIPMENT CREATION


Once a crafting Conflict ends with a victory for the crafter, the desired item WHEN DO CRAFTING
is created. However, the character might have suffered some Resolution Point CONSEQUENCES
APPLY TO ITEM MAKERS?
loss, which would make him or her liable to Consequences. As Consequences There may be cases when the
coming from a Downtime Conflict, they are Permanent. It does not make much Consequences of a crafting
sense, though, to attribute Permanent Consequences to the character. These Conflict should apply to the
character and not to the item, like
Consequences translate into flaws in the item itself. financial losses. Buying, renting or
Calculate the number of minuses you would normally assign as Consequences, building an item of a Wealth level
above one’s own Status may leave
then add or subtract these values from the attributes of the equipment in order to you in want of cash. An “Indebted”
make it harder or less convenient to use. The Narrator can split the flaws among as or “Broke” Consequence may be
many attributes as desired. Whenever a numeric Penalty can be applied in two or appropriate in this case if the player
more ways to an attribute, the numeric value for the flaw must be split or applied mismanaged the acquisition
process. As the player is the winner
in one way only. For instance, if a weapon has an enhanced SR cost, it must either of any successful Crafting Conflict,
apply to Attack or Parry only, or the Penalty must be split between the two. it is up to the Narrator, as the loser,
to decide when to apply this kind
Non-quantifiable flaws can also be added. Typical examples of non-quantifiable of Consequence or go for an item
flaws are the inability to use the item for a known Stunt or the absence of an flaw.
effect normally possessed by the item, like a flail that can still do damage, but is Another example might be a
player exploiting the crafting rules
too weak to Entangle. by creating huge quantities of
What flaws can be assigned to items is left to the Narrator, with the items, particularly of the scientific
gadget type, and then selling
recommendation of being creative, and consistent. The subsystems that describe them or using them to unbalance
each specific type of items (weaponry, enchanted items, scientific or steampunk the game. This is a good time to
devices, alchemical concoctions, etc.) will have example lists of flaws appropriate impose Consequences on the
crafter or workshop instead of
to the item type, but the Narrator is not limited to the official lists, nor to picking the item. “Materials Depleted-”
effects from one list only. If it sounds plausible, it can be used. The only restriction or “Saturated Market-” are
is that a flaw can neither negate an enhanced attribute that was assigned to the item, appropriate Consequences for
nor make the item unfit for the main purpose devised by the crafter, as this would attempts at mass-production,
and they will apply again to the
negate the character’s victory. next crafting Conflicts attempted,
thus forcing the crafter to stop
Example: Frida the Barbarian is a blacksmith. She wants to forge a longsword production for a while.
she can use with her STR of 11 instead of the standard 13. She faces a difficulty
of 12 (10 base for the longsword, and 2 more for the two points of STR bonus)
with her INT of 15. Frida wins the Conflict, but loses 10 points of Resolution
in the process, so the sword is now easier to wield but has a flaw. The Narrator
initially rules that the weapon costs 1 SR more to Attack with, but Frida’s player
objects that this would make the weapon ineffective in combat, thus negating
her victory. The Narrator agrees that this is not in the spirit of the rules and
goes for another flaw: the weapon is harder to thrust with, so it loses its Impale
attribute. Normally the effect should be downgraded, but as a longsword can
already impale only on an advantage roll, it loses the effect completely.

REPAIRING OR ADAPTING EQUIPMENT


Repairing something broken or adapting it to a different use is normally easier than
creating it from scratch. A repair can thus be performed, assuming you have all the
necessary equipment, on a Time Scale that is one step lower than the one required
to create the item.
The opposition to beat is the Value of the item, plus one for any Consequence to
remove, or point of Toughness lost. The Challenge Rating of the opposition faced is
just 20%, with the usual modifications for different Wealth levels or circumstances.
If the repair is performed in adverse conditions, apply a Penalty to the crafter’s roll.
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Crafting Summary
Action Time Scale Opposed RP CR Quick Exit
attempted pool
Creating a Downtime always Value 80% No
blueprint
Creating an item Usually downtime, Value 50% No
Narrative Time for
one-use items
Repairing an One level less than Value plus 20% Yes, but the repairs will
item crafting Toughness lost work only once
plus Consequences
Adapting an item One level less than Value, including 50% Yes, but the
crafting new features modification will work
only once

FAST REPAIRING Adapting an item to a use that is not exactly what it was intended for is a procedure
When repairing or adapting an
item, the crafter can use a Quick similar to repairing it. Add the appropriate numeric values that represent the extra
Exit from the Conflict in order to features to add to the item Value rating. For weapons see the Modifications Table
make haste or avoid Consequences. on page 165. The required Time Scale is one level lower than the one required to
However, this will limit the create the item. The Challenge Rating is 50%.
effectiveness of the intervention.
Once the item has been used again Any Negative Consequences from the repair process will apply to the item, as flaws
for a Conflict or Combat, it will stop
working or need repairs again.
and minor malfunctions due to the temporary nature of the works. In some cases,
depletion of important resources may also be appropriate.

BLUEPRINTS
Technological equipment and scientific gadgets are not as easy to build as a spear or
a helmet. A complex item like a fighter aircraft cannot be constructed from scratch
without blueprints, assuming the crafter has a workshop equipped for aircraft
assembly. Even repairing such an item without blueprints will be a problem.
For a realistic treatment of equipment, the crafter need have an actual blueprint in
paper or electronic format. The Narrator can make some exceptions for equipment
the crafter has assembled or repaired often during his or her career. When the
weird gadgets of Weird Science, or the eidetic memories of some alien races, are
concerned, the crafter may know the blueprints by heart. More details are in the
Weird Science chapter.
Firearms are the most complex thing you can repair or adapt without having a
blueprint. Anything more complex will bestow a Penalty to your skill if you do not
have a blueprint. This is cumulative with lack of an applicable Trait.

CREATING BLUEPRINTS
RECIPES AND FORMULAS. Of course, the most exciting part of playing a character with repair or craft abilities
Alchemical recipes are rudimentary
forms of blueprints and follow the in a hi-tech environment is that of inventing new gadgets or models of equipment.
same rules. You can use the rules in In order to do so, the character must create a blueprint. This is a task that you
this section and the Weird Science can normally perform only in Downtime, and is identical to the creation process
chapter to guide your alchemist
character on the dangerous path
except that the designer need not have any materials available other than paper or a
of creating formulas for new computer. The Challenge Rating to beat to create a blueprint is 80%, as the crafter is
concoctions. attempting something completely new.
Once the blueprint is ready, any crafter can use it to create the item once the
necessary materials are available. Any Consequences of the blueprint creation
process are inherent faults of the design, that will be present in all item pieces
subsequently created until the blueprint itself is redesigned, using the equivalent of
a “repair” of the blueprint itself. The high Challenge Rating of the design process
implies that most initial versions of blueprints will contain flaws.
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ARMOUR
The basic effect of armour in Revolution D100 is that of negating part of the
damage a character or item receives.

ARMOUR ELEMENTS
AP ONLY
In Basic Combat, armour is always handled as a full suit. In a game using What if you do not want to check
Advanced Combat but not Localised Damage, your characters will wear full the armour Coverage roll and
suits of armour, too. When using Localised Damage, you will keep track of prefer to apply an averaged fixed
value to AP? You can use the
armour pieces that cover one or more locations, and each location will have its procedure on page 160 in the
own armour attributes. We will talk about armour elements to include both full second part of this chapter to
armour suits protecting their wearer’s whole body and armour pieces which calculate fixed AP values for all the
armour elements presented here.
cover one or more locations.

ARMOUR POINTS AND COVERAGE


The most important value for armour are its Armour Points (AP), which INVERTED EFFECTIVENESS
represent how much damage the armour stops. Armour Points are always a Note that for energy-based Attacks,
as opposed to kinetic-only ones,
fixed value, although some kinds of Attacks will halve or negate the AP value of the lesser armour might be more
an armour element (see the Energies section). effective in stopping damage from
that source of energy. In this case,
The second factor for armour is its Coverage, which is a range of numbers treat the underlying armour as the
and not a fixed value. A hit with a Coverage Roll outside this range has landed main one. In all situations where
outside the protected area, so the Armour Points of that particular armour the damage has one kinetic and
element do not count. The Coverage Roll of a blow is equal to the unit die of one energy-based component,
treat it as kinetic only for the sake of
the Attack roll, although some situations detailed in Chapter 4 yield a modifier simplicity, thus counting the effects
to this roll. of the outer layer of armour only.

OVERLAPPING ARMOUR ELEMENTS


In general, fighters wear harder armour elements (plating) on top of thinner
ones used as padding; a mail hauberk over a gambeson, a helm over a mail coif,
etc. In many cases the main armour and its padding do not overlap completely,
and important portions of the combatant’s body are protected by the padding
alone. However, padding is always present where plating is worn, so the AP
value for the main armour already takes into account the effects of padding.
Whenever a Coverage Roll is in the range of more than one armour layer,
always use the most effective armour corresponding to that roll. In no case are
the APs of two overlapping armour layers added up; a blow always hits either
one armour element or another.

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ARMOUR TABLES
These tables include the most popular armour types. Specific settings will have
more detailed armour tables.

Fantasy Armour
Element AP/Cov Enc Location(s) Wealth Value Price Notes
Cloak 1/2+ 1 Body 1/0+, Poor 4 8 With hood, total value 1/1+ and Head 1/1+
Limbs 1/3+
Gambeson 2/1+* 3 Body 0+, Average 8 80 An open helm should be purchased
Legs 3+, separately (encumbrance does not
Arms 2+ change). Add the gambeson to a stronger
armour for +1 Encumbrance and +50 cost.
Nomadic 4/5+ 3 Body 4/4+, Affluent 6 300 Open helm included. This is just one of
leather scale 8/9+ Legs 4/7+, the variants worn by steppe nomads.
armour Arms 4/6+,
Head 8/6+
Mail hauberk 5/2+* 3 Body 5/0+, Affluent 5 480 This is a very crude version with minimal
Limbs 5/3+ padding and no helm.
Scale cuirass 6/7+ 4 Body 6/4+, Affluent 6 520 Includes open helm and padding for
8/9+ Head 8/6+ uncovered areas. Add the protection/
Coverage of a mail hauberk.
Brigandine 7/3+ 5 Body 7/3+, Affluent 9 820 Includes full helm and padding for
8/9+ Head 8/3+, uncovered areas. Add the protection/
Arms 7/5+ Coverage of a mail hauberk.
Mail suit 5/0+ 6 All 5/0+, Affluent 12 1200 Includes a full helm. If worn with a gothic
8/9+ Head 5/1+, 8/2+ helm head is 5/0+, Enc is +1 and cost is
+120.
Lorica 8/6+ 3 Body 8/4+, Affluent 7 650 The Romans wore padding only
segmentata Head 8/5+, underneath the lorica, but you can add a
Arms 8/6+ gambeson in a fantasy environment.
Hoplite 8/3+ 7 Body 8/2+, Affluent 10 1200 Heavy. The Greek wore padding only
armour Head 8/3+, underneath the plates, but you can add a
Arms 8/4+, gambeson in a fantasy environment
Legs 8/5+

Gothic armour 8/0+ 12 All 8/0+ Rich 10 5000 Heavy, Penalty to Perception.

The following armour pieces can complement suits with an equal or lower AP value.

Helm, open 8/9+ +0,5 Head 8/6+ Average 8 80 —

Helm, full 8/9+ +0.5 Head 8/3+ Average 14 140 Penalty to Perception.

Helm, gothic 8/9+ +1 Head 8/1+ Affluent 5 240 Penalty to Perception. Use these stats
for a gothic helm worn over inferior
armour. Lack of neck articulation leaves
a weak spot covered by padding only.

[*] - this Coverage number is only valid if a helm or coif is worn, otherwise increase it by 1;

IMAGINARY QUALITY LEVELS.


Fantasy settings introduce many
Sample Item Quality
other materials of even higher Lowest Highest
quality like mithril or adamant.
The spectrum of materials Flesh and Stone, Bronze, Iron Special alloys
introduced by science fiction other living Wood, Lead, Gold (Titanium, etc.)
settings may be even broader. tissue Chitin, Horn

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Hi-tech Armour
Element AP/ Enc Location(s) Wealth Value Price Notes
Cov
Leather jerkin 1/7+ 0.5 Body 1/0+, Average 2 40 —
Arms 1/1+
Cuirass 8/6+* 2.5 Body 8/2+ Average 13 250 —

Kevlar vest 10/6+* 2 Body 10/2+ Average 15 300 Cloth 1/0+ on rest of body.

Military body 10/3+* 4.5 Body 10/3+, Affluent 7 700 Cloth 1/0+ on rest of body.
armour Legs 10/6+,
Arms 10/5+
Polymer suit 3/2+* 1.5 Body 3/0+, Affluent 4 370 Also silk armour for planetary romance
Legs 3/3+,
Arms 3/2+
Space soldier 6/0+ 5 All 6/0+ Rich 5 2400 Heavy, Absorb Laser 2
armour
Force field 5/0+ — All 5/0+ Affluent 16 1600 Absorb 3 against kinetic energy plus one
other energy
The following armour pieces can complement suits with an equal or lower AP value.

Cuirassier helmet 8/9+ +0.5 Head 3+ Average 14 140 Renaissance tech level.

Colonial helmet 6/9+ +0.5 Head 4+ Average 10 100 —

Soldier helmet 12/9+ +0.5 Head 4+ Average 6 60 —

Pilot helmet 6/9+ — Head 3+ Poor 10 20 —

[*] - this Coverage number is only valid if a helm or coif is worn, otherwise increase it by 1.

Energy Damage and Armour


Damage Type Damage per Leather Metal** Modern EXOTIC ARMOUR VS ENERGY.
Might and other (ceramic, The armour/energy table is not
organic Kevlar), exhaustive. All armours can have
materials heavy specific Absorb values against
certain types of energy, as
natural determined on the spot by means
scales of common sense. For instance,
the fur of a mammoth certainly has
Kinetic 1d2 As per As per As per normal
Absorb Cold 2 or more.
normal normal armour rules
armour rules armour rules
Heat*, cold*, 1d6 Absorb Heat/ No effect Absorb Heat/
plasma Cold 1 Cold 2
Electricity* 1d6 Absorb No effect Absorb
Electricity 1 Electricity 1
Radiation 1d4 No effect Absorb Absorb
Radiation 1 Radiation 1
Light/Laser 1d8 Half AP Half AP Half AP
Particle 1d10 Half AP Half AP Half AP
beams
Acid* 1d4 Normal, Half AP, Normal,
but APs are and APs are but APs are
consumed consumed consumed
[*] This kind of damage may appear in addition to normal weapon damage.
[**] Rules for specific metals may apply.

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CLOSE COMBAT WEAPONS
Each close combat weapon does a base damage depending on the weapon
plus a number of d2s equal to the wielder’s Might, including bonuses for the
specific weapon and for two-handed use. The resulting Might value may be
negative.

WEAPON CATEGORIES
WHAT ABOUT AXES?
Axes, maces and hammers were
used widely on the battlefield. Weapons are grouped into three categories with regard to how you can wield them.
But why should a warrior prefer
them over a sword when there are
so many advantages that swords
have in terms of flexibility, ease
LIGHT
of transport and social prestige? A light weapon is used in one hand. Weapon damage is always based on the
Blunt weapons like the mace and
hammer have a specific function
user’s Might plus any bonus from the weapon for Close Combat Attacks. Using
represented by the Stun/Crush two hands to wield a light weapon gives no bonus to Might, and for some
Combat Effect (see page 116 in weapons this is simply impossible. An unarmed strike is a light weapon.
Chapter 4), whereas the axe has little
or no advantage over swords. In
fact, the real boon of these weapons
is that you can have a different
HEAVY
kind of weapon mounted on the A heavy weapon can be used with either one or two hands. Use the wielder’s
other side of the “main” head. For a
warhammer or great hammer, this
Might for Close Combat Attacks with a heavy weapon if it is used one-handed.
is already included in the standard If a heavy weapon is wielded with two hands, use the character’s Might plus one
specimen described in the rules, as for regular two-handed use.
which has an impaling point as
secondary head. But axes can have
variants, too. The tomahawk used
by mariners had a hammerhead
TWO-HANDED
as secondary head, and many late Two hands are required to use a two-handed weapon effectively. Apply the
medieval axes had a sharp point character’s Might +1 to damage rolls for Close Combat Attacks with such a weapon.
opposing the blade. The rules for
designing equipment on page 163 The above categories apply to Medium sized creatures. For Small sized adventurers,
allow you to create variants of those
weapons, and your players who
all categories are shifted up by one step: Light weapons become Heavy; Heavy
specialize in axe or hammer combat weapons become two handed; and two-handed weapons become unusable. Large
will want to acquire a weapon with sized creatures, on the contrary, treat Heavy weapons as Light. Creatures larger than
as many variable functions as that usually wield only specially constructed weapons.
possible. The base damage done by
the secondary head cannot exceed
1d4 or the primary head damage,
whichever his higher. WEAPON TABLES
Here is the format for weapon entries (given as column headings on the Weapon
Table). Note that some of them are only used in Advanced Combat.
Name: The weapon name
Trait: The Trait needed to wield the weapon.
SR (Reach): The SR bonus for the weapon. It corresponds to the weapon Reach.
SR toAtt/Def: The cost in SR to Attack/defend with the weapon.
Damage: The weapon base damage.
Parry: The base Parry value in number of dice blocked. This value is increased by the
wielder’s Might, including any two-handed bonus, but it cannot grow past twice the
base value for this reason.
Toughness: The Toughness of the weapon (see page 135). The value also indicates
whether the weapon is made primarily of leather [l], wood [w] or metal [m]. This
influences which weapons can damage other weapons. Hafted weapons marked as
[mw] damage other weapons as if they were metal weapons, but take damage as if
they were wooden weapons.
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STR: The minimum Strength needed to wield a weapon. For heavy weapons,
it is the value needed to wield the weapon two-handed; add four to use it
with one hand. Using a weapon in the off-hand requires two more points of
Strength. If the character does not have the appropriate score, all Actions with
that weapon suffer a Penalty, and the cost in SR to Attack and Parry with it CURVED VS. STRAIGHT
increases by 1 point per missing STR point. SWORDS
Curved swords are optimised
Wealth/Value: This represents the weapon price level and its availability in a for slashing but less effective for
culture that normally employs it. In an environment where the weapon is not thrusting. They have also a slight
range disadvantage if compared
common, increase the Value by five, which might force you to raise the Wealth with a straight sword of the same
level, too. weight. The way we used to emulate
this in Advanced Combat is to
Price: The weapon price in credits. The cost includes miscellaneous gear that assign the curved slashing sword
goes with the weapon like a scabbard. (kukri, scimitar, sabre) an odd reach,
and its straight equivalent an even
Weight: This column gives the weight in kilograms of the weapon. This one. The curved sword will have a
attribute usually has no mechanic effect. slightly cheaper Attack cost and
an equivalent damage, while the
Notes: This includes the damage effects available for the weapon and other straight one will let you Attack first.
peculiarities. The following entries may appear:
SWORD ATTRIBUTES
• Might +X: the weapon provides a bonus to the wielder’s Might, in addition to While the standard attribute list
the standard +1 bonus for 2-handed use. for Daggers/Swords is Impale
(advantage), Slash (effect), the
• Penalty to Parry: Parrying the weapon, or with the weapon, suffers one Penalty. weapons on the standard list have
A Stunt is usually required to inflict the Penalty when Attacking. been all slightly modified with
special features from the table on
• Block: standard defence with the weapon is Block. page 165 to give them some
unique features:
• Coverage +X: the weapon warrants a modifier to the Armour Coverage • Curved knives, Straight swords:
roll whenever the defender is actively facing the Attacker (see page 111111 Impale (advantage), Slash (effect)
in Chapter 4). This is in addition to normal modifiers for ranged Attacks, • Daggers: Impale (effect), Slash
formation fighting and Taking Cover. (advantage), +1 Value;

• Combat Effect (auto, effect or advantage): the weapon allows the application • Curved swords: Slash (auto), +1
STR requirement;
of the specified Combat Effect whenever the trigger in brackets applies. Some
weapons (particularly swords) may require knowledge of a Stunt to apply an • Thrusting swords: Impale (effect),
Slash (effect), +1 STR requirement,
effect marked with an asterisk (see below). +2 Value;
• Energy, Heat: the weapon does elemental/energy damage of the suggested type. • 2H swords: Slash (effect), +1 STR,
-2 Value

SPECIAL RULES FOR SWORDS Many more variants exist, and


if you prefer your swords to
be more effective in terms of
Combat Effects, you can decrease
the trigger level of one of them
The sword is a weapon of mystery, a symbol of nobility and the focus of of by simply adding 2 to the Value
martial disciplines of the mind. We suggest that you make mastery of the sword factor for the standard piece (see
more difficult to attain than for other weapons, thus marking the difference page 164). Tinkering with all
these parameters by using the
between “a powerful weapon for equipping the militia” and “the skilled item creation rules presented in
warrior’s weapon”. the next sub-chapter will let you
appreciate the variety present in
Here are some suggestions to portray the dedication that “the art of the sword” the world of swords.
requires to master it in a fantasy/historical setting. Of course, your own settings
can adopt a different approach, and future supplements will include more
suggestions.
SPECIAL STUNTS

SWORD STUNTS Some cultures teach more


advantageous or diverse Stunts.
In a Japanese or manga-inspired
In order to fully exploit the flexibility of the sword, you need to know the setting, for instance, you might
appropriate Stunts, without which you will not have access to the full abilities of have Kenjutsu as your main sword
your weapon. The only special attribute that anyone can use at full effectiveness Trait, and Iaijutsu, Ni-to-Jutsu and
is Slash, while Impale and Keep Distance often lose one level, with effect Yadomejutsu as Stunts that allow
you, respectively, fast draw, double
becoming advantage and auto becoming effect, if you do not have a related wield and arrow catching.
Stunt. Anyone can use an attribute with an advantage trigger, though.
Daggers (swords with a Reach of 3 or less) are exempt from this limitation.
The Dagger Trait includes all possible techniques with the weapon, including
Entangle with sword-catchers and such.
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Light Weapons

SR to att/def

Toughness
SR (Reach)

Damage

Weight

Value
Parry

Price
STR
Weapon Trait Wealth Notes
Fist Brawl – 3/2 1d2 1 — — — — — — —

Knife Dagger 2 3/2 1d2 1 8[m] 3 — Poor 4 8 Impale (effect)

Dagger Dagger 3 3/2 1d3 1 8[m] 4 — Average 3 60 Impale (effect)

Hatchet Axe 3 6/3 1d4 1 6[mw] 7 — Average 3 60 Might +1,


Slash (advantage)
Stick/Club Mace 3 6/3 1d3 2 6[w] 4 — Poor 3 6 Might +1

Cudgel Mace 3 6/3 1d3 2 6[mw] 5 — Average 6 120 Might +2

Hammer Hammer 3 6/3 1d3 2 6[mw] 7 — Average 8 160 Might +1,


Impale (advantage)
Flail Flail 4 6/4 1d4 2 6[mw] 6 1 Average 10 200 Might +2, Entangle
(effect),
Penalty to Parry
Javelin Spear 8 4*/4 1d6 2 6[w] / 7 1 Poor 8 15/ Impale (effect),
6[m] 30 Keep distance (auto)
Kukri Sword 3 3/2 1d3 1 8[m] 4 — Average 6 120 Impale (advantage),
Slash (effect)
Gladius Sword 4 4/2 1d4 2 8[m] 5 — Average 10 200 Impale (effect),
Slash (effect)
Scimitar Sword 5 5/3 1d6 2 8[m] 7 1 Average 10 200 Slash (auto)

Broadsword Sword 6 6/3 1d6 2 8[m] 7 2 Average 12 240 Impale (advantage),


Slash (effect)
Sabre Sword 7 7/4 1d8 2 8[m] 8 2 Average 14 280 Slash (auto)

Rapier Sword 8 8/4 1d6 2 8[m] 8 2 Average 17 340 Impale (effect)#,


Slash (advantage),
Keep Distance (auto)#
Plasma blade Sword 6 6/3 1d8 2 — 7 — Affluent 6 600 Heat, Impale (effect)
Buckler Shield 1 3/2 1d2 1 3[m] 3 2 Average 7 140 Bash, Block

Heater Shield 2 4/2 1d2 2 6[w] 6 3 Average 4 40 Bash, Block, Coverage +1

Viking Shield 3 6/3 1d3 3 9[w] 9 5 Average 6 60 Bash, Block, Coverage +2

Kite Shield 3 6/3 1d3 3 9[m] 9 5 Average 6 120 Bash, Block, Coverage +2

Hoplite/ Shield 4 8/4 1d4 4 12[m] 12 8 Average 8 160 Bash, Block, Coverage +3
Legionary
[#] this effect may require a Stunt to use at full effectiveness
[*] the first attack (opening move) costs double, see page 93.

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Heavy Weapons

SR to att/def

Toughness
SR (Reach)

Damage

Weight

Value
Parry

Price
STR
Weapon Trait Wealth Notes
Wood axe Axe 5 10/5 1d6 2 8[mw] 11 2 Average 5 100 Might +1, Slash
(advantage)
Battleaxe Axe 4 8/4 1d6 2 8[mw] 9 1 Average 8 160 Might +1, Slash (effect)

Warhammer# Hammer 4 8/4 1d4 2 8[mw] 9 1 Average 10 200 Might +1, Impale (effect)

Mace# Mace 4 8/4 1d4 2 8[m] 7 1 Average 8 160 Might +2

Morning Mace 5 10/5 1d6 3 8[mw] 9 2 Average 10 200 Might +2


Star
Ball & Chain# Flail 6 9/6 1d4 2 8[mw] 9 2 Average 14 280 Entangle (effect),
Might +2, Penalty to
Parry
Short spear Spear 10 5*/5 1d6 2 8[w] 7 2 Poor 10 20 Impale (effect),
Keep distance (auto)
Longsword Sword 8 8/4 1d8 2 10[m] 9 2 Average 16 320 Impale (effect),
Slash (effect)
Beam Sabre Sword 8 8/4 1d10 2 — 7 — Affluent 9 900 Energy, Impale (effect),
Slash (auto)
[#] - historically, this weapon was seldom used two-handed
[*] the first attack (opening move) costs double, see page 93.

Two-handed Weapons
SR to att/def

Toughness
SR (Reach)

Damage

Weight

Value
Parry

Price
STR

Weapon Trait Wealth Notes


Poleaxe Axe 6 12/6 2d6 2 10[mw] 13 2 Average 12 240 Might +1, Slash (auto)

Pole weapon/ Polearm 10 10/5 2d4/ 3 10[mw] 11 2 Average 10 200 Might +1, Slash (auto),
halberd or Spear 1d10 Impale (effect)
War maul Mace 6 12/6 2d4 3 10[mw] 11 2 Average 12 240 Might +2

Great hammer Hammer 6 12/6 2d4 3 10[mw] 13 2 Affluent 4 400 Might +2, Impale (effect)

Large flail Flail 10 15/10 2d4 4 10[mw] 15 4 Affluent 5 500 Might +2, Entangle
(effect)
Long spear Spear 12 6*/6 1d8 3 10[w] 9 2 Average 4 40 Impale (effect),
Keep distance (auto)
Staff Staff 8 8/3 1d4 3 10[w] 7 2 Poor 4 8 Might +1

Greatsword Sword 11 11/6 2d6 4 12[m] 13 4 Affluent 9 900 Slash (effect)

Beam staff Staff 8 8/3 1d10 3 — 7 — Affluent 9 900 Energy, Impale (effect),
Slash (auto)
[*] the first attack (opening move) costs double, see page 93.

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RANGED WEAPONS
As with close combat weapons, the damage inflicted by a ranged weapon has
two components: weapon damage and Might. While Might is provided by the
firing weapon (with some limitations imposed by the projectile type in some
cases), weapon damage and Damage Effects depend on the projectile type.

RANGED WEAPON TYPES


Thrown weapons are melee weapons thrown against the enemy, and so the
projectile fired is the weapon itself. It is the firer’s STR that powers the weapon
and shares his or her Might.
Projectile weapons provide their own intrinsic Might. While using the firer’s
Strength to power them like thrown weapons, slings and bows store it and release
it upon shooting, so they have a fixed Might depending on the maximum energy
they can store. However, for each Penalty imposed due to insufficient STR, they
also lose one Might.

AMMUNITION
AMMUNITION LOAD FOR Projectile weapons use ammunition: bows use arrows; crossbows use bolts; slings
FIREARMS
Revolvers generally hold 6 shots.
and arquebuses use pellets; firearms use bullets and shells; and energy weapons
Most modern automatic pistols use clips. Projectiles provide the base damage, while the firing weapon provides
have 8-shot clips. Automatic rifles Might. Energy weapons work slightly differently, as their base damage is rolled a
use clips that hold up to 100 number of times equal to the weapon Might.
rounds. Energy clips do not contain
shots, but a certain amount of Some types of ammunition in the same category allow a better range than others.
Might points, usually 20 for pistol In general, the effective range for a weapon/projectile combination is given by the
clips and 100 for rifle clips. Each
weapon uses a different amount of shortest between the weapon and ammunition range. Special optics may increase
Might points per shot. the weapon effective range in order to match the ammunition range.

ENERGY DAMAGE Explosive Launchers


Beam weapons have their own
Might like kinetic firearms, but Weapon SR to Projectiles Range Notes
this is not a modifier applied to fire
their projectile damage. Instead,
they do 1 die of elemental/ Thrown 5 Hand grenade 20(C) Actual range is the
energy damage per Might. thrower's STR + 10
Grenade 5 40mm grenade 100(S) Can be attached to an
EXPLOSIVES launcher assault rifle.
Some projectiles do not inflict
damage only on the target, but Bazooka 10 Rocket 150(M)
explode and create a blast area in
RPG launcher 10 Rocket 500(L)
which everyone is hurt. If someone
is hit by the explosive, it receives
the full Might of the explosion, Explosive Ammunition
otherwise Might is reduced by
the distance in metres from the
Projectile Might Damage Notes
explosion. Roll 1d10 for the distance Hand grenade 15 — —
if not using a map.
An explosion automatically uses the Smoke grenade — — Smoke only
Stun Damage effect, that is the full Incendiary grenade 8 — Fire (1d6 per Might)
Might of the explosion bypasses
armour and is applied to 40mm grenade 15 — —
Toughness. Armour protects
only from shrapnel, if any. 40mm incendiary 8 — Fire (1d6 per Might)
Rocket, HE 20 — —
Rocket, AT 10 3d10 Damage only on direct impact
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Fantasy/Historical Ranged Weapons

SR to fire

Might

Value

Price
STR
Weapon Trait Ammo Range Wealth Notes
Thrown — 5 * Itself 20 (C) ** — — — blank scores are as per
close combat weapon
Shuriken Shuriken 5 * Itself (1d3) 20 (C) 7 Average 2 40 Impale (advantage)

Dart Spear 5 * Itself (1d4) 20 (C) 9 Average 3 60 Impale (effect)

Javelin Spear 5 * Itself 50 (S) 11 Average 5 50 Impale (effect)

Sling Sling 8 2 Pellet 80 (S) 9 Poor 3 30 —

Bow, short Bow 5 1 Arrow 100 (M) 9 Affluent 3 150 STR 11 to use from
horseback
Bow, long Bow 5 2 Arrow 300 (M) 12 Affluent 6 300 Not usable from
horseback
Bow, nomad Bow 5 2 Arrow 300 (M) 11 Affluent 5 250 STR 13 to use from
horseback
Crossbow, Lt Crossbow 3 2 Quarrel 200 (M) 7 Average 10 200 Hand-carried weapon,
2 Rounds to reload
Crossbow, Hv Crossbow 3 3 Quarrel 300 (M) 12 Average 15 300 Hand-carried weapon,
3 Rounds to reload
Arquebus Rifle 4 5 Pellet 80 (S) 12 Affluent 10 500 1-shot,
Hand-carried weapon,
5 Rounds to reload
Flintlock Pistol 5 2 Bullet 50 (S) 7 Average 7 150 1-shot, 2 Rounds to
pistol reload
Musket Rifle 3 4 Bullet 150 (M) 9 Average 15 300 1-shot,
Hand-carried weapon,
4 Rounds to reload
[#] Use the shortest between the weapon and the ammunition effective range.
[*] Thrower’s Might bonus.
[**] Same STR needed to use 1-handed in melee +2.

Fantasy/Historical Ammunition
Projectile Weapons Damage Range# Price## Notes
Stone pellet Sling 1d4 50(S) — —
Arrow, broad-head Bow 1d6 200(M) 2 Impale (effect)
Arrow, mechanical Bow 1d6 200(M) 2 Slash (effect)
Arrow, bodkin Bow 1d4 300(M) 1 Impale (effect)
Quarrel Crossbow 1d8 500(L) 2 Impale (effect)
Lead pellet Sling, 1d6 100(M) 1 Impale (advantage)
Arquebus
Historical bullet Musket, 1d6 300(M) 1 Impale (effect)
Pistol
[#] Use the shortest between the weapon and the ammunition effective range.
[##] Average wealth, price is per 10 projectiles or one clip.

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Hi-Tech Ranged Weapons

SR to fire

Might

Value

Price
STR
Weapon Trait Ammo Range Wealth Notes
M1917 S&W Pistol 4 1 Bullet (.45) 25 (C) 11 Average 4 80 5 SR to reload 1 bullet

9mm Automatic Pistol 5 2 Bullet (9mm) 50 (S) 11 Average 12 250 Automatic, 5 SR to reload

.45 revolver Pistol 5 2 Bullet (.45) 50 (S) 13 Average 10 250 5 SR to reload 1 bullet

Shotgun Shotgun 4 4 Shell 20(C) 7 Average 8 150 1 round to reload

Winchester 1873 Rifle 3 3 Bullet (.44) 350 (L) 7 Average 6 120 3 SR to reload,
Hand-carried weapon
M1 Garand Rifle 4 4 Bullet 500 (L) 9 Average 10 200 Automatic,
(7.65mm) Hand-carried weapon
Uzi SMG SMG 4 2 Bullet (9mm) 200(M) 11 Average 10 200 Burst fire 3+

AK -47 Assault SMG, Rifle 4 3 Bullet 300(M) 11 Average 16 320 Automatic or Burst fire 3+
Rifle (7.62mm)
Beam pistol Beam gun 4 2* Energy** 80 (S) 7 Average 6 120 Automatic

Beam rifle Beam rifle 3 3* Energy** 300 (M) 7 Average 12 250 Automatic, or Burst fire 3+
as per ammo
Heavy beam Beam rifle 4 4* Energy** 800 (L) 9 Affluent 10 1000 Automatic,
rifle Hand-carried weapon
[#] Use the shortest between the weapon and the ammunition effective range.
[*] Beam weapons in particular settings may have different values for Might.
[**] This is not an ammunition type but a specialization of beam weapons. Beam weapons can only fire one kind of beam and use one type of clip.

Hi-tech Ammunition
Projectile Weapons Damage Range# Price## Notes
5.56 NATO Rifle 2d4 900 (XL) 1 Impale (effect), Burst
7.65 NATO Rifle 2d6 700 (L) 1 Impale (effect), Burst
7.62 Soviet Rifle 2d6 700 (L) 1 Impale (effect), Burst
9mm parabellum Gun, Rifle 1d8 200 (M) 1 Impale (effect), Burst
9mm parabellum, Hollow point Gun, Rifle 1d10 150 (M) 1 Burst
.45 bullet Gun, Rifle 1d10 500 (L) 1 Impale (effect)
12 gauge shell Shotgun 3d4 20 (C) 1 Lose 1d4 per 10m travelled
16 gauge shell Shotgun 2d4 20 (C) 1 Lose 1d4 per 10m travelled
Energy Clip [Taser]### Beam weapon Electric 50 (S) 1 1d6 per Might
Energy Clip [Radium]### Beam weapon Radiation 2000 (XXL) 10 1d8 per Might
Energy Clip [Laser]### Beam weapon Heat 500 (L) 5 1d8 per Might, Burst
Energy Clip [Particle]### Beam weapon Particle 800 (XL) 10 1d10 per Might, Burst

[#] Use the shortest between the weapon and the ammunition effective range.
[##] Price is per 10 projectiles, one bullet clip or one 20-Might energy clip.
[###] This is not strictly an ammunition type but a specialization of beam weapons. Beam weapons can only fire one kind of beam
and use one type of clip.

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GENERAL ITEMS
Here we provide a generic item list for historical, rural or fantasy environments.
If your setting includes its own list, it has the priority on this one.

Generic Item List


Item Weight Wealth Value Price

Backpack 1 Poor 1 5 cr Holds about 20kg of equipment.

Bedroll 1 — — 1 cr —

Belt 1 — — 2 cr Holds up to 5 kg of items hooked.

Craft tools 3 Average 5 to 10 50 cr to Tools for various crafts that must be


200 cr kept in a backpack.
Crowbar 1 Average 3 30 cr Used to gain a Support Bonus to
Brawn.
First aid kit — Average 2 30 cr Bandages that you can carry in a
pouch at your belt.
Flint & — — — 1cr —
tinder
Grappling 1 Average 1 20 cr Can support a weight of about 100
hook kilograms (M Size Class).
Healer’s kit 1 Average 8 150 cr Necessary for advanced healing or
surgery. Must be kept in a backpack.
Lantern 1 Poor 2 10 cr It will burn for two hours on a flask of
oil. Radius 3m
Lock picks — Average 8 75 cr —

Oil, flask 1 — — 1 cr —

Pole, 3m 1 — — 1 cr Hand carried only

Pouch — — — 1 cr Holds up to five zero-weight items at


the belt.
Quiver 1 Average 1 10 cr Quivers can hold up to 20 arrows or 10
crossbow bolts.
Rope, 10m 2 Poor 5 10 cr Can support a weight of about 100
kilograms (M Size Class).
Sash 1 Average 2 20 cr Holds up to five zero-weight items,
ammunition clips or small throwable
weapons for quick use.
Torch 1 — — 1cr Burns for one hour. Radius 10m

Vial — Average 1 20 cr Contains a drug, potion, antidote etc.


Price and availability are relative to a low-
tech environment.
Waterskin 1 — — 1 cr —

Whenever an item has a numeric value attached, each +20% increase to that numeric value doubles its Value and
cost. For instance, a grappling hook able to sustain 120 kg has a Value of 2, a sash holding 7 items has a Value of
8, and so on.

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VEHICLES
VEHICLE ATTRIBUTES
VEHICLES AND LOCATIONS
We recommend that you use
Most attributes for vehicles are on a different scale than characters. The speeds
localised damage for any vehicle at which they travel are superior, the range at which they can fire weapons
more complex than a motorcycle longer, and the damage they can deal and withstand immense. For this reason,
or truck, that is assign a specific we recommend to keep rules for creatures and vehicles separate, with the only
Toughness value to separate
sections of a vehicle, and keep track possible point of contact being a chase among slow vehicles and fast mounts.
of damage to each section. If you
use Localised Damage for vehicles,
all vehicles use a single hit location SPEED
roll, as they are hardly ever Attacked
in close combat by an enemy of While it may be sometimes useful to record individual variations of vehicular
the same size. Each location has speed with the same granularity used for creature speed, this is hardly useful in
its own value for Toughness, which combat. The Move rate for vehicles is expressed in units that are roughly equivalent
is equal to the general Toughness
value for the vehicle minus an
to a move of 10 on the individual scale. That is, a vehicle with a Move of 2 is the
adjustment for the specific type of equivalent of a creature with a move of 20.
location, provided in the hit location
template for the vehicle. A vehicle’s Move represents the number of zones it can move in one turn in combat.
Each point of Move is thus the equivalent of 15 kilometres per hour (about 10
mph). Just to give you an idea, bipeds cannot go faster than Move 1, and a horse has
Move 5 on the vehicle scale, reaching Move 6 when galloping. Your typical WW2
tank has a move between 2 and 3, and Mach 1 is Move 82.

Vehicle Movement
Aerial Ground Maximum Examples
Move Move Speed
— 1 15 km/h Average human walking, tractor
— 2 30 km/h Olympic athlete running, slow WW2 tank
— 3 45 km/h WW2 tank
— 4 60 km/h Modern tank
— 5 75 km/h Horse (galloping)
— 6 90 km/h Wheeled AFV on road
– 7 105 km/h Truck, Sportscar/Motorcycle on rough ground
— 15 225 km/h Sportscar/Motorcycle on dirt road
2 20 300 km/h Helicopter
— 21 315 km/h Sportscar/Motorcycle on paved road
4 — 600 km/h Propeller plane
5 — 750 km/h Airliner, Bomber
7 — 1050 km/h Subsonic Jet Fighter
8 82 1224 km/h Mach 1
16 — 2448 km/h Mach 2
24 — 3672 km/h Mach 3

ARMOUR AND TOUGHNESS


Vehicles have Toughness like inanimate objects. Their armour, as an ability to
deduct some damage before it is deducted from their Toughness, is a separate value.
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Thus a truck could have Toughness three and zero armour, meaning that even one
point of vehicular damage would damage it, and a total of five points of damage, in
one or more blows, would render it useless. Note doing three points of vehicular
damage means throwing the equivalent of an incendiary grenade at something.
Apart from scale and the two values for Armour and Toughness, damage to
vehicles follows the same rules as other inanimate objects.

GROUND VEHICLES
Ground vehicles is a very broad category that ranges from motorcycles to ARMOUR SIDES
Armoured Fighting Vehicles (AFV). The smallest vehicles have only one hit If you really want to enforce realism,
location, while tanks and other combat capable ground vehicles have several you may grant a +1 bonus to AFV
armour against kinetic weapons if
locations. Such ground vehicles often have areas that are more armoured than they are hit on their front armour.
others. Any hit by a target that has been
Attacked or will be Attacked during
While tracked vehicles have more or less the same speed everywhere, wheeled ones the round is considered a front hit.
have their speed doubled on a road, and tripled on a paved and well kept road like
a motorway. Unlike civilian vehicles, AFVs that use wheels instead of tracks have
their Move increased by half again on a road, and doubled on a paved road.
ADVANCED IMMOBILISATION
Ground vehicles cannot withstand lots of damage and remain combat capable. Any For a more realistic combat
non-explosive hit that penetrates armour will disable the location struck, even if the simulation, check for disablement
vehicle does not blow up. Tanks usually have very few hit points, at most 3 in the of tracks even if armour is not
penetrated.
hull and 2 elsewhere. Their survivability is granted by their armour. Unarmoured
vehicles have the opposite problem. They are usually doomed once hit by explosive
weapons, and any such damage will disable them.
AFVs are usually equipped with a variety of weapons, including anti-personnel
machineguns, cannons, autocannons and anti-tank rockets. Some may even
mount anti-air autocannons and anti-air missiles. Machineguns mounted as anti-
personnel weapons are useless against armoured vehicles, and are assumed to deal
1d2-1 damage on the vehicle scale.
The table below represents the standard hit locations for your typical tank/
personnel carrier. Each location may have subsystems. The turret usually contains
both the main ordnance and the sensors.

Tank Hit Locations


D6 Location Toughness Typical Subsystems
1 R Side -1 Track/Wheel [1]
2 L Side -1 Track/Wheel [1]
3-5 Hull — Engine [1], Cargo/personnel bay [2], Various weapons
6 Turret -1 Sensors [1], Main ordnance [2]

HELICOPTERS
A typical helicopter will have one or two rotors, plus a big body holding the
engine, and a variable amount of passengers and supplies. If the helicopter has
a single rotor, it will have a tail that holds a small propeller used to keep it stable
in flight. An Attack helicopter usually has two wings that are not used to sustain
the vehicle but to host weapon pylons. As helicopters usually fly very close to the
ground, they are limited to the ground scale of movement, although they can fly
over any obstacle. Most helicopters fly at around Move 20.
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Helicopters usually only engage land enemies, being too slow for aerial combat.
Utility helicopters usually have no armour at all, while Attack helicopters have
one or two points of kinetic armour. Transport helicopters have little or no
equipment mounted on them, having at most a machine gun doing 1D2-1
damage on vehicle scale. A combat helicopter is usually equipped with a turret
mounted gatling gun and several ordnance pylons on the wings, carrying
weapons ranging from short range unguided rockets that are fired in volleys, to
long range guided anti-tank missiles.
The table below represents the standard hit locations for an Attack helicopter.
Other types of helicopters are seldom engaged in combat, or are so weak that it
would be pointless to record their location hit points.-
Hitting the fuel tanks triggers a blow-up roll, and hitting the secondary propeller
bestows a Penalty to all Pilot rolls. Hitting a rotor takes the helicopter down.

Helicopter Hit Locations


D8 Location Toughness Typical Subsystems
1 Tail -1 Secondary Propeller [1]
2-4 Hull - Fuel tank [1], Cargo hold [2]
5 Rotor(s) -2 Main rotor [1]
6 Nose -1 Cockpit [1], Gatling gun [2], Sensors [3]
7* Right Wing -2 Various weapon pylons
8* Left Wing -2 Various weapon pylons
[*] Optional for assault helicopters, roll 1d6 if the wings are missing

AIRCRAFT
SPACE FIGHTERS. Aircraft are atmospheric vehicles that fly by lift and thrust of their wings
A space fighter for a space opera and engines. A supersonic jet can reach Move 90 or more. Aircraft cannot
game is easy to create with a fighter usually leave the atmosphere. When a craft can operate in space, it is
aircraft template, although the
shape and sub-systems may vary. classified as a spacecraft. A typical aircraft has at most one point of kinetic
armour, and no defence against energy Attacks. Its survival depends on not
being hit.

Jet Fighter Hit Locations


D6 Location Toughness Typical Subsystems
1 R Engine -1 Engine [1], Rudder [2]
2 L Engine -1 Engine [1], Rudder [2]
3 Right Wing -3 Various weapon pylons
4 Left Wing -3 Various weapon pylons
5 Fuselage — Fuel tank [1]
6 Cockpit -2 Pilot Seat [1], Gatling gun [2], Sensors [3], Navigator Seat [4]

The table above represents the standard hit locations for a jet aircraft. The
cockpit often has two seats that can be hit separately, and engines usually
have a rudder above them. If the aircraft has only one engine, both engine
rolls will cause a hit in the same location.
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CAPITAL SHIPS
A capital ship is anything too big to be controlled by a dozen crew-members, be
it a floating vessel or an air/spaceship. The two categories function in the same
way, except that one has sails or propellers and the other has high-tech engines.
Capital ships are piloted with the Pilot [Ship] or [Spaceship] Skill/Trait, and their
weapons are fired using the Operate [artillery type] Skill/Trait. As each weapon is
usually fired by a different officer, capital ships can fire multiple weapon systems
per round. However, only one weapon system per round can be fired against the
same target, unless the latter is at least as big as another capital ship.
Ancient and Renaissance ships are made of wood and propelled by sails and
oars. They have no armour, but the biggest ones can have a considerable
Toughness value. The armour Coverage of modern capital ships is usually
considerable, and the hit point rate for each section is often high.
The table below represents a spaceship modelled after a 20th Century
battleship, so you can adapt it to many genres. To use the framework to
represent a real world battleship, roll D10 for location.

Space Battleship Hit Locations


D12 Location Toughness Typical Subsystems
1-2 Bow -1 Main Engine [1], Auxiliary Engine (x2) [2, 3], Rear
Cannon Battery [4]
3-4 Starboard — Point Defence Turret (x4) [1, 2, 3, 4]
5-6 Port — Point Defence Turret (x4) [1, 2, 3, 4]
7 Main Deck -2 Command Room [1], Sensors [2],
Point Defence Turret (x2) [3, 4]
8-9 Weapon Deck -1 Main Cannon Battery (x2) [1, 2]
10 Stern -1 Motion Wave Cannon [1],
Missile Launcher (x2) [2, 3]
11-12 Lower Deck -1 Observatory [1], Spacecraft Launch Port [2]

VEHICLE WEAPONS CAPITAL SHIP DAMAGE


A capital ship is guaranteed to take
a lot of hits during a battle, as it will
be targeted by almost everything
VINTAGE WEAPONS on the battlefield, and it has no
defence capability at all, except for
These old siege engines and muzzle-loaded cannons are usually found only on missile interception provided by
point blank batteries. This means
wooden ships. They are almost ineffective against armoured targets, but can still that each section will take a lot of
sink a wooden ship or break fortress walls. punishment but will probably not
be destroyed in one blow, unless hit
by the main battery of another ship.
Subsystem disablement will be a
Vintage Ship Weapon Range and Damage frequent event for a ship.
Type Damage Range#
Arbalest 1d2 500 (L)
Catapult 2d2 400 (L)

Cannon, light 1d4 500 (L)


Bombard 1d6 250 (M)

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BALLISTIC CANNONS
AUTO-CANNONS This weapon family represents the cannons used by 20th and 21st century tanks
Cannons with a calibre up to 120
or even 150 mm can fire bursts, and battleships. A cannon can often fire both Armour Penetration (AP) rounds
especially when mounted on a that do kinetic damage, which can obtain a Special Penetration in combat, and
turret specially designed as a point High Explosive (HE) rounds that have an explosive type of damage similar to
blank missile or aircraft defence missile fire.
weapon. This gives them a Bonus
to hit their target, as per normal The amount of damage dealt by each cannon depends on the gun barrel calibre,
Ranged Combat rules. However,
the damage for all hits in a burst is
expressed in millimetres (mm). The Ballistic Weapon table lists the damage
subsumed in one single damage and the basic range for different gun calibres. Round the calibre down when
roll, and the range for the weapon determining damage capability. Any gun below 20mm in calibre is considered
is reduced by one category. effectively useless against an armoured target, and doing 1D2-1 damage against
unarmoured ones.
Guns that have an asterisked range are very unlikely to be fired directly, and
will usually require an Operate [Artillery] roll to hit.

Ballistic Weapon Range and Damage


Calibre AP HE Range# Example
damage damage
20mm 1d2 — 50m (S) M61 Vulcan aircraft gun
30mm 1d3 1d3 250m (M) WW2 AT Gun, GAU-8 Avenger aircraft
gun (used by the A-10)
ADVANCED ANTI-TANK 50mm 1d4 1d4 500m (L) WW2 tank gun, Cold war era naval
ROUNDS autocannon
Several types of specialized anti-
armour rounds have been developed 100mm 1d6 1d6 1km (L) WW2 mortar, Cold war era tank gun
in modern armoured warfare. To
120mm 1d8 1d8 1km (L) Cold war era rapid fire naval gun or
represent High Explosive Anti-Tank
(HEAT) ammunition, decrease the tank destroyer gun
dice size of such weapons by one 150mm 1d10 2d4 2km (XL) Howitzer, Cold war era naval gun
step, and add a fixed amount of +1.
In this way, a 100mm HEAT round 200mm — 2d6 3km (XL) Heavy howitzer
will deal 1d4+1 damage, ensuring 300mm — 2d8 5km* (XXL) Battleship gun
that the shot will penetrate most
armours. 500mm – 3d6 10km* (XXXL) Fictional only
[#] multiply the range in metres by ten for aerial and naval range
[*] very unlikely to be fired directly, will usually require an Operate [Artillery] roll to hit.

MISSILES
A missile launcher can be built into both ground vehicles and aircraft, and
has a variable missile size that influences damage. Hand held launchers use
the same table for range and damage.

Missile Range and Damage


Type Equivalent Damage Range
Tiny Stinger 1d4 1km (M)
Small Sidewinder 1d6 2,5km (M)
Medium Maverick 1d8 3km (M)
Large Harpoon 1d10 10km (L)
Ship Tomahawk 2d6 50km* (XL)
Capital ICBM 3d6/4D6 100km* (XXL)
[#] this range is for aerial/naval; divide it by ten for ground vehicle range

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Weapons with an asterisked range are usually used with indirect fire, which
requires the appropriate specialization of the Operate skill. The range
ADVANCED ANTI-TANK MISSILES
provided is valid only for anti-aircraft or anti-ship missiles. Missiles fired You might need to represent HEAT
against ground vehicles are limited to 300 (M) range. Real-world long- missiles as well as explosive ones.
range AA missiles may have a range of 300km (XXXL). Simply decrease the dice size of
such weapons by one step, and
add a fixed amount of one. In this
LASER way, a HEAT missile of the size of
a Sidewinder (the Hellfire missile
A laser cannon is the equivalent of ballistic cannons, but it fires a laser falls in this category) will deal 1d4+1
damage, ensuring that the missile
beam. When a target is hit by a laser weapon, only half of its physical will penetrate most armours.
armour, rounded down, is applied.

Laser Range and Damage


Type Damage Range#
1 MW 1d2 80 (S)
2 MW 1d3 150 (M)
4 MW 1d4 200 (M)
8 MW 1d6 500 (L) PULSE LASERS.
Some lasers and particle cannons
[#] multiply the range in metres by ten for aerial range can fire bursts; apply the same rules
used for ballistic auto-cannons,
reducing range but giving a Bonus
to the to-hit roll.

PARTICLE CANNON
A particle cannon is the energy equivalent of ballistic cannons, but it fires a
flow of hyper-charged sub-atomic particles. When a target is hit by a particle
weapon, only the target’s Energy armour is counted against the damage dealt by
the beam. If no energy armour rating is specified for a given target, half of its
kinetic armour, rounded down, is applied.

Particle Cannon Range and Damage


Type Damage Range#
0 MW 1d3 50 (S)
1 MW 1d4 100 (M)
2 MW 1d6 300 (M)
4 MW 1d8 1km (L)
6 MW 1d10 2km (L)
8 MW 2d6 5km (XL)
10 MW 2d8 10km (XXL)
12 MW 2d10 30km (XXXL)
Motion wave kill 50km (XXXL)
[#] Multiply the range in metres by ten for aerial range

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DESIGNING EQUIPMENT
NUMBER CRUNCHING This section deals with creating equipment with characteristics appropriate to
These rules are meant for Narrators your game world. It is entirely optional, and you can play with just the basic
(and players) who like to tinker
with gadgets and items, and to equipment list and any extended equipment included in your setting.
represent every single detail of
adventurer gear. They are by no
means necessary to play and enjoy
the rest of the game. You will find
DETERMINING VALUE
a sizeable amount of number
crunching, where we tried to keep
the parts of the game intended for This is a quick way to determine an item’s Value. Use it only when there is no
every audience as simple and maths other construction procedure. It provides a basic procedure you can apply to
free as possible. Please note that
the complexity of this subsystem almost everything.
is limited to the design phase and
does not affect game play. Using
custom equipment does not slow STANDARD VALUE
down play, as all the calculations are
done out of game. Common items have a standard Value. This represents the effort needed to
produce the item, not a Basic Score. Remember that the Value of an item is not
an absolute rating, but is relative to its Wealth level. A particularly elaborate
item might have a relatively low Value because its Wealth level has been
increased to avoid giving it a Value rating above 20.

BASIC SCORE AND MODIFICATIONS


WHAT ARE BASIC SCORES?
The core rules do not provide
The Value of an item depends on two separate factors: the Basic Score of the item
Basic Scores for items or item (speed, toughness, etc.); and its Modifications. Not all items possess both factors.
categories, but just some
examples. Like Stunts, Basic
The Basic Score is a rating you can use instead of a characteristic to determine
Scores are heavily dependent the size of the starting Resolution Point pool in a generic Conflict. Some
on what aspects of an adventure items might have two or more Basic Scores, like Speed and Manoeuvrability
story you wish to represent for an aircraft. Modifications are components that are not used to replace
in more detail in your game,
so it is up to you to decide characteristics in Conflicts, but are nevertheless important in Conflicts. Some
which variables will become a Modifications have a numeric Value.
standard Basic Score for items
and which are best represented When both factors are present, there is usually one which is prevalent and is
by a Characteristic or a hand- used to determine the item Value. For instance, a sailing Conflict will use a
waived rating. In general, it is ship’s Seaworthiness Score, so the most important factor when trying to build a
better to adopt a specific rule
to calculate the Basic Score of
ship is its Seaworthiness, rather than its Modifications.
an item category in a consistent
way (ex. Speed may be twice the
vehicle Movement rate), and ITEMS WITH BASIC SCORE ONLY
this will often be the task of a
specific sub-system introduced The effects of some items can be summarized by their Basic Score. A good
in a supplement or devised by an example of an item whose effects in game are fully described by a simple rating
enterprising Narrator. could be an Antidote for poisons (described by its Might, see page 76 in
Chapter 3) or intrusion software, described by a Penetration score which will
be matched against the Security rating of the system it is attempting to violate,
WHAT ARE MODIFICATIONS?
These rules consider essential or the Intelligence of a human guardian who is actively trying to block the
components and attributes of hacking attempt.
an item as Modifications. For
instance, all tanks have armour,
but their Armour Value will always
be listed among its Modifications
ITEMS WITH MODIFICATIONS ONLY
along with optional components When an item cannot be used as the base for a Conflict, but has important
such as weapons and sensors. A attributes that make it useful and desirable, then its Value is based on its
component or rating should be
listed among the Modifications Modifications only. Many items connected to a Power lack a Basic Score, and
if disabling it would alter calculate their Value only on the Modifications that specific Powers imbue
the item usefulness in a them with. The Value of such items can be determined by adding up the
Conflict or Combat. numeric ratings of their Modifications and consulting the Item Modification
table, which takes into account the number of uses of the item.
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Item Modifications DEFAULTING ON WEIRD
SCIENCE
Type of Item Value If there is no sub-system that
Magic Scroll Modification sum x3 details the design of the kind of
item you wish to create, have a look
Spell Matrix or other permanently enchanted item Modification sum x4 at the Weird Science power sub-
system in Chapter 6, particularly
Potion or Drug Modification sum x3 the Improve [Trait] power, as a
Scientific Gadget Modification sum x4 template. Then apply the table for
Item Modifications and Value. Any
Scientific Gadget, one-use Modification sum x3 Modifications to an item with a
limited number of uses have their
ratings multiplied by three before
adding it to the base Value, while
any item that provides permanent
Note that some enchantments do have a Basic Score (Might) instead of several advantages requires the total
Modifications. In this case, treat them like items that have the Basic Score only. ratings to be multiplied by four.

ITEMS WHICH ADD MODIFICATIONS TO A BASE VALUE


To design an enhanced version of a common item, start with the standard Value for
the item and add Modifications for enhanced attributes. The available Modifications
are listed in the specific rules for the design of that kind of item, and each sub-system
or setting may introduce new Modifications.

For example, the Narrator wishes to define a herbal salve that bestows a Bonus
to its user’s First Aid rolls. Treat the item as a one-use scientific gadget to which
we are adding the equivalent of the Improve First Aid power (see page 184 of
Chapter 6) which has the Might Attribute with a rating of 2. The item works on
a Target so there is another numeric Attribute to consider, Target 1. The total
Modification rating of the item is 3, which we have to multiply by 3 for a one-
use, semi-permanent item, obtaining a Modification rating of 9. We add this to
the base Value for a First Aid kit which is 3 (see the equipment list on page 149)
for a total Value of 12 (120 credits in cash).

Should we try and design a Healer’s Kit with the same effect on the Healing skill,
the multiplier would become x4, as the item is not consumed after use, and the ENGINEERING EXAMPLE
Consider a Martian airship. It is
base Value is in this case 8, with a starting Wealth of Affluent. We have a Value average in terms of agility, so we
of 20 (8 base Value + 3 Modifications x 4 = 12), which translates into a Value of assign it a Manoeuvrability factor
10 with an improved Wealth level of Rich (1000 credits in cash). of 10. It is reinforced, so we assign
it a Toughness Value of 12. These
two ratings are Basic Scores in our
game. The main engine is the first
ITEMS WITH SEPARATE BASIC SCORE(S) equipment and it costs 4 points
as it provides a rated Speed of 4.

AND MODIFICATIONS We add 3 points of hull armour


and two weapon mounts, plus one
standard cargo bay. This gives a
Some pieces of equipment have both a Basic Score that can be used as the total of 10 points of Modifications.
Resolution Point pool in a Conflict, and a sum of features or Modifications To create this ship or its blueprints,
that allow special actions during a Conflict or Advanced Combat. Some a team of engineers must
items may even have more than one Basic Score. beat the sum of three different
Values: 12 for Toughness; 10 for
When designing or building such an item, a manufacturing team must beat the Modifications; and 10 for
Manoeuvrability, for a total of
the sum of all these different scores in a single Conflict. This represents 32. If the ship has been hit and
the inevitable compromises one has to make, like the balance among has taken only minor structural
speed, handling and equipment when designing a military vehicle. Only by damage, beating its Toughness in a
neglecting one of these aspects to optimize the others does the Resolution Repair Conflict should be enough.
If some systems have been hit,
Point Pool reach a level that the designers can hope to beat. repairing them will probably
When repairing an item with separate scores, instead, beating the specific require also a second Conflict
vs. the Modification score or
rating that was damaged is usually enough. If the damage affects the some Consequences, at the
Modifications, it is more appropriate to assign Consequences as damage Narrator’s option.
and have the repair crew beat them.
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DESIGNING ARMOUR
PLAYER DESIGNED ARMOUR Historical armour varied even more than historical weapons, and fantasy
This section is clearly intended iconography provides an even broader variation of plausible and slightly
for the Narrator. However, some
players will absolutely want to dress
less plausible armour suits and combinations. This section allows you
their character in the armour suit to create armour that fits the culture you are portraying in your game.
they have envisioned for him or The rules will let you find a Value for Armour Points, Coverage and
her. The rules for armour design Encumbrance for your custom armour elements. The guidelines will
let them create their dream armour
suit, which a competent armourer also give you an idea of the armour Value, but since this depends also on
provided by the Narrator will then context, this parameter may require some hand-waving on your part.
produce at an appropriate price.

SPACES AND COVERAGE


RECORDING SPACE Each target covered by an armour element, whether the whole body or a
ALLOCATION location, has ten spaces that armour can protect, corresponding to the ten
In order to design armours more
easily, write down a matrix of ten possible results of an armour Coverage roll, from 0 to 9, with 0 being the
squares for each armour layer, lowest Value. Some armour components can cover all ten spaces, while
representing the spaces of the others can only cover some. The ability that an armour component has
element you are about to create. to cover the maximum number of spaces corresponds to its Coverage
There you will note the materials
allocated to each space. You will attribute.
then write AP, encumbrance and
cost below the materials name in
each space. ARMOUR LAYERS
Each armour element consists of one of the two main layer types, padding
or plating, plus joints if the armourer adds reinforced articulations. The
type of armour layer determines the starting Coverage Value for the armour
element.
• Padding is the materials worn on the body. It must be soft and pliable.
Typical padding is made of cloth layers (gambeson) or leather. Padding has
a starting Coverage Value of 1+.
• Plating is the armour main protection, and must be worn over padding.
Plating has a Coverage Value of 3+.
• Joints are the mobile areas that connect the plating elements, allowing
WHAT ARE JOINTS? you to move while protected from damage. They are usually made of soft
The area that cannot be covered materials similar to padding, but advanced crafting techniques allow
by padding represent hands, joints made of rigid armour, like the articulations of gothic suits. Joints
feet and the face, as well as the
most delicate parts of the tail for always have a Coverage Value of 0+, regardless of modifiers for materials
dragonlike beings. These areas or location, which means that an armour element with reinforced joints
are not covered by standard can cover all spaces that plating or padding cannot cover. However, joints
armour pieces, and require
specially crafted pieces that add
greatly increase the armour encumbrance and cost.
weight and cost. Even when the
materials for these pieces are the
same as those used for plating/ DESIGNING THE ARMOUR ELEMENT
padding, they require much
longer to make, and have an To start the design process, determine the type of element you are
extra effect on mobility. creating, either suit or piece, and the location it covers. Treat armour
pieces that cover different locations as being separate for armour design.
Consider the layers of your armour element one at a time, and determine
the starting Coverage for that layer. Then modify it for the type of armour
element and the materials used, according to the tables that follow, in
order to determine the final Value for Coverage. Starting from the one
with the Coverage number you have determined, all spaces in your
armour element will be occupied by the armour materials you chose for
it. The remaining spaces remain uncovered, although they might still be
protected by another layer.

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ALLOCATING SPACES
For each of the ten spaces in the armour element, assign the materials you wish to
use for the appropriate layer. Start with padding, and then add plating. Both must
cover the spaces with the highest numbers (up to 9) allowed by their Coverage.
You can assign fewer spaces to a component to save on weight and cost. Each
space covered by plating is assumed to have also padding underneath, but the
latter does not count for AP and Encumbrance determination.
VOLUNTARY REDUCTION OF
Example: We design a lamellar armour suit made of iron strips (plating layer COVERAGE
3+, modified by +1 for materials to 4+). Beneath we position chain mail (padding You may opt to assign a greater
layer 1+, no modifications) The final allocation of materials to spaces will be as Coverage number in order to
save on encumbrance or cost by
follows. Note that we have not recorded the mail when it is underneath the strips. reducing the number of covered
spaces. If your armour is designed
Layer 0 1 2 3 4 5 6 7 8 9 Total to stop mainly ranged attacks, the
first two spaces will hardly ever
Padding Mail Mail Mail be hit, so a Coverage of 0+ is not
necessary. Advanced crafting may
Plating Iron Iron Iron Iron Iron Iron also allow to increase Coverage to
Strips Strips Strips Strips Strips Strips produce a more effective or more
comfortable armour.

All spaces you cannot cover with plating or padding can be covered with joints.
Note that while adding certain materials as padding is usually more convenient,
padding is subject to Coverage limitations, and thus it is likely that it cannot
cover all the spaces. The only way to offer total cover, particularly for limbs or
the head, is that of adding the more expensive and cumbersome joints. You
might also need to use different materials for joints as not all materials are fit
for this purposes.
If you are adding joints, the minimum final coverage for the padding layer
will be 0+. However, the Value for minimum padding coverage will determine
which spaces are considered joints. All spaces that could not be normally
covered are marked as joints and have an increased cost and encumbrance.

Example: If we determine that our lamellar suit is accompanied by mail joints


to cover the unprotected parts of the body, the final allocation of materials to
spaces will be as follows.

Layer 0 1 2 3 4 5 6 7 8 9 Total
Padding Mail Mail Mail Mail
joints

Plating Iron Iron Iron Iron Iron Iron


Strips Strips Strips Strips Strips Strips

EVALUATING AP AND COVERAGE


The armour points of an armour layer depend on to the materials used for it. Its
Coverage is determined by the assigned space with the lowest number.

Example. In our lamellar armour example, iron strips are AP 6 and chain mail
AP 5. We note the AP and Coverage in the totals column.

Layer 0 1 2 3 4 5 6 7 8 9 Total
Padding Mail Mail Mail Mail 5/0+
joints

Plating Iron Iron Iron Iron Iron Iron 6/4+


Strips Strips Strips Strips Strips Strips

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EVALUATING ENCUMBRANCE AND PRICE
FIXED PROTECTION ARMOUR. In order to determine the encumbrance of an armour element, multiply the
Some groups will not require Enc Value by the spaces covered by that armour. The Value for Enc is different
the realism of the AP/Coverage for those spaces covered as plating or padding, and those covered as joints,
method of determining armour
protection and may want to use
even if the materials is the same. Multiply by the Enc multiplier provided in the
a static number for armour, as in Armour Element Table (ten for an armour suit), and add up the total Enc for
other OGL D100 games. You can each location. Finally, divide by 100 and round fractions up to obtain the total
do this by simply applying the Enc of your armour.
averaging procedure to AP and
not just to Encumbrance. Add up Repeat the procedure for price, but do not divide the final total. This is the cost
the AP for each space and divide of the full suit of armour. According to the table on page 130, Value is usually
by ten, rounding up. You will thus
obtain an averaged number that equal to the price divided by 20 (10 for completely non-metal armour), with
you apply to all blows that land on the armour suit being of Average wealth level. If Value goes beyond 18, divide
that armour element, regardless of the cost by 100 instead and make it Affluent level. If it is still beyond 18, divide
the Coverage roll.
Going back to our previous
it by 500 and make it Rich.
examples, that would mean 4
spaces with AP 5 and six with AP 6, Example: In our lamellar armour with mail finishing, we have the following
thus (5x4)+(6x6)=20+36=56, dividing Values for encumbrance and cost per space.
by 10 and rounding up we have
6. This means that the armour Layer 0 1 2 3 4 5 6 7 8 9 Total
suit offers an averaged protection
Padding Mail Mail Mail Mail 5/0+
equivalent to lamellar. joints

Plating Iron Iron Iron Iron Iron Iron 6/4+


Strips Strips Strips Strips Strips Strips

Enc. 8 5 5 5 7 7 7 7 7 7 65

Price 30 8 8 8 18 18 18 18 18 18 162

We are designing an armour suit, so we multiply both Values by 10. The


encumbrance is thus 650 / 100 = 6.5, rounded up to 7, while the cost is 1620
credits, which corresponds to a Value of 17 (Affluent level).

Remember to only count the outermost layer of armour. AP, price and weight
for the innermost ones are already counted.

EFFECTS OF ELEMENT TYPE


The Armour Element Table determines the Coverage modifier for the element
you are adding to your armour. Since lower Coverage Values are better than
higher ones, positive modifiers are detrimental while negative modifiers are
advantageous. It also determines the number by which you must multiply the
cost and encumbrance before adding them to the totals.

EFFECT OF MATERIALS
The materials used for your armour elements influence their APs, cost and
encumbrance, but they can also modify the Coverage of the element. Not
all materials can be used to produce all armour components. The Armour
Materials table provide the base parameters for historical/fantasy and hi-tech
armour materials.

PLAYER CHARACTERS CRAFTING ARMOUR


When crafting armour, you will normally not enhance it with Modifications,
but rather experiment with weird materials and configurations, so the normal
procedure given in the armour design section should be enough to compute the
overall Value of the armour element that a Player Character wishes to create.
The character follows the standard procedure for items and create the armour
in a Crafting Conflict. The Narrator may allow you to craft armour one piece at
a time, but this should not reduce its Value in a significant way.
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Armour Elements
ADJUSTING ARMOUR VALUES.
Armour element Coverage Encumbrance multiplier If you are designing an armour
Full Suit — 10 piece instead of a full suit, use the
Value for inferior materials even
Head — 1 if the armour element is made of
metal or rare substances. Round
Arm (or quadrupedal leg) +1 1 (each) fractions down rather than up for
Body -1 3 the most common armour types,
like gambesons.
Leg +2 2 (each)
Tail +3 2

Historical Armour Materials


Coverage

(padding)
(plating)
Encumb.

Encumb.

Encumb.
(joints)
Price,
Materials AP Price Joints
Pliable leather 1 — — 1 2 1 2
Cloth (1 layer, heavy) 1 — — 2 — 0.1 —
Cloth (multi-layer) 2 — — 3 – 1 —
Fur, hides 2 +1 — 5 6 2 5
Mail 5 — — 5 8 8 30
Leather scales 4 +2 4 — — 4 —
Bronze scales 5 +2 8 — — 8 —
Iron scales 6 +2 8 — — 10 —
Leather strips 4 +2 4 — — 6 —
Bronze strips 5 +1 7 — — 15 —
Iron strips 7 +1 7 — — 18 —
Iron bands 8 +2 8 — — 20 —
Leather plating 4 +2 4 — — 7 —
Bronze plating 6 — 10 — — 15 —
Iron plating 8 — 10 — 15 20 100

Hi-tech Armour Materials


Coverage

(padding)
(plating)
Encumb.

Encumb.

Encumb.
(joints)

Price,
Materials AP Price Joints
Pliable leather 1 — — 1 2 1 2
Cloth (1 layer, heavy) 1 — — 1 — 1 —
Kevlar 10 +1 7 — — 12 —
Flexi polymers / silk 3 — — 2 5 5 15
Resin 6 — 3 — - 3 –
Steel plating 12 — 9 — 9* 10 50*
Reflec plastic** 6 — 4 — 5 20 30
[*] - modern armour makers no longer create joints with plate, so this option is only available at the
Narrator’s discretion.
[**] - this armour has an Absorb Light Might 2 to protect the wearer from lasers.

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LOCALISED ARMOUR EXAMPLE
A warrior wears headgear
that consists of mail HEAD
padding with Coverage 1+ Layer 0 1 2 3 4 5 6 7 8 9 Total
and an open helm (plating) Padding Mail Mail Mail Mail 5/0+
with Coverage 6+ will. To
avoid the vulnerability of Plating Plate Iron Iron Iron Iron Iron 8/5+
the zero slot we add plate Joint Plate Plate Plate Plate Plate

joints (a visor). This single Enc. 5 5 5 5 15 10 10 10 10 10 80


space would add more Enc
Price 8 8 8 8 100 20 20 20 20 20 180
and cost more than one of
the spaces covered by the
regular helm.

On the body, the +1 bonus BODY


to Coverage allows the mail Layer 0 1 2 3 4 5 6 7 8 9 Total
padding to cover everything.
Padding Mail Mail Mail Mail Mail Mail Mail Mail Mail Mail 5/0+

On the limbs, the warrior Plating


chooses to wear leather
boots and gloves over the Enc. 5 5 5 5 5 5 5 5 5 5 50

parts that cannot be covered


Price 8 8 8 8 8 8 8 8 8 8 80
by mail padding. Chain
leggings and gauntlets would
provide a better protection,
but they would count as Arms
joints, thus adding a lot of
encumbrance and cost. Not Layer 0 1 2 3 4 5 6 7 8 9 Total
all warriors can afford to Padding Leath Leath 5/0+
Joint Joint
carry such a weight, or to
pay for the extra price. Plating Mail Mail Mail Mail Mail Mail Mail Mail 6/4+

Enc. 2 2 5 5 5 5 5 5 5 5 65
Our armour suit would
have an Encumbrance of 5, Price 2 2 8 8 8 8 8 8 8 8 162
a cost of 816 credits, a Value
of 9 and a Wealth level of
Affluent. It is typically the
armour suit for a full time Legs
warrior on whom a feudal
Layer 0 1 2 3 4 5 6 7 8 9 Total
lord has invested some
Padding Leath Leath Leath 5/0+
money. Joint Joint Joint

Plating Mail Mail Mail Mail Mail Mail Mail 6/4+


The final armour Value for
our warrior is thus: Enc. 2 2 2 5 5 5 5 5 5 5 65

Head: 5/0+, 8/0+ Price 2 2 2 8 8 8 8 8 8 8 162

Arms: 1/0+, 5/2+


Body: 5/0+
Legs: 1/0+, 5/3+
Encumbrance and price
Write down the statistics Location Encumbrance for Encumbrance Price for Price
for this armour suit and use Components Components
it as an alternative to the Head 75 180
pre-generated mail hauberk Body 50 x3 150 80 x3 240
found in the first part of this
Arms 44 x2 88 68 x2 136
chapter.
Legs 41 x4 164 64 x4 256

Total 477 (Enc 5) 816

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DESIGNING CLOSE COMBAT WEAPONS
This section will let you create weapons of your own invention with the same
algorithms we used to create the sample weapons provided in the tables. To
design a weapon, you must determine its type, its reach and the materials
with which it is made.
A weapon’s reach (abbreviated in R in this section) is the distance in
decimetres from its tip to the point where the wielder usually keeps his or
her grip on the weapon. Even if some weapons allow a change in grip (see the
Stunt section in Chapter 4, on page 119), there is usually a default or average
position for that weapon. In Advanced Combat, a weapon Reach is added
as a bonus to Melee Strike Rank to determine your initial Strike Rank when
you declare a Close Combat Attack with that weapon as your Opening Move.
Once you have determined a weapon Reach and its type, the two sections and
tables below will let you find its other attributes.

WEAPON CATEGORY AND TOUGHNESS


All weapons belong to one of the basic categories of light, heavy or two-
handed. The Reach at which a weapon becomes heavy or two-handed varies
according to weapon types. The table below specifies these Reach intervals
and the Toughness a weapon of that type and category usually has, as well
as the typical materials with which the weapon is made.

Weapon Categories and Toughness


Light Heavy Two-handed
Weight

Weight

Weight
Tough

Tough

Tough
Reach

Reach

Weapon Type Reach

Club/staff 1-3 6[w] R/6 kg 4-5 8[w] R/6 kg 6+ 10[w] R/6 kg


Sword-club 1-6 8[w] R/5 kg 7-8 10[w] R/5 kg n/a — —
Hafted weapons 1-3 6[mw] R/4 kg 4-5 8[mw] R/4 kg 6+ 10[mw] R/3 kg
(axe, mace, hammer, etc.)
Flails 1-4 6[mw] R/4 kg 5-9 8[mw] R/4 kg 10+ 10[mw] R/3 kg
Spears and polearms 1-6 6[w] R/6 kg 7-9 8[w] R/6 kg 10+ 10[w] R/5 kg
Sword, ancient or medieval 1-7 8[m] R/6 kg 8-9 10[m] R/4 kg 10+ 12[m] R/3 kg
Sword, modern; dagger 1-8 8[m] R/6 kg n/a — — n/a
Shield 1-4 R*3 R*1.5 kg n/a — — n/a
[w]
[w] wooden weapons [m] metal weapons [mw] – these weapons damage other weapons as if they were metal weapons, but take damage as if they
were wooden weapons

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OTHER WEAPON ATTRIBUTES
Consult the table below to find the weapon other attributes. Always round up when
dividing. If two Values are listed for damage, the second one is used only for a two-
handed version of that weapon (that is, a version that can be used only two-handed
such as a polearm). The STR Value refers to the amount of Strength needed to use the
weapon two-handed, unless the weapon is light. Add four to use a heavy weapon one-
handed, and add two to the one-handed Value to use a weapon in the off hand.

Close Combat Weapon Attributes


Defend**

Value ***
Attack **
Typical
Reach

Parry
SR to

SR to

Weapon

STR
type Damage Wealth Notes
Axe, 3-5 R*2 R 1d(R*2-3) R*2 +1 R/2 Poor R +1 Might, Slash (advantage)
wood

Axe, 4-8 R*2 R 1d(R*2-2) or R*2 +1 R/3 Average R*2 +1 Might, Slash (effect)
battle 2d(R)#
Club 2-8 R R/2 1d(R) or R+1 R/4 Poor R*2 +1 Might
2d(R/2)#
Sword/ 4- 8 R R/2 1d(R) R-1 R/4 Poor R*2 +1 Might, Slash (advantage)
club
Staff 4-8 R R/2-1 1d(R/2) R-1 R/3 Poor R +1 Might

Mace or 3-8 R*2 R 1d(R) or R*2 -1 R/2 Average R*2 +2 Might


Maul 2d(R/2+1)#
Hammer 3-8 R*2 R 1d(R) or R*2 +1 R/2 Average R*2 +2 +1 Might, Impale (effect)
2d(R/2+1)#
Flail 4-8 R*2 R 1d(R-2) or R+1 R/3 Average R*2 +2 +1 Might, Entangle (effect), Penalty
2d(R/2)# to Parry
Spear 6-18 R R/2 1d(R/2+1) R-5 R/5 Poor R Impale (effect),
Keep distance (auto)
Polearm 8-12 R or R* R/2 2d(R/2) or R+1 R/4 Average R Impale (advantage),
1.5 ## 1d(R-2)## Keep distance (auto)
Sword or 2-12 R R/2 1d(R) or R+1 (R+1) Average R*2 Impale (advantage),
Dagger 2d(R/2)# /4 Slash (effect) ###
Shield 1-4 R R/2 1d(R) R*3 R Average R*2 Block, Coverage +(R-1)
Whip 5-6 R*2 — 1d2 R — Poor R*2 Entangle (effect),
(m) ranged attack

[*] - may require a Stunt.


[**] - minimum cost is 3 for attack and 2 for parry.
[***] - when Value goes beyond 20, halve it and increase the Wealth level by one.
[#] - for bludgeoning weapons, minimum 2d3 to have a double-die damage. For cutting weapons, minimum 2d6.
[##] – these weapons can be used to thrust or to cut. When two Values are given, the first one is for thrusting, the second for cutting.
[###] – weapons in the standard list have already been modified with special features to reflect the great variability of historical swords.

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MODIFICATIONS
The table below specifies the most common Modifications for weapons. Some
are beneficial, and are used to improve the weapon performance, while others are
detrimental and are used to decrease the weapon Modification rating when designing it.
Many weapons have some specific feature that are so common that they are included
as default to that type of weapon, or to that specific weapon in its type. Standard
hammers used for war have a Modification that allows them to impale, so the
improvement cost is included in the standard Value rating of a hammer. Similarily,

Melee Weapon Modifications


Modification Value Notes
Increase/Decrease +2/-1 per effect Decreasing one level from “advantage”
Occurrence of a combat per level of removes the effect altogether. A previously
effect occurrence absent effect starts at “advantage”. Only one
increase is possible, except for polearms, axes
and hammers with a secondary head.
Increase/Decrease STR -1/+2 per STR point Increasing STR requirements decreases the
requirement total Modifications score, and vice versa.
Increase/Decrease damage +10/-4 per die step —
Increase/Decrease parry +5/-2 per point —
Increase/Decrease +1/-1 per point Double cost to increase Toughness of wood
toughness
Increase/Decrease SR cost -2/+5 per SR Attack and Parry costs are modified
for Attack and Parry separately. Minimum cost is 3 for attack, 2
for parry
Increase quality of material +2 per step When upgrading from wood to metal this
often represents a reinforcement, not a
weapon with a haft made entirely of metal.

the rapier is modified to become a primarily thrusting sword, so these Modifications


are integrated in its Value and price.
Let us design a beaked axe. The standard specimen of battleaxe has a Value of 8. To
add two levels of the Impale effect we need to add a +4, which brings us to a Value
12 weapon. This will bring the cost of our axe with an Impale (effect) attribute to 240
credits, more than a normal battleaxe.
A standard dagger has Value 9. To increase its Parry to the same levels as a sword (2)
we need +5, which brings its Value to 14. We can increase its STR requirements by two
to recover two points, bringing it to a STR 6 weapon with 12 Value. Given that it will
require STR 8 to use it in the off hand, it is not convenient to increase STR requirements
any more. Essentially, we have created a Main Gauche. What about going the Japanese
way instead? By completely dropping the Slash effect we recover 3 points, and recover
another point from increasing STR to 5 (7 in the offhand). Having dropped Value to 5,
we can now add 1 to Parry (+5) and add the Entangle (advantage) attribute (+2) and
we still have a Value 12 weapon that your average artisan can reliably craft. Ladies and
gentlemen, let us introduce the sai,a favourite weapon of comic book assassins.

The Modifications you apply might bring the weapon Value beyond the
threshold of 18-20, in which case the standard rule for Value recommends to
halve the rating and increase the Wealth level of the weapon. However, this is
only applicable when you try to purchase such an item. Crafting a non-standard
weapon requires that the artisan faces the entire Value as opposition in a Conflict.
The Narrator may even require that when Value goes beyond 20, the Conflict to
craft a weapon or other item be against the full Value, but the Challenge Rating
be modified as though the weapon were in fact of another Wealth level.
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DESIGNING RANGED WEAPONS
Ancient projectile weapons are classified according to four basic types: sling, bow,
crossbow, and flintlock/wheel-lock firearm. Some variations existed historically,
particularly for later version of firearms, but in general only a few variants are
available per setting. Modifications are more likely to be applied to ammunitions
than to weapons.
The exception to this are bows, which might have a wide range of variants.
More detailed rules for bows will appear in our medieval historical
supplements.

Ranged weapon categories

Reload Cost
Typical STR

Projectile
SR to fire

Range in

User STR

Wealth
metres
Might

Value
Weapon
type Notes
Stone/ (S+4)
Sling 6 S/5 5 S+3 10 Poor S/2 —
Pellet *10
6 to * S for composite, S+1 for
Bow S/5-1 5 Arrow S * 25 S+3* 5 Average S+4
11 longbow
6 to (S+4) S/5
Crossbow S/5 3 Quarrel S+1 Average S+4 Hand carried
11 * 20 rounds

Vintage (S-1) * S/5


3 to 6 S/5 S/5+4 Bullet S+1 Average S+1 —
Pistol 10 rounds

Arquebus/ 11 to Pellet/ (S-1) * S/5


S/5 S/5 S/2+1 Average S-1 Hand carried
Musket 21 Bullet 10 rounds
6 to 1 round/
Revolver S/5 S/5+3 Bullet S*5 S+3 Average S Automatic
10 shot
6 to
Pistol S/5 S/5+3 Bullet S*5 S+1 10 Average S+2 Automatic
10
6 to
SMG S/5 S/5+2 Bullet S*20 S+1 10 Average S Burst Fire 3+
15
11 to
Rifle S/5 S/5 Bullet S*30 S/2+1 10 Average S/2 Hand carried
25
16 to (S-
Assault Rifle S/5 S/5 Bullet S/2+3 10 Average S Burst Fire 3+, Hand carried
25 1)*20
11 to “Slug”/
Shotgun S/5 S/5 S*2 S/2+2 1 round Average S/2 Often double barreled
20 Shell
Beam
2 to 4 S S# Energy S+1## S*2+1# 10 Average S*5 —
weapon
[#] - +2 for pistols.
[##] - this range is in categories and not metres, and is the equivalent of the maximum in metres for the category (if ammo allows it).

The base attribute upon which the derived scores are based is the weapon
typical STR (S), which is different from the user required STR. The weapon
damage depends on the projectile, but the Might of the weapon depends
on its intrinsic STR, and is usually calculated as if it was the might of a
character with that STR using a thrown weapon, including the two-hand
weapon use bonus. Some categories receive a further bonus to Might, as per
weapon table.
Ammunition for historical weapons present a wider variation. Apart from
the wide range of historical variants for arrows, you may want to create
some special types of projectiles crafted from peculiar materials present
in your fantasy world. The following table lists the base attributes for the
various types of projectiles.
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MODIFICATIONS
The Modification table below allows you to personalize ammunition, and we
recommend that you add more features for fantasy worlds.

Ammunition Attributes
Ammunition
type Weapon Damage Range* Value** Notes
Pellet, stone Sling 1d4 50 (S) 1 —
Pellet, lead Sling, 1d6 80 (S) 2 —
Arquebus
Arrow Arrow 1d6 200 (M) 8 Impale (effect)
Quarrel Crossbow 1d8 500 (L) 10 Impale (effect)
Bullet Firearms 1d6 300 (M) 12 Impale (advantage)
(vintage)
Bullet, 5mm+ Rifle 2d4 1000(XL) 16 Impale (effect), Burst

Bullet, 7mm+ Rifle 2d6 700(L) 14 Impale (effect), Burst


Bullet, 9mm+ Gun, Rifle 1d8 300 (M) 10 Impale (effect), Burst
Bullet .44-.45 Gun, Rifle 1d10 300 (M) 12 Impale (effect)
Slug Shotgun 1d10 100 (M) 10 Impale (effect)
Shell Shotgun 2d4 20(C) 2 Lose 1d4 per zone travelled
Energy Beam Per 1000 (XL) 15 —
cartridge weapon energy

[*] – The actual range is the shortest one between the weapon range and the projectile range.
[**] - Value refers to a set of 100 projectiles, ten clips or a 100 Might energy cartridge. Wealth level is always poor.
Adjust the price for smaller quantities, but the Value remains the same.
[***] - Damage is per might.

Ammunition Modifications
Modification Value Notes
Increase/Decrease +5/-2 per effect Decreasing one level from “advantage” removes the effect
Occurrence of a combat per level of altogether. A previously absent effect starts at “advantage”.
effect occurrence No effect can be increased beyond “effect”.
Add/Remove Burst +4/-2 Also applies to weapon.
Increase/Decrease damage +10/-4 per die Shells gain 1d4 instead.
for kinetic weapons step
Increase/Decrease Might +15/-5 per Only one Might possible, and the modification applies to
for energy weapons Might the weapon, not the ammunition.
Add/Remove automatic +4/-2 per Might Modification applies to the weapon, not the ammunition.
Increase/Decrease range +2/-1 per 50m —
Increase/Decrease clip size +2/-1 per shot Same price for adding/removing 2 Might to energy clips

EXPLOSIVES
Grenades, Explosives and Molotov cocktails use the Throw trait, and the
procedure for damage calculation is in the Science (as a Power System) section
of Chapter 6, even for those that are the equivalent of a real world grenade.
The same goes for energy weapons. Use the rules for Weird Science Gadgets to
modify their energy clips or the weapon themselves.
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POWERS

There are five main types of powers you will encounter in an adventure game. Forthcoming supplements will detail new
systems and variant versions of the five base systems described here.

Arcane Magic is the ability to manipulate reality with paranormal forces in the form of spells.

Divine Magic allows worshippers to call upon their deities in times of need, in the form of Divine Blessings and Cantrips.

Psychic powers allow an individual to impose his or her will upon the material world, or upon other, weaker minds.

Weird Science includes gadgetry found in steampunk or space opera settings, as well as alchemical concoctions and
mutagens that the power user uses to gain supernatural abilities.

Innate powers are exceptional abilities. Using them does not require activation for use, like walking or listening for a
human. They are considered to be always ”on”, except for some specific abilities like fire breathing. More innate powers
and their effect on the game can be found in Chapter Seven.

Emmanuel Anzeraey (Order #30333937)


P owers are capabilities beyond a human being’s reach. This may include: innate
physical abilities that only natural animals have, such as seeing in the dark, flying
or remaining underwater for hours; para-psychological abilities like clairvoyance and
precognition; the ability to call upon the help of the transcendental world, like a Saint
or a Bodhisattva, and supernatural rituals like magic spells or curses. Each type of
power works in a different way. The term Power System indicates the set of powers
belonging to a given type, and the associate procedures used to learn and activate
each individual powers.
This chapter includes powers and power systems suitable for many fantasy and
sci-fi environment, and the setting you use may integrate or replace them with
more detailed subsystems. Whenever your setting contradicts the core rules,
the setting rules and power list take precedence.

POWER ATTRIBUTES
POWER SYSTEM ATTRIBUTES
Most powers have attributes which represent their individual features. Attributes can be The power rules in Revolution
both Numeric and Non-numeric. Each Numeric Attribute has a score that determines D100 are based on a set of one or
by how much the attribute influences the power effects. Specific rules found in a Power more attributes that regulate the
System description supersede the generic rules found in this section. effectiveness of a power user. The
most common attribute used is
Channelling (called also Holiness
FIXED AND VARIABLE ATTRIBUTE SCORES for clerics), but a character may
have other attributes, or multiple
If the power description lists a Numeric Attribute with a number (or the equivalent letter values for Holiness in different
cults. Attributes determine the
in the case of range) following its name, then the attribute is automatically applied to the number of powers your character
power with that score whenever it is used. If there is an asterisk (*) following the attribute can acquire or keep active, the
name in the power description, then the actual attribute score depends on a variable factor. total sum of variable attributes
for powers, etc. However, what
If there is a number followed by a + instead, the attribute normally assumes the specified changes from one Power System
value, but can be enhanced as explained in the power or Power System description. and another is the way characters
gain their current score in these
The most common way to replace an asterisked variable attribute score with an attributes. The Channelling score
actual number is by applying a Manipulation Stunt when using the power, if the is a fraction of Concentration,
Power System allows Manipulation (see below). For those Power Systems which but can depend on vows for
do not allow Manipulation, the asterisk for variable attributes must be replaced a believer, or on the number
of True Names known for a
with the default rating for the attribute in that system, or with a variable rating conjurer. While not interfering
determined with other means, again specified in the Power System description. at all with the mechanical parts
In both cases the rating cannot be changed dynamically when using the power. of the rules, such details have a
great impact on your character’s
roleplaying choices. By exploiting
Example: for Divine Magic, the Might of the Protection power has a fixed value ranging the determination method for
from 1 to 4 if acquired as a Cantrip, or a value depending on the caster’s Allegiance when attributes like Channelling, the
Narrator can tailor paranormal
acquired as a Blessing. In both cases this value is determined when the believer acquires the powers to the specific flavour of
power and cannot be further increased when he or she uses it. For Arcane Magic, which the game world.
uses Manipulation Stunts, the Might of a Protection spell is always determined by the caster,
assuming he or she has the Manipulation Stunts for Might and applies it to the power.

VALUE
A power Value gives a rough representation of the “order of magnitude” of its WHEN DO WE USE VALUE?
effects. Note also that this rating is different from Might, which is only one A power Value is never used
or calculated during normal
of the attributes that constitute Value. Nevertheless, Might and Value often play. You require it only for
coincide for the simplest powers. enchantments and other
permanent effects. The Narrator
You obtain the Basic Value of a power effect by adding up the actual scores of each will also need to calculate Value
Numeric Attribute the power has. Duration is a special case, as there is no attribute in for new Blessings he or she
the rules that represents how long a power remains in effect. However, keeping a power wishes to devise for Divine
Magic, but this will also take
active for a long time should clearly affect its order of magnitude, so the overall Value place between adventures.
score for a power is its Basic Value multiplied by the power Time Scale (see the Power
Duration section on page 174 for how to determine the Time Scale of a power). As
Combat Time is represented by the number one on the Time Scale Table, the Value of
any power that lasts only for the duration of a Combat is equal to its Basic Value.
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MANIPULATION STUNTS
MANIPULATION STUNTS OR Manipulation Stunts are Concentration Traits you can learn like powers, but
TRAITS? that you do not cast or activate on their own. Instead, you use them to enhance
The earliest releases of Revolution
D100 and its supplements the effects of powers with variable attributes.
refer to Manipulation Stunts as
Manipulation Traits. However, as
In order to apply a Manipulation Stunt, the power description must list the
Manipulations are never rolled relevant attribute followed by an asterisk (*) sign. Might can always be manipulated
directly on a D100 but rather with the corresponding Stunt, even when the attribute is not marked with a *, in order
identify an improved use of to overcome defensive powers or protect the power from dissipation. The presence
another Trait (the power), it is
more correct to call them Stunts of the asterisk only notes that the power effects are intensified when Might is greater
according to the definition on than one. If no Manipulation Stunt is applied to an asterisked attribute, the latter
p.26. This is just a matter of assumes its default value. If a Stunt is applied, each point of Manipulation increases
naming conventions, though, and
beyond the fact that calling them the default rating of the attribute by one. Some powers with variable attributes are
Stunts may make the concept of useless if you do not manipulate their attributes to a minimum value.
Stunt clearer, the two terms are
synonyms. If you encounter a There is usually a limit to the total number of Manipulation points a character
reference to Manipulation Traits in can apply to a single power. For the Power Systems presented in the core rules,
any Revolution D100 publicaton, the limit depends on the character’s Channelling score, but other Systems
just trait it as a reference to
Manipulation Stunts. might introduce different methods.

MANIPULATION POWER MANIPULATION IN ADVANCED COMBAT


WITHOUT STUNTS
If powers play an important role Using a manipulated power in Advanced Combat costs one Exertion Point per
in your game, you may wish to Manipulation explicitly applied. This is not cumulative with any base cost, so a
allow the manipulation of power power with only one Manipulation costs one point, like a non-manipulated one.
attributes even in the absence of
a Stunts by applying a Penalty, or
The time required is usually one Concentration Action per Exertion Point cost.
to eliminate Manipulation Stunts
altogether and allow anyone
with the Power Trait to perform NON-NUMERIC POWER ATTRIBUTES
manipulations of asterisked
attributes. We have chosen to The attributes which follow are never accompanied by a rating. Their
impose the Stunts as a limitation contribution to a power Value is always zero.
as the default approach to better
represent the advancement in
training of your magician or Concentration
psychic as he or she acquires more If the Concentration attribute is specified, the power requires the continuous
confidence with his or her abilities,
but your exigences might vary. Concentration of the user (or target) to work. If pre-activated, the power is only
considered active for the time the target concentrates on it, otherwise it remains
“dormant” until Concentration is resumed. The power can be used without limitations
to Roll for Effect in a generic Conflict, as this option implies Concentration.
In Advanced Combat, a character must spend at least one Concentration
Action per round to keep Concentration powers active. If for any reason
the character’s Strike Rank drops below zero while concentrating, his or her
Concentration is broken and the power becomes temporarily ineffective
until Concentration resumes, or is cancelled if it has the Overcome attribute.

Enchantment/Item
This attribute means that the power cannot be used in Combat or Adventure time, and
its sole purpose is that of creating an enhanced item or individual. Enchantments usually
require Downtime to use. On the other hand, you can create potions or other perishable,
one-use items, such as steampunk grenades, in Narrative Time, if the description of the
related power specifies this option. All powers automatically have the Item attribute in
the Science Power System, as the can only be used to create gadgets.

Instant
A power with this attribute remains in effect only for one brief instant, although its
effects can be more lasting, such as causing damage in Combat. The power can still
benefit from Extended Duration when imbued in an item or potion, but only as a one
use effect that disappears after use (e.g. a Healing potion).
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Overcome [Characteristic]
This attribute means that the power user must overcome the target in a Conflict to
be effective. In Basic Combat or a generic Conflict, this means that you can use the OVERCOME POWERS AS A
power to Roll for Effect, forcing the opponent to defend with the recommended Skill SUPPORT BONUS
or another suitable one that the Narrator deems appropriate. If the roll succeeds, the In several cases, using a power
target loses the usual number of Resolution Points and the power user describes the with the Overcome attribute as a
Support Bonus in a Conflict may
result of the exchange according to the power description. be seen as an attempt to bypass
the Overcome requirement.
Projection Thus, the Narrator can always
veto such use of the power.
A power with this attribute generates a beam, jet, bolt, burst or other kind of However, there are times when
supernaturally-created projectile. The presence of this attribute negates any Overcome creative use of offensive powers
attribute, as the missile must physically hit the target to affect it. contribute to the group’s
enjoyment rather than detracting
In order to affect its target, the power user makes a Ranged Attack. The target can Take from it (see the Conflict Example
Cover from the attack, Dodge it or Block it with a shield according to normal rules. If in Chapter 3), so the possibility
of Overcome powers as
the Projection power is also Instant, then only one missile is created on the exact Strike Support Bonuses should not be
Rank the power goes off, at the cost indicated for the power itself. The Activation roll is completely ruled out.
also the attack roll.
If the power persists in time, several missiles can be shot, starting with the round after the ADVANCED OVERCOME
Activation roll. Each attack costs one or more Exertion Points, according to the power In Advanced Combat, using
a power with this attribute
description. The number of missiles available depends on the power description, and is requires the Parallel Conflict
unlimited if nothing is specified. Shooting each missile usually requires a Ranged Attack procedure described on page
action and ten Strike Ranks, and follows the Ranged Combat rules. Some powers do not 112 of Chapter 4. Additional
allow shooting more than one missile per round, regardless of the Strike Ranks available. information on powers with
this attribute can be found in
Usually, the range at which you can shoot the elemental projectile corresponds to the the Overcoming an Unwilling
Range attribute for the power. If nothing is specified, the range is Close (25 metres). Target section.

Ritual
The power is only available for use in its ritual form, and as such cannot be activated COMBINE DEFAULT
in Combat, and sometimes not even in Adventure Time. All Enchantments are also The default value for a Combine
Rituals, but not all Rituals are Enchantments. * power is zero when not
manipulated. If a power with
Combine of one or more is
NUMERIC POWER ATTRIBUTES not actually combined with
any other power, this attribute
The following attributes are always accompanied by a numeric score, even an counts as zero for the purpose of
calculating the power Value.
implicit one, and contribute said score to the total Value of a power.

Combine
MIGHT DEFAULT
This attribute allows a power to be activated with other powers. For each point in the The default Might for a Might
Combine attribute, a further power can be added to the first, normally from the same * power is one when not
Power System. manipulated. The first Might
point of a power is always
When Combine is added to a power with an asterisked Combine attribute via a present, even when the attribute
Manipulation Stunt, all attribute Manipulations performed on the first power take is not listed. It is always necessary
effect on the others, too. For example, if the first power is activated using a Range to know a power Might score
for defending against it or for
Manipulation, Range applies to any other Combined powers, too, provided that their dispelling its effects. In some
Range can be manipulated. The attributes of all powers are counted only once towards cases, the power user may wish
the Base Value of the power. Only the Combine attribute is added to Value. to increase Might for the sole
reason of overcoming defensive
Some powers have a non-zero, non-asterisk Combine attribute to note that they can, powers.
or must, be used in conjunction with another power without the intervention of the
Combine Manipulation Stunt. Unlike it happens when the Combine Stunt is applied,
the Combined powers do not automatically share the attributes of the base one; the
power or Power System description will explain whether Might, Range or Targets must
be improved separately for each power.

Might
The Might attribute is always present, even when not explicitly specified. The powers
of some systems can be acquired at different Might levels as though they were different
Traits. Other systems always have powers at a base Might of one and let users increase it
with a Manipulation Stunt (see page 170).
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Range
RANGE DEFAULT A power with this attribute is usable at a distance. When used in Combat, the exact
The default Range of this distance is equal to the attribute score on the Range scale used to represent distances
attribute for a Range * power in Combat (see page 90 of Chapter 4). A power with a Range score of zero is usually
is zero (Touch) when not
manipulated. When you use a described as Range Touch or simply Touch, and it can be used only on someone or
power on something you touch, something the power user is touching, even through gloves, clothing or armour.
it is considered as having a Range
score of zero for the purpose of
calculating its Value, even when
Target
its description specifies a non- A power with this attribute can be used on something or someone other than the caster. The
zero Range or Range *. number of targets affected is equal to the Target attribute score. In order to use it on targets it
is not touching, the power must also have the Range attribute. A power lacking this attribute,
TARGET DEFAULT or having it specified as Target: self, can only be used on the power user him- or herself. The
The default Target attribute for a
Target * power is one when not Target attribute can also mean that the power can create a target, like an illusion, and in this
manipulated. However, when case increasing the number of targets increases the number of created items.
you use a power on yourself, it
is considered as having a Target
score of zero for the purpose of
calculating its Value, even when
POWER USE
its description specifies a Target
score of one or *.

POWERS AS TRAITS
Most powers are just Traits that apply to the Concentration skill, or another skill in
some peculiar cases like Weird Science. In most cases, the mechanical procedure for
gaining a power is the same you use to gain any other Trait (see Chapter 2), but the
nature of the power system usually limits a character’s ability to learn a new Power.
Your character cannot learn an Arcane spell just because a slot is available for a new
Trait. The description of the power system will tell you what the pre-requisites are.
Like all Traits, powers might be applied to other Skills than Concentration if it is
plausible that knowing (or using) them can help using the other Skill. For instance,
if you know the Fly spell and you are using a glider without training, you might
want to use the spell Trait together with the Pilot skill to compensate the lack of the
more appropriate Trait. Likewise, powers can be used to obtain Support Bonuses in a
generic Conflict when appropriate. Unless there is a limit to the number of times you
can use a power (for instance when it represents a potion or a one-use gadget), using
it during a non-Combat scene is in no way different than using a common Trait.

COST OF USING A POWER


If you use powers during Adventure Time or Narrative Time, or in Basic Combat,
the stress due to Power use is represented by the Resolution Points you lose when
the opposition wins an exchange. Thus, if you never lose a roll, using a power
will cost you nothing. Using a power in Advanced Combat costs one or more
Exertion Points, which represent the energy spent in activating the power and
keeping it active. Even an innate power may have a cost in Exertion Points.

POWER ACTIVATION
Some innate powers, like extraordinary senses, are always active. Other
powers need Activation, which often requires an Activation Roll. You roll
for Activation on your Concentration skill, using the power itself as a Trait.
A power is also “already on” during Combat if it has been pre-activated and
extended during Narrative or Adventure time (see Power duration below).

POWER ACTIVATION DURING CONFLICTS


In generic Conflicts and Basic Combat, using a power as a Support Bonus will not
require an Activation roll. As per the normal Support rule, you can use each power
only once per Conflict. Some powers can be used to actively counter the opposition
(a Lightning spell can be used as a weapon in Basic Combat, and Detect Substances
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can be rolled for effect in an investigation Conflict). In this case, you use the
Concentration skill and the power Trait to Roll for Effect, and you can use them as
many times as you need, following normal Conflict or Basic Combat rules.
In other cases, the power user could want to activate a power to alter an attribute with FREEFORM POWERS
an influence on the current Conflict or Combat. You might want to use Resist Magic in Most details provided about
powers are only relevant in
Basic Combat to prevent an enemy magician from using his offensive spells as attacks Advanced Combat. The chapter
against you. Such uses during a Conflict or Basic Combat require a Concentration on Basic Combat contains
Action, which is considered an unrelated action since it does not influence the Conflict instructions about how to use
powers as Support or to Roll for
outcome directly. In Basic Combat, an Activation roll is required, too, as the time Effect during generic Conflicts.
available to activate the power is much shorter. As soon as the Activation succeeds, the Therefore, in games that do not
power has the mechanical effect specified in its description. go beyond the level of complexity
of Basic Combat, it is easier
to treat powers as a freeform
POWER ACTIVATION IN ADVANCED COMBAT aspect of the game, skipping the
majority of the details presented
in this chapter. Some groups
In Advanced Combat, you always need to activate a power to use it. A power may find this approach effective.
pre-activated in Adventure Time is considered still active and will not require
re-Activation. If the Activation roll is a failure, the power does not activate and Using powers this way means that
one single Exertion Point is spent, unless its normal cost in Exertion Points was they become just like other Traits.
They come into play in the narration
zero. If the roll is a success, the power takes effect and its full cost in Exertion or during a Conflict, when it makes
Points is spent. The success level achieved is only important if the power has sense to mention them, and they
the Overcome attribute. Some powers like Divine Blessings do not require an influence the overall result of a
scene, leaving the exact description
Activation roll or the expenditure of Exertion Points, just the expenditure of a of their effect to the Narrator or
Concentration action when in Combat. to the players. Even in this case,
the description given in the power
A Power activated in Advanced Combat takes effect on the Strike Rank summary may still be useful to
on which the caster takes the last required Concentration action. If the understand how to insert a power
Activation is interrupted or disrupted before it is completed, the user loses the into a scene in a meaningful way.
Concentration actions accumulated so far, and is forced to restart the casting,
paying the same Exertion Point cost for a failed roll.

CHANNELLING
Most power systems define a numeric variable called Channelling, which limits
the effectiveness of a power user. This is not a percentile score like a Skill but
rather an attribute, much like Toughness or Movement rate. The exact effect
of Channelling depends on the Power System used, and will be explained in
the specific rules for each System. However, Channelling is usually at least
implicated in the pre-Activation of powers.
Channelling is calculated in a different way for each Power System. The most common KEEPING REACTION POWERS
way is using 10% of the Concentration skill, but you should always check the Power IN RESERVE
By using the Wait Action (see
System your character uses before determining his or her Channelling score. page 97 in Chapter 4), a
power user may keep a Free
Concentration Action in reserve
POWERS AS REACTIONS for an entire round. If you wish
to provide more options to
In Advanced Combat, a power user can activate an Instant power, like Neutralise, as a power users, you can cumulate
last-moment defence against an incoming enemy power. This requires a Concentration the free Action and a normal
Concentration Reaction to
Reaction and, if the Power Systems requires it, the expenditure of Exertion Points and an activate a power normally
Activation roll. Non-Instant powers which protect from incoming attacks can be used requiring two Concentration
in the same way, but the Activation roll suffers a Penalty, or an Activation roll becomes Actions at the cost of one, thus
necessary for those Power Systems which would not normally require it. Powers which permitting a power user to
exploit an effect requiring two
require more than one Concentration Action to activate cannot be used in this way. Actions to activate as a Reaction.

MULTIPLE EFFECTS
If multiple instances of the same power, or different powers that influence the same
attribute, are active on the same target, their effects do not stack, unless the power
description specifically allows it. In this case, only the effect with the highest Might
will affect the target, although the lesser effect is not cancelled. If two effects have
the same Might, the one activated earlier takes precedence.
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INTERACTION OF DIFFERENT POWER SYSTEMS
DESIGNER’S NOTE For the sake of simplicity, when different Power Systems interact (such as a
The rules for Overcome Conflicts
are a complement to the general defensive magic spell trying to block an offensive Psychic power), either the two
rules for Parallel Conflicts cannot have any effect on each other, or they interact as though they were the
presented there. Specifically, they same type of power. Which of the two rules applies depends on the game setting.
represent those details about
Overcome Conflicts that include
concepts that had not been
introduced in Chapter 4 and
thus could not be included in the
OVERCOMING AN UNWILLING TARGET
general rules.

CLASSIC OVERCOMING Each time a character successfully uses a power with the Overcome attribute on
Classic D100 games used only an unwilling target in Advanced Combat, an Overcome Conflict starts between
Willpower to resist supernatural the target and the power user. An Overcome Conflict is a special case of the
attacks. If you prefer this approach,
you can use Concentration
Parallel Conflict used in Advanced Combat (see page 112 of Chapter 4).
[Willpower] for all rolls to defend The power user always uses Will as the Resolution Point Pool source. The target
against powers.
If you want a quicker resolution
uses the Characteristic specified by the Overcome attribute and the Skill and Trait
of Overcome Conflicts, take the suggested in the table on page 68 of Chapter 3, unless the player can suggest a
approach of letting the target roll different one that the Narrator approves. The target can even use a Motivation against
the skill related to the specified an offensive effect that attacks emotions (such as the Demoralize power or some
Characteristic, and compare it
with the power Activation roll. innate seductive abilities), if it is higher than the Skill/Trait score.
If the power user is victorious, The power user can choose (or be forced, by being brought below zero Strike Ranks)
the power affects the target.
Otherwise it is wasted. to stop concentrating on the Overcome Conflict at any time. This has the same effect
as a complete defeat in the Parallel Conflict, like suffering Consequences for the
psychic backlash, or the power taking effect on the user if the target had Reflect active.
DURATION OF OVERCOME If the power has a Target attribute higher than one and affects more than one target
CONFLICTS
Finding a good justification for a at a time, the power user makes one roll per Concentration action against all targets,
Quick Exit during an Overcome and each target rolls separately to resist the effects. Each target has its own Resolution
Conflict can sound implausible, Point Pool to beat. Using Overcome powers on multiple targets is a huge effort.
so a Narrator might be tempted
to disallow this option altogether.
However, most power users will
strive to terminate Overcome
QUICK EXIT ON AN OVERCOME CONFLICT
Conflicts as soon as possible in When a contestant chooses to terminate an Overcome Conflict with a Quick Exit,
order to focus their attention
on other possible targets and
the effects of the victory are partial. What this implies depends on the winner of the
avoid losing Concentration, Conflict. If the target wins with a Quick Exit, then the power fizzles but the power
so they will find it desirable. user, as the loser of the Conflict, does not suffer any Consequences.
If your game includes a lot of
Overcome powers, you should If the power user wishes to apply a Quick Exit, the Narrator will check the power
consider carefully which of the description, and apply any special instructions. The power description can also
three available options to use: forbid a Quick Exit. If there are no specific instructions, the Narrator must
Instant Overcoming; Overcome
Conflicts with Quick Exits; or determine if a Quick Exit is possible and what its implications are. Here are two
Overcome Conflicts without suggestions, but the Narrator can find other solutions:
Quick Exits.
• If the power has variable Might, then Might is halved, which may prevent the power
from affecting its target.
IS TIME SCALE AN ATTRIBUTE?
Although Time Scale is a • The power user must resort to his or her Channelling to “hold” the power as if
number, it cannot be considered pre-activating it (see Pre-activation of Powers on page 175). The power user can drop
a Numeric Attribute of a currently pre-activated powers to make room for this new one.
power, as its numeric rating is
applied differently to Value: it
is multiplied by other attribute
ratings rather than added to
them. Furthermore, Time Scale
POWER DURATION
has no Manipulation Stunt
associated. For these reasons,
Time Scale and Duration are Power duration depends on a human factor rather than a mechanical effect. An
not treated as attributes in effect will last only as long as the power user focuses on it, and will expire when he
power descriptions. They follow or she takes the time to rest once the threat is over.
different rules.
Powers do not have a Duration attribute, but power duration is linked to Time
Scale. If a power is activated for a specific stress situation, then we can say that the
Time Scale which is appropriate for that situation is the Time Scale for that power.
The default situation for power use as presented in most power description is
Combat, so the default Time Scale for powers is Combat Time.
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In game terms, this means that the default duration for a non-instant power is COSTS OF PRE-ACTIVATION
“until Combat Time ends”. In most cases, consider the power as being still active For the sake of simplicity, we
have not provided any cost for
for the first round of Adventure Time after Combat. This interval is considered a the pre-Activation of powers. If
brief extension of Combat Time, like the Fast Healing procedure that takes place you wish to limit pre-Activation
immediately after Advanced Combat. However, if there is a Conflict immediately or associate them with psychic
stress, use this optional rule:
following Combat, then all Combat Time powers will expire before it starts. Each time a character reaches the
If a power is not activated during Combat but rather during or immediately limit of pre-Activation imposed
by his or her Channelling, a
before a Conflict in Adventure Time (see pre-Activation below), it will last till the “Drained-” Consequence is
Conflict ends as though Combat had occurred. To summarize, we can define that a automatically applied. This
standard power lasts “until a Conflict or Combat ends”. If a non-violent Conflict Consequence will expire with the
degenerate into violence, the power ends at the end of Combat, which in this case is powers, and translate to a -10
to Exertion Points if Advanced
a Secondary Conflict included in the non-violent one. Combat begins. If a character
who is already suffering from
this Consequence drops a power
PRE-ACTIVATION OF POWERS to exchange it with another, have
the player roll Concentration
A character may wish to activate a power, and keep it active in preparation of a [Willpower]; a failure will turn the
possible stressful situation. During any Round of Adventure Time, a player can Consequence into a Recurring
have his or her character activate one power (as an unrelated action if a Conflict “Drained (-)”, thus extending
its effects beyond the duration
is in progress). The power effects will start at the beginning of the following of the next Combat or Conflict.
Round, and remain active until the end of the next Combat or Conflict. Note that If you use this option often, we
although pre-Activation occurs in Adventure Time, the Time Scale of the power recommend you add a “Drained”
check-box to character sheets to
is still Combat Time, as the power will last for the duration of one Conflict or speed up book-keeping.
Combat only.
A character’s Channelling usually imposes a limit on the number of powers PRE-ACTIVATION AND
CONCENTRATION
a character can pre-activate. Normally, each pre-activated power occupies It is possible to pre-activate a
Channelling points equal to the number of Exertion Points it would cost in power with the Concentration
Advanced Combat, but the relevant Power System description may include specific attribute, like an [Element] Wall
rules, instead. A player can drop powers to make room for the Activation of new that moves with the power user
or a Fly power to levitate him or
ones, as long as the totals remains within the boundaries imposed by Channelling. her, but doing so will prevent
If a one-use Power is pre-activated, it will be lost as soon as its natural duration the power user from doing little
expires. else but maintaining the power,
effectively preventing him or
her from participating in most
EXTENDED POWER DURATION Adventure Time Conflicts.

Some Power Systems allow their users to extend the duration of their powers beyond CLASSIC POWER DURATION
the usual limit of one Combat or Conflict. The procedure is the same used for pre- You can always go back to the
Activation of powers in Adventure Time, that is you spend one Round in the same classic “countdown” approach
to power duration if you wish.
Time Scale. However, the extended power remains active until the Time Scale goes There are plenty of compatible
up to a higher level, no matter how many Conflicts or Combats take place, and how spell and power lists in other
many times the Time Scale moves to a lower level. OGL games from which you can
import fixed or variable durations
Not only does a power extended in this way usually count towards the power user’s for paranormal effects. However,
Channelling, but the number of Channelling points it uses are multiplied by the Time there is one specific reason why
Scale during which the power remains activated, that is two for Adventure Time we have chosen this narrative-
oriented approach to power
and three for Narrative Time. Keeping a power active in Downtime is essentially an duration: in fantasy novels and
enchantment, and thus is only possible by using the enchantment rules. movies, a power usually expires
for dramatic reasons, after the
Example. Merlin the magician casts Protection 10 on himself before going on a quest. hero or one of his foes have
performed a significant action, or
As we will learn in the Arcane Magic chapter, extending the duration of a spell with only when danger is over. It does not
its Might manipulated costs only one point of Channelling, which must be multiplied happen at fixed intervals. Hence,
by 3 for Narrative Time. Thus Merlin has used up only 3 points of his Channelling of 9. we believe that this method
may be more adherent to the
Later during the quest Merlin realizes that King Arthur, Sir Lancelot and Sir Gawain inspirational media you wish to
emulate.
will need magic armour, and casts the spell on them so that it may last during
Adventure Time. Merlin uses Protection 8 Targets 3 to cover all of them, which costs
two points of Channelling to extend, multiplied by two in Adventure Time for a total of
four. Even when added to the existing three points already used for his spell, the total is
still seven, and thus within Merlin’s Channelling limit of nine. When the party stops to
rest, the Time Scale will shift to Narrative Time and the spells cast on the sovereign and
his knights will expire, while Merlin’s will remain active.
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IMPROVED AND RITUAL USE OF POWERS
Given sufficient time and tranquillity, a character may choose to start a Conflict to
give an improved effect to a power. To activate an improved or ritual version of a
power, a character starts a Conflict of Willpower against an opposition normally
equal to the Value of the effect required, including modifications for the Time Scale
in use (see the Power Duration Summary table, page 178). The Challenge Rating
of the opposition is always 50%, unless the attempt takes place in an environment
that hampers or helps the power user. If a worshipper attempts a ritual casting from
sacred ground, the opposition might drop to 20%.
The power user cannot opt for a Quick Exit, while the Narrator may use this
option to abort the procedure after a player character has failed a roll against an
overwhelming opposition. This might even be desirable as it will save the character
from Consequences.
If the character wins the Conflict, the intended effect takes place. According to the
standard Conflict rules, the target(s) may gain a Positive Consequence consistent with
the power. The power, unless it has the Instant attribute, will stay in place until the
Time Scale exceeds the one used to activate it. Any Negative Consequences the power
user suffers are automatically Recurrent, and will stay in place at least as long as the
power effect(s) last. You will often label these Consequences as psychic fatigue, but the
Narrator may introduce other Consequences with interesting narrative effects.
Enchantment and item creation always requires a Conflict against their Value to
make them permanent or semi-permanent, so the rules in this section always
apply in these cases.
Example. Merlin needs to create a magic sword +2 for Sir Lancelot. In order to Enchant
a spell permanently, he must beat its Value in a Conflict. He can touch the sword (Range
0) in the process so he needs only count Target 1 and the Might he wishes to add. A
sword doing +2 damage is a Might 2 magic weapon, which gives us just three points of
attributes. However the Time Scale on which the item must be always on is Downtime
(4), so the Basic Value of three must be multiplied by four for a final Value of twelve.
Merlin is confident that he can beat a 12-point Resolution Pool in a Conflict, so he goes on
and begins the enchanting ritual, which will take several weeks as a Downtime Conflict.

EXTENDED RANGE AND AREA EFFECTS


When using powers in Combat Time, their Range attribute cannot extend their
area of influence beyond the immediate vicinity of the Combat theatre. On the
contrary, when a skilled power user unleashes his or her paranormal abilities
with an extended Activation procedure, this line of sight limitation is broken.

Extended Range
Range Range, Combat Time Radius, Adventure Radius, Narrative
score Time Time or Downtime
Touch (0) Touch Touch Touch

C (1) Close, or WIL x2 metres WIL kilometres WIL x10 kilometres

S (2) Short, or WIL x5 metres WIL x2 kilometres WIL x20 kilometres

M (3) Medium, or WIL x10 metres WIL x3 kilometres WIL x30 kilometres

L (4) Long, or WIL x20 metres WIL x4 kilometres WIL x40 kilometres

XL (5) X-Long, or WIL x30 metres WIL x6 kilometres WIL x60 kilometres

XXL (6) XX-Long, or WIL x50 metres WIL x8 kilometres WIL x80 kilometres

XXXL (7) XXX-Long, or WIL x100 metres WIL x10 kilometres WIL x100 kilometres

+1 +WIL x50 metres +WIL x2 kilometres +WIL x20 kilometres


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For powers that target specific items, this translates into a greatly extended RITUAL USE OF MINOR
POWERS
Range of action, which potentially allows for creative uses of powers. However, The rules discourage improved
some powers that do not affect a specific target may be used upon an entire or ritual Activation of powers
area, thus creating a magical zone or a cursed land of some kind. that cannot benefit from
extended duration. They imply,
Being able to manipulate Range is not necessary to benefit from the extended for instance, that Divine Cantrips
effects. If a power has a fixed range score of its own, its actual radius will still that some worshippers use
change scale with ritual casting. However, in order to use a power over an entire as everyday magic cannot be
ritually cast. However, sooner
Area, your Power System must still allow you to manipulate Range, or the power or later in your adventures you
must be specifically designated as area-affecting. will encounter situations where
using minor powers as rituals
If the Range of a pre-activated or extended power is manipulated, the effective makes sense. Thus, despite the
Range score is the same you can achieve in Combat Time. Accessing the recommendation not to use
extended radius is only possible when using the improved/ritual procedure. ritual casting for powers which
cannot be temporally extended,
the actual limit is “whatever is
DISSIPATING LONG DURATION POWERS fun and enjoyable in your game”.

When a power effect is dispelled by means of the Neutralize power, the Might of
Neutralize must be at least equal to the Might of the target power. In this case,
the Might refers to the simple Might attribute, before any modifications for Time
Scale. This does not allow a relatively cheap power to counter an expensive, long-
duration effect.
Whenever a power user invokes a Neutralize-type effect on another power that was IMPROVED AND EXTENDED USE.
Improved powers do not use
ritually activated (like a Consecrated or Warded area), he or she must activate the up Channelling, as they were
Neutralize power as a Conflict. The Resolution Points of the opposition are the higher not pre-activated but followed
score between the normal Value of the Neutralise power being used and the Value a different procedure. However,
of the target effect, including modifications for duration. Extended duration powers when the only goal of improved
Activation is extending the
activated with a pre-Activation procedure, that is those which use up Channelling duration of a power effect,
points,are vulnerable to “quick”, non-ritual Neutralize effects cast during Combat or use the procedure for pre-
Adventure time. activating a power, or disallow
the procedure altogether if that
To neutralise the effects of a power used on an entire area, it is necessary to use a particular power cannot normally
counter-power that can encompass the entirety of the area. This requires either being be extended on the desired Time
Scale. Some circumstances may
at the centre of the area of effect (which usually coincides with the villain’s stronghold, suggest employing a Conflict
or similarly guarded places, in case of evil spells) or using an even greater Range score. rather than a pre-Activation for
narrative reasons, particularly
Neutralizing a permanent Enchantment is an enchantment in itself, thus it is only when the power has the
possible in Downtime. The dis-enchanter must bear the Consequences of the process Overcome or Concentration
on him- or herself permanently, without any chance of ever transferring them to any attributes. For instance, it makes
sense that using Dominate on
item or individual. For this reason, no magician will usually accept to disenchant an an individual to keep him or her
item for money. If the item to disenchant is a cursed person, he or she can accept any under control be treated as a
Consequences upon him- or herself. Conflict.

ENCHANTING
Activating a power with a Conflict against its Value in Downtime is an attempt to ENCHANTMENT PROCESS
DURATION
create an enchantment that benefits permanently of the power effects. The power Do not underestimate the impact
user must achieve a complete victory to make the power effects permanent, and any of time on the feasibility of an
Consequences he or she suffers are permanent, too. enchanting ritual. Each round
of the ritual will last one day or
A number of powers of the Arcane or Divine type are usable only as enchantments. week (Narrator’s choice), so even
Some minor effects of Enchantment powers, like potion creation, may be used to if the enchanter is confident of
winning, each enchantment may
create effects that are lasting but not permanent. In these cases, the enchantment take months of time, during
attempt may take place in Narrative Time, and yields a very short-lived or one-shot which the enchanter cannot do
effect. The Value to beat is multiplied by thee and not by four to reflect this fact. anything else of relevance.

A generic Enchanting Trait exists that will help a magician transfer powers into
items. However, if a power is labelled as “Enchantment”, its Trait can be used in
the enchantment ritual even if the magician lacks the generic Enchantment Trait.
Otherwise, the enchanter must roll on his or her raw Concentration Skill. Enchantments
are typically carried out in a very quiet environment, but clever players will find a way
for the magician’s allies to provide Support Bonuses if the Narrator allows it.
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Power Duration Summary
Time Scale Power Type Duration CP* Value Notes
Combat Standard One Combat or x1 attribute Can be pre-activated in Adventure Time, expires when
Conflict totals a Conflict terminates.
Adventure Extended Duration Until next rest x2 attribute Can span across multiple Combats or Conflicts. If
Power totals x 2 ritually cast, range may increase to kilometres.
Narrative Extended Duration One adventure x3 attribute If ritually cast, range may increase to dozens of
Power totals x 3 kilometres.
Downtime One-use Item Permanent, n/a attribute Used for one-use science or alchemy gadgets like
one-use totals x 3 bombs or potions.
Downtime Item/ Enchantment Permanent n/a attribute Used for enchantments and science gadgets. Range
totals x 4 may increase to dozens of kilometres.
[*] Channelling Points occupied

CONSEQUENCES OF ENCHANTMENT
POWER DURATION While the Consequences of crafting items with mundane means or Science
We have so far examined the
four cases of power duration:
Powers affect the items as flaws, an enchanter is actually putting part of his or her
Activation during Combat Time; essence into an artefact. If there are Consequences, they apply to the creator and
pre-Activation in prevision of a not to the item. Enchantment Consequences are annoying circumstances that
Conflict; extended duration; and might have a detrimental effect in some particular Conflicts. For instance, the
enchantment. As shown in the
table, the Time Scale multiplier creation of a demonic weapon might cause the demon to appear in your dreams,
affects both the Value of the disturbing your rest and Concentration. As a rule of thumb, these Consequences
power and the number of points should not come into play more than once per session.
of Limiting Factor it uses when
pre-activated or extended. Getting rid of the Negative Consequences of a successful enchantment will
destroy the enchantment.
An enchanted item always has a unique owner. Enchantments cannot be passed
around the members of a group as you would do with a box of matches. The
death of its creator or last owner will put the enchantment in a “dormant” state
until someone else attunes to it again. Trading an enchanted item to a subject
who is aware of the Consequences and willing to accept them will also transfer
the detrimental effects, along with the ability to use the item.
The following table provides some sample effects for enchanted items with strings
attached, and a quick way to randomize them, but the actual effect is always
determined by the Narrator, who is free to use other tables or to make up an effect
on the fly.

Enchantment Consequences
D10 roll Consequence Notes
1-5 Enchantment not self-sustained. Drains one Exertion Point per minus Appropriate
sign each time the item enhancement takes effect in Combat. The if you use
enchantment must have had a tangible effect in play (for instance, for Advanced
Combat
enhanced armour the damage must have been greater than the AP the
armour would have if non-enchanted). To avoid this effect, the user must
dedicate one point of Channelling per minus sign to the enchantment as
though it was a pre-activated power.
6-7 Bestows a penalty to a Trait chosen at enchantment time, once per
adventure.
8-9 Bestows a penalty of 1d6 to a Characteristic, chosen at enchantment
time, when used to determine the starting Resolution Point Pool for a
Conflict, once per adventure.
10 Free will. The item acquires a volition of its own with WIL equal to 2d6
plus 1d6 per minus sign and a Motivation at 50% (it can increase as per
normal rules), and will object to any action against it. The item will annoy
its owner and initiate Conflicts of WIL to dissuade him or her from
acting contrary to its Motivation.
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POWER LIST
QUALIFIERS
Many power names are
accompanied by a qualifier in
brackets. This means that the
description refers to a group
of similar powers identified by
replacing the qualifier with an
This power list is for all Power Systems. Each entry includes the standard appropriate noun, representing
name for the power and the attribute list. It also lists the Power Systems an energy, item, creature, trait or
other entity, and removing the
that normally include the power. When the name or attributes of the power brackets. A power can be included
vary according to the system, we have noted this in brackets after the system in a power list in its generic form,
name, or in the power description. The description of a Power System always with the qualifier in brackets, or in
supersedes the information given in this section. its specific form with the qualifier
replaced. A power can only be
acquired by a character in its
Absorb [Energy] specific form, which means that
when you assign it to your player
Combine *, Might *, Target * individual(s) character or to an NPC, choose a
All replacement for the qualifier.

This power subtracts its Might from the Might of any incoming energy attack of the ABSORB [POWER]
affected type. Absorb Kinetic decreases the Might of physical attacks, but it does not cancel Variants of the Absorb effect that
basic weapon or ammunition damage. This effect is applied before any armour or the work on powers are extremely
rare, as this “ablative” effect is
Protection power are taken into account. The innate version of this power is always on. more powerful than the standard
“all or nothing” Resist [Power]
Astral Projection used against supernatural attacks.
If you allow such a power require
Range *, Might *, Target self a minimum Might of 4 for the
Arcane, Divine power to have any effect. This
is due to the fact that an Absorb
Astral Projection causes the recipient’s soul to leave its corporeal body, and [Power] of Might 1 would in theory
manifest itself as an independent disembodied being. The recipient’s corporeal be able to block offensive powers
body slumps into a catatonic state for the remainder of the spell. While Astral of Might 2 or more (something
Projection is sometimes useful for scouting purposes, as the recipient’s spirit can impossible for a Resist [Power] of
Might 1) by decreasing their Might
pass through nearly any obstacle, it is usually employed to combat or confront below their fixed requirement.
incorporeal beings.
The recipient’s body remains vulnerable for the duration of the effect. The soul CONFUSION VARIANTS
will always know the direction its host body lies in, and the rough range to it in The divine version of Confusion
metres, but it cannot use the body’s senses. It is possible for a wandering soul to is a Might 2 Cantrip, and
have its body destroyed and not realise it until it returns from its sojourn. is effective against sentient
humanoids, but not on animals
While disembodied, the recipient automatically gains the effects of Second Sight and supernatural creatures such
(see page 186) of an equivalent Might for the duration of his or her Astral as spirits or magical entities
journey. However, he or she will suffer a Penalty to all Perception tests to spot like dragons. The arcane version
works on any embodied creature
mundane items or events while disembodied. A recipient may not travel further but requires a Might equal to
than the Range of the power from his or her host body, and moves at double his the Size Class of the target to
or her physical Movement Rate. be effective. The psionic version
works on anything, even with
Confusion non-manipulated Might, but
when used against a creature
Might *, Overcome [Will], Range *, Target * individual(s) that is very different from the
Arcane, Divine (Might 2), Psi (prerequisite: Telepathy) power user, the Concentration
Skill of the caster suffers one
Once its Willpower has been overcome, the affected target may not cast spells and may Penalty to activate the power and
only take non-offensive actions. The target may run and defends normally in Combat, to overcome the entity’s Will.
though it may not make any attacks unless attacked first. The power effects terminate at
the end of the round in which the target is attacked. DAMAGE BOOSTING VARIANTS
The divine version of Damage
Boosting may have a limitation
Damage Boosting on the kind of weapon it can be
Combine *, Might *, Range *, Target * weapon(s) or individual(s) used on, usually one significant
to the cult that teaches it. Some
Arcane, Divine, Science nature cults teach a version of
Each Might point adds one point to a weapon’s damage. When this power is used the spell that only works on claws
or teeth, and is thus only useful
on an individual, it affects all natural weapon attacks performed by the recipient to shapeshifters in their animal
(kicks, punches, claws, etc.), but not attacks performed with artificial weapons. form. These limitations are
The damage becomes part of the weapon intrinsic damage, and thus it is doubled normally specified by the
when applying the Slash Combat effect, and cancelled when applying the Stun actual name of the spell
(Bladesharp, Ironclaw,
Combat effect. Truesword, etc.).

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Demoralize
DEFENSIVE USAGE OF Might 2, Overcome [Will], Range S
ABSORB Divine
Absorb Energy, or any other
power that includes it, can This spell creates doubt and uncertainty. The target of this spell suffers a Penalty
be activated as a reaction in to all attack rolls, and may not use any powers with the Overcome attribute. If this
Advanced Combat against spell takes effect before Combat begins, the target will try to avoid fighting and will
an incoming spell or attack.
However, as the power is not
either run or surrender. The effects of this spell are automatically countered by the
designed specifically for this Fanaticism spell, and vice versa.
purpose, the activation roll
suffers one Penalty. Using this Detect Substances
power as a reaction requires
that it be cast with one single Might *, Range *
Concentration action, which Arcane, Divine, Psi
might pose some limitations
upon its Might or the distance at Useful for finding valuables from afar, this power allows the user to name one substance
which the power can work. per point of Might when the power is activated. The power will cause all sources of
the substance(s) within range of the spell to glow, visible only to the caster. Diamonds
gleam like ice, amber shines like a camp fire, and so on. The presence of a specific item
can be confirmed if the power user can exploit its shape to tell it from other sources of
the substance. The power cannot penetrate refined metal, energy fields, or protections
against paranormal effects, though it can penetrate ore, rock or dirt.

Detect [Power]
ADVANCED DETECTION Might *, Range *
Other forms of detection powers Arcane, Divine, Psi, Science
such as Detect Emotion or
Detect Enemy can be devised Detect [Power] allows the user to sense the presence and location of an effect related
by adapting the description for to the power type specified, or to any magical or supernatural source in the case of
Detect Substance and Detect a broader version of the power like Detect Magic or Detect Paranormal. The power
[Power]. Scientific devices might
include Detect [Energy] or Detect
cannot penetrate refined metal, energy fields, or protections against paranormal effects,
Life. though it can penetrate ore, rock or dirt.

Diminish [Characteristic]
Combine *, Might *, Overcome [Will], Range *, Target * individual(s)
Arcane, Science
There are actually six Diminish spells, one for each Characteristic. The spell will
temporarily apply a Penalty to the specified Characteristic equal to the Might of the spell.
This Penalty may not reduce a Characteristic below one, and a creature must have the
Characteristic in question for the spell to affect it. Skills are never recalculated because
GENERIC DOMINATE
The psionic version of Dominate of this power, although Derived Attributes are. Conflicts based on the diminished
is non-species specific, but using characteristics are not influenced if the Conflict has already started.
it against an individual of another
species bestows a Penalty. The
innate version represents the
Disruption
charming abilities of vampires or Instant, Might *, Overcome [Will], Range *, Target * individual(s)
succubi, and usually works on all Divine
sentient species, although it can
have other limitations, such as This spell inflicts physical damage and excruciating pain, ignoring any armour and
the gender of the target. affecting a random hit location if localised damage is in use. Damage done is equal to 1d6
plus the Might of the spell, but it is reduced to half the rolled damage, rounded up, if the
caster uses a Quick Exit in the Conflict to overcome the target’s Will. The damage applied
to Strike Rank is never halved, assuming the target does suffer the ill effects of pain.

Dominate [Species]
Combine *, Overcome [Will], Range *, Target * individual(s)
Arcane, Divine, Innate, Psi (Mesmerism, prerequisite: Telepathy)
This power allows the caster to gain control over a creature belonging to a specific
category. If the target fails to resist, it must obey the commands of the power user for its
duration. A Quick Exit in the Conflict for domination in Advanced Combat does not
allow domination, but it leaves the target unable to attack the power user long enough
for the latter to flee. The power user must be able to see or sense the target directly in
order to dominate it, or have an item that allows the channelling of his or her will to the
target to use it at long range outside Combat.
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While within range of the power, the controlled creature shares a telepathic link with the user ORDERS AGAINST THE
If the master and the dominated creature do not share a common language, the former can TARGET’S NATURE
convey orders by forming a mental image of the actions he wishes the dominated creature If the dominated creature
receives a suicidal order or a
to perform. Once commanded, the target can leave the range of the power without breaking command that goes against its
control, but cannot receive more orders until it is back within range of the master. nature, loyalties or feelings (such
as a Motivation), it can initiate
[Element] Arrow a new Conflict of Will against
the master to break free of its
Might 2, Target 1 projectile, Touch control. It will not complete the
Divine, Science command until this Conflict
is over, in one way or another,
Using this power on a projectile will cause it to burst into flame or otherwise convert although it will perform any
into pure elemental energy when it strikes a target, adding elemental damage of Might 1 preparatory action while the
(1d6 damage for fire, for instance) to its normal damage. The kinetic Might provided by Conflict is still in effect.
the firing weapon or by the wielder is unaffected. Since the missile is now paranormally
enhanced, its extra damage affects creatures that are immune to normal damage. Its
normal damage is still useful to punch through any armour the creature might have.

[Element] Blade
Might 4, Target 1 weapon, Touch ELEMENTAL DAMAGE AND
Divine, Science ARMOUR
Some simple armour suits like
For the duration of the spell, the target weapon deals additional elemental damage leather jerkins or cloaks may
of Might 1(1d6 damage for fire, for instance) in addition to its normal damage. The have a 1-point Absorb effect
additional damage can affect creatures which are immune to normal damage. against elements (see p.136).
While this effect may realistically
[Element] Wall soak off a part of the damage
caused by natural fire or freeze,
Might 3, Range S it is less appropriate to let it
Divine nullify the effect of a magic spell,
particularly when applied . We
This spell creates a 10 square metre immaterial wall of the specific elemental substance, recommend that you apply the
full effect of [Element] Arrow or
usually Light, Fire or Darkness. The wall does not produce harm, nor does it block passage, [Element] Blade when the target
but it might scare unintelligent creatures uncomfortable with the specific element. When is not protected by supernatural
shaped as a hemisphere, the wall has a diameter of about three metres. The caster may or highly technological means.
shape the wall at will even after the initial casting and move it by one Zone (20-30 metres)
per Combat Round. In this case, the spell gains the Concentration attribute for that round.
Walls have an external and an internal surface, and block vision from the outside to the inside.
Other senses such as a bat’s sonar, and Dark Vision for a Dark Wall, function normally. Light
sources within a Dark Wall area shed no light and normal sight ceases to function, requiring
Dark Vision to see while inside. Light or Fire walls also provide illumination like a bonfire.

Enhance [Characteristic]
Combine *, Might *, Range *, Target * individual(s) ENHANCE VARIANTS
Arcane, Divine, Innate, Science Divine or Innate versions of
Enhance Characteristic, being
There are actually six Enhance powers, one for each Characteristic. Enhance allows the user tied to the spirits of nature,
cannot bring a characteristic to
to apply a temporary bonus to the specified Characteristic equal to the Might of the power. A more than twice its initial value.
creature must have the Characteristic in question to benefit from this power. Skills are never Arcane spells do not have this
recalculated because of this power, although Derived Attributes are. Conflicts based on the limitation, while alchemical
enhanced characteristics benefit from this spell only if the Conflict has not yet started. concoctions and other science
artefacts might or might not have
[Environment] Movement it, depending on the setting.

Might 1, Target * individual(s)


Divine
This spell allows the target to move with ease through the specified environment.

Fanaticism
Might 1, Range S, Target 1 individual
Divine
The target of this spell receives a Bonus to all attacks, but suffers a Penalty to all defences,
and may not attempt to cast spells that lack the Overcome attribute. For the duration of the
spell, the target has a Double Bonus to any non-paranormal Conflicts related to morale.
The Demoralize spell automatically cancels the effects of this spell and vice versa.
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Fly
EXTENDED EFFECTS OF FLY Combine *, Concentration, Might *, Range *, Target * item(s) or individual(s)
Even after the power user has Arcane, Divine, Innate (Flight, no Concentration required, self), Psi
dropped the effect, the residual (Levitation, prerequisite: Telekinesis)
energies of Fly automatically limit
the speed at which the target falls Using this spell allows the target to fly, provided that the levitated items have a Size
to the ground, independently Class lower than the power Might score. Thus a Might 1 effect can only affect small
from the user’s will. The target items or minuscule creatures.
can roll on Athletics with an
appropriate Trait (Jump, Balance) Characters or objects moved by this spell have a base Movement Rate of 1, plus 1
to fall on its feet and avoid taking per Might point not used to sustain the target’s Size Class. All objects and characters
damage equal to its Size Class, moved by this spell move at the caster’s behest, not their own.
no matter from how high it fell.
This effect is independent of This power can be used offensively to levitate someone, or to steal an object he or
the will of the caster and of the she is holding. In all of these cases, the power acquires the Overcome attribute,
Might of the power. This has two against Will to use it directly on an unwilling target, and against Strength to snatch
consequence: first, Fly cannot be
used to kill enemies by dropping an item. For the duration of the parallel Conflict to take an item away, its user
them to the ground, unless the suffers a Penalty to any roll made which uses the item,such as an attack or parry
ground itself is deadly (lava, with a weapon.
quicksands); and second, a hasty
Fly spell of Might 1 can save the
Another classic offensive use of Fly is that of levitating items and throwing them
caster or an entire party from an at one’s opponent. This kind of attack requires a Concentration action and does
unexpected fall. kinetic damage of Might equal to the item Size Class, with the ability to generate
an appropriate Combat Effect on a success. The attack cannot be Parried, but the
target can easily Dodge it at no Penalty if the item does not have a Move score at
least equal to its own.

Form [Substance]
OFFENSIVE USE OF FORM Combine *, Concentration, Might *, Range *, Target * item(s)
This spell can be also used Arcane
to render an item useless in
Advanced Combat by twisting There are an unlimited number of Form spells, one for every substance imaginable,
its shape. The caster must from steel to smoke to water. Each Might point allows the caster to shape one
affect the entirety of the item,
or of the part of it that is made
kilogram of solid substance or one cubic metre of an ethereal substance (like
of the affected substance. darkness or water). This spell can affect only inanimate substances.
Check its weight to know how The caster must be familiar with the shape he or she is forming. When the caster has
much Might is required. An
additional Concentration action
finished the forming process, the substance will retain its shape and the spell will
is required to deform the item, lose the Concentration attribute until the caster wishes to form the substance again.
and the Narrator might call Rigid substances like steel will hold the form they had at the end of the spell, while
for extra time if the target is fluids will immediately lose their shape.
particularly elaborate or the
caster is attempting a complex The caster can use this spell to mend damage. He or she must form the entire object,
manipulation. and must undergo an appropriate Conflict. If successful, the caster will restore the
item to its original condition. Creating an item from raw materials by using this
power is extremely complex, and only possible at the Narrator’s option. In any case,
the availability of an appropriate Form spell can help in a Crafting Conflict.

Glue
Might *, Touch, Target 1 item or individual
Arcane, Divine
This spell causes a ten centimetre by ten centimetre surface (roughly the size of a man’s
palm) to become sticky and adhere to the first other surface it comes in contact with.
The basic bond has a STR of 3d6, on a Size Class scale equal to the power Might, and
requires a Conflict of STR to separate the glued surfaces. This spell can affect organic
and inorganic substances, but not living creatures.

Grant [Trait]
Might 1, Range *, Target * individual(s)
Arcane, Divine, Innate, Science
This power bestows a Trait on the recipient. If the target already has the Trait or lacks
a prerequisite, the power has no effect. If the Trait is a sense, the recipient acquires the
sense. This power cannot grant a Trait that is a power itself. Grant Fly, although it can
grant a Trait that is only useful in conjunction with a power, Grant Fly will work if
another power has provided the target with wings.
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Haste
Might *, Range *, Target * individual(s)
Arcane, Divine, Psi
Each Might point of Haste adds 1m to the Movement rate of the recipient, and to his or
her Strike Rank in Advanced Combat.

Heal
Concentration, Might *, Target: * wound(s) on a single individual, Touch
Arcane, Divine (Instant), Psi, Science
This spell must be cast upon a wounded character. It dramatically accelerates the natural
healing rate of the target, and immediately stabilizes the affected wounds, preventing death
and further bleeding, and restores one lost Exertion Point per Might, bringing the recipient
to a maximum of zero. The spell then repairs one point of damage done to Toughness per
subsequent Concentration action taken, up to the power Might. Heal cannot reattach or
regrow a severed limb, for which its advanced version Restore [Flesh] is required.
The effects of subsequent uses of Heal on the same wound are not cumulative. Only the
highest Might will be in effect at any time. Thus, if a wound that has received a Heal 2 effect
is subsequently treated with a Heal 4 effects, only two points of damage will be cured. The
situations in which this may occur are described on page 107 of Chapter 4.
The divine version of this spell has the Instant attribute instead of Concentration. An
amount of damage equal to its Might is cured at once without any need to stay concentrated.

Hinder
Might *, Range *, Overcome [Constitution], Target * individual(s)
Arcane, Divine, Psi
Each Might of Hinder subtracts 1m from the Movement rate of the target, down to a
minimum of 1. Each Might point also subtracts 1 from the recipient’s Strike Rank in
advanced Combat.

Illusion
Concentration, Might *, Range *, Target * illusion(s)
Arcane, Divine, Psi
This spell creates an illusion based on one or more senses, which will seem real and solid to
all witnesses unless they can disbelieve it. The illusion affects one different sense per point
of Might, chosen by the caster. The absence of a specific sense may nullify the effect of the
illusion. A scentless illusion will not fool a dog, and an illusion that is not specifically crafted
to register on sonar will not work on a bat or a creature relying on a similar sense. The absence
of a sense which is not crucial to the affected creature but which might induce suspicion, like
a completely soundless illusion might provide a Bonus to disbelieving attempts.
The Illusion appears as a tiny creature or item familiar to the illusionist, of Size Class zero
unless he or she spends unused Might points on its Size Class. If the viewer succeeds in
disbelieving and the Illusion could cause damage if believed in, it can no longer cause damage
to that character. As soon as a viewer disbelieves the illusion, he or she starts to see it become
insubstantial and ghost like and all damage it dealt to him or her disappears.
In order to disbelieve an Illusion, a character, once the latter has started suspecting the real
nature of what he or she is witnessing, must initiate a Parallel Conflict of Intelligence versus
the Illusion Might. The Skills used is Perception for the disbeliever and Concentration for the
Illusionist. In Combat, the disbeliever must use the Concentration action to Roll for Effect.
An Illusion that can interact with the physical world by affecting the sense of Touch can cause
damage until disbelieved. The only limitation is that it cannot cause a Lethal Wound. It will
deal 1d6 damage plus the appropriate Might bonus for a creature of its Size class, wielding
a one-handed sword. The illusion cannot apply Damage Combat Effects except Choose
Location, and always fights with a Close Combat [selected weapon] and Athletics [Dodge]
score equal to the illusionist’s Concentration [Illusion] score. The Illusion has no Strike Rank
of its own and uses the caster’s Concentration actions to attack and defend, disappearing if
the caster is brought to negative SR. An illusion does not really take damage from weapons,
magical or otherwise, but a successful attack that does damage in excess of the illusion Might
will pass through it and the attacker will immediately realize it is not real.
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Immunity to [Combat Effect]
Might 2, Touch, Target * individual(s)
Divine, Innate (target self)
The specified Combat effect cannot be applied to the recipient, even when it is automatic.

Immunity to [Energy or Power]


Might 6, Touch, Target * individual(s)
Divine, Innate (target self)
The recipient is immune to all damage from the energy source specified, or to any power of
the type specified. Immunity to [Kinetic] gives the target immunity to all physical weapons,
so it is a very powerful effect reserved for werewolves or otherworld creatures. The variant
that protects from powers is rare and usually protects from a very narrow power source, such
as “Immunity to Necromantic Arcane Spells” or “Immunity to Earth Divine Magic”.
SCOPE OF NEUTRALISE
Normally, one power type will Improve [Trait]
provide a version of this spell Might 2, Range *, Target * individual(s)
that works on powers of the Divine, Innate, Science
same type or “enemy” power
types (ex. Neutralise Arcane This power bestows a Trait on the recipient. If the target already has the Trait it either
Magic for all divine magicians), receives the Acute version of it in case of a Sense, or receives a Bonus to rolls made on
but some power lists may include
Neutralise Magic, which works on the Trait in Advanced Combat or Conflicts. If the Trait is a sense, the recipient also
any kind of spell, and Neutralise acquires the sense if he or she lacked it.
Supernatural which works on If this power is used as Support in a generic Conflict, the Bonus can be used only once
anything non mundane.
per Conflict. The advantage of having the Trait, however, is present whenever the
recipient Rolls for Effect.

Invisibility
INVISIBILITY VARIANTS Might 4, Concentration, Touch, Target 1 individual
If you wish to include Invisibility Divine, Innate (target self)
among Arcane Spells, you must
give it Might * and require that For the duration of the effect, the recipient is invisible. He or she can still be heard, felt
it has Might at least equal to the or smelled, with a Penalty to Perception tests. The effect is also automatically cancelled if
target Size Class.
the power user loses concentration, the recipient uses a power on a target different than
him- or herself, or makes an attack.

OFFENSIVE USE OF LIGHT Light


The Arcane version of Light can
be cast on an opponent’s eyes. If Might 1, Range *, Target * item(s)
cast on a living being, the spell Arcane, Divine, Science
gains the Overcome [Will] trait. If
the target is overcome, he or she This spell causes a glowing point of light to appear on a solid substance, creating an area
will suffer a Penalty to all Combat of light ten metres in radius, giving off the same illumination as a torch.
rolls, and any Skills relying upon
vision. Location
Might 1, Range *, Target * item(s) or individual(s)
DEFENSIVE USE OF Divine, Psi
NEUTRALISE
Neutralise can be fired as a This power works on a specific item which the user must have already touched, or on
Reaction, but only when another an individual of which he or she must have some personal bits. The user will become
power that the character wishes aware of the general direction and distance of the target, provided it is still intact/alive
to counter is used within Range. and within Range of the power, or will know the approximate location of the target on
A successful Neutralise disrupts
the other power and nullifies
an appropriately detailed map.
it. As long as the Might of the
Neutralise equals or exceeds the Neutralise [Power]
target power Might, the latter
is countered. Using Neutralise Instant, Might *, Range *, Target * effect(s)
as a reaction requires that the Arcane, Divine, Innate, Psi
power be cast with one single
Concentration action,
This power allows its user to neutralise other powers of the specified type. It will
which might pose some eliminate a combined Might of power effects equal to its own Might, starting with the
limitations upon its most powerful affecting the target. If it fails to eliminate the most powerful power effect,
Might or the distance then it will target the second-most powerful one. As soon as Neutralise can no longer
at which the power dismiss a target’s effects, its effects immediately end. However, all effects that protect
can work.
against the power type of the Neutralise [Power] must be eliminated first before other
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ones can be affected. The power use can target a specific effect among the ones affecting PROJECT [ENERGY] COST
the target, assuming he or she can actually sense its presence. Project [Energy] has a higher
than normal cost in Exertion
Points, since the user must
Palsy provide the Might points for the
elemental discharge in addition
Might *, Overcome [Constitution], Range *, Target * individual(s)
to the normal cost for the
Arcane, Psi, Science power. In most games this is an
If the caster is able to overcome his target’s Constitution with this spell, he or she can appropriate limitation allowing
spellcasters to take out one or two
turn the victim’s own nervous system against itself. The power will paralyse the target, big targets with huge blasts of
provided that its Might is equal to or greater than the target’s Size Class. magical energies but preventing
magic from replacing firearms.
Project [Energy] However, there are campaigns
where mages are supposed to be
Instant, Might *, Projection, Range *, Target 1 individual spellslingers who take out hordes
Arcane, Divine, Innate (Target * individual(s) for some kind of breath of enemies with firebolts, and
weapons), Psi, Science in this case the cost may seem
excessive. Feel free to let Project
This power allows the user to turn his or her own Exertion Points into elemental energy, [Energy] create elemental bolts
up to the power Might, and discharge them as a beam, cone or sphere towards the out of the blue by simply paying
the cost of the spell, if this suits
target(s) to inflict the appropriate energy damage. The target can avoid the discharge your game.
like a high-speed ranged attack (see p.102), except that the Penalty for dodging or
blocking is simple and not double. Sample types of energy (and the related element) SPECIAL EFFECT OF KINETIC
DAMAGE
that this power can produce are Cold (Darkness or Water), Lightning (Air), Heat (Fire), Project [Kinetic] deals less
Kinetic (Air or Earth). damage than other energies, but
it has a Stun (auto) effect, and
Project Senses will knock down any target with
a Size Class lower than its Might.
Might *, Range *
Arcane, Psi (Clairvoyance) PROTECTION COVERAGE
Theoretically, Protection has a
This power allows the caster to project his or her senses anywhere within its Range. The coverage value of 0+, making it
power user can project one sense per point of Might, choosing among the senses he very easy for a magician to protect
a combatant more effectively than
or she possesses at the time of activation. The power forms an invisible and intangible any known armour, without the
sensor, which receives the specified type of sensory input and transmits it to the user. drawback of encumbrance. You
The sensor can move one Zone per Combat Round at the user’s direction, and allows may wish to introduce one of the
use of Perception Skills through the sensor. two following methods to limit
coverage for the Protection power.
The user can activate other powers through the sensor of some Projections. Ranged Method 1: If a combatant brings the
powers require Project Vision, while touch powers require Project Touch. The total coverage roll to 0 with an Aimed
Channelling value of the powers activated through the sensor cannot exceed the sensor’s Blow and has Second Sight active
or any other method available in the
Might. setting to discern that the target has
Characters using Second Sight can see the sensor and attack it if they wish, though it is a Protection power active, such as a
only vulnerable to supernatural energies. Magic weapons and powers employed against specific Stunt or even the personal
knowledge of the Protection power,
the sensor will not destroy it, but transfer their damage and effects directly to the user. then he or she can completely
bypass Protection. Any other
Protection armour with a coverage of 0+ still
counts. Note that a natural roll of 0
Combine *, Might *, Range *, Target * individual(s) on the unit die is not enough to use
Arcane, Divine this method.
Method 2: On a coverage roll of
This power protects the body of the recipient, making it benefit from extra AP equal to 0, however obtained, the Might of
its Might in addition to physical armour. In Basic Combat, an overall protection up to 4 Protection is halved (round up).
AP counts as Light Armour , while higher values count as Heavy Armour.
DEFENSIVE USE OF REFLECT
Like Neutralise [Power], Reflect
Reflect [Power] can be cast as a last resort against
Combine *, Range *, Might *, Target * individual(s) an incoming attack power by
using a Concentration action.
Arcane, Divine, Innate However, as its natural use is that
This protective effect shields the target from hostile powers of the affected type, and has of activating it prior to the attack,
when using the power in this way
a chance of sending them back to the attacker. the caster suffers one Penalty to
Reflect only affects spells directed against the target specifically, and that have the the activation roll. Using this
Overcome attribute. In order to affect an attack, Reflect must be of the same Might or power as a Reaction requires
that it be cast with one single
higher. It makes the Conflict used to determine whether the effect takes place two-way Concentration Action,
instead of one-way. If the attacker is defeated, even with a Quick Exit, he or she suffers which might pose some
the detrimental effects of the power instead of the target. Moreover, the attacker can limitations upon its
no longer drop the spell at will if the Conflict is going badly.The target can choose to Might or the distance
at which the power
continue it, hoping to gain the upper hand. The innate version of the power is always on. can work.
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Resist [Power]
RESIST [ENERGY] Combine *, Might *, Target * individual(s)
Variants of this power usually Arcane, Divine, Innate, Science
encompass only power systems,
and not energy types that cause This power matches its Might against the Might of any incoming offensive power of an
bodily damage. For the latter, use affected type. If its Might score is equal to or greater than the incoming power’s Might,
Absorb [Energy]. the power has no effect. If the incoming power Might is greater than the Might of Resist,
then the power affects the target normally.
DEFENSIVE USE OF RESIST Resist [Power] does not discriminate between incoming spells; a comrade attempting
Like Neutralise [Power], Resist to magically heal the recipient of Resist Magic must overcome it in order to successfully
can be cast as a last resort against use a healing spell.
an incoming attack power by
using a Concentration action. The innate version of the power is always on.
However, as its natural use is that
of activating it prior to the attack,
when using the power in this way
Restore [Resource]
the caster suffers one Penalty Might *, Touch, Target: * individual(s)
to the activation roll. Using this Arcane (Prerequisite: Heal), Divine
power as a reaction requires
that it be cast with one single This power can reverse a characteristic loss or any other Consequence, provided it is
Concentration action, which used in the same Time Scale that caused the Consequence, or in Downtime for generic
might pose some limitations effects. This spell will not work against the Consequences of an enchantment, unless the
upon its Might or the distance at
which the power can work.
enchantment has been destroyed first.
In order for the spell to work, the caster must win a Conflict against the Consequence
value, the Characteristic loss or the Toughness of the limb he or she wishes to regenerate.
RESTORE VARIANTS Restore has two basic effects, and depending on the power system used and the setting,
In general, when Restore is used your character might be able to use only one of them.
as an arcane spell, it is called
simply Restore and has Heal as a • Restore Health will work as an Antidote of equal Might against poisoning and disease.
prerequisite, but it can be used as It can be used only once per ailment, and its effect must be long enough to allow the
both Restore Health and Restore recipient to counteract naturally the remaining Potency.
Flesh, indifferently. When the
Restore effect is part of a divine • Restore Characteristic will work against a characteristic loss caused by a supernatural or
blessing it has no prerequisites, mundane effect. It will not counter the effects of ageing.
but it often has only one of the • Restore Flesh can cause a severed or maimed limb to regrow or reattach, or treat wounds
effects listed above, and it may be
limited to one characteristic only,
caused by acid or fire that would not heal naturally, but cannot return a character from
depending on the cult. Other death. This spell will cause a limb severed by a Lethal Wound to regrow or, if the detached
variants of the basic power may limb is still present, for the limb to reattach itself to its stump. If the limb can be reattached,
exist for other power systems. the contest can be run in Adventure time. To regrow a limb, the Conflict must take place in
Narrative Time. In some settings, the Arcane version of this power may require Downtime.

Second Sight
Might *, Range *, Target * individual(s)
Arcane, Divine, Innate (Perceive Aura), Psi (Sensitivity)
This power allows the recipient to see magic or other paranormal effects. By augmenting
the recipient’s natural vision, the power allows him to determine a creature’s Exertion
Points, as well as enchanted items or power effects. The recipient must be able to actually
see the creature or object for this power to work.
By looking at a spell effect, a Second Sight user will automatically be aware of its origin
(divine, arcane, etc.). As long as Second Sight’s Might exceeds the other power’s, the
watcher will be able to determine the effects of the perceived power, and if the Might
is more than twice that of the other power he or she will also receive a mental image of
who activated the power effect.

Shapechange to [Species]
Combine *, Might *, Overcome [Will], Range *, Target: * individual(s)
Arcane, Divine (self only), Innate (self only, for shapeshifters)
Each Shapechange is a separate power. Of all powers with multiple variations, the Shapechange
spell has the most, comprising a new spell for almost every creature imaginable. The spell
only works on living things. The dead or inanimate objects cannot be shapechanged.
The Might of the spell must be equal to or greater than the Size Class of both the target
and the specified species. Thus changing a mouse (Size Class 1) into a newt (also Size
Class 1) is Might 1. Changing a mouse into a lion (Size Class 4, or Large), or vice versa,
is Might 4.
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If the spell is successful, the target will be biologically changed, gaining the Size Class
and natural armour of its new form. Its other characteristics are unchanged, and the
target retains its memories and abilities, though it may be unable to use some of those
abilities in its new form. According to the power system used, the power may (innate)
or may not (arcane, divine) grant the target the normal Traits the creature possesses
(unique senses, etc.). Supernatural powers are never acquired.

Shimmer
Might *, Range *, Target * individual(s)
Arcane, Divine
This spell renders the target figure blurred and difficult to focus on, hampering any
attempt to pick him or her as a target. The target can always try to Dodge attacks or
to Take Cover even while moving, regardless of actual cover. Once per round, at the
target’s option, an attack against him or her suffers a Penalty, The Might of the spell must
be equal to the Size Class of the target to work. Each point of Might exceeding its Size
Class allows the target to bestow a Penalty to one more attack per round.

Skin of Life
Range *, Target * individuals SCUBA ELEPHANTS
Arcane, Divine Particularly for the arcane version
of Skin of Life, you might want
This power protects the recipient from suffocation by air deprivation, due to such to require a Might equal to
factors as drowning or the Smother power. If the target of the spell breathes water or the Size Class of the target for
other fluids, the spell will act as if it was immersed in water instead. this power to work. However,
this requirement might be
unnecessary in some settings.
Smother
Concentration, Might *, Overcome [Constitution], Range *, Target * EXTINGUISH
individual(s) The Smother power should
Arcane, Psi be able to extinguish any
fire that can potentially do a
If successful, this spell neutralises the air or other fluid surrounding the target, damage of the same Might, as
depriving it of oxygen. Each Might of the spell will cover one SIZ Class. A Might 3 the flames will be starved of
oxygen. Smother has no effect
Smother would suffocate a humanoid-sized creature. on magical fire or on fire-based
In Advanced Combat, the power user must overcome the target’s Constitution creatures. Versions of Smother
with his or her own Will in an Overcome Conflict (see page 174). Once his or without the Overcome attribute
can, in fact, be used only to
her Constitution has been overcome, the target will drop to zero Exertion Points, extinguish flames.
unless already suffering from Negative Exertion Points. Starting with the next
Concentration Action that the attacker uses, the target will start losing 1d6 Exertion
ALTERNATE SOURCES OF
Points per Concentration Action, without the need to make any more rolls. Any ONGOING DAMAGE
Might points not used to equal the target Size Class will yield +1 to this die roll per While choking one’s opponent
point. Unconsciousness and death will ensue as per normal Exertion Point losses. to death is an adequate form of
offensive power in many fantasy
Speedart sub-genres and in at least one
space opera setting, your group
Might 1, Target 1 projectile, Touch may prefer other forms of
attacks. In order to create new
Divine
ongoing attacks use Smother as a
Cast on a projectile or thrown weapons, this spell activates when it is fired. The extra template and apply the adequate
limitations and enhancements to
speed granted gives a Bonus to the attack roll and +1 Might to the missile. A missile the new power to fit the alternate
under the effects of Speedart cannot benefit from other enhancing magic, but the damage source. Just keep an eye
basic projectile damage is considered magic damage when checked against the target on game balance before making
vulnerabilities and immunities. the changes, and check the need
to fine tune the losses or prohibit
a Quick Exit. You might even
Suppress [Trait] want to change the resource
loss inflicted after Constitution
Might 1 (2 for a sense), Overcome [Will], Range *, Target * individual(s) is overcome. A decay-inducing
Divine, Science necromantic spell might
subtract Toughness from a
This power prevents the target from using a Trait. If the target lacks the Trait, the random location rather than
power has no effect. If the Trait is a sense, the Might of the power becomes 2. All the Exertion Points.
traits that use the same Slot (languages, for instance) can be Suppressed with one
single Suppress [Trait] power. This causes a Penalty to a magician trying to cast a
spell verbally (with Suppress [Language]) or from a book or scroll (with Suppress
[Literacy]).
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Telekinesis
Concentration, Might *, Range *, Target * item(s)
Arcane, Psi
This power allows its user to control inanimate matter up to one kilogram per
Might. The power user can cause it to move about and interact with the world, at
a Movement rate of 1. The user has a chance to have the animated object perform
any physical Skill successfully that is equal to his or her own chance to perform that
action with an extra Penalty,provided the action is judged plausible.
If a wizard combines the arcane version of this power with the appropriate Form/Set
spell, he or she can perform much finer manipulation of the object. In this case, the
animated object will use the caster’s full chances for physical activities. Combining
it with Fly may create a very effective flying weapon which strikes at the user’s own
Close Combat score, plus the Weapon trait if known.
OFFENSIVE TELEKINESIS The psychic version of this power already includes the ability to make the animated
Some settings might require object fly. The psychic need use Fly (Levitation) instead of Telekinesis only when
Telekinesis to be effective on the target is a living being. A psychic cannot turn an animated item into a controlled
living beings, causing damage living weapon as a wizard does, but can use Fly offensively (see Fly).
when applied by a specialist of
Combat psionics. If you have this
need, allow psychics who already Telepathy
know Telekinesis to learn the Overcome [Will], Range *, Target * individual(s)
Project Kinetic power.
Arcane, Divine, Psi, Science
This power allows mental communication between the user and any target. Targets
will not be telepathically linked with one another, and any communication between
them must be “relayed” by the power user. The words transmitted by telepathy will be
heard directly in the head of the recipient, in the same language in which they were
formulated. Mental images can be transmitted between two creatures who do not share
a common language.
GUIDED TELEPORT
The caster can also teleport a If the target is unwilling, the Overcome [Will] attribute applies. A Quick Exit in the
target to an especially enchanted Overcome Conflict is enough to allow unwanted communication, while reading
Teleport Circle within range thoughts that the target is trying to hide requires a complete victory. Some lesser or
without the necessity of seeing special forms of Telepathy might not allow mind reading or other offensive uses, in
the arrival site. A Circle can be
enchanted with the same spell which case their description will not include the Overcome trait.
used to Teleport, and its Might
must be at least equal to that of Teleport
the actual Teleport spell which
targets it. Enchantment (optional, to create a circle), Instant, Might *, Range *, Target
* individuals or objects
Arcane
Teleport allows a wizard to instantaneously move himself, or a target, to anywhere
within the range of the spell, as long as the destination can be directly observed
(Project Senses may allow the Caster to ‘see’ locations beyond physical line of sight),
assuming there is solid footing and no object bars their arrival. If these conditions
are not met, the spell fails. The caster can teleport objects up to one Size Class per
Might.
WEBBING VARIANTS
The innate version of this power Web
has a STR dependant on the CON
or STR of the creature, Might Might *, Range *, Projection, Target * individual(s)
usually equal to its Size Class, and Arcane (prerequisite: Glue), Divine, Innate
Range C.
This power allows the user to spew forth sticky filaments that entangle the target if
it cannot Dodge. The filaments have a STR of 3d6 on a Size Class scale equal to the
Might of the power. The entangled target is affected only if its Size Class is equal or
lower, and suffers a Strike Rank penalty equal to the STR of the filaments, plus 1d6
BLOCKING A WEB per extra Size Class.
Using a shield to block a Web will The target can break free with a STR Parallel Conflict against the web, as though it
subtract the shield Coverage
factor from the power Might,
was being grappled, in which case it has an automatic Free Action per round to use
but the shield will become its Brawn. A Quick Exit allows disentanglement but at the cost of abandoning one
useless until cleaned up. weapon or one layer of armour. It is also possible to cut the web with slashing weapon,
by inflicting cumulative damage equal to the web STR adjusted for the relative Size
Class, but this requires having enough Strike Rank to strike.

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ENCHANTMENTS AND RITUALS
The following powers can be encountered while adventuring, but you will not
find them in the list of Traits that non-player characters possess, as they are
mostly used in Downtime. Their use implies a specific Conflict for the creation
of a permanent or semi-permanent effect.
Depending on your setting, it may be necessary to learn them as Traits. The default
rule is to consider them as stunts of the generic Enchantment Trait, so that they use
up only one Slot if necessary. Particularly for divine power users, the Narrator may
allow a character who does not have the Enchantment Trait to learn these powers.
If the character later acquires the Enchantment trait, it will occupy the same Slot as
the already-known rituals. The Create Familiar ritual may have other requirements
when it comes to Slot occupation once you have invoked the power.

Create Familiar
Enchantment, Might *, Target 1 non-sentient creature CONSEQUENCES OF
Arcane, Divine FAMILIAR CREATION
Like all enchantments, this
This spell allows the caster to bind a creature, which becomes his or her Familiar. The nature spell may have permanent
of the Familiar depends on the setting and the source of the caster’s magic powers, but the Consequences. Typically, these
consequences manifest when
spell typically only works on a non-sentient creature, inanimate object or otherworld entity. the caster is not in direct line-of-
Some sorcerers make artificial beings such as a Homunculus to become their Familiars. sight contact with the Familiar,
A wizard can have multiple Familiars, but few have more than one or two. Divine casters making him or her somehow
dependent on it to operate at full
usually only have one, and it should be a creature holy to the deity. An arcane animal Familiar effectiveness.
can be of any species, but it must be at least one Size class smaller than its master. A Familiar, like all of a character’s
To create a Familiar, the caster must undergo a Conflict of Will against the Familiar’s permanent companions,
occupies one Skill Slot. However,
desired Might. Once the Familiar is created, the caster distributes Might points among the Slot requirement for a
the characteristics the creature lacks: Size Class for inanimate or otherworld creatures character’s first or main familiar
(remember the Size class limitation), Intelligence for animals (which is added to the animal’s is satisfied by the Slot the spell
fixed INT to give it full sentience) or inanimate items, and extra WIL or other characteristics itself occupies. If the character
can and will have more familiars,
if desired. If the body is being created with the ritual, the caster can also, at the Narrator’s he or she must use a Slot in
option, spend Might points on Grant [Trait] effects to complement the peculiar shape of the the Concentration Skill. Most
creature (wings, talons, bug eyes, etc.).This is only appropriate for arcane familiars, as divine religions do not allow multiple
magicians will usually prefer to have a natural-looking animal companion. The creature familiars.
gains 3d6 STR, CON, DEX, WIL and CHA if it had none before.
A Familiar has a permanent mental connection with its master within a range level, on
Adventure Time scale, equal to its own Might. Through this link, the Familiar allows the CONSEQUENCES OF
caster to ‘see’ through its perceptual abilities. Within this range, the magician can cast spells CREATING SCROLLS
on the Familiar as if touching it, and the Familiar can cast any spells it knows on its master. Like all enchantments, this
spell may have permanent
A Familiar can perceive its surroundings. How this happens depends on the type of Familiar. Consequences. Typically, these
Animals can sense the world through their ordinary perceptions. Magical objects can detect affect whoever uses the scroll,
the world around them up to a range equal to their Might on Combat Time scale. A Familiar and manifest as soon as the
devolves into its non-enchanted form in Might days when its master dies, and its life span spell is cast. Second Sight is
reverts to normal for the object or animal in which it is bound. Familiars may learn Skills, required to determine which
Consequences will affect the
but only the ones they are capable of performing. Most Familiars in objects can only learn scroll user.
knowledge and magical Skills. Animals have the Skills that come naturally to them.

Create Scroll
Combine 1, Enchantment, Target 1 scroll SCROLL AVAILABILITY
Arcane, Divine Not all fantasy settings have
scrolls. Their presence favours
Scrolls are readable items that store Spells. To create one, the enchanter determines magic item inflation, so always
the spell he or she wants to inscribe in the scroll and initiates a Conflict against its check with the Narrator whether
this spell exists at all in your
Value, in Downtime. Success in the Conflict creates a one-use scroll, which upon a campaign.
successful Activation roll, casts the spell at the Might score originally determined by
the enchantment, with any attached manipulations, as though the user possessed the
appropriate Trait(s). The reader cannot further manipulate the spell with his or her own
Skills, and does not spend any Exertion Points to cast it. Upon a successful use of the
scroll, the spell fades from it. If the activation roll merely fails, the spell remains
inscribed in the scroll.
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Create Spell Matrix
CONSEQUENCES OF Combine 1*, Enchantment, Target 1 item
CREATING MATRICES Arcane, Divine
Like all enchantments, this
spell may have permanent This spell creates items that store spells. To create one, the enchanter determines the
Consequences. Typically, these spell he or she wants to imbue in the matrix and initiates a Conflict against its Value in
consequences are related to the Downtime. Success in the Conflict will create a magic item which bestows knowledge
spell linked to the matrix and
manifest periodically when the
of the spell(s) at the Might score originally determined by the enchantment, with any
owner or creator does not have attached manipulations, as though the user possessed the appropriate Trait(s). The
the item available. wielder of the item can further manipulate spells stored in matrices with his or her own
Skills, as though possessing the spell Trait. Spell matrices are reusable. Spell matrices are
mundane items, and breaking them will destroy the enchantment.

Summon [Entity]
Combine 1, Overcome [Will], Ritual, Target 1 otherworld creature
SUMMONING VARIANTS
In some settings, Summoning
Arcane, Divine
will be a separate Trait like This ritual allows the caster to summon one Other World creature of the type specified,
Enchantment. If this is the case,
treat all Summon [Entity] powers per casting, to the mundane world. The spell requires a Conflict of Will between the caster
as Summon stunts and not as and the entity, whose Will is determined by the Narrator according to the normal statistics
Enchant Stunts. The forthcoming for this kind of creature. Appropriate investigations may reveal the True Name of entities
Wind on the Steppes supplement of known Will, allowing to issue a call for an individual specimen and not a random one.
will provide more detailed rules
for spirit summoning along the The summoning must take place at least in Narrative time, and the creature will stay on
lines of shamanistic traditions. the mundane plane for a period determined by normal Conflict rules. The caster must
achieve a complete victory to summon the entity. A total victory by the entity will allow it
to enter the mundane world while the caster is left unconscious, or to mentally control or
possess the defeated caster. If the entity scores a partial victory, it will be able to enter the
mundane plane but not to harm the caster in any way.
The summoned creature is not automatically under the caster’s control. If the summoner
can Combine the ritual with a Dominate [Entity], then a victory in the Conflict of Will
is enough to grant control over the summoned entity. A second caster might be present
at the summoning site to take control of the entity if the summoner does not have the
required Trait.

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ARCANE MAGIC
Arcane Magic is the ability to manipulate reality with knowledge of the supernatural. ARCANE MAGIC FEATURES
It uses processes called magic spells, pre-set ways in which an Arcane magic user can The defining characteristic of
Arcane Magic is the flexibility
cause a non-natural effect. Casting a spell is a synonym for activating a power, and an with which the spellcaster can
Arcane power user is often referred to as a spellcaster, magician, or wizard. change spell attributes or learn
new ways of doing magic. Arcane
Arcane Spells are Traits associated to the Concentration skill. Spellcasters may learn any Magic requires players who take
amount of new spells, though they require a teacher, a book, or other knowledge source time to read the rules and spell
to learn them. Arcane Spells are manipulated with Traits. Most schools of magic teach list. A player should study the
most effective Manipulation
all available Manipulation Stunt. Given the need to learn many spells and their associate configurations. If you are the kind
Traits, a magician usually chooses to Dedicate to the skill of Concentration. of player who prefers to learn
rules as the Narrator explains
them, Arcane Magic is not the
best option for paranormal
feats. While not necessarily
Arcane Magic Attributes amoral, Arcane magicians are
Attribute Default rating Manipulation via Stunt less likely to be bound by ethical
constraints than other power
Combine — Yes users, and often do not shun
Might 1 Yes knowledge coming from magical
tomes or treasures connected
Range Touch (0) Yes to inhuman powers. Though
Targets 1 Yes dangerous, this exploration of
“forbidden” knowledge can be
fun to roleplay.

IS ARCANE MAGIC TOO


PREREQUISITE POWERFUL?
The effects of a high Channelling
Before being able to learn arcane spells and Manipulation Stunts, a character score increase exponentially, as
the magician becomes capable
must have the Arcane or Magic Knowledge trait. of both sustaining more spells
and more potent ones, without
having to choose between the
CHANNELLING two. This is consistent with the
fact that some fantasy literary
Channelling for Arcane Magic is calculated with the standard method of 10% of a sources describe masters of
character’s raw Concentration skill, rounded up. However, this is just the base value the arcane arts as immensely
for Channelling for magicians, which can be subject to modifications during play. powerful individuals, but not
necessarily in line with what
Record the current, adjusted value for Channelling on your character sheet. you want in your game. If
In addition to its standard function of limiting pre-activation of powers, the your group agrees with wizard
player characters being able to
Channelling score also limits the total number of Manipulation points a magician become extremely powerful,
can apply to a single spell. The limit is the total Channelling score, regardless of any then you can proceed with the
Channelling points occupied by extended duration spells. There is no maximum for rules as written. If you find that
this may make magicians too
each single Manipulation, just a cap to the total manipulation points added. powerful in your game, you
may wish to change the default
For example, a young magician with a Channelling of 6 might want to cast Heal 6 (Might parameters for Arcane Magic in
one of the following ways:
manipulation of +5) on one target (no Target manipulation, as the default value is 1) that • The Channelling score is not
he is touching (no Range manipulation). This adds up to a total Manipulation of 5, so the just a cap to the total number
casting would be possible as the total is within the Channelling limit. Should the magician of spells the wizard can sustain
try to cast Protection 6 with a +2 to Rangeto affect a friend at Short range, that would at the same time, but each pre-
activation or extended duration
add up to a total Manipulation score of 7, which would exceed his Channelling of 6 and casting of spells actually reduces
makes casting impossible. To reach the desired Range, the magician would be forced to a magician’s Channelling score
resort to a weaker spell, for instance Protection 5 with Range S. until the spell expires.
• Limiting the number of foci
to one focus item plus one
familiar, or perhaps just one
USING ARCANE MAGIC of the two.
• Increasing the number
For each Manipulation Stunt applied when casting Arcane Magic in Advanced Combat, of Channelling points
the caster must spend one Concentration action and one Exertion Point, with a minimum that each focus item
of one for non-manipulated spells. The number of Manipulation points applied to the occupies.
various Traits is not important Only the total number of Manipulations used is counted.
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FAMILIARS AS FOCUSES Arcane Magic allows all extension for the duration of powers. Thus a wizard can
A familiar, if the magician
has one, counts as a focus for
either pre-activate a power, or use it with an extended duration, and in both cases
casting magic if present, or if the this will use up Channelling points. Improving powers with Rituals and enchanting
magician remotely casts the spell items with permanent power effects and specific powers that can only function as
through its senses. The Might enchantments is also possible, and does not use up Channelling points.
of the familiar represents its
Might as a focus. A familiar is the
fastest way to create an external
focus for a magician who lacks FOCUSING MAGIC
the Enchant Trait, as the Create
Familiar spell Trait itself can be
Casting spells require that the magician concentrate on a specific implement
used in the familiar creation connected to the arcane world. Such implements are called magic focuses, and the
process. However, the Narrator caster must be in a psychic resonance with his or her focus to use it in spellcasting.
may require the expenditure of The magician must have created this focus, or become intimately familiar with it
a Concentration Slot per familiar
a magician has, according to the through an attuning Ritual. A magician without an available focus suffers a reduction
rule presented in Chapter 2. This of his or her Channelling by one point for the purpose of determining the maximum
is in addition to the Channelling total Manipulation points applicable to spells.
point requirement for all focuses.
A spellcaster should have his or her hands free when casting magic, which prevents
most magicians from wielding weapons in combat. However, wielding items used to
focus magic counts as having your hands free when casting magic.
FOCUS AS A WEAPON A focus does not have a Value but a Might score. Enchanting a magic focus requires
Depending on your setting,
you may wish to allow focuses a Conflict of Will against the item’s desired Might, without any modifications for
to be weapons, too. This is not duration. The procedure for creating a focus is included in the basic knowledge of
consistent with historical magical Arcane Magic, so it does not require a specific Trait, although the Enchantment Trait
practices, where using focus will clearly increase your chance of success as the lack of a specific Trait would force
items in combat renders them
useless for magical use. However, you to roll on your raw Concentration skill otherwise. Attuning a focus that you have
magicians from modern fantasy found also requires a Conflict against the item’s existing Might, but the magician can
literature often have magic also attempt it in Narrative Time to obtain temporary control of the item.
focuses devised to back up as
weapons. Staves are usually a A magician must devote one point of Channelling to each focus he or she has, as
magician’s favourite focuses. though having pre-cast one single-Manipulation spell. This point cannot be freed
to use for other purpose, unless the focus is destroyed, un-attuned, or permanently
replaced with another focus.
UNIQUE FOCUSING SOURCES A magician uses a focus Might to replace and enhance his or her Channelling rating
A wizard with a good number in two different ways: by using it to “hold” pre-activated spells; and by using it to
of powerful foci becomes very
vulnerable to their loss, but his
improve his or her own Channelling score.
or her powers become immense. When a wizard pre-casts magic through a focus, he or she can choose to “occupy”
Adding extra sources of Focusing
and methods for improving their points of Might taken from the focus instead of points of his or her own Channelling.
effect on Channelling is a great Unlike personal Channelling points, these points are not just occupied, but actually
way to fine-tune the impact and subtracted from the focus Might until the spell ends, making the focus less effective
diffusion of Magic in your game in powering spells cast on the spot (see below). It is not possible to split the required
world. Peculiar Focus items typical
of the setting may have enhanced points among different repositories; a maintained spell must be entirely contained in
effects on the total Manipulation of either a focus or the magician’s own Channelling. If a magician loses control of a focus
spells. Some unique specimen may item or contact with a familiar, all spells held in the focus Might expire.
have this effect on some types of
spells only. Such items are usually If casting magic through a Focus with non-occupied Might greater than his or
found as treasure and later attuned her own Channelling, the magician can Manipulate spells as though his or her
for personal use. In other cases,
your game world or your character’s Channelling was one point higher. This effect does not apply to pre-cast or extended
philosophical approach to magic duration spells, although it applies to Rituals.
may impose specific requirements
before a new focus can be created A spellcaster can have as many focus items and familiars as he or she wishes, provided
or attuned. Such restrictions may a Channelling point is devoted to each of them. You might wish to impose limitations
have a noticeable impact on role- in your game to fine tune the power of magic users in your setting (see notes).
playing (abstaining from some
mundane practices, meditating,
sacrificing part of your soul to
otherworldly entities, etc.). You can Arcane Spells
create entire new interpretations of Type List
magic in this way. Absorb [energy], Astral Projection, Confusion, Damage Boost, Detect Substances, Detect [power],
Spells
Diminish [characteristic], Dominate [species], Enhance [characteristic], Fly, Form [substance], Glue,
Grant [trait], Haste, Heal, Hinder, Illusion, Light, Neutralise [power], Palsy, Project [energy], Project
Senses, Protection, Reflect [power], Resist [power], Restore, Second Sight, Shapechange to [species],
Shimmer, Skin of Life, Shimmer, Telekinesis, Telepathy, Teleport, Web.
Rituals Create Familiar, Create Scroll, Create Spell Matrix, Summon [entity].

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DIVINE MAGIC
In Fantasy stories, worshippers of deities can call upon their god or goddess in times DIVINE MAGIC FEATURES
The defining characteristic
of need. This is represented by powers known as Divine Blessings. These powers are of Divine Magic is the tight
similar to spells, and can be treated as such when compared against Arcane Magic, connection between spell effects
but work in a slightly different manner, as each Blessing can be used only once after and the believer’s deity’s domain.
requesting it from the deity at a holy site. Many Blessings have similar effects as Arcane A Divine Blessing is more
powerful than any other spell
spells, but are often more powerful than their Arcane equivalent to compensate their type, but its scope is narrower.
one-shot nature. In general, a worshipper is more powerful than a magic user in the As the one who plays the role of
specific domain tied to his or her deity, but has little power outside this specific area. the deities, it is the Narrator who
will tinker with the rules to adapt
In some settings, worshippers can also use simple “utility” spells called Cantrips which Divine Magic to the universe he
are the equivalent of inferior version of arcane spells. Some religions based mainly on or she wishes to represent. If the
Narrator is not incline to creating
mysticism or spirit worship might lack Blessings and provide only Cantrips. his or her own pantheon, you can
Assuming you are not using a setting supplement, it is up to the Narrator to determine use the deities and cults provided
in a setting supplement or adapt
what kind of powers, Cantrips or Blessings or both, each religion in your game world the short list of deities provided
will provide. The last section of this sub-chapter includes some sample cults that use all here as an example.
of these approaches.

COSMOLOGICAL AND SOCIAL CONTEXT


IS DIVINE MAGIC COMPLEX?
Divine Magic is much more dependant on the context of your game world You will notice that the Divine
than other Power Systems. Both the game world cosmology and the mundane Magic section is the longest in
hierarchies to which the worshipper belongs have a strong influence on the the power chapter. However,
ways he or she does magic. Divine Magic, when used in
game, is the simplest form of
power: you invoke your deity and
COSMOLOGY the effect happens. The players’
contribution consists more in
portraying the character as being
The cosmology of your game world has a strong influence on Divine Magic. Where do loyal to the deity rather than in
the gods live? Is it a specific place in the material universe or do they dwell on another optimizing spell combos like in
plane of existence? Is this the same world where spirits, and other entities that the heroes Arcane Magic. With Divine Magic,
can meet as opponents, dwell? Can the Player Characters visit such a place? the Narrator has the biggest
share of the job, and this section
Answering these questions in a precise way is not within the scope of a rulebook. aims at instructing him or her
From now on, we will assume that deities and other non-mundane entities exist in a about the creation of cults that
provide magic to worshippers.
separate plane of existence called the “otherworld”, with which Player Characters can Once the cult design process is
get in contact through worship and/or through summoning Rituals. All other details over, you will be left with short
must necessarily vary with the setting, and in most game universes the otherworld will descriptions of cults available to
Player Characters and the powers
be much more complex than this and include several planes of existence and specific they provide. At the end of the
realms for the major deities. chapter you will find a short
example of pantheon based on
a less known European culture,
CULTS AND HIERARCHIES which is also easily adaptable to a
generic fantasy setting. However,
In your game, magicians, psychics and mad scientists may well be loners who develop we encourage you to create your
their arts in isolation, but it is hard to think of a cleric who is not an active part of a own religions to make your game
religious organisation. We will call this kind of organisation a cult, but this term does more unique.
not imply the negative connotations that the word “cult” has assumed in contemporary
society. A cult, in this book, is just a form of organised religion.
Apart from some mechanical details related to requirements and benefits, we will not
provide a detailed treatment of religious cult membership. This is not because this aspect
is not important, but rather because general rules might not be adequate to the level of
detail required. While there are some similarities between being a Shaolin monk and a
Scandinavian godi who worships Thor, the differences are so deep that it is better to detail
the two careers and the powers and responsibilities that they carry in the appropriate
section of a specific supplement and not in the core rules. You can use the short notes
accompanying the sample cults as guidelines for developing your own cults.
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CANTRIPS
MIXING POWER SYSTEMS Cantrips are quick magic tricks derived from Divine powers that low-level
An Arcane Magic user cannot use worshippers can use. A worshipper who has learned a Cantrip knows how to
Cantrips. If he or she acquires a
Trait that is both a Cantrip and partake of a small fraction of his or her deity’s power, without calling on the deity
an Arcane Spell, the magician directly. The effect of the power is reduced accordingly, being only a shadow of
must use the Arcane version of what the direct intervention of the deity can bring forth. In this sense, Cantrips
the power. In special cases, a are a lesser form of magic created for everyday use.
magician can learn a Cantrip that
has no arcane equivalent, but this Any Divine power listed with a fixed numeric value for Might, or with the *
is not recommended and subject
to Narrator approval. A Cantrip
range of values, can be used as a Cantrip. A Cantrip is a Trait used in conjunction
user can become an Arcane with the Concentration skill, and thus it is learned as any Trait, and uses up a
spellcaster later in his or her Concentration slot. In case of variable Might, the Cantrip can be used with a
career. In this case the Narrator Might of 1 to 4, but never beyond 4. Note that the numeric value may still be
may require that Cantrips be
changed into their Arcane followed by a * in the power description, meaning that the actual Might value
equivalent. If no equivalent exists, can be further increased when the power is used as an Arcane Spell or full Divine
the character becomes unable to Blessing, but never as a Cantrip.
use the Cantrip any longer and
the Narrator must determine if Might for Cantrips is determined by the Might specified in the power
and when he or she can forget description, or by the Might you choose when you cast the spell for variable
it and free the slot it occupies. In
the same way, if a creature with
Might Cantrips. The maximum number of targets for a Cantrip is 1, and the
Cantrips becomes a magician’s power definition specifies whether the caster must Overcome the target in a
familiar, the Narrator should Conflict for the power to work, as usual.
decide whether to allow the
entity to keep its inferior magic. A Those Cantrips that are not limited to touch range can be used at Short range
familiar is supposed to partake its only. The exact distance is equal to the caster’s Concentration skill in metres.
master’s arcane knowledge and
not to cling to inferior powers.
USING CANTRIPS
In order to use a Cantrip, a character spends one Concentration action and one
Exertion Point per Might point of the spell, up to four Concentration Actions and four
FAST CANTRIPS Exertion Points for the most powerful effects. A variable-Might Cantrip can be cast at
The standard rule makes many a reduced Might to save time and stamina, but a fixed Might spell always require the
Cantrips slower than Arcane
spells. In a game where Cantrips full expenditure to work. The activation roll for the power is on Concentration with the
are more frequent than Arcane Cantrip Trait itself, and when the Cantrip has the Overcome attribute you should use
Magic, you might want them the standard procedure for Overcoming an unwilling target (see page 174).
to be more usable in battle. In
this case, halve the number of
Concentration Actions you need
to cast a Cantrip.
DURATION OF CANTRIPS
Cantrips can be pre-activated in Adventure Time, but their duration cannot be
extended beyond Combat Time, so all Cantrips expire after a Conflict or Combat.
Given their petty nature, Cantrips cannot normally be activated with extended
duration, or benefit of the enhanced attributes granted by Ritual casting.
MULTIPLE MIGHT CANTRIPS As for other powers, the number of Cantrips your character can pre-activate
Your game world may also depends on a character’s Channelling. Unlike Arcane spells, each pre-
Trait variable Might Cantrips
as different Traits that must be
activated Cantrip uses up a number of Channelling points equal to its Might.
acquired separately. In this case Channelling for worshippers is not always equal to 10% of the Concentration
you must first learn the Cantrip Skill. Consult the specific instructions for your religion, or the section about
at Might 1, then at Might 2 and Channelling and Holiness below.
so on. Once you have it at a
higher Might, the lesser version
“disappears” and no longer uses
a Concentration skill slot.
Cantrip Attributes
Attribute Default rating Manipulation via Stunt
Combine — No
Might 1 No
Range S No
Targets 1 No

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AVAILABILITY OF CANTRIPS
As this kind of “everyday spell” is not suited to settings where magic is rare
and reserved to dedicated characters, not all settings will have Cantrips. Some
worlds allow only the advanced version of Divine Magic, while others permit GENERALLY AVAILABLE
magic use in everyday life and then encourage the knowledge of Cantrips. In CANTRIPS
any case, if Cantrips are in use, a Divine Magician will probably use them as In magical rich settings, Cantrips
may be taught to non-dedicated
utility spells and reserve Blessings for special occasions. worshippers of a deity, or even to
anyone who is not an enemy of
the deity’s cult. If you are playing
in a magic-rich world, you might
Cantrips want to allow players of believer
Type List characters to pick Cantrips as
optional Traits during character
Cantrips Confusion, Damage Boosting (renamed as Bladesharp, Bludgeon or Ironhand), Demoralise, Detect
creation, even when their
Substances, Disruption, [Element] Arrow, [Element] Blade, [Element] Wall, Fanaticism, Glue, Haste, character is not a priest.
Heal, Hinder, Light, Neutralise Magic, Protection, Resist Magic, Second Sight, Shimmer, Speedart.

CANTRIPS AS SPIRIT MAGIC


Many magical creatures know one or more Cantrips that they use in combat. If your In some settings, Cantrips come
game world does not allow Cantrips for characters, the Narrator is free to remove from spirits connected to a
them from opponents, or to keep them as an ability denied to mundane creatures deity, or even from free spiritual
entities that are not powerful
but not to the denizens of other planes of existence. Animal or spirit companions of enough to be considered gods
Divine Magicians can and should know Cantrips if appropriate to the setting. on their own right. Shamans
often know only Cantrips taught
by spirits, and not full Divine
ALLEGIANCE AND HOLINESS Blessings.

A worshipper’s belief is what powers Blessings. A character’s belief in a philosophy or


in transcendent entity is measured by what we will call Allegiance. The mechanics
for Divine Magic presented here is only one of the possible variations you can use, SYNONYMS FOR ALLEGIANCE
and future supplements will include more detailed and varied Divine Magic systems. Allegiance may be given a
different name in your setting,
However, we recommend that all sub-systems for Divine Magic be based on the concept in order to better reflect the
of Allegiance, in order to give the player an objective measure of how well the character characteristics of the game
is progressing in the path of worship, and linking his or her power to this factor. world. In Merrie England, for
instance, religious characters
Allegiance is a percentile score that measures how deeply your character is have Piety and not Allegiance. It
committed to his or her faith. The exact name you record on the character sheet is just a name change in order to
use the word that the character
usually specifies the nature of worship and the entity, pantheon or philosophy would use to refer as his or her
followed. Examples are “Priestess of Ishtar”, “Worshipper of Odin”, “Practitioner of devotion to God. Under a game
the Unspeakable Arts”, and so on. mechanics point of view, Piety is
the equivalent of Allegiance.
You may be called to roll under your Allegiance on percentile dice, but this will happen
less frequently than it does with the Concentration Skill in other Power Systems. In any
case, your Allegiance score will determine the rough power you can call upon when you RECORDING ALLEGIANCE
invoke your god. In most variants of Divine Magic,
Allegiance is a Motivation,
and thus you can record it
STARTING ALLEGIANCE in the Motivation section of
your character sheet. In some
variants of Divine Magic,
A starting character has 1d6% Allegiance to the deity he or she worships, which Allegiance may have Traits
means that your character is aware that the deity exists. The chosen profession or which represent Blessings the
the free skill points can increase this value during character generation. In general, worshipper can invoke. In this
Allegiance will remain at a lower level than most skills at the beginning of a game. case, take advantage of one of
the unused entries in the Skill
section to record the name and
ALLEGIANCE AS A MOTIVATION score of your Allegiance and list
the Blessings known where you
would list Traits for a skill.
Allegiance is also a Motivation. The player of a religious character should select one
Motivation (or more) as the expression of his or her beliefs. The Motivation can be
as simple as “Believes in [Deity]”, or as complex as a summary of the scriptures of an
esoteric cult This implies that the initial score for this Motivation will be calculated in
a different way than usual, and will be lower than that of other Motivations, in order
to limit access to high level cult membership and advantages that come automatically
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MULTIPLE ALLEGIANCES
OPPOSING ALLEGIANCES A character may believe in more than one transcendent entity or philosophy. When
Future supplements will
expand these rules for using
faith in such entities is ethically and philosophically compatible, the character will
Allegiance in a system of beliefs only have one Allegiance expressing his or her belief in an entire pantheon of gods.
that include compatible-but- For example, a believer of the traditional Japanese religion, Shinto, works with
somehow-opposed Allegiances. literally thousands of deities, but his or her faith is normally expressed with a single
“Practitioner of Shinto” Allegiance. If the different pantheons or philosophies do
not share a common nature, the character will have a different Allegiance score
for each belief. In the Shinto believer example, it is quite likely that he or she also
follows the tenets of Buddhism. In this case, the character sheet will contain two
different entries, “Practitioner of Shinto” and “Follower of Buddhism”.

CHANNELLING AND HOLINESS


HOLINESS AND SETTING Divine worshippers also use the standard Channelling attribute. For
How much difference is there worshippers only, we will also refer to Channelling as Holiness, which is a
between the Holiness from the
various domains depends on the
better term for a power user who relies on the intervention of a transcendent
game world and on the belief entity, rather than manipulating paranormal energies with his or her own Will.
systems that are behind each The two terms are totally interchangeable for Divine Magic users.
Allegiance. What follows is the
criteria we adopt in designing the
religions for our own settings. In
a world which includes mainly
GAINING HOLINESS
monotheist religions, we do For religions that emphasize meditation and mysticism, it makes sense that your
not recommend a separation of
Holiness by religion. A character
Holiness be proportional to your Concentration Skill, so its base value is the usual
will almost never be part of two 10% of Concentration that you would use as Channelling in other Power Systems.
religions at a time, and if he
or she converts from one sect
In other forms of religion, though, Holiness may be based on your position in
to another, the process will be the cult hierarchies, your WIL, a number of vows, pilgrimages, and other forms
more complicate and intimately of adherence to the tenets of the cult. A simple way of determining Holiness is
disruptive than just keeping track provided in the “Allegiance, Holiness and cult rank” section of this chapter, but the
of separate Holiness scores, and
often resulting in the character specific instructions for your character’s cult always supersede the generic ones you
keeping his or her Holiness in will find here.
the new religion. On the other
hand, in a world where each In less organised religions, like the cults present in Lovecraft’s mythos, Holiness (or
deity or cult represents a natural rather Unholiness) may depend directly on the worshipper’s personal knowledge,
force or a philosophical concept, and will therefore be equal to 1 point per 10% or fraction that the character has in
separation of Holiness by
domain might be the best way to
an appropriate Skill, or perhaps in Allegiance itself. In any case, we recommend that
represent your character’s actual you adopt a method that rewards appropriate character choices with an increase in
powers and beliefs. Holiness.

USING HOLINESS
MULTIPLE HOLINESS As already explained, Holiness has the same function as Channelling, that is it
EXAMPLE limits the number of multi-use powers that a believer can pre-activate or sustain
Assume you have divided your
pantheons according to the with extended duration. In addition to this, Holiness limits the number of one-
four Elements. One of our use Blessings a character can obtain from his or her deity at the same time.
worshippers might be a priestess
of Earth and have obtained a
score of ten Earth Holiness.
However, since the Earth and
MULTIPLE SOURCES OF HOLINESS
Fire pantheons are not enemies, While Allegiance is referred to a specific belief and possibly an object of worship,
the priestess also worships the Holiness may be more generic. If you regard Holiness as a simple measure of
Fire Spirits of the Hearth, and
has gained a score of two in Fire spirituality, like the Concentration skill is the generic ability to focus one’s mind,
Holiness. Thus, our priestess then it does not matter how many entities a character worships. The Holiness score
has a total of twelve different will always be unique, regardless of its sources.
Blessings she can learn, and if
a separation of Blessings “by On the other hand, there may be situations where Holiness from one source
domain” is in effect she has to is really different from Holiness from another source. To differentiate this
choose ten from Earth and
two from Fire. separation from the distinction among Allegiances, the different values of Holiness
refer to broader “domains” rather than deities. In this case you should record
multiple values in the space for Holiness on the character sheet. These values are
independent, although they might still influence each other.
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Sample Domains
Domain Traits Cantrips Energy/Power Suggested Blessings
Nature, Endurance, Confusion, Heal, Cloak of Life, Grant Immunity to Disease, Healing Touch of [Deity],
Life First Aid Neutralise Magic
Magic
Turn Undead

[Weapon], Willpower, Disruption, Neutralise


Death Command Magic, Second Sight
Magic Berserk, Parry, Shield of [Deity], True [weapon]

Hinder, Protection, Resist Shield of [Deity], Parry, Grant Immunity to Poison, Infallible
Earth Brawn, Endurance
Magic
Kinetic
Endurance

[Ranged weapon], Fireblade, Firearrow,


Fire Willpower Speedart
Fire, Enemy: Cold Fire Bolt, Cloak of Fire, Fiery Blade of [Deity], Grant Immunity to Fire

Heal, Neutralise Magic,


Water Boat, Brawn, Swim
Shimmer
Cold, Enemy: Fire Frost Bolt, Cloak of Mist, Grant Immunity to Frost, Infallible Swim

[Weapon], Willpower, Bladesharp, Protection,


War Command Fanaticism
Kinetic Berserk, Parry, Shield of [Deity], True [weapon]

Haste, Lighting blade, Flight, Grant Immunity to Lightning, Lightning Bolt, Lightning
Air Dodge, Jump
Lightning arrow
Lightning
Blade of [Deity]

Darkwall, Dark Vision, Darkness, Enemy: Cloak of Darkness, Disappear, Infallible Acute Hearing, Mass
Darkness Hearing, Hide, Sneak
Demoralize Light Demoralize

Command, Vision, Light, Cloak of Light, Holy Blade of [Deity], Infallible Acute Vision, Light
Light Insight
Light, Lightwall, Shimmer
Enemy: Darkness Bolt
Detect Substances,
Truth/ Persuade, Insight,
Detect Magic, Magic Analyze Magic, Detect Lie, Infallible Insight, Mind Read
Knowledge [any Knowledge]
Second Sight
Ironclaw, Head of the [Beast], Holy talon of the [Beast], Totem of the [Beast],
Beast Brawl, Nature, Track
[Environment] Movement

True Lycanthropy

The Sample Domain table will help you when creating a cult. Each deity may
have from one to three domains, depending on the cult importance. Do not
feel limited by this list. Deities should be tailored to your campaign and game
world, not constrained in a grid of standard domains.

ALLEGIANCE, HOLINESS AND CULT RANK


Although the exact numbers will vary from setting to setting, there is usually a CULT RANK AS A TRAIT
It is usually appropriate to have
correlation between a character’s Allegiance and rank in the mundane hierarchies of cult rank be a Trait, normally
his or her cult. Nevertheless, remember that a cult is also a mundane organisation, so a Status Trait which uses up
promotion to a higher rank may depend more on factors which are unrelated to faith. a Communication slot. What
level of wealth and nobility each
The Sample Cult Rank Table gives you the suggested Allegiance values for ranks in a rank implies depends on the
sample religious cult, and the Holiness for a character who has attained that rank, if context. In a theocratic society,
the religion does not use the “Concentration / 10” method. All the Blessings and cults being part of the clergy is a
great advantage. In most cults,
described here will use this table, but any setting specific rules always supersede it. your rank will also affect your
ability to learn Blessings, as
well as your Holiness. All these
details are better left to your
Sample Cult Ranks game world and cult description,
although all the Blessings and
Rank Allegiance Holiness rules that follow will provide
Lay Member 1-10 — a default interpretation, like
Initiate 11-30 1/4 of WIL the suggestion that a Blessing
Acolyte 31-60 1/2 of WIL requiring an Allegiance of 61 or
Priest 61-90 3/4 of WIL more be reserved to Priests.
High Priest 91+ WIL

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BLESSINGS
ADAPTING HOLINESS TO Allegiance and Holiness determine how many and which Blessings you can
YOUR CONTEXT
In a magically rich environment,
ask from your deity. While Cantrips are tricks that imply a small magical
a believer will have access to manipulation, Blessings represent a direct intervention of the deity to help the
both Cantrips and Blessings. In worshipper. They are the most powerful form of supernatural power in the game,
this situation, a high Holiness and also the easiest to use once the deity has granted a character their use.
may make a character “too
powerful”, as it influences both
the pre-activated Cantrips and
the Blessings he or she can have. PRAYING FOR BLESSINGS
On the other hand, in a setting In order to gain Divine Magic, a character visits a temple, church, altar or sacred
where magic is not available to
everyone, the believer may be sight, and prays for a specific Blessing. The character can gain one different Blessing
limited to calling upon the deity per point of Holiness, but can have multiple instances of the same Blessing, given
directly, thus restricting the use that each individual Blessing learned will work only once. There are specific pre-
of magic to those situations
where there is really no other way
requisites for learning a Blessing, usually a minimum Allegiance score and/or a
out. We recommend that you specific position in the cult hierarchy. Other restriction may apply, at the Narrator’s
increase the Holiness available option, if the character’s Holiness comes from multiple sources.
to characters in any environment
which is not magically rich. For Praying to receive one Blessing requires one round in Narrative Time if the character
instance, if you are playing in a is assisted by a priest or a congregation of worshippers, and one round in Downtime if
world where Cantrips are not the character is alone in the holy place and must seek to contact the deity without any
available to the clergy, Player
Characters will have to resort to help. If the Holiness limit has been reached, the character may remove any unused
healing Blessings for any wounds Blessing already prayed for during this process. It is customary that the worshipper
suffered, not just the major ones, make a sacrifice to the deity, in the form of a financial offer (100 credits will be
and thus need to have more
Blessings available.
enough), or the sacrifice of a suitable beast or agricultural commodity.
Unlike powers based on Manipulation Stunts, Divine Blessings come in an already-
manipulated form, although some attributes will vary if the worshipper has an
PRAYING FOR BLESSINGS AS A Allegiance score above the minimum required. For this reason, it may be necessary
CONFLICT to note any enhancement to the Blessing attributes when the character prays for
As praying for Blessings is a them. For instance, some holy places, relics, or magic items provide a Bonus to a
routine action for a worshipper, it
does not usually imply a Conflict. believer’s Allegiance, allowing Blessings normally not accessible at his or her level of
However, there are certain cases Allegiance, or to obtain “overcharged” Blessings with enhanced effects.
when the Narrator may require a
Conflict of Willpower against the
Value of the Blessing.
• The first time a character
USING BLESSINGS
acquires a given Blessing, The invocation of a Blessing in Combat takes one Concentration action, and costs
particularly if not assisted. no Exertion Points. It is the deity that fuels the power, not the worshipper. Unless the
• If the worshipper wishes to
learn the Blessing on a smaller description itself specifies otherwise, all Blessings that are not limited to Touch range
time scale than required. can be used at Short range, in metres equal to the worshipper’s Allegiance.
Using a Blessing requires no activation roll. However, whenever the general power
rules prescribe that an activation rolls suffer one Penalty, a cleric invoking a Blessing
BLESSING EXAMPLE must roll Allegiance, without any Penalty, to activate it. Blessings with the Overcome
For instance, if you use Dismiss or Projection attribute also require Concentration [Willpower] rolls, either to Roll for
Magic as a reaction against a Effect in the Parallel Conflict to Overcome the target, or as the Ranged Attack roll in
hostile spell, you need not roll the case of a Projection power.
as this spell is usable at full
effectiveness in defence. If you The effect of the Blessing is exactly the one described when praying for the
decide to use a Blessing with
an Absorb Magic component,
Blessing, including all enhancements for having an Allegiance above the minimum
such as Cloak of the Moon, requirements. No further manipulation is allowed. Once a Blessing is used, it is
as a last ditch defence against
magic, you must roll Allegiance,
as the power description for the Blessing Attributes
Absorb [Power] spell dictates a Attribute Default rating Manipulation Increases with
Penalty when the latter is used Allegiance
as a Reaction. Using the same Combine — No No
Reactions while on a ground
sacred to a hostile deity Might As per spell No When marked +
would require an Allegiance
Range Allegiance in metres (S) No Yes
roll for Dismiss Magic and
an Allegiance roll with a Targets As per spell No When marked +
Penalty for Cloak of
the Moon.
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considered spent. To regain it the worshipper must pray for it again at an appropriate OTHER WAYS OF GAINING
BLESSINGS
holy site. A Blessing used as a Bonus in a non-violent Conflict is also considered The approach to gaining
spent, save for the option of keeping it active as if it had been pre-activated. Blessings presented as default in
Revolution D100 is similar to the
A big difference between Blessings and other powers is that they operate by default on earliest versions of D100 games,
the Adventure Time Scale, rather than Combat Time. Once activated in Combat or or to D20 Divine Magic. It is
Adventure Time, a Blessing will remain active until the Time Scale goes up to Narrative not the only possible approach,
Time, and potentially last for several Combats and/or Conflicts. There is no limit to the and many RD100 fantasy
supplements will leverage
number of Blessings a character can activate at a time. slightly different Divine Magic
With Narrator approval, you can use Ritual casting to extend and improve a Blessing, systems.
Another approach that has
and even enchant it permanently into an item. However. Blessings have a high Base become quite popular in recent
Value, and you must defeat a score that is three or four times the Base Value to extend times is that of considering
or enchant them. Holiness as a pool of points that
can be tapped to fuel Blessings
known to the worshipper. In this
DEFINING BLESSINGS FOR YOUR RELIGIONS case, Blessings must be learned
as Traits (connected to Allegiance
While we have provided several templates and examples of Blessings, the actual ones as if it were a skill, or in some
used in play are defined by the setting, and we recommend that you create special cases to Concentration) and
Blessings for your own deities. To create Blessings for your religion, first look at the consume one point of Holiness
per Blessing invoked. The act of
templates provided in this chapter. Some pre-designed Blessings, like Heal Wound, praying at a holy place does not
may be appropriate. Cantrips, or even basic powers if you have not assigned Cantrips make you learn a new Blessing in
to the cult, may be turned into simple Blessings using the Invoke, Invoke Minor and place of the lost one, but rather
Smite with templates. replenishes this pool after several
Blessing castings, up to the limit
In order to create your own Blessings, add up the powers you wish to insert in the of Maximum Holiness which
is calculated as normal for your
Blessing and find the total Value of the Blessing, including Might, Range and Targets. game world.
The Might of each power included in the Blessing is counted separately, while Yet another possibility is that
Range and Targets apply to all effects in the same way. Remember to add at least 1 of not losing the Blessing if an
for Targets if the Blessing can be cast on someone else than the worshipper, and 2 if Allegiance roll is made after
casting. The time needed to
it can be cast at range. Multiply the total Value by five and subtract four; this is the recover one use of a Blessing
minimum Allegiance needed to pray for the Blessing. If cult positions are connected varies according to the level
to Allegiance in your game world, this will also determine which rank in your cult can of the worshipper in the cult
learn the Blessing. hierarchy, and when the roll is
failed the caster is forced to go
If it fits the nature of the Blessing, add the possibility to increase Might if the worshipper and pray at a holy site.
The more the system variant
has a greater Allegiance score than the minimum required. The increase should be in used allows a worshipper to re-
steps of two per each 10% of additional Allegiance. If the Blessing has more than one use a Blessing after a successful
effect where Might is important, split the extra Might between effects. In some cases, it use, the less need there is for
will be Range or number of Targets that increase with Allegiance increases. Cantrips. We suggest you limit
access to Cantrips if Blessings
If a Blessing comes from a deity whose domain include its constituent powers, it are easier to regain.
should be less generic, but at the same time more effective than the general version
found in the power list. Apply the following two changes to any Blessing you develop DEVELOPING PLAYER-
DEFINED BLESSINGS
for your religion in order to make them more unique to the deity, making sure that Players may suggest their own
they balance each other or balance some extra Bonus you have given to the spell: Blessings by assembling a
combination of powers into
• Add one extra restriction appropriate to the deity to the usage of the Blessing. a global effect, and adding
• Lift one restriction that the power usually has, or apply a particularly broad qualifier if limitations and extensions
appropriate to the deity. according to the guidelines
provided for the Narrator. The
Narrator is the final arbiter of the
Example. When developing a cult of the Bear God you might want to grant its acceptability of a personalized
worshippers the ability to become their totem animal. This requires a combination of Blessing. Depending on the
Shapechange to Bear Might 4 (the bear Size Class), which you may want to combine campaign tone, this might be
with Protection and Damage Boosting Might 1 to become a bear with enhanced an honour reserved for cult
heroes and Great Paladins, or
claw damage and extra armour on top of its fur. In addition to this, we wish to something that each worshipper
add Grant [Smell] to the combination, as the Trait is not automatically granted by may ask from the deity. A
Shapechange. Thus the Value of the Blessing will be 4 for the Shapechange Might, personalized Blessing may be
a one-of-a-kind favour that the
plus 1 each for the three additional powers, for a total of 7. We do not want bear deity grants, or a repeatable
worshippers to be able to cast this magic on other people, and thus we need neither miracle that the Player
Targets nor Range. By multiplying the Value by five and subtracting four, we learn Character discovered
that the basic Allegiance for this Blessing is 31+, exactly the value for acolytes in but can be invoked
again at will and even
our game world. We decide also that for each 10% of extra Allegiance the Damage used by other
Boosting and Protection effect will gain 1 Might each. worshippers.

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BLESSING LIST
PORTABLE SHRINES The list that follows is a sample of the type of Blessings available to a
Sometimes, enterprising players
use Consecrate to regain spent
worshipper in a generic fantasy environment, and is more an invitation to build
Blessings while on an adventure, your own list than a complete system.
thus bypassing a limit imposed
by the rules. The Narrator should Each Blessing or Blessing Template lists the minimum Allegiance and cult
decide and clarify beforehand rank needed to pray for it. Temporary increases in Allegiance provided by holy
to the players whether this is relics and sites allow to pray for stronger blessings. The cult rank provided
possible or not. is only valid if you use the table on page 197, otherwise only the Allegiance
requirement remains valid and the cult rank is modified according to your cult
customs.

UTILITY BLESSINGS
This list includes Blessings that are often available to many religions, in one
variant or another. To create the specific variant of the Blessing for your
cult, replace the generic qualifier in brackets with a creature, energy, power
or Cantrip included in the description of your deity or of one of his or her
domains.

Command [creature] Initiate/Allegiance 11+


Might 1+, Overcome [Will], Range S, Target 1 creature
This spell works like Dominate, except that its Might must equal to the creature Size
class to be effective. The Might of the Blessing increases by 1 point per full 10% the
worshipper has in Allegiance beyond the minimum. For disembodied spirits, consider
one Size class per d6 of Will the creature has on average. Cults will only teach Command
spells for mundane creatures sacred to the cult and otherworld creatures if appropriate.

Consecrate Priest/Allegiance 61+


Combine 1, Enchantment, Might 1, Range C (refers to the blessed area)
This spell creates an area that is sacred to the caster’s deity. All creatures of the caster’s
religion receive a Bonus to Concentration or Allegiance within it. If any hostile creature
enters the area, the enchanter is immediately aware of the trespassing. The caster can
combine the casting with Ward if desired, extending the warding effect to the entire area.
Consecrate is normally used to create a temple or holy site. Like all enchantments, this
spell may have Consequences. Typically, they manifest when the casting cleric is away
from the Sanctified area, making him or her bound to the temple, and rendering multiple
Sanctified areas inconvenient. When the original enchanter of a Consecrated area dies or
abandons it, another believer can take it over by challenging the Might of the Consecrate
and all combined Wards in a Conflict. Winning the Conflict makes him the equivalent of
the original caster. However, he or she can take advantage of the holy ground Bonus for
this Conflict, making this procedure more convenient than a simple re-casting.

Create Familiar Acolyte/Allegiance 31+


Enchantment, Might *, Target 1 creature
See the generic power description. The creature must be significant to the cult.

Create Spell Matrix Acolyte/Allegiance 31+


Combine 1, Enchantment, Target 1 item
See the generic power description. The Blessing is limited to one the creator knows,
and which requires a base Allegiance not greater than his or her own Allegiance. The
effects of the Blessing when cast will depend on the user’s Allegiance, not the creator’s.
Once cast, the spell matrix must be recharged with the same procedure used to pray for
a Blessing, including a pilgrimage to a suitable holy spot if necessary.

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Dismiss Magic Initiate/Allegiance 21+
Instant, Might 2+, Range S, Target 1 power
Equivalent to Neutralize Magic 2, plus 2 more points per each full 10% the worshipper SPOILERING BY DIVINATION
has in Allegiance beyond the minimum. Divination is another spell that
sometimes creates trouble in a
Divination Acolyte/Allegiance 31+ campaign, as it gives the players
information they were not
Might 1, Ritual, Target 6+ words supposed to know. Rather than
cheating when players use it,
This Blessing allows the worshipper to ask a question to his or her god, who will provide the Narrator should ban its use
the required information to the best of his or her knowledge. Keep in mind that not all gods altogether if spoilering can be a
are omniscient, and some only have power over a very specific domain. The answer should problem.
be no longer than six words, plus two more words per each full 10% the worshipper has in
Allegiance beyond the minimum. If the worshipper fails an Allegiance roll the answer will
be obscure and cryptic.

Heal Wound Initiate/Allegiance 11+


Instant, Might 2+, Target 1 wound, Touch
The worshipper can use a Heal 2 effect on any single wound of a target, plus 2 Might per
each extra 10% he or she has in Allegiance beyond the minimum.

Invoke Lesser [Cantrip] Initiate/Allegiance 11+


Attributes as per Cantrip, except Range which becomes Touch
The worshipper chooses a non-offensive Cantrip taught by the cult up to Might 2. The
worshipper need not have the Cantrip as a Trait. It is sufficient that it is available to the
cult. The Blessing has the same effect as the Cantrip. If the Cantrip is normally usable at
range, it becomes Touch instead.

Invoke [Cantrip] Initiate/Allegiance 21+


Attributes as per Cantrip, except Range which becomes Touch
The worshipper chooses a non-offensive Cantrip taught by the cult. The worshipper need not
have the Cantrip as a Trait. It is sufficient that it is available to the cult. The Blessing has the same
effect as the Cantrip. If the Cantrip is normally usable at range, it becomes Touch instead.

Smite with [offensive Cantrip] Acolyte/Allegiance 31+


Attributes as per base Cantrip
The worshipper chooses an offensive Cantrip taught by the cult with an Overcome
attribute. The worshipper need not have the Cantrip as a Trait. It is sufficient that it is
available to the cult. The Blessing has the same effect as the Cantrip. Although the attack is
automatically successful without the need for any activation roll, the caster will have to use
his or her Allegiance score to Roll for Effect in the Overcome Conflict against the target.

Soul Sight Acolyte/Allegiance 31+


Might 1+, Target self
The worshipper gains the Second Sight power with Might 1, plus 2 Might per each extra
10% he or she has in Allegiance beyond the minimum. The worshipper also receives the
ability to check whether an observed character has an Allegiance with the deity granting
the Blessing. The exact value of the Allegiance is not known, although the observer will
understand if it is higher than his or her own Allegiance or not.

Summon [entity] Acolyte/Allegiance 31+


Combine 1, Might 1+, Overcome [Will], Ritual, Target 1 creature
This spell calls an otherworld creature or an elemental from the appropriate plane. The
Blessing Might increases by 2 per full 10% the worshipper has in Allegiance beyond
the minimum, and must be equal to the creature Size class for the spell to work. For
disembodied spirits, consider one Size class per d6 of Will the creature has. The Blessing
can be Combined with a Command spell, and in this case the Conflict used to call the
creature from the otherworld will also grant control over it.
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Calling an unknown entity from another plane requires Narrative Time, whereas
Adventure Time is enough for an entity whose True Name is known to the magician or
whom has been summoned before.

Warding Acolyte/Allegiance 31+


Combine 1, Enchantment, Might 1+, Target 1 area
This spell creates a magical trap triggered when a creature hostile to the cult or temple enters
the location affected by the ward. The triggered creature is immediately hit by an elemental
attack of the type appropriate to the deity (kinetic energy if there is no appropriate elemental
attack) which hits like a Project [Energy] effect of equivalent Might and 100% accuracy.
The target can still Dodge the attack. The attack can be triggered Might times per day.
Might increases by one point per 10% Allegiance the caster has in excess of the minimum
requirement.
Many clerics combine this spell with Consecrate to protect their temples. In this case, the
Consequences of the enchantment are subsumed in those for Consecrate.

SAMPLE BLESSINGS
The following list includes specific Blessings that you can use as they are if they
fit the cult you are describing, or treat as templates like the ones presented in
the following section. However, adapting them to other cults will require more
creativity on the part of the Narrator than template Blessings.

Analyze Magic Acolyte/Allegiance 31+


Might 1+, Target 1 item
The worshipper chooses an object or individual as a target and starts concentrating on
it. The Blessing allows the caster to receive information on the item as though having a
Second Sight active with a Might equal to 1 point, plus five points per each full 10% the
worshipper has in Allegiance beyond the minimum.

Berserk Initiate/Allegiance 21+


Might 1+, Target self
The worshipper becomes affected by Fanaticism, and automatically succeeds in any
Endurance rolls to resist disablement. He or she becomes also immune to the detrimental
effects of Negative Exertion Points until they reach the point when death ensues. Might
increases by 2 per full 10% the worshipper has in Allegiance beyond the minimum, but
the only effect is to make the Blessing more difficult to Neutralise.

Detect Lie Acolyte/Allegiance 31+


Might 1+
The worshipper can determine if anyone in his or her presence is lying. Only a Resist
[appropriate power type] of sufficient Might can block the effects of the Blessing
and allow the protected subject to lie to the worshipper without being caught. Might
increases by 2 per full 10% the worshipper has in Allegiance beyond the minimum, but
the only effect is to make the Blessing more difficult to resist.

Disappear Acolyte/Allegiance 31+


Might 6, Target 1 individual, Touch
The worshipper gains the Invisibility power, assuming that the element sacred to his or her
deity (darkness, mist, etc.) is present to hide him or her. It also makes the recipient harder to
hear by granting an Improve Sneak effect. Invisibility goes on as per normal Blessing rules,
but dissipates normally as soon as the recipient initiates combat.

Flight Initiate/Allegiance 21+


Concentration, Might 1+, Range S, Target 1 item or individual
The worshipper can use this Blessing to levitate an item, or an individual if the Might
of the Blessing is sufficient. The Might of the spell increases by 1 point per full 10% the
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caster has in Allegiance beyond the minimum. All other information provided in the
basic Fly power description remains in effect, including the cases in which the power
acquires the Overcome Trait.

Infallible [Trait] Initiate/Allegiance 21+


Might 3, Target 1 individual, Touch
The target of the spell receives the same effect as the Improve [Trait] power whenever
using the Trait for an opposed roll or a Conflict. If an unopposed roll is called for, it
automatically succeeds.

Mind Read Acolyte/Allegiance 31+


Might 1, Overcome [Will], Range S, Target 1 individual
The worshipper starts a telepathic link with an unwilling target, subject to the rules for
Overcoming the target’s resistance. As long as the worshipper concentrates, he or she can
read the conscious thoughts of the victim. Having won the Conflict of Will necessary
for the Blessing to work implies that the victim could not help but let at least some of the
information desired by the caster surface among his or her explicit thoughts. Further
investigation to gather more information might require a further Overcome Conflict.

Parry Initiate/Allegiance 11+


Might 1+, Target 1 weapon, Touch
The blessed weapon or limb gains 1 point of Parry per Might of the Blessing, making
it more difficult to Overwhelm its parry. The weapon also gains one level of quality per
Might, thus making it harder to break with a Damage Weapon effect. The basic Might of
the Blessing increases by one point per each full 10% the worshipper has in Allegiance
beyond the limit.

Turn Undead Initiate/Allegiance 21+


Might 2, Overcome [Will], Range S, Target 1 undead
This Blessing has the same effects as Demoralise if it overcomes the Will of the target
with a Quick Exit, and as Palsy if it overcomes it completely. It only works on creatures
with the Undead attribute. For undead creatures of Size Class bigger than Medium,
Confusion replaces Palsy.

BLESSING TEMPLATES
The following list includes templates for Blessings that your cult may provide.
The descriptions that follow are meant for being adapted and personalised by
specifying an appropriate creature, energy, power or Cantrip as suggested in the
description of your deity or of one of his or her domains.

Blessed [tool] of [Deity] Initiate/Allegiance 11+


Might 2, Target 1 Tool, Touch
The worshipper bestows a Bonus to a Trait favoured by the deity on the specified tool (not
weapon) or cult paraphernalia, which he or she must be touching. While the Blessing lasts and
a character uses or wears the item while applying the Trait in a Conflict, he or she receives the
Bonus. The usual limitations on Bonuses are still in effect.

Cloak of [Deity] Acolyte/Allegiance 31+


Might 2+, Range S, Target 1 Individual
The worshipper blesses the recipient with the Absorb power for an energy type
appropriate to the deity and an appropriate Resist power depending on the deity
(usually Magic but other power definitions may apply). Both effects start at Might 2,
plus one extra point of Might each per each full 10% the worshipper has in Allegiance
beyond the minimum.

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[Element] [weapon] of [Deity] Acolyte/Allegiance 31+
Might 4+, Touch, Target 1 weapon
The worshipper bestows an [Elemental] blade effect and an additional Damage Enhancement
2 on a cult weapon of the deity he or she is touching, plus two extra points of damage
enhancement per each full 10% the worshipper has in Allegiance beyond the minimum.
The limitation that no other damage enhancement effect can be used on the weapon is still
valid, only the enhancement intrinsic to the Blessing is exempt. If the weapon has not been
Ritually dedicated to the deity, a roll on the Allegiance score is necessary to activate the power
or the Blessing will fail. Using the Blessing on a weapon of the right kind, but holy to an
enemy deity is possible, but the Allegiance roll will suffer a Penalty.

[Element] bolt Acolyte/Allegiance 31+


Might 3, Projection, Range C, Target 1 individual
The worshipper fires a bolt of Might 3 elemental energy towards one target at Close range.

Grant Immunity to [Energy] Acolyte/Allegiance 31+


Might 6, Touch, Target 1 individual
The worshipper makes a touched target immune to an energy appropriate to the deity.
Variants for Poison, Disease, and Combat Effects exist.

Greater Shield of [Deity] Priest/Allegiance 61+


Might 5+, Touch, Target 1 individual
This Blessing has the same effect as Shield of [Deity], including the fact that both effects
start with a Might of 5 with the minimum required Allegiance of 61. However, the recipient
of the Blessing can choose to exchange three points of both protective effects in order to
acquire Immunity to an energy of the appropriate type for the deity. The recipient can
make the swap on receiving the Blessing, or at a later time by spending one Concentration
action and one Exertion Point. The same procedure can be applied to change back the
Immunity into three points of both effects.

Head of the [beast] Initiate/Allegiance 11+


Might 1+, Target self
The worshipper’s head becomes that of the cult’s totem animal. The caster gains the
Bite Trait, and all other sensory Traits. The caster gains one free attack with the head in
Advanced Combat, after which each bite attack costs 5 SR. If the beast’s bite is normally
capable of injecting venom, the Allegiance requirement becomes 21+ and the bite injects
venom with a Might equal to the caster’s CON. Any headgear worn must be removed,
but the head location gains 2 AP per each extra 10% the worshipper has in Allegiance
beyond the minimum, up to the normal AP value for the animal. The coverage for this
armour is 0+ on the head, 9+ for non-localized armour.

Healing touch of [Deity] Acolyte/Allegiance 31+


Might 3+, Target 1 individual, Touch
The worshipper imbues the touched target with an Antidote against poisoning and disease
of Might 3, and applies a Restore Flesh effect of Might 3 that can be used to cure acid burns
or maimed limbs that are beyond the capabilities of the basic Heal power. Both effects gain
1 Might per each extra 10% the worshipper has in Allegiance beyond the minimum.

Holy [weapon] of [Deity] Acolyte/Allegiance 31+


Might 2+, Range S, Target 1 weapon
The worshipper bestows a Bonus to use and an additional Damage Enhancement 2 on
a touched cult weapon of the deity , plus two extra points of Damage Enhancement per
each full 10% the worshipper has in Allegiance beyond the minimum. If the weapon
has not been Ritually dedicated to the deity, a roll on the Allegiance score is necessary to
activate the power, or the Blessing will fail. Using the Blessing on a weapon of the right
kind, but holy to an enemy deity is possible, but the Allegiance roll will suffer a Penalty.
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Mass [offensive power] Priest/Allegiance 61+
Might 2, Overcome [as per basic power], Range S, Target 7+ individuals
The worshipper chooses an offensive power with an Overcome attribute available to the
cult. The power can be used at once on up to seven targets, plus two additional targets
per each full 10% the worshipper has in Allegiance beyond the minimum.

Shield of [Deity] Acolyte/Allegiance 31+


Might 2+, Range S, Target 1 individual
The worshipper blesses the recipient with the Protection power and an appropriate
Resist power depending on the deity (usually Magic but other power definitions may
apply). Both effects start at Might 2, plus one extra point of Might each per each full 10%
the worshipper has in Allegiance beyond the minimum.

Totem of the [beast] Acolyte/Allegiance 31+


Might 3+, Self
The worshipper shapechanges into an animal up to Medium size class which is holy to
the cult. In addition to this, the caster receives the following benefits:
• Either the ability to shapechange into an animal of Large Size Class if the totem animal
is bigger than Medium, or the acquisition of a major innate power the animal form has,
like breathing underwater, flying or using venom.
• All Traits, senses and natural attacks, that the totem animal has and humans usually lack.
• One point of Protection and one point of Damage Boosting on the animal’s natural
weapon, plus one additional Might to each per each full 10% the worshipper has in
Allegiance beyond the minimum.

True Lycanthropy Priest/Allegiance 61+


Might 6+, Self
The worshipper gains the same benefits as Totem of the Wolf, plus Immunity to kinetic
weapons. Elemental-based attacks still affect him or her, as does magical damage. The
variable Traits and Powers gained are Bite, Smell and Track. Other were-beast variants
can be devised from this template by improving Totem of the [beast].

True [weapon] Initiate/Allegiance 31+


Might 6+, Target 1 weapon, Touch
The worshipper bestows a Damage Enhancement 6 on a cult weapon of the deity, plus
two extra points of damage enhancement per each full 10% the worshipper has in
Allegiance beyond the minimum. If the weapon has not been Ritually dedicated to the
deity, a roll on the Allegiance score is necessary to activate the power or the Blessing
will fail. Using the Blessing on a weapon of the right kind but holy to an enemy deity is
possible, but the Allegiance roll will suffer a Penalty. This Blessing is very powerful, and
only the most single-minded war cults grant it. Other war cults will grant the variant
that includes elemental damage or a Bonus.

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THE BALTIC PANTHEON
Rather than including a generic list of cults not connected to any
mythology or setting, we have chosen to present here a selection of deities
taken from the ancient Baltic religion practised in Latvia, Lithuania and
Prussia until the 14th or 15th Century. These deities are unusual enough to
sound unfamiliar to most readers, yet easy to adapt to a fantasy setting of
your invention if you do not want to create a new pantheon at first. We have
used the Latvian spelling for some deities and the Lithuanian spelling for
some others.
Baltic people are initiated to the cult of the gods (Romuva in Lithuanian,
Dievturiba in Latvian) during their adulthood rites, when they become
lay members of their religion. Common worshippers with an Allegiance
of 11+ become Initiates and can learn simple blessings from any deity.
Any member with an Allegiance of 31+ can be considered a full time
priest and should choose a specific deity to worship, although he or she
can learn blessings from other deities if their priests permit. There are no
formal ranks among priests, so the only requirement in effect for learning
Blessings is that of Allegiance. The only title with an actual position of
prestige is that of High Priest, reserved to the mysterious Kriwe, a holy man
hiding in the woods of Prussia.

PERKUNAS, LORD OF THUNDER


The Lord of Thunder is an important deity in the Baltic pantheon. While some
other populations on the Baltic coast revered the Thunder God in his aspect
as the bringer of fertility through rain, Lithuanian tribes mainly worshipped
Perkunas as a war god.
Domains: Thunder, War
Favoured Traits: Command, Endurance, Jump, any Weapon, Willpower
Cantrips: Bladesharp, Protection, Fanaticism, Haste, Lightning Arrow
Blessings: Berserk, Heal Wound, Lightning Blade of Perkunas, Lightning
Bolt, Mass Disruption, Grant Immunity to Lightning, Greater Shield of
Perkunas, Invoke [Bladesharp, Fanaticism, Haste, Protection], Shield of
Perkunas, Smite with Disruption.

SAULE, LADY OF THE SUN


Saule is the Baltic goddess of the sun, the most powerful and most beautiful of all
female deities. She rides her magic chariot in the sky during the day, and sails on
the waves of the world sea during the night. Saule is the bride of Mēness, but is
constantly enraged with him, because the Moon God has cheated on her. For this
reason, the two deities do not meet each other in the skies.
Domains: Fire, Light
Favoured Traits: Command, Insight, any Ranged Weapon, Vision,
Willpower
Cantrips: Light, Light Wall, Fire Blade, Fire Arrow, Speedart
Blessings: Cloak of Fire*, Fiery Spear of Saule, Fire Bolt, Grant Immunity
to Fire, Infallible Arrow/Javelin, Infallible Vision, Invoke [Fire Arrow, Fire
Blade, Fire Wall, Light, Speedart].
[*] Includes Absorb Fire and Resist Magic

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MENESS, THE MOON
Mēness is the Baltic moon god, who shines in the sky at night, where his wife
Saule shines during the day. The myth tells that Mēness counted the stars
and found that Auseklis, the morning star god, was missing. At this point, he
kidnapped his bride, with whom he had fallen in love. For this adultery Saule is
constantly enraged with him.
Domains: Darkness, Water
Favoured Traits: Boat, Deceit, Hearing, Hide, Sneak
Cantrips: Darkwall, Demoralize, Grant Dark Vision, Heal, Shimmer
Blessings: Cloak of the Night*, Dark Blade of the Moon, Dark Bolt,
Disappear, Dismiss Magic, Grant Immunity to Frost, Heal Wound, Infallible
Dagger, Invoke [Dark Wall, Dark Vision, Shimmer], Mass Demoralize, Smite
with Demoralize.
[*] Includes Absorb Cold/Darkness and Resist Magic

LAIMA, MISTRESS OF FATE


Laima is the goddess of fate, fertility, and good luck, who determines the
destiny of children and adults alike. She is also the patron goddess of mothers-
to-be, who ensure a fruitful pregnancy and prevent miscarriages
Domains: Life, Truth
Favoured Traits: Nature, First Aid, Persuade, Insight, any Knowledge
Cantrips: Confusion, Detect Magic, Heal, Neutralise Magic, Second Sight
Blessings: Analyze Magic, Blessed [plough, robe] of Laima, Cloak of Laima*,
Detect Lie, Dismiss Magic, Divination, Heal Wound, Healing Touch of
Laima, Infallible Insight, Mind Read, Soul Sight.
[*] Includes Absorb Kinetic and Resist Magic

VILKATIS, THE WOLF


Originally a lonesome creature of the wilds, the man-wolf has turned into a
fearful monster in Baltic mythology. Worshippers of this entity gain the power to
become beasts of prey. As a minor deity, the Vilkatis can grant very few Blessings,
but some of them are truly fearsome. This deity is more appropriate for enemies
than for Player Characters.
Domains: Wolf
Favoured Traits: Brawl, Nature, Track
Cantrips: As a minor cult, the Vilkatis teaches no Cantrips.
Blessings: Command Wolf, Create Wolf Familiar, Grant Immunity to
Kinetic, Infallible Track, Invoke Night Vision, Head of the Wolf, Totem of the
Wolf, True Lycanthropy.

RAGANA, THE WITCH


The term Ragana originally referred to village witches who practiced petty
magic, but it has become associated with a sort of malignant deity of the woods
and swamps. Members of this cult do not actually worship this entity, but
rather indulge in shamanistic practices and communication with the spirits
of the dead and their queen (Velu mate in Latvian), from which they receive
Cantrips instead of Blessings.
Domains: Death, Spirit.
Cantrips: All.
Blessings: as a witch cult, the Ragana teaches no Blessings.
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PSIONICS
Psionics is the ability to impose the power of one’s mind upon the physical
world or the mind of others. Like all powers, psionic abilities are Traits
associated to the Concentration skill. A psychic is usually born with these
abilities, and requires training to control and master them. Depending on your
setting, psionic abilities and Manipulation Stunts may require a teacher, a book,
or other knowledge source to learn them.

POWER FAMILIES
Psionic powers belong to one of four main families: Heal, Sensitivity,
Telekinesis and Telepathy. All other powers are considered Stunts of one of
these four, and have the basic power in the family as a prerequisite. Depending
on the setting, your psychic may need to be born with the basic Trait of each
family in order to learn it, whereas he or she can learn new stunts that belong
to the same family. Alternatively, some species may have the innate potential
of using one core power (usually Telepathy or Sensitivity), although they need
someone to teach them the Trait to use it properly and to learn its Stunts. You
may need a mentor to learn the base power for each family, and can discover
the other Traits as you progress in the exploration of your mind’s potential.

ATTRIBUTES OF PSIONICS
Psionics is a power type that a practitioner can manipulate with Manipulation
Stunts. Several attributes of psionic powers are non-standard, and behave
slightly differently than how explained in the general rules for powers.
The Combine Manipulation Stunt is not available to psychics. The few powers
that have the Combine attribute usually have several variants. A psychic can
use the default levels of Combine to use the different variants together, if he or
she knows both. Psychics can also acquire the non-standard trait of Overcome.
The default values for non-manipulated attributes is always zero, with the
exception of Might. This is different from other Power Systems, as the default
value for Targets is zero and not one. This means that a non-manipulated psi
power can only be cast on oneself if it lacks the Target attribute, and on a target
one is touching if it lacks Range.

Psionic Ability Attributes


Attribute Default rating Manipulation via Stunt
Combine — No
Might 1 Yes
Overcome — Yes
Range — Yes
Targets – Yes

A Psychic can always add 1 point to any asterisked attribute in absence of the
appropriate Trait by taking one Penalty per missing Trait. Thus a Psychic who
knows only Telepathy can use it on a single target he or she is touching by
rolling on the raw skill, or on a single target at Close Range by rolling on the
raw skill with a further Penalty. This represents the difficulty of using latent
powers without training.
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Unlike other power systems, Psionics treats the Overcome attribute as not
being automatically applied to powers that can work on an unwilling target.
The psychic must have Overcome as a Trait in order to use powers at full
efficiency on unwilling targets, otherwise he or she will suffer the Penalty for
lack of a Manipulation Stunt.
With the exception of Overcome, attributes that do not have a * score do
not cause any Penalty for the lack of the appropriate Trait. The default value
provided is used instead. For instance, Heal can be used on a wound without
need of the Target Manipulation Stunt.

CHANNELLING
Channelling for a psychic is equal to 10% of the character’s raw Concentration SQUARING EFFECT
The effects of a high Channelling
skill, rounded up. In addition to its standard function of limiting pre-activation score increase exponentially, as
of powers, the Channelling score also limits the total number of Manipulation the psychic becomes capable of
points a psychic can apply to a single power. There is no maximum for each sustaining both more powers
and more potent ones at the
single Manipulation, just a cap to the total manipulation points added. same time, without having to
choose between the two. If you
For example, a young psychic might want to cast Heal 6 (Might manipulation find that this makes psychics too
of +5) on one target (no Target manipulation, as the default value is 1) that he powerful in your game, you may
is touching (no Range manipulation). This adds up to a total Manipulation of wish to change pre-activation
and long duration activation
5. Assuming the magician had a Concentration skill of 51%, his Channelling of powers so that they actually
would be 6, and the casting would be possible. Should the power user try to cast reduce a psychic’s Channelling
Protection 6 with a +2 to Range, instead, to affect a friend at Short range, that score instead of the score just
would add up to a total Manipulation score of 7, which exceeds his Channelling being used as a cap for the total
number of powers the psychic
of 6 and makes the feat impossible. To reach the desired Range, the psychic would can sustain at the same time.
be forced to resort to a weaker Might, for instance Protection 5. In this way each power that the
psychic is maintaining reduces
his or her effectiveness in using
USING PSIONICS further powers.

For each attribute manipulated when using a Psionic Power in Advanced


Combat, the psychic must spend one Exertion Point. Overcome is not
counted, as the attribute is not actually manipulated but just added. The EXTRA POWERS
Two specific powers may be
number of Manipulation points applied is not important, only the total included in the Psionic category
number of Manipulations used. The time needed to use the power is just one although they do not belong
Concentration action, no matter the manipulations used. If a power is not to any of the base families:
Cryokinesis and Pyrokinesis.
manipulated at all, it still requires one Concentration action and costs the These are variants of the Project
psychic one Exertion Point. [Energy] powers, respectively for
Cold and Fire, and also allow to
acquire Resist [Cold] or [Fire] as
stunts. Psychics may have these
Psionic Abilities powers in addition to one or
Prerequisite Power more of the standard families,
or may have just this power as a
Heal Haste, Heal, Palsy, Smother form of mutation. These powers
Detect Paranormal, Location, Neutralize [Paranormal or Psionics], Project Senses, have been included to ensure
Sensitivity Sensitivity (Second Sight) compatibility with some popular
novels and comic books, and
Telepathy Confusion, Dominate, Illusion, Telepathy
should be acquired only with
Telekinesis Hinder, Levitation, Project Kinetic, Telekinesis
Narrator permission.
— Cryokinesis, Pyrokinesis, Absorb [Energy]

Psionics allows all forms of extension for the duration of powers, except
permanence. Thus a psychic can either pre-activate a power or use it with
an extended duration, and in both cases this will use up Channelling points.
Improving powers with long meditations similar to a magician’s rituals is
also possible for a psychic, if appropriate to how Psionics is described in your
setting.

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SCIENCE AND ALCHEMY
Weird Science is a sub-system that does not grant powers, but rather the ability to
create and operate gadgets which, while described as scientific devices, are in fact
more akin to powers in their effect than to real world devices. It is typically found
in pulp, planetary romance or steampunk settings. By limiting their use to the
creation of potions and poultices, as well as bombs or enhanced projectiles, you
can use these rules for Alchemy, too.

PREREQUISITE
Before learning Devices as Traits, a character needs the appropriate Science
Trait. This is always a Knowledge Trait, and it allows the scientist to create power
sources and basic ammunition without the need for specific Device Traits.

BLUEPRINTS
Weird Science requires the creation of blueprints for its artefacts, or “recipes” for
Alchemy. Blueprints can also be found as treasure. Although a Device Trait allows
the scientist to create any variant of the device or drug, the creations are usually
MEMORISING BLUEPRINTS
A scientist can have a number limited to gadgets for which the scientist has a blueprint ready (see page 138).
of blueprints memorised equal
to his or her INT. Memorising
more requires forgetting the
old ones, although it is always
DEVICE CREATION
possible to keep a written copy
in one’s lab to re-memorise a
forgotten blueprint at a later To create an object from scratch, make a Conflict against the Item Value. To
time. Memorising blueprints can repair, reactivate, recharge, or figure out how to use an item, the Conflict is
be done only in Downtime.
against the Value of the device, plus damage if quantified, but the Challenge
Rating is will be lower (see below). The Skills used are Craft to repair or create,
and Knowledge to create something new or learn how to use something the
scientist has never seen before.
The opposition Challenge Rating is always 50%, except when creating a
blueprint or creating an item without a blueprint, in which case it is 80%.
When restoring or repairing a device, of simply figuring out how to use it, the
Challenge Rating is 20%.

STARTING EQUIPMENT
As a rule of thumb, a scientist starts the game with a number of memorised
blueprints equal to his or her Knowledge slots, and their basic Value cannot
exceed 10% of the scientist’s Craft or Knowledge Skill, whichever is higher. He
or she usually has one sample item per Blueprint known.

DEVICE ATTRIBUTES
Many devices have the Combine attribute, which means that they can be combined
with one or more powers labelled as Science in the basic power list. Each Combined
effect adds 1 to the Basic Value of the item, but all effects share the same Range and
Target attributes as the main device. Might is a special case, and the device description
will specify if all Combined effects have the same Might as the main device (the
default case) or Might must be added separately to each effect, in which case the
Might of all effects is counted towards the device Value.
If an item is listed as Combine 0+, it means that it usually has a typical, intrinsic effect
that does not need the addition of other powers, but this effect can be substituted with
something else from the power list or other devices. If an item is listed as Combine
1+, then it must be combined with other effects or devices or it becomes useless.
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DEVICE FLAWS
Many devices or Blueprints will have flaws because of Consequences suffered
in their creation. You may use the Flaw Tables, or borrow ideas from the tables GADGET VALUE
As for all powers permanently
provided for enchantments or weapons. bestowed on an item, the base Value
of scientific gadgets is multiplied by
four. One-use items like potions,
grenades or ammunition have their
Sample Device Flaws base Value tripled.
D10 roll Consequence Notes
1-3 Overcharge-prone. Whenever activated, the user rolls Operate versus a DRAWBACKS OF SCIENCE
resistance of 50%, plus 30% for each extra minus sign. If the roll is failed, Remember that the creation
the device stops functioning after that use and must be reactivated with a of Blueprints or items requires
Repair Conflict. a Downtime Conflict, and
any Consequence suffered is
4-6 When active, emits a buzzing noise that bestows a Penalty to any
permanently attached to the
Concentration roll within 3d6 metres.
item. Potions and drugs do
8-9 When active, emits smoke that bestow a Penalty to Stealth rolls made by not last forever, and if all the
anyone in the party. ingredients are present, they can
be brewed in Adventure Time,
10 Unstable. Whenever activated, the user rolls Operate versus a resistance Usually although this option will make
of 50%, plus 30% for each extra minus sign. If the roll is failed, the user appropriate to them spoil at the end of the
suffers electric or other energy damage of Might equal to the total number equipment used current adventure.
of minus signs. The item will still work if the Operate roll is a success. in Combat.

ROUTINE CRAFTING
Sample Drug Flaws An item can be crafted routinmely
D10 roll Consequence Notes if it has a base Value equal to one
tenth of the scientist’s raw Craft
1-5 Also acts as a poison of Might equal to 5 points plus 5 per minus sign, skill, the scientist has memorised
effect Immediate Paralysis. the blueprint and has successfully
manufactured the item without
6-7 Bestows a Penalty of 1d6 to a Characteristic, chosen at creation time, when
Consequences at least once. A
used to determine the starting size of a Resolution Point pool, once per
routine crafting attempt succeeds
adventure.
automatically without any Conflict,
8-9 Dizzyness. The drug will cause a Penalty to a Skill roll, similar to a Negative
providing the scientist has the
Consequence. The Narrator decides when to assign the Penalty.
appropriate materials and spends at
10 Paranoia. The drug user becomes incapable of overcoming one of his or The player MUST least one Round in the appropriate
her Motivations (Narrator’s choice). The Motivation becomes immediately be informed Time Scale. For items that allow
active and remains such for the duration of the potion effect. The character that the potion batch creation, like ammunition
cannot perform direct actions against the Motivations, and must resist will limit the or power cells, the scientist can
routinely manufacture the same
the Motivation with Willpower whenever the Narrator suggests he or she character’s free
number of items present in the
should do something bold or inconvenient because of the motivation, or will.
largest batch ever produced in a
actually do it. Conflict without Consequences.

DEVICE LIST
Clockwork Device
Item, Might 1+
This trait allows the creation of clockwork devices that can push, hold, operate or
do something that goes beyond the scientist’s capabilities. The STR or DEX of the
device is equal to its Might, and can be added to the user’s Characteristic when
assessing the Starting Resolution Points in a Conflict of the appropriate type. Some
sample devices are:
• Coil Ram: a small device usable to bash doors open with the Operate Skill.
• Clockwork Glove: a device that increases the wearer’s DEX when operating on
small devices.
• Spring Ladder: a device that helps climbing any surface up to Might metres.
• Auto-injector: a device that can be tied to a character’s arm, ready to inject
Might doses of a potion or drug without spending Strike Ranks for a Use Item
Action.
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Clockwork Spider
(prerequisite: Clockwork Device)
Combine 1+, Item, Might 1+
A self-operated device that can contain any combination of other devices, crafted
separately, and be programmed to execute simple tasks. Its Size Class, equal to
its Might, is normally not sufficient to allow Close Combat attacks, but it can use
other devices or specially modified weapons. It can hold a number of devices and
weapons equal to its Combine attribute. The general type of devices the creature
can mount must be specified at design or build time, but the actual device can be
exchanged for another provided it belongs to the same broad category (limb, sensor,
energy weapon, projectile weapon, etc.).
The creature gains 3d6 STR (proportional to the Size Class) and 1d6 DEX, plus 1d6
DEX per Might not spent on Size Class. It contains a replaceable energy source
equal to its Basic Value sufficient to power all of its devices for one Combat, or one
hour of other activities. All of its basic Skills are equivalent to the Operate Skill of
the person programming it.

Energy Projector
Item, Might 1+, Projection, Range 1+
AMMUNITION COST
Ammunition is a one-use device, This device projects a peculiar kind of energy in a radius equal to its Range on the
so its total Value is equal to Combat scale. The energy may also be useful to harass something particularly sensitive
the base Value multiplied by
three, not by four. It can be to it, providing a Bonus in generic Conflicts or Basic Combat.
manufactured in batches by The energy can also be focused in a concentrated beam through a system of shutters.
adding one to total Value (the This allows also to use the projector as a rudimentary weapon which produces a one-
Value after the multiplication,
not before) per projectile after time energy discharge of Might equal to the item’s Might. Light, in this case, does not
the first. produce a laser, but rather a bright discharge that blinds the opponent if the damage
is higher than its Constitution, or gives a temporary Penalty to its next roll if lower.
Heat, Cold, Radiation and the like do damage normally to organic matter. The Projector
trait is applied to the scientist’s Ranged Combat or Operate. Someone with a very high
DRUG EFFECT DURATION Ranged Combat value can also use it.
Drugs have the standard duration After the discharge is released, or one hour of normal use, the projector needs to be
for powers, that is “until a Conflict
or Combat ends”. Assume that
recharged. A projector connected to a permanent energy source can fire one discharge
the end of the adrenaline surge per Combat round.
once the stress situation is
over counters the drug effect. Enhanced Blade
However, it is possible to create
longer duration drugs, but the Combine 0+, Item, Might 1+
basic Value of the drugs must
be first multiplied by the Time The scientist creates a special blade with a saw or chainsaw effect, and may also combine
Scale in which the drug effect one [Element] Blade effect provided the total Might is at least 3. The blade can also be
must remain active, and then given an improved damage effect at the cost of one point of basic Value per level of
multiplied again by three. Drugs effect. Adding Slash (effect) to a non-slashing weapon adds 2 to Value. The effects can
that cause Permanent alterations
should become available only
be applied to any type of weapon, but a different Blueprint is required for each.
with Narrator permission. A non-weapon item like a glove or a robot limb can be turned into a weapon in this
way. In this case its basic damage is 1d(Might*2) and needs the addition of any Damage
effects, but it can ignore any negative Might due to low STR or Size Class.

Enhanced Projectile
Combine 0+, Item, Might 1+
The scientist creates a special projectile with improved mundane characteristics as
described in the equipment section, and/or adds the [Element] Arrow effect. The Palsy
effect can be added by combining the ammunition with the Paralyzer device. The effects
can be applied to any type of ammunition, but a different Blueprint is required for each.

Enhancing Drug
Combine 1, Item, Might 1+, Target 1 individual
This potion must be combined with one Enhance [Characteristic] power. It has the same
effects and limitations as the basic power. Usage of other basic powers such as Grant
[Trait] or Absorb [Energy] require Narrator’s permission, and usually the possession of
a specific Stunt or of an equivalent power.
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Goggles SCIENCE EXAMPLE
Professor Rathas knows the Clockwork
Item, Might 1+ Device, Clockwork Spider, Enhanced
Blade and Energy Projector devices.
These devices can either be used to give the character Acute Vision when looking at He wishes to create a powerful defence
something small or in adverse conditions (darkness, smoke, etc.), or to detect something automaton.
peculiar and specific when worn (Infrared/Heat, Radium radiations, a toxin, etc.) They First of all, he designs the spider chassis.
He goes for a Might of 3, which he splits
provide a Support Bonus to Perception in investigation Conflicts, or even in other between Size Class 1 and +2 dice to DEX
Conflicts not directly related to their object when appropriate, and add their Might to for a total of 3d6 DEX, and a Combine
the starting Resolution Point total when facing the exact problem they were designed for. of 2, so the total Value of the chassis is 5,
which becomes 20 for a permanent item.
Grenade Rathas has an INT of 17 and a total Skill
of 79, including Traits, so he manages
Combine 1, Item, Might 1+ to create the Blueprint losing only 12
Resolution Points. The Narrator splits
This device is an explosive grenade of equal Might, or a flashing or energy-releasing the resulting Consequences between a
grenade. The effects are similar to those of the one-time discharge of an energy projector. permanent “Reputation as a Creator of
It also allows the creation of Smoke grenades which can fill an area with smoke, lasting Monsters -” that will forever haunt him
when he interacts with people in his
for Might Combat rounds. If combined with Potions or Poisons it allows the creation of home town and a 1d6 STR flaw for the
various poison gas grenades, or tear gas if combined with Paralyzer. automaton. The permanent social Penalty
is harsh, but it is a fair price for being able
Healing Potion to build a legion of automatons.
Then the Professor designs the first two
Item, Might 1+, Target 1 individual of the many interchangeable devices.
He decides that the creature will mount
The potion works like a Heal power of equivalent Might. The scientist can also create a weaponized limb and an energy
antidotes for venoms or diseases with this Trait, assuming he or she has a clear knowledge discharger.
of the target ailment. Their Might is the same as that of the potion. The weaponized limb is a variant of the
Enhanced Blade. The Professor goes for
a classic rotating saw limb of Might
Paralyser 3 (1d6 damage) with the addition of 1
Combine 1, Item, Might 1+, Target 1 individual point of Slash effect (it will trigger on
an Advantage roll), which gives us a
This device paralyses the target like the standard power. Paralysis lasts for the current basic Value of 4. The Professor faces a
Round plus one Round per Might in excess of the target Size class, and cannot occur total Value of 16 and prevails with only
8 points lost, for a total of one flaw. The
at all if the target is of Size Class greater than Might. It must be combined with another Narrator consults the additional features
device that acts as the vessel to deliver its effect. The total Might of the Combined device table in Chapter Five and decrees that the
must be split among Paralyser and other effects, if any. weapon has a +1 SR cost when attacking,
for a total of 4 SR. Annoying, but still
• If combined with Energy Projector it acquires the Projection and Range * attributes. functional.
It works as a one-time discharge when not connected to its own energy source, or as The energy projector is just a simple
a weapon that can be fired once per round if connected to an energy source. electricity discharger. The Professor
goes for a one-use first prototype with
• If combined with Enhanced Blade, it must hit its target in Combat to release a one-use Close Range, Might 2 and Target 1, for
paralysing discharge of the appropriate Might. a total Value of 4 (12 when modified for
• If combined with Grenade or Enhanced Projectile it allows the creation of paralysing a one-use item). He manages to win the
Conflict without losses, and the one-shot
ammunition or grenades. discharger Blueprint is ready for mass
production.
Poison The final result for version 1.0 of the small
automaton is:
Item, Might 1+, Target 1 individual STR 2d6 DEX 3d6 Size Class XS
Base SR (5d6) /2 (average 9), with a -4
The potion is a poison with Might equal to 1d6 per Might of the potion, rolled at application Penalty in Close Combat with human
time. The standard effect of a poison is Death. The scientist can add effects like Confusion sized opponents.
or Palsy from the list of those available to Science. These contribute to the potion Value Weapon 1: saw, SR 9+3, SR used to
according to their basic Might, and replace the standard effect of Death. Instant effects add attack/parry 4/2, damage 1d6, Slash
double their Might to the potion Value, and allow the poison to be deadly, too. (advantage)
Weapon 2: electricity projector, SR
The scientist can also create an antidote to any Poison he or she knows, with a Might equal to DEX+20, SR used to attack 5, damage
1d6 per Might of the potion (thus more than antidotes created with the Healing Potion Trait). 2d6 (one shot per Combat)

Protective Coil
Combine 0+, Item, Might 1+
This device protects a single person or a human-sized object from an energy type. It
provides Absorb [Energy] of that type, absorbing up to its Might from all attacks from
that energy type, losing Might as it soaks off damage. As the device is effectively one-
use, its total Value is its Might multiplied by three. A coil designed to absorb kinetic
energy will “soak up” the damage bonus of physical attacks, but not the damage dice of
the weapons proper. Using the Combine attribute allows the coil to block more than one
kind of energy, but the total Might stopped is always the same.
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CREATURES

Natural Weapons
Weapon Trait Reach SR to att/def Damage Notes/Effects
Fist Brawl — 3/2 1d2 —

Kick Brawl 3 5/- 1d2 +1 Might


Tail (reptile) Tail 4 8/4 1d4 Bash (effect)
Teeth (humanoid) Bite — 5/- 1d3 —
Teeth (ferine) Bite — 3/- 1d6 Slash (effect)
Beak Bite — 3/- 1d8 Slash (auto)
Claw (blunt) Claw 2 3/- 1d4 Slash (advantage)
Claw (sharp) Claw 2 3/- 1d4 Slash (effect)
Pincer Claw 4 4/- 1d4 Crush (auto)
Tentacle Tentacle 6 to 12 6/- 1d6 Crush (auto), Entangle (effect)

Emmanuel Anzeraey (Order #30333937)


CREATURES & INTELLIGENCE
A creature with a randomly determined INT is considered sentient. It is a
rational, capable of both logical thought and self-determination. A creature
with an INT listed as a single number, rather than a die roll, is not sentient. The
INT of a non-sentient creature is considered the equivalent of 10 for the purposes
of calculating skill base values. The creature’s instincts allow it to use Skills like
Perception and Stealth with the same effectiveness as an average human.
Non-sentient creatures usually also lack CHA. To determine CHA for a
creature that usually has no use for it, roll 2d6.

CREATURE INNATE POWERS


Unless noted otherwise, all innate powers have the Target: Self attribute, and
are always on. Some Innate powers like a dragon’s fire breath, require activation.
This requires a Concentration action, a skill roll, and a Exertion Point cost. The
power description will specify the required Skill and Trait, if any.
The following powers are only available as creature innate abilities. The powers
listed as having a Might of * or +* are always accompanied by a numeric score
when assigned to a creature. For instance, if a creature Might is 2 points greater
than normal, it will have the Heavy Build +2 power.

Strong Build Might +*


The creature is significantly stronger than its apparent size suggests and gains
one point of Might per point of Might of the power. At the Narrator’s option,
the creature might also gain additional Resolution Points ranging from one to
five in a STR-based conflict.

Immunity to Pain
The creature does not suffer any reduction in Strike Rank when wounded in
Advanced Combat.

Incorporeal
The creature is a spirit or denizen of another plane of existence, which lacks a
true physical form, and has only the INT, WIL and CHA characteristics.
Not all incorporeal creatures can interact with the physical world. Those who can
form a translucent body. The body is usually of Size Class M, and has STR and CON
equal to the creature’s WIL, and DEX equal to its INT. Calculate all other attributes
normally once you have determined these three characteristics. Weapons, skills,
and other details depend on the creature type. Incorporeal creatures are immune to
mundane weapons and can only be damaged by magic or elemental attacks. They
have only one location, even when localised damage is in use. In many cases, their
attacks ignore armour and Parries, and can only be Dodged or absorbed by magical
protections. The few incorporeal creatures who form truly believable bodies lack
weapon immunity, and can be destroyed by any kind of damage. They have a fully
formed human body, and are subject to localised damage if that rule is in use.
Killing an incorporeal creature just sends it back to its natural plane of
existence, from where it may return if bound to the mundane plane.

Regeneration Might *
A creature with this power regenerates damage to its Toughness at the rate
of one point per Might per Round. Lethal Wounds regenerate only in certain
circumstances. A maimed or severed limb may still regenerate if the creature has
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not suffered a Lethal wound in a vital location, or a non-localized Lethal Wound
may regenerate if the creature has not been killed instantly by a failed Endurance
roll. In Advanced Combat regeneration costs one Exertion Point per round.
There is a slower form of regeneration that works in Adventure Time, and does
not cost Exertion Points.

Skeletal
A creature with this power has half the Toughness for its Size Class. However,
it also gains Immunity to [Bleed, Slash, Impale]. Many Skeletal creatures are
also Undead.

Toughness Might +*
The creature is significantly stronger than its apparent size suggests and gains
one point of Toughness per point of Might of the power.

Undead
An Undead creature cannot suffer from Negative Exertion Points. If it has
Exertion Points, it uses them only to activate powers. An Undead creature is
immune to poison and disease, and automatically succeeds in all Endurance
rolls. Many Undead creatures are Immune to Pain, but some of the most
powerful, like vampires, are not. If present, Immune to Pain must be listed as a
separate power.

CREATURE DESCRIPTIONS
When not using non-localised damage, the creature’s general Toughness is equal to
the value provided for the body. Non-localised armour values are provided under the
armour entry, while the values for specific locations are beside the toughness values.
All Skill scores include the listed Traits. The raw score is 30 points lower.

NATURAL WEAPONS
Most animals use their claws, teeth, pincers and tails like people use weapons.
Natural Weapons have the same statistics as man-made weapons, although
some creatures have Natural Weapons with modified attributes. The general
values are those given in the Natural Weapon Table. Animals can freely use any
of their attacks after the Opening Move, which determines the initial Strike
Rank according to weapon Reach.
The statistics for Natural Weapons do not vary with the creature’s Size class or
Strength. The Might of the creature, and the Strike Rank Penalty that its size
imposes on smaller opponents, represent the danger posed by the creature’s
mass.

NATURAL ARMOUR
The hide of an animal provides one point of Armour for each Size Class
greater than Medium. The layer of armour has a Coverage of 0+. Heavy fur or
feathers may increase this armour by one or two points. Natural Armour is the
equivalent of leather armour under all other aspects.
Reptilian scales are thicker, and the above values are usually doubled, with
Medium sized reptiles having one single point of armour. You may apply the
STR bonus for Might to the armour. The scales are thinner at the joints, thus
raising their Coverage to 1+. On a coverage roll of 0, the armour value is
halved, rounding down.
Arthropods have carapaces made of chitin, worth 1 point per Size Class of the
creature. The plate-like nature of this kind of armour gives it a coverage of 1+.
On a coverage roll of 0, the armour value is halved, rounding down.
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NATURAL CREATURES

BEAR
Ursus sp. (Linnaeus, 1758)
Characteristic Attribute d6/d8 Location AP/Cov AP/Cov
BEAR VARIANTS
These statistics are for a black or
STR 10 3d6 Size Class L 1 RH Leg -/- 2/0+ 7 brown bear. A larger bear would
CON 10 3d6 Might +2 2 LH Leg -/- 2/0+ 7 be STR 14. A Kodiak or Polar bear is
one Size Class bigger (+2 to Might
DEX 10 3d6 Strike Rank 10 3,7,8 Body -/- 2/0+ 8 and Toughness, +1 armour).
INT 5 — Encumbrance — 4 RF Leg -/- 2/0+ 7
WIL 10 3d6 Exertion Points 20 5 LF Leg -/- 2/0+ 7
CHA — 2d6 Move 6 6 Head -/- 2/0+ 7
Weapon SR SR to Att/Def Damage Parry Special
Claw 12 3/- 1d4+2d2 — slash (advantage)
Bite 10 3/- 1d6+2d2 — slash (effect)
Skills: Agility [Swim] 50%, Close Combat [Bite, Claw] 50%, Perception [Smell, Track] 50%, Stealth [Hide] 50%.
Armour: Fur and hide 2/0+.
Notes: Medium sized opponents are -2 SR when fighting a bear, -4 for a polar bear.

CROCODILE
Crocodilus niloticus (Laurenti, 1768)
Characteristic Attribute d8/d10 Location AP/Cov AP/Cov Toughness CROCODILE VARIANTS
STR 17 3d6 Size Class L 1 Tail 1/0+ 2/2+ 9 These statistics represent the Nile
crocodile and the black cayman.
CON 10 3d6 Might +3 2 LH Leg -/- 2/0+ 8 Smaller alligators are Size Class
DEX 10 3d6 Strike Rank 14 3 LH Leg -/- 2/0+ 8 M (-2 to Might and Toughness, -1
to armour everywhere), while the
INT 4 — Encumbrance — 4,9,10 Body 1/0+ 2/2+ 11
salt water crocodile is Size Class
WIL 10 3d6 Exertion Points 20 5 LF Leg -/- 2/0+ 8 XL (+2 to Might and Toughness,
armour points are respectively 2
CHA — 2d6 Move 6 6 RF Leg -/- 2/0+ 8
and 4 for weaker and tougher body
7,8 Head 1/0+ 2/2+ 9 areas). Very old specimens may be
considerably bigger than average,
Weapon SR SR to Att/Def Damage Parry Special
and become Size Class XL (see
Tail 18 8/4 1d4+2d2 — bash (effect) above for statistics).
Bite 14 3/- 1d6+3d2 — slash (advantage)
Skills: Agility [Brawn, Swim] 57%, Close Combat [Bite, Tail] 57%, Stealth [Hide, Sneak] 50%.
Armour: Hide 1/0+, Scales 2/1+.
Notes: Medium-sized opponents are -2 SR when in melee with a large crocodile.

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HORSE
Equus caballus (Linnaeus, 1758)

EQUINE VARIANTS Characteristic Attribute d6/d8 Location AP/Cov AP/Cov Toughness


These statistics are for the average
European riding horse. A pony STR 14 4d6 Size Class XXL 1 RH Leg -/- 2/0+ 10
is one size class smaller, but not CON 10 3d6 Might +7 2 LH Leg -/- 2/0+ 10
slower.
DEX 10 3d6 Strike Rank 12 3,7,8 Body -/- 2/0+ 12
INT 4 — Encumbrance — 4 RF Leg -/- 2/0+ 10
WIL 10 3d6 Exertion 20 5 LF Leg -/- 2/0+ 10
Points
CHA — 2d6 Move 12 6 Head -/- 2/0+ 11
Weapon SR SR to Att/Def Damage Parry Special
Kick 12 3/- 1d4+7d2 — slash (advantage)
Rear & 12 8/- 2d4+7d2 — slash (effect)
plunge
Skills: Agility [Jump, Running] 50%, Close Combat [Kick, Plunge] 54%.
Armour: Fur and hide 2/0+.
Notes: Medium-sized opponents are -6 SR when in melee with a horse.

LION
FELINE VARIANTS. Panthera leo (Linnaeus, 1758)
These statistics are for a male lion,
a lioness has 3d6 STR and thus -1
to Might and Toughness. She also Characteristic Attribute d6/d8 Location AP/Cov AP/Cov Toughness
lacks the mane on the head. Other STR 14 4d6 Size Class L 1 RH Leg -/- 1/0+ 7
great felines have statistics similar
to those of the lion, including the CON 10 3d6 Might +3 2 LH Leg -/- 1/0+ 7
fact that the female is weaker and DEX 14 4d6 Strike Rank 12 3,7,8 Body -/- 1/0+ 9
less massive (3d6 vs. 4d6). No other
feline has a mane like the lion. INT 5 — Encumbrance - 4 RF Leg -/- 1/0+ 7
WIL 10 3d6 Exertion Points 20 5 LF Leg -/- 1/0+ 7
CHA — 2d6 Move 7 6 Head 1/0+ 3/5+ 8
Weapon SR SR to Att/Def Damage Parry Special
Claw 14 3/- 1d4+3d2 — slash (effect)
Bite 12 3/- 1d6+3d2 — slash (effect)
Skills: Agility [Dodge, Jump] 50%, Close Combat [Bite, Claw] 58%,
Perception [Acute Hearing, Smell, Track] 50%, Stealth [Hide, Sneak] 54%, Survival [Savannah] 50%.
Armour: Fur and hide 1/0+, Mane 3/9+.
Powers: Night Vision.
Notes: Medium-sized opponents are -2 SR when in melee with a big feline of Large size class.

A tiger or jaguar is as big as a lion,


and has Athletics [Climb, Swim]
and Survival [Forest] instead of
[Savannah]. The other big felines
are significantly smaller than a lion
or tiger, and thus have a size Class
of M (-2 Might and Toughness). A
leopard has Athletics [Climb] and
Survival [Forest] like a tiger. A puma
is generally smaller than a leopard
(3d6 for both male and female) and
has Athletics [Climb]. A cheetah is
as big as a puma and has Athletics
[Running]. Its claws are less sharp
than those of other felines are, and
have the Slash (advantage) attribute.

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PYTHON
Python sp. (Daudin, 1803)

Characteristic Attribute d4 Location AP/Cov AP/Cov Toughness


STR 17 5d6 Size Class L 1 Tail -/- 1/0+ 8
CON 10 3d6 Might +3 2,3 Body -/- 1/0+ 9
DEX 10 3d6 Strike Rank 14 4 Head -/- 1/0+ 8
INT 4 — Encumbrance —
WIL 10 3d6 Exertion Points 20
CHA — 2d6 Move 4
SR to Parry/
Weapon SR Att/Def Damage Range Special
Bite 14 5/- 1d4+3d2 — —
Coils 14 5/- 3d2 — Entangle (effect)
Skills: Close Combat [Bite, Coils] 50%, Perception [Vision] 50%.
Armour: Scales 1/0+.
Notes: Due to the creature’s body shape and Combat tactics, Medium-sized opponents suffer no SR Penalty
when in melee with a large snake. The snake’s skin is less scaly than that of other reptiles.

WOLF
Canis lupus (Linnaeus, 1758)

CANINE VARIANTS
Characteristic Attribute d6/d8 Location AP/Cov AP/Cov Toughness
Use these statistics for wolves or
STR 10 3d6 Size Class S 1 RH Leg -/- -/- 2 dogs. A very large dog may be one
CON 10 3d6 Might -1 2 LH Leg -/- -/- 2
Size Class bigger.

DEX 14 4d6 Strike Rank 12 3, 7, 8 Body -/- -/- 4


INT 5 — Encumbrance — 4 RF Leg -/- -/- 2
WIL 7 2d6 Exertion Points 17 5 LF Leg -/- -/- 2
CHA — 2d6 Move 6 6 Head -/- -/- 3
SR to Parry/
Weapon SR Att/Def Damage Range Special
Bite 12 3/- 1d6-1d2 — slash (effect)
Skills: Agility [Dodge] 54%, Close Combat [Bite] 54%, Perception [Smell, Track] 47%, Survival [Steppe or other
home environment] 50%.
Notes: Wolves are -2 SR when in melee with Medium-sized opponents (already counted in the sample weapon
statistics). A wolf bite is unlikely to cause significant wounds to the body of a Medium or large creature,
so the beast usually goes for the throat or an arm when fighting a human.

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PREHISTORIC CREATURES

ALLOSAURUS
Allosaurus sp. (Marsh, 1877)
OTHER USES FOR DINOSAURS Characteristic Attribute d8/d10 Location AP/Cov AP/Cov Toughness
This creature list includes extinct
animals. If you want to stage a STR 14 4d6 Size Class XXL 1 Tail -/- 4/0+ 11
“lost world” scenario where extinct CON 10 3d6 Might +7 2 RH Leg -/- 4/0+ 11
fauna has survived in a remote
region of the world, feel free to DEX 14 4d6 Strike Rank 14 3 LH Leg -/- 4/0+ 11
mix specimens from different eras. INT 4 — Encumbrance — 4,9,10 Body -/- 4/0+ 13
Dinosaurs and prehistoric beasts
WIL 10 3d6 Exertion Points 20 5 RF Leg -/- 4/0+ 7
are a good source of templates for
creatures from other worlds in the CHA — 2d6 Move 8 6 LF Leg -/- 4/0+ 7
sword and planet genre.
7,8 Head -/- 4/0+ 11
SR to Parry/
Weapon SR Att/Def Damage Range Special
TYRANNOSAURUS Bite 14 3/- 1d6+7d2 — slash (effect)
To create a T-rex, add two size Skills: Close Combat [Bite] 58%, Perception [Hearing] 50%.
classes to the Allosaur. Armour
also goes up by two points Armour: Hide 4/0+.
everywhere. Notes: Medium-sized opponents are -6 SR when in melee with an allosaurus; its huge size provides a Bonus
to hit it.

DIMETRODON
Dimetrodon limbatus (Cope, 1878)

Characteristic Attribute d8/d10 Location AP/Cov AP/Cov Toughness


SAURIAN VARIANTS
Use these statistics for any gigantic STR 10 3d6 Size Class XXL 1 Tail -/- 3/0+ 10
preying lizard. CON 10 3d6 Might +6 2 RH Leg -/- 3/0+ 8
DEX 10 3d6 Strike Rank 10 3 LH Leg -/- 3/0+ 8
INT 4 — Encumbrance — 4,9,10 Body -/- 3/0+ 12
WIL 10 3d6 Exertion Points 20 5 RF Leg -/- 3/0+ 8
CHA — 2d6 Move 9 6 LF Leg -/- 3/0+ 8
7,8 Head -/- 3/0+ 10
SR to Parry/
Weapon SR Att/Def Damage Range Special
Bite 9 3/- 1d6+6d2 — slash (effect)
Skills: Close Combat [Bite] 50%, Perception [Vision] 50%.
Armour: Scaly Hide 3/0+.
Notes: Medium-sized opponents are -6 SR when in melee with a dimetrodon. Its huge size provides a Bonus to hit it.

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MAMMOTH
Mammuthus sp. (Brookes, 1828)

Characteristic Attribute d8/d10 Location AP/Cov AP/Cov Toughness ELEPHANTINE VARIANTS.


STR 10 3d6 Size Class XXXL 1 RH Leg -/- 4/0+ 10 You may use these statistics for an
elephant, by decreasing Size Class
CON 10 3d6 Might +8 2 LH Leg -/- 4/0+ 10 by 1 (Toughness and Might go
DEX 10 3d6 Strike Rank 10 3 Body -/- 4/0+ 14 down by two) and armour to 3/0+
(1/0+ on the trunk). The Survival
INT 6 — Encumbrance — 4,9,10 RF Leg -/- 4/0+ 10 Trait is [Savannah] in this case.
WIL 10 3d6 Exertion Points 20 5 LF Leg -/- 4/0+ 10
CHA 7 2d6 Move 9 6 Head -/- 4/0+ 12
7,8 Trunk -/- 2/0+ 8
SR to Parry/
Weapon SR Att/Def Damage Range Special
Tusk 12 3/- 1d8+8d2 — impale (effect)
Trunk 14 8/- 1d4+8d2 — entangle (effect)
Trample 10 5/- 8d2 — unparriable, stun (auto)
Skills: Agility [Brawn] 50%, Close Combat [Trample, Trunk, Tusk] 50%, Perception [Hearing, Vision] 50%.,
Survival [Taiga or Steppe] 50%.
Armour: Fur and hide 4/1+, Lesser Hide (on the trunk) 2/0+
Notes: Medium-sized opponents are -8 SR when in melee with a mammoth. Its huge size provides a Bonus to
hit it.

PLESIOSAUR
Plesiosaurus dolichodeirus (Conybeare, 1824)

Characteristic Attribute d8/d10 Location AP/Cov AP/Cov Toughness DINOSAUR ARMOUR


Dinosaur hide is not as tough as
STR 10 3d6 Size Class XL 1 Tail -/- 2/0+ 8
the scales of modern saurians. Its
CON 10 3d6 Might +4 2 rh paddle -/- 2/0+ 8 AP are just one point higher than
DEX 14 4d6 Strike Rank 12 3 lh paddle -/- 2/0+ 8
those of a mammal of the same
Size Class. The coverage for this
INT 4 Encumbrance — 4,9,10 Body -/- 2/0+ 10 hide is 0+.
WIL 10 3d6 Exertion Points 20 5 rf paddle -/- 2/0+ 8
CHA 7 2d6 Move 9 6 lf paddle -/- 2/0+ 8
7,8 Head -/- 2/0+ 8
SR to Parry/
Weapon SR Att/Def Damage Range Special
Bite 22 3*/- 1d6+4d2 — slash (effect)
Skills: Agility [Dodge, Swim] 54%, Close Combat [Bite] 54%, Stealth [Sneak] 54%.
Armour: Blubber 2/0+
Notes: Medium-sized opponents are -4 SR when in melee with a plesiosaur. The first attack costs 10 SR.

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PTERANODON
Pteranodon longiceps (Marsh, 1876)

Characteristic Attribute d10 Location AP/Cov AP/Cov Toughness


STR 14 4d6 Size Class XL 1 Tail -/- 2/0+ 7
CON 10 3d6 Might +5 2 R Leg -/- 2/0+ 7
DEX 14 4d6 Strike Rank 14 3,4 L Leg -/- 2/0+ 7
INT 4 — Encumbrance — 5 Body -/- 2/0+ 11
WIL 10 3d6 Exertion Points 20 6,7 R Wing -/- 2/0+ 7
CHA 7 2d6 Move 6 8,9 L Wing -/- 2/0+ 7
Move (flying) 9 10 Head -/- 2/0+ 9
SR to Parry/
Weapon SR Att/Def Damage Range Special
Bite 18 3/- 1d6+5d2 — slash (effect)
Skills: Agility [Fly, Dodge] 54%, Close Combat [Bite] 58%, Perception [Acute Vision] 50%.
Armour: Hide2/0+.
Notes: Medium-sized opponents are -4 SR when in melee with a pteranodon.

SABRETOOTH TIGER
Smilodon sp. (Lund, 1842)

Characteristic Attribute d6/d8 Location AP/Cov AP/Cov Toughness


STR 14 4d6 Size Class L 1 RH Leg -/- 2/0+ 7
CON 10 3d6 Might +3 2 LH Leg -/- 2/0+ 7
DEX 10 4d6 Strike Rank 12 3,7,8 Body -/- 2/0+ 9
INT 5 — Encumbrance — 4 RF Leg -/- 2/0+ 7
WIL 10 3d6 Exertion Points 20 5 LF Leg -/- 2/0+ 7
CHA 7 2d6 Move 7 6 Head -/- 2/0+ 8
Weapon SR SR to Att/Def Damage Parry Special
Claw 14 3/- 1d4+3d2 — slash (advantage)
Bite 12 3/- 1d6+3d2 — impale (effect)
Skills: Agility [Dodge] 50%, Close Combat [Bite, Claw] 54%, Perception [Smell, Track] 50%,
Stealth [Hide, Sneak] 50%, Survival [Savannah] 50%.
Armour: Fur and hide 2/0+.
Powers: Night Vision.
Notes: Medium-sized opponents are -2 SR when in melee with a smilodon. The peculiar shape of its canines
allows its bite to impale, but not to slash.

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TERROR BIRD
Phorusrhacor longissimus (Ameghino, 1887)

Characteristic Attribute d4/d6 Location AP/Cov AP/Cov Toughness


STR 14 4d6 Size Class L 1 RH Leg -/- 2/0+ 8
CON 10 3d6 Might +3 2 LH Leg -/- 2/0+ 8
DEX 14 4d6 Strike Rank 14 3,5,6 Body -/- 2/0+ 9
INT 4 — Encumbrance — 4 Head -/- 2/0+ 8
WIL 10 3d6 Exertion Points 20
CHA — 2d6 Move 7
SR to Parry/
Weapon SR Att/Def Damage Range Special
Beak 14 3/- 1d8+3d2 — slash (auto)
Skills: Agility [Dodge, Running] 54%, Close Combat [Bite] 58%, Perception [Acute Vision] 44%.
Armour: Feathers 2/0+.

Notes: Medium-sized opponents are -2 SR when in melee with a terror bird.

VELOCIRAPTOR
Velociraptor mongoliensis (Osborn, 1924)

Characteristic Attribute d6/d8 Location AP/Cov AP/Cov Toughness


STR 10 3d6 Size Class M 1 RH Leg -/- 1/0+ 5
CON 10 3d6 Might — 2 LH Leg -/- 1/0+ 5
DEX 17 5d6 Strike Rank 14 3, 7, 8 Body -/- 1/0+ 6
INT 4 — Encumbrance — 4 RF Leg -/- 1/0+ 4
WIL 10 3d6 Exertion Points 20 5 LF Leg -/- 1/0+ 4
CHA — 2d6 Move 6 6 Head -/- 1/0+ 5
SR to Parry/
Weapon SR Att/Def Damage Range Special
Claw 16 3/- 1d4 — slash (auto), impale (effect)
Bite 14 3/- 1d6 — slash (effect)
Skills: Agility [Dodge, Jump, Running] 57%, Close Combat [Bite, Claw] 57%, Perception [Acute Vision] 50%,
Stealth [Sneak] 57%.
Armour: Hide 1/0+.
Notes:

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FANTASY/HORROR CREATURES

CENTAUR
Atop of the body of a well-bred and strong horse, this creature has the body of a strong
athletic human where the horse’s head should be. The centaur is the raw power and nobility
of nature incarnate. Often they act as the self styled protectors of the wilderness, which
brings them into conflict with more settled races who encroach on their territory.

Characteristic Attribute d10/d12 Location AP/Cov AP/Cov Toughness


STR 14 3d6 Size Class XL 1 RH Leg -/- 2/0+ 9
CON 10 3d6 Might +1 2 LH Leg -/- 2/0+ 9
DEX 14 4d6 Strike Rank 14 3, 10 Body -/- 2/0+ 11
INT 10 3d6 Encumbrance - 4 RF Leg -/- 2/0+ 9
WIL 10 3d6 Exertion Points 24 5 LF Leg -/- 2/0+ 9
CHA 10 3d6 Move 12 6,11,12 Body -/- -/- 11
7 R Arm -/- -/- 9
8 L Arm -/- -/- 9
9 Head -/- -/- 10
SR to Parry/
Weapon SR Att/Def Damage Range Special
Spear 22 8/4 1d6+1d2 3 impale (effect), keep distance (auto)
Shield 16 4/2 1d2+1d2 3 block, coverage +1
Kick 17 5/- 1d4+1d2 —
Bow 34 5*/- 1d6+2d2 300 (M) impale (effect)
Skills: Agility [Dodge, Jump, Running] 54%, Close Combat [Kick, Shield, Spear] 58%,
Perception [Hearing, Vision] 50%, Perform [Play Lyre] 50%, Survival [Endurance] 50%.
Armour: Fur and hide on equine body 2/5+, may wear other armour on human body.
Powers: Weak Build -4 (only hand-wield weapons, when not charging); sometimes knows Divine Cantrips.
Notes: The creature's body structure decreases its Might when using weapons with its human arms, except when
charging with a spear, in which case its Might goes up by +4. Medium-sized opponents are -4 SR when in
melee with a centaur.

DJINN
There are several types of Djinni, some malignant and some benevolent. The exact
powers of Djinnis vary by type, but most can become Invisible at will. Djinni can be
dominated by spells, and they can be bound to enchanted items, as in the tale of Al
Laddin and the Magic Lamp. Djinni can normally interact with the physical world
while retaining an immaterial nature. They fight physically with spectral daggers or
scimitars. Djinni are vulnerable to magic and magic weapons when visible.

Characteristic Attribute
STR (14) — Size Class n/a
CON (14) — Might (+1)
DEX (10) — Strike Rank (12)
INT 10 3d6 Toughness (8)
WIL 14 4d6 Exertion Points 14
CHA 10 3d6 Move 6
SR to Parry/
Weapon SR Att/Def Damage Range Special
Scimitar 17 5/- 1d6+1d2 — ignore parries and non-magic
armour
Skills: Close Combat [Dodge, Scimitar] 54%, Concentration [Willpower, Spell-like powers] 54%, Perception
[Sense Life] 54%.
Powers: Incorporeal, Second Sight. Many have Invisibility as a Might 3 Cantrip, or other suitable Cantrips.
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DRAGON
The dragon is a creature of immense physical power, yet also skilled in the arcane
arts. European Dragons are winged, often malignant, and eager to accumulate
treasure at the expense of unlucky adventurers. Their oriental counterparts
are wingless, but can still fly by walking on air, and are generally less hostile to
humanity.

Characteristic Attribute d10/d12 Location AP/Cov AP/Cov Toughness


STR 14 4d6 Size Class 8 1 Tail 8/0+ 16/2+ 17
CON 21 6d6 Might +11 2 RH Leg -/- 16/0+ 15
DEX 14 4d6 Strike Rank 14 3 LH Leg -/- 16/0+ 15
INT 21 6d6 Encumbrance — 4,11,12 Body 8/0+ 16/2+ 19
WIL 24 7d6 Exertion Points 45 5 R Wing -/- 16/0+ 15
CHA 17 5d6 Move 10 6 R Wing -/- 16/0+ 15
Move (flying) 18 7 RF Leg -/- 16/0+ 15
8 LF Leg -/- 16/0+ 15
9,10 Head 8/0+ 16/2+ 17
SR to Parry/
Weapon SR Att/Def Damage Range Special
Bite 14 5/- 1d6+11d2 — slash (effect)
Claw 16 3/- 1d4+11d2 — slash (advantage)
Tail 22 16/8 1d4+11d2 8 bash (effect)
Skills: Agility [Fly] 54%, Close Combat [Bite, Claw, Tail] 98%, Communication [1d6 human languages] 88%,
Concentration [Project Fire, various Cantrips] 75%, Knowledge [various, particularly for Oriental
Dragons] 92%, Perception [Hearing, Insight, Smell, Vision] 75%.
Armour: Skin 8/0+, Scales 16/1+.
Powers: Flight, Breathe Flame (Project Fire, Might 4, Close Range equal to CON in metres, cost 4 Exertion
Points), often knows Cantrips or Arcane Spells.
Notes: Medium-sized opponents are -10 SR when in melee with a dragon. Its huge size provides a Bonus to hit it.

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DWARF
These short, stocky, bearded humanoids live in vast underground halls. Long lived
and proud off their work, Dwarfs are the natural enemies of Orcs and Elves, who
often encroach upon their realms.
Characteristic Attribute d6/d8 Location AP/Cov AP/Cov Toughness
STR 14 4d6 Size Class S 1 R Leg 2/3+ 5/7+ 6
CON 14 4d6 Might +1 2 L Leg 2/3+ 5/7+ 6
DEX 10 3d6 Strike Rank 12 3,7,8 Body -/- 5/0+ 7
INT 10 3d6 Encumbrance 5 4 R Arm 2/1+ 5/6+ 5
WIL 10 3d6 Exertion Points 24 5 L Arm 2/1+ 5/6+ 5
CHA 10 3d6 Move 4 6 Head 5/1+ 8/4+ 6
SR to Parry/
Weapon SR Att/Def Damage Range Special
Hammer 15 6/3 1d3+2d2 3 impale (effect)
Shield 14 4/2 1d2+1d2 3 bash, block, coverage +1
Axe 16 8/4 1d6+3d2 4 slash (auto)
Crossbow 30 3*/- 1d10+3d2 300 (M) impale (effect)
Skills: Close Combat [Hammer, Axe, Shield] 54%, Perception [Dark Vision] 50%,
Ranged Combat [Crossbow] 50%, Survival [Underground] 54%.
Armour: Short gambeson (2/2+), mail shirt/coif (5/6+), helm (8/9+).
Powers: Dark Vision, Strong Build +1, Toughness +2; may have Science or Alchemy gadgets.
Notes: A dwarf is at -2 SR when in melee with a Medium-sized opponent. Usually has a hammer and one of the
other three weapons.

Dwarf Background Table


Background Traits (and applicable skills) Starting Sample
Money per Motivations
Status
Warrior Clan of the Craft [any related to gunpowder] Rich: 3D6x500 Despise elves.
Bombardiers Knowledge [Hills of the Bombardiers] Affluent: 3D6x200 For the Bombardiers!
Communication [Language: Dwarven] Average: 3D6x100
Perception [•Dark Vision]
Close Combat [Hammer or Axe]
Underground Clan of Craft [any related to mining] Rich: 3D6x500 Despise surface dwellers.
Yado Knowledge [Dwarven Halls of Yado] Affluent: 3D6x200 Lust for treasure.
Communication [Language: Dwarven] Average: 3D6x100
Perception [•Dark Vision]
Close Combat [Hammer or Axe]
Steampunk Dwarfs Craft or Operate [any] Rich: 3D6x500 Scorn adepts of the
Knowledge [Engineering] Affluent: 3D6x200 supernatural.
Communication [Language: Dwarven] Average: 3D6x100 Lust for scientific
Perception [•Dark Vision] Poor: 3D6x20 knowledge.
Ranged Weapon [any firearm]
[•] This Trait does not use up a Slot.

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ELF
Elfs are slender, tall, forest dwelling people, with ears that end in a point. Haughty
and proud, they do not suffer the ravages of time like other mortal races. Bound
to their forest realms in ways no human can understand, they often come into
conflict with those who despoil their lands.

Characteristic Attribute d6/d8 Location AP/Cov AP/Cov Toughness


STR 10 3d6 Size Class M 1 R Leg -/- 1/1+ 5
CON 10 3d6 Might — 2 L Leg -/- 1/1+ 5

DEX 17 5d6 Strike Rank 14 3, 7, 8 Body -/- 1/1+ 6


INT 14 4d6 Encumbrance 1 4 R Arm -/- 1/1+ 4
WIL 14 4d6 Exertion Points 24 5 L Arm -/- 1/1+ 4
CHA 10 3d6 Move 5 6 Head -/- 1/1+ 5
SR to Parry/
Weapon SR Att/Def Damage Range Special
Short Spear 22 8/4 1d6 2 impale (effect), keep distance (auto)
Shield 14 4/2 1d2 2 block, coverage +1
Bow 37 5*/- 1d6+1d2 300 (M) impale (effect)
Skills: Agility [Dodge] 57%, Close Combat [Spear, Shield] 57%, Craft [First Aid] 61%, Perception [Night Vision,
Track] 58%, Ranged Combat [Bow] 64%, Stealth [Hide, Sneak] 61%, Survival [Forest] 54%.
Armour: cloak (1/1+).
Powers: Night Vision or Dark Vision, may know Divine Cantrips or Arcane Magic.
Notes: The skills provided are relative to a forest-dwelling elf. Other races of elves may exist that have different
abilities. The background table includes the background for a race of Dark Elves living underground.

Elf Background Table


Background Traits (and applicable skills) Starting Sample
Money per Motivations
Status
Forest Clan of Knowledge [Riverglade] Rich: 3D6x100 Love Nature.
Riverglade Communication [Language: Elfish] Affluent: 3D6x50 Loyalty to the King.
Perception [●Night Vision] Average: 3D6x25
Ranged Combat [Bow] Poor: 3D6x10
Survival [Forest]

Kingdom of Akesh Knowledge [Folklore or Religion or Arcane] Rich: 3D6x200 Despise Dwarfs.
Isles Communication [Language: Elfish] Affluent: Love Knowledge.
Perception [●Night Vision] 3D6x100
Ranged Combat [Bow] Average: 3D6x50
Survival [Akesh Archipelago]
Underground City Knowledge [Religion or Arcane] Rich: 3D6x200 Despise surface elves.
of Aznabul Communication [Language: Dark Elfish] Affluent: Lust for knowledge.
Perception [●Dark Vision] 3D6x100
Close Combat [Dagger] Average: 3D6x50
Survival [Underground]
[•] This Trait does not use up a Slot.

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GHOST
Those that have passed beyond the veil, but not found peace, remain to haunt the
living as ghosts. They seek to do harm to the living, and often will try to possess a
victim, to experience the joys of living once again.

Characteristic Attribute
STR — — Size Class n/a
CON — — Might n/a
DEX — — Strike Rank n/a
INT 10 3d6 Toughness 7
WIL 14 4d6 Exertion Points 14
CHA 10 3d6 Move 6
Skills: Concentration [Willpower, Spell-like powers] 54%, Perception [Sense Life] 54%.
Powers: Incorporeal; Second Sight; Undead. Suggested optional powers: Dominate; Illusion; Telekinesis;
Telepathy.
Notes: A ghost can only harm a target through magical means or domination. Not all ghosts have the same
features. The Narrator can choose from the optional power list. The majority of ghosts are bound to a
place, and cannot use their powers if they are far from it.

GIANT
Giants are anthropophagus foes in many fantasy tales. Their taste for human
flesh is proverbial. The specimen provided here is three size classes bigger than a
human, and two bigger than a troll or minotaur. You may use it as a template to
construct a giant of any Size Class by giving it +2 Might, +2 Toughness, and +1
armour points per additional Size Class.

Characteristic Attribute d6/d8 Location AP/Cov AP/Cov Toughness


STR 14 4d6 Size Class XXL 1 R Leg -/- 3/0+ 11
CON 10 3d6 Might +7 2 L Leg -/- 3/0+ 11
DEX 10 3d6 Strike Rank 12 3, 7, 8 Body -/- 3/0+ 13
INT 7 2d6 Encumbrance 2 4 R Arm -/- 3/0+ 9
WIL 10 3d6 Exertion Points 20 5 L Arm -/- 3/0+ 9
CHA 7 2d6 Move 6 6 Head -/- 3/0+ 11
SR to Parry/
Weapon SR Att/Def Damage Range Special
Club 17 14/7 2d6+10d2 12 —
Fist 12 3/2 1d2+7d2 8 —
Skills: Agility [Brawn] 50%, Close Combat [Fist, Club] 54%, Perception [Smell] 47%.
Armour: Tough skin 3/0+.
Powers: Immunity to mind-affecting powers such as Confusion, Demoralize, Dominate, etc..
Notes: All smaller opponents suffer the appropriate Penalties when in melee with a giant.

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GOBLIN
Sneakier, crueller cousins of the Orcs, goblins are a quarrelsome bunch of green-
skinned humanoids. They stand as tall as a human child, and their smiling
faces are dominated by large hooked noses and mouth full of razor-sharp teeth.
Constantly in the shadow of the larger humanoid races, and often used as slaves
or cannon fodder, these diminutive psychopaths take out their frustration on any
other creatures unlucky enough to be outnumbered by them or in their power.

Characteristic Attribute d6/d8 Location AP/Cov AP/Cov Toughness


STR 10 3d6 Size Class S 1 R Leg -/- 5/7+ 3
CON 10 3d6 Might -1 2 L Leg -/- 5/7+ 3
DEX 14 4d6 Strike Rank 12 3, 7, 8 Body -/- 5/0+ 4
INT 7 2d6 Encumbrance 4 4 R Arm -/- 5/6+ 2
WIL 7 2d6 Exertion Points 17 5 L Arm -/- 5/6+ 2
CHA 7 2d6 Move 4 6 Head -/- 8/4+ 3
SR to Parry/
Weapon SR Att/Def Damage Range Special
Spear 20 8/4 1d6 2 impale (effect),
keep distance (auto)
Dagger 15 3/2 1d3-1d2 — impale (effect)
Bow 34 5*/- 1d6 150 (M) impale (effect)
Skills: Agility [Dodge, Take Cover] 54%, Close Combat [Sword, Shield] 54%, Perception [Dark Vision] 44%,
Ranged Combat [Bow] 58%, Stealth [Hide, Sneak] 51%, Survival [Underground]47%.
Armour: Rusty mail shirt (5/6+), helm (8/9+)
Powers: Dark Vision.
Notes: A goblin is at -2 SR when in melee with a Medium-sized opponent. Usually has a dagger and one of the
other two weapons.

GRIFFIN
With the body of a lion and the head of an eagle and two eagle wings, the mighty
Griffin is associated with the nobility, who often hunt it for sport. It lairs in the
mountains and is often the lord of its terrain.

Characteristic Attribute d8/d10 Location AP/Cov AP/Cov Toughness


STR 14 4d6 Size Class XL 1 RH Leg -/- 1/0+ 7
CON 10 3d6 Might +5 2 LH Leg -/- 1/0+ 7
DEX 17 5d6 Strike Rank 16 3,9,10 Body -/- 1/0+ 9
INT 6 — Encumbrance — 4 R Wing -/- 3/0+ 7
WIL 14 4d6 Exertion Points 24 5 L Wing -/- 3/0+ 7
CHA 7 2d6 Move 8 6 RF Leg -/- 1/0+ 7
Move (flying) 15 7 LF Leg -/- 1/0+ 7
8 Head -/- 3/0+ 8
SR to Parry/
Weapon SR Att/Def Damage Range Special
Claw 18 3/- 1d4+5d2 — slash (effect)
Beak 16 3/- 1d8+5d2 — slash (auto)
Skills: Agility [Dodge, Fly] 57%, Close Combat [Beak, Claw] 61%, Perception [Acute Vision] 50%.
Armour: Fur and hide 1/0+, feathers 3/7+.
Powers: Flight.
Notes: Medium-sized opponents are -4 SR when in melee with a griffin.

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MEDUSA
These creatures have the upper body of female humans, and the lower body of a
giant snake with metallic scales. To top off their gruesome visage, which can turn
other living creatures to stone, is a head that has living writhing serpents for hair.
Evil and vicious to the extreme, it is fortunate that Medusas are solitary creatures,
except in the occasional time that they gather to lord it over other evil creatures.

Characteristic Attribute d6/d8 Location AP/Cov AP/Cov Toughness


STR 10 3d6 Size Class M 1,2 L Body -/- 1/1+ 6
CON 10 3d6 Might — 3,7,8 Body -/- -/- 6
DEX 10 3d6 Strike Rank 10 4 R Arm -/- -/- 4
INT 10 3d6 Encumbrance — 5 L Arm -/- -/- 4
WIL 14 4d6 Exertion Points 24 6 Head -/- -/- 5
CHA 14 4d6 Move 3
SR to Parry/
Weapon SR Att/Def Damage Range Special
Bite 10 5/- 1d4 — Poison, Might equal to CON, Effect:
Death
Gaze 10 5/- — 20 (C) See notes
Skills: Agility [Dodge] 50%, Close Combat [Bite] 50%, Communication [Deceit, Seduce] 58%, Concentration
[Gaze, sometimes Cantrips] 54%, Knowledge [Arcane] 50%, Perception [Dark Vision] 54%.
Powers: Gaze (see notes); some medusas know Divine Cantrips like Damage Boosting, Protection, Shimmer or
Neutralise Magic.
Armour: Serpentine scales on lower body 1/8+.
Notes: The gaze is the equivalent of an Innate power with the Overcome attribute. It initiates a Parallel Conflict
of WIL vs. WIL. On a quick exit the victim is paralysed, on a complete defeat it is turned to stone. The
power has the equivalent of 5 points of Might for purposes of dispelling or blocking it.
The Gaze can be used as a reaction against anyone attacking the creature while looking. If the attack
roll does not overcome the Medusa’s Concentration roll, then the character looked at the creature and
not only does the attack miss, but also the Gaze parallel Conflict is initiated. An opponent can choose
to attack the creatures with his or her eyes shut, but this bestows a triple Penalty on the attack, and the
creature can still Dodge. A victorious Dodge means the attacker has thrown itself on the medusa’s biting
head serpents, risking a venomous bite. Treat this result as a successful bite attack.

MINOTAUR
A monster of Greek mythology, the Minotaur is a deadly creature, prone to
incredible fits of rage. Some variants of this monster may even be forced into a
killer fury against their will. Whether or not a Minotaur is suitable as a player
character depends on the game setting.

Characteristic Attribute d6/d8 Location AP/Cov AP/Cov Toughness


STR 14 4d6 Size Class L 1 R Leg -/- 1/0+ 9
CON 14 4d6 Might +3 2 L Leg -/- 1/0+ 9
DEX 7 2d6 Strike Rank 11 3, 7, 8 Body -/- 1/0+ 10
INT 10 3d6 Encumbrance — 4 R Arm -/- 1/0+ 8
WIL 10 3d6 Exertion Points 24 5 L Arm -/- 1/0+ 8
CHA 10 3d6 Move 6 6 Head -/- 2/0+ 9
SR to Parry/
Weapon SR Att/Def Damage Range Special
Great Axe 16 10/5 1d8+5d2 6 slash (effect)
Head Butt 11 3/- 1d4+3d2 — —
Skills: Agility [Brawn] 51%, Close Combat [2H Axe, Brawl] 51%, Concentration [Fanaticism] 50%, Perception
[Hearing, Smell, Vision] 50%, Survival [Endurance] 50%.
Armour: Tough skin 1/0+, tougher on head (2/9+); can wear any armour of appropriate size, except on head.
Powers: Most Minotaur warriors know the Fanaticism Cantrip.
Notes: A Medium-sized opponent is at -2 SR when in melee with a Minotaur. If the creature can strike first, it
will try to Overwhelm its foe’s parry and chop it down with his axe. If it is forced to close quarters, it will
counterattack with head butts in order to push the enemy back.

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ORC
An evil creature typical of roleplaying settings, the Orc is not really human, but human
enough to provide plausible and understandable motivations for its wrongdoings.
And definitely more deadly than mere goblins, although not so overpowered as to be
unbeatable. If your players are fine with impersonating creatures that all other racer
regard as the bad guys, orcs can be player characters, too.

Characteristic Attribute d6/d8 Location AP/Cov AP/Cov Toughness


STR 14 4d6 Size Class M 1 R Leg -/- 5/7+ 6
CON 10 3d6 Might +1 2 L Leg -/- 5/7+ 6

DEX 10 3d6 Strike Rank 12 3, 7, 8 Body -/- 5/0+ 7


INT 10 3d6 Encumbrance 4 4 R Arm -/- 5/6+ 5
WIL 10 3d6 Exertion Points 20 5 L Arm -/- 5/6+ 5
CHA 7 2d6 Move 5 6 Head -/- 8/4+ 6
SR to Parry/
Weapon SR Att/Def Damage Range Special
Scimitar 17 5/3 1d6+1d2 3 slash (auto), impale (advantage)
Shield 14 4/2 1d2+1d2 3 bash, block, coverage +1
Bow 30 5*/- 1d6+1d2 250 (M) impale (effect)
Skills: Agility [Brawn] 50%, Close Combat [Sword, Shield] 54%, Perception [Night Vision] 50%, Ranged Combat
[Bow] 50%, Stealth [Hide, Sneak] 50%, Survival [Mountains, Steppe or Underground] 50%.
Armour: Rusty mail shirt (5/6+), helm (8/9+).
Powers: Night Vision.
Notes: Usually carries a scimitar and either a shield or a bow.

Orc Background Table


Background Traits (and applicable skills) Starting Sample
Money per Motivations
Status
Mountain Clan of Knowledge [Moonpeak] Rich: 3D6x100 Love carnage.
Moonpeak Communication [Language: Orcish] Affluent: 3D6x50 Despise Elfs.
Perception [●Night Vision] Average: 3D6x25
Ranged Combat [Bow] or Close Combat Poor: 3D6x10
[Scimitar]
Survival [Mountains]
Underground Clan Knowledge [Abyssus] Rich: 3D6x200 Despise surface
of Abyssus Communication [Language: Orcish] Affluent: 3D6x100 creatures.
Perception [●Night Vision] Average: 3D6x50 Lust for loot.
Close Combat [Scimitar] Poor: 3D6x20
Survival [Underground]
Nomad Clan of Communication [Language: Orcish] Rich: 3D6x100 Live free on the
Wolfbrethren Perception [●Night Vision] Affluent: 3D6x50 steppes.
Ranged Combat [Bow] Average: 3D6x25 What is in the world
Ride [Wolf ] Poor: an escaped is for us to take, so
Survival [Steppe] slave? said the spirits to our
ancestors.
[•] This Trait does not use up a Slot.

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SKELETON
Skeletons have a score of 0 for CON, INT, POW and CHA, as they have no
intelligence, will or personalities of their own. Attempts to control a skeleton’s
mind, or influence its personality will automatically fail.

Characteristic Attribute d6/d8 Location AP/Cov AP/Cov Toughness


STR 10 3d6 Size Class M 1 R Leg -/- 5/6+ 2
CON — — Might — 2 L Leg -/- 5/6+ 2
DEX 10 3d6 Strike Rank 10 3, 7, 8 Body -/- 5/1+ 3
INT — — Encumbrance n/a 4 R Arm -/- 5/3+ 1
WIL — — Exertion Points n/a 5 L Arm -/- 5/3+ 1
CHA — — Move 5 6 Head -/- 8/6+ 2
SR to Parry/
Weapon SR Att/Def Damage Range Special
Axe 16 6/3 1d6+1d2 2 slash (effect)
Shield 12 4/2 1d2 2 bash, block, Coverage +1
Skills: Close Combat [Axe, Shield] 50%.
Armour: Mail hauberk (5/3+) and helm (8/9+).
Notes: Immunity to Pain/Impale/Slash/Stun, Skeletal, Undead.

SUCCUBUS
An Incubus or Succubus is an evil demonic creature formed from the psychic
remnants of a particularly heinous sexual crime, like incest or rape. The entity can
change sex at will, and the term Incubus refers to the creature in male form, while the
name Succubus refers to the feminine form. Although disembodied in its natural form,
a Succubus must resort to physical damage to vanquish an opponent, and is vulnerable
to magic weapons when it manifests. If the Incubus is destroyed in Combat, it cannot
reform its body until it has drawn strength from a new sexual crime.
An Incubus or Succubus can seduce a member of the opposite sex by winning a
Conflict of CHA, backed by its Seduction trait, against its victim’s WIL, backed by
Willpower. If the Incubus wins, the victim will surrender to its lust and lose the memory
of what happened, believing that the encounter was just a pleasant erotic dream. For
every subsequent night in which this happens, a male victim loses 1 point of CON
permanently. When CON reaches zero, the victim dies. A female will not lose CON, but
she will eventually give birth to a child that is tainted with a demonic heritage.

Characteristic Attribute d6/d8 Location AP/Cov AP/Cov Toughness


STR (14) — Size Class M 1 R Leg -/- -/- 7
CON (14) — Might +1 2 L Leg -/- -/- 7
DEX (14) — Strike Rank 14 3, 7, 8 Body -/- -/- 8
INT 14 4d6 Encumbrance — 4 R Arm -/- -/- 6
WIL 14 4d6 Exertion Points 28 5 L Arm -/- -/- 6
CHA 24 7d6 Move 5 6 Head -/- -/- 7
SR to Parry/
Weapon SR Att/Def Damage Range Special
Claw 16 3/- 1d4+1d2 — slash (effect)
Bite 14 5/- 1d4+1d2 — grapple (auto)
Skills: Agility [Dodge] 58%, Close Combat [Brawl, Claw] 58%, Communication [Deceit, Insight,
Language: Local, Seduce] 98%, Concentration [Willpower, Arcane Spells and Manipulation Stunts] 68%,
Knowledge [Arcane, Literacy: Local] 54%, Perception [Dark Vision] 58%.
Powers: Incorporeal. Often knows Arcane spells like Dominate Human, Enhance Charisma, Protection and
Shimmer. Some Succubi can grow wings and Fly.
Notes: The creature can grow talon-like nails to fight in melee, although this will nullify any seduction attempt
against victims who witness the process.

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TROLL
Standing over two metres tall, the troll is a fearsome humanoid monster with grey-
green slimy skin. Its bulging bloodshot eyes, clawed hands, and a stooped posture
finishes off the grim countenance of this terrifying creature. Such creatures are of
incredibly low intelligence, and solitary, unless enslaved by other evil humanoids.

Characteristic Attribute d6/d8 Location AP/Cov AP/Cov Toughness


STR 14 4d6 Size Class — 1 R Leg -/- 1/0+ 8
CON 10 3d6 Might +3 2 L Leg -/- 1/0+ 8
DEX 10 3d6 Strike Rank 12 3, 7, 8 Body 1/0+ 4/3+ 9
INT 7 2d6 Encumbrance 2 4 R Arm -/- 1/0+ 7
WIL 10 3d6 Exertion Points 20 5 L Arm -/- 1/0+ 7
CHA 7 2d6 Move 6 6 Head -/- 1/0+ 8
SR to Parry/
Weapon SR Att/Def Damage Range Special
Maul 18 12/6 6 6 —
Claw 12 3/2 2 2 slash (advantage)
Skills: Agility [Brawn] 50%, Close Combat [Claw, Maul] 54%, Perception [Dark Vision] 47%,
Stealth [Hide] 50%, Survival [Underground] 47%.
Armour: Tough skin 1/0+, furs 4/9+.
Powers: Dark Vision. VAMPIRE POWERS
Most vampires, having being not
Notes: A Medium-sized opponent is at -2 SR when in melee with a troll. alive for centuries, have much
higher skills. Add +10 to +50 to
all skills if the vampire has not
VAMPIRE just been raised. Presenting the
holy symbol of a benevolent deity
Dark overlords of the Undead, Vampires feed off the blood and life-force of the
allows a Concentration action
living. They appear as normal humans, but their pallid complexion and over large to match an appropriate skill
canines give them away. Vampires are either solitary hunters, or form societies where versus the Vampire Willpower. If
weaker members of the brood must bring victims to the more powerful leaders. successful, the vampire cannot
attack that character for that
round. On an advantage roll, the
Characteristic Attribute d6/d8 Location AP/Cov AP/Cov Toughness vampire also loses 1d6 Exertion
Points.
STR 17 5d6 Size Class M 1 R Leg -/- -/- 9 A vampire does not regenerate
CON 10 3d6 Might +2 2 L Leg -/- -/- 9 EP, so its Life level must be
determined according to the
DEX 10 3d6 Strike Rank 14 3, 7, 8 Body -/- -/- 10
events that come before any
INT 14 4d6 Encumbrance — 4 R Arm -/- -/- 8 confrontation. If you are using
Basic Combat, the vampire still
WIL 14 4d6 Exertion Points 35* 5 L Arm -/- -/- 8
has a huge advantage due to his
CHA 10 3d6 Move 5 6 Head -/- -/- 9 or her high CON. However, it
may suffer from a Bloodthirsty
SR to Parry/
consequence due to having not
Weapon SR Att/Def Damage Range Special
fed for some days.
Bite 14 5/- 1d4+2d2 — Exertion Point damage, drains EP In Adventure time, a vampire
Other weapon 14+ varies varies varies Anything it used in life
heals from Major or Lethal
wounds at a rate of 1 point per
Skills: Agility [Dodge, Fly] 50%, Close Combat [Bite, various weapons and Stunts] 61%, location per turn. A vampire
Communication [Deceit, Insight] 54%, Concentration [Willpower, Arcane spells and Traits] 58%, cannot regenerate damage in
Knowledge [Arcane] 58%%, Perception [Acute Hearing, Dark Vision] 58%, Stealth [Hide, Sneak] 54%. sunlight, or damage taken when
Armour: Anything the creature was buried with. exposed to the rays of the sun.
If an unconscious vampire is
Powers: Strong Build +1, Toughness +2, Undead, Mesmerise (as Dominate Human, Might is 1, counts as evil
staked while regenerating, it is
magic), Slow Regeneration, Shapeshift to Bat. Some vampires know Arcane Magic.
destroyed. If the vampire takes
Notes: Bite damage that penetrates armour affects the victim’s Exertion Points, and gives the drained EP to the wounds that could render him
vampire. This is the only way the creature can regain EP. However, as Undead, the Vampire does not lose unconscious, he will shapeshift to
EP for fatigue or wounds, only for using its powers and spells. a bat with a single Concentration
action and flee to regenerate. It
is impossible to hit the vampire
while he is in bat shape with any
physical attack; the creature is
too small and nimble.

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WEREWOLF
Human by day, and when the rage takes them, or under a full moon, they transform
into a giant savage wolf. The very embodiment of nature or the bane of mankind,
depending on your viewpoint.

Characteristic Attribute d6/d8 Location AP/Cov AP/Cov Toughness


STR 17 5d6 Size Class M 1 R Leg -/- -/- 6
CON 10 3d6 Might +1 2 L Leg -/- -/- 6
DEX 14 4d6 Strike Rank 14 3, 7, 8 Body -/- -/- 7
INT 10 3d6 Encumbrance - 4 R Arm -/- -/- 5
WIL 10 3d6 Exertion Points 20 5 L Arm -/- -/- 5
CHA 10 3d6 Move 6 6 Head -/- -/- 6
SR to Parry/
Weapon Att/Def Damage Range Special
Claw 12 3/- 1d4+7d2 — slash (advantage)
Bite 12 8/- 2d4+7d2 — slash (effect)
Skills: Agility [Dodge] 54%, Close Combat [Bite, Claw] 61%, Perception [Smell, Track] 50%.
Powers: Immunity to [non-magical, non-silver weapons]; Shapechange to [Wolf, Werewolf ].
Notes: The characteristics provided are for the werewolf in humanoid wolf form. When in human form, the
creature has normal statistics. Some specimens can turn into creatures indistinguishable from normal
wolves apart from the invulnerability. Use the body shape and size of the normal wolf in this case (Size
Class S, -1 Might, -2 Toughness, no claws).

WRAITH
A wraith is the Undead psychic remains of a mortal being who died violently, or
suffered extreme anger in death. It seeks vengeance and hates all life. Although
disembodied in its natural form, a Wraith must resort to physical damage to vanquish
an opponent, and is vulnerable to magic weapons when it manifests. If the entity is
destroyed in Combat, it will not return to the mundane plane for several days or week.
Eventually its anger against life will bring it back to the place where it died.

Characteristic Attribute
STR (14) — Size Class (M)
CON (14) — Might (+1)
DEX (14) — Strike Rank (14)
INT 10 3d6 Toughness (8)
WIL 14 4d6 Exertion Points 14
CHA 10 3d6 Move 6
SR to Parry/
Weapon SR Att/Def Damage Range Special
Claw 16 3/- 1d6+1d2 — Ignores Parries and non-magic
armour
Skills: Close Combat [Dodge, Claw] 58%, Concentration [Willpower, Arcane Spells and Traits] 54%, Perception
[Sense Life] 54%.
Powers: Dark Vision, Incorporeal, Second Sight. Many know evil Arcane magic.

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WURM
A wurm is a limbless, wingless dragonkin that inhabits swamps, and preys
on Medium and large sized creatures. The creature can have a variable set of
additional powers, usually activated by its breath.

Characteristic Attribute d3/d4 Location AP/Cov AP/Cov Toughness


STR 14 4d6 Size Class XXXL 1 Tail 4/0+ 8/2+ 12
CON 14 4d6 Might +9 2,4 Body 4/0+ 8/2+ 16
DEX 10 3d6 Strike Rank 12 3 Head 4/0+ 8/2+ 14
INT 6 — Encumbrance —
WIL 10 3d6 Exertion Points 24
CHA — 2d6 Move 7
SR to Parry/
Weapon SR Att/Def Damage Range Special
Bite 12 3/- 1d6+9d2 — slash (advantage),
poison (if granted as power)
Coils 12 8/- 9d2 — entangle (effect), stun (auto)
Skills: Close Combat [Bite, Coils] 54%, Perception [Vision] 46%, Ranged Combat [Projection] 50%, Survival
[Swamp] 50%.
Armour: Skin 4/0+, Scales 8/2+.
Powers: Choose one or more of the following: Poison (Might equal to CON, death),
Project [Acid or Lightning] (Might 4, Range equal to CON (C), cost 4 Exertion Points).
Notes: Due to its body shape, Medium opponents suffer only a -4 to their SR when facing a Wurm, but get a
Bonus to hit it.

WYVERN
This slender green reptile is a sample of dragonkin, with no forelegs and animal
intelligence. Small when compared to actual dragons, of course, as it is as big as a horse.

Characteristic Attribute d8/d10 Location AP/Cov AP/Cov Toughness


STR 14 4d6 Size Class XXL 1 R Leg -/- 6/0+ 12
CON 14 4d6 Might +7 2 L Leg -/- 6/0+ 12
DEX 14 4d6 Strike Rank 14 3,4 Body 3/0+ 6/2+ 14
INT 7 — Encumbrance — 5 Tail 3/0+ 6/2+ 10
WIL 10 3d6 Exertion Points 24 6,9 R Wing -/- 6/0+ 10
CHA 7 2d6 Move 9 7,10 L Wing -/- 6/0+ 10
Move (flying) 14 8 Head 3/0+ 6/2+ 12
SR to Parry/
Weapon SR Att/Def Damage Range Special
Sting 22 8/4 1d8+7d2 4 impale (effect), poison
Bite 14 3/- 1d6+7d2 — slash (effect)
Skills: Agility [Fly] 58%, Close Combat [Bite, Sting] 58%, Perception [Acute Vision] 47%.
Armour: Scales 6/1+, Skin 3/0+.
Powers: Flight, Poison (Might equal to CON, Effect: death).
Notes: Medium opponents suffer a -6 to their SR when facing a Wyvern. Any Sting that does damage injects
poison.

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PULP CREATURES
These creatures are inspired by the public domain works of late Victorian and
pulp-era writers (Wells, Lovecraft, Burroughs and Howard). They are suitable for
both Fantasy and Science Fiction settings, and with a little conversion, they can be
used as templates for more detailed races.

DEEP ONE
This gilled horror dwells in cities at the bottom of the ocean, visiting the surface
I think their predominant colour
was a greyish-green, though they
to perform unspeakable deeds , include cross-breeding with humans. Although
had white bellies. They were mostly corrupted by their worship of Cthulhu and other malevolent entities, the Deep Ones
shiny and slippery, but the ridges of are a civilised race and can use technology as developed as those of modern humanity.
their backs were scaly. Their forms
vaguely suggested the anthropoid,
while their heads were the heads Characteristic Attribute d6/d8 Location AP/Cov AP/Cov Toughness
of fish, with prodigious bulging
STR 14 4d6 Size Class M 1 R Leg -/- 1/1+ 6
eyes that never closed. At the sides
of their necks were palpitating CON 10 3d6 Might +1 2 L Leg -/- 1/1+ 6
gills, and their long paws were
DEX 10 3d6 Strike Rank 12 3, 7, 8 Body -/- 1/1+ 7
webbed. They hopped irregularly,
sometimes on two legs and INT 10 3d6 Encumbrance 3 4 R Arm -/- 1/1+ 5
sometimes on four. I was somehow WIL 10 3d6 Exertion Points 20 5 L Arm -/- 1/1+ 5
glad that they had no more than
four limbs. Their croaking, baying CHA 7 2d6 Move 5 6 Head -/- 1/1+ 6
voices, clearly used for articulate SR to Parry/
speech, held all the dark shades of Weapon SR Att/Def Damage Range Special
expression which their staring faces
lacked. Trident 19 7/4 1d6+2d2 4 impale (effect)
Claw 12 3/2 1d2+1d2 — slash (advantage)
H.P. Lovecraft,
The Shadow over Innsmouth Skills: Agility [Swim] 50%, Close Combat [Claw, Trident] 54%, Perception [Night Vision] 50%.
Armour: Scaly skin 1/1+, any artificial armour.
Powers: Water breath. The creature can survive on the surface, too. Some specimens will know Cantrips from
evil cults.
Notes: Tridents are the most common weapons, but they can wield any.

GHOUL
It was a colossal and nameless
The ghoul is an Undead creature inspired by Arabic mythology. In pulp literature,
blasphemy with glaring red eyes, ghouls dig tunnels beneath cemeteries or other burial sites to feed on human
and it held in bony claws a thing corpses. Their claws, which they use to dig into fresh graves, can become deadly
that had been a man, gnawing at weapons if the creature is disturbed during its grisly meals.
the head as a child nibbles at a stick
of candy. Its position was a kind of
crouch, and as one looked one felt Characteristic Attribute d6/d8 Location AP/Cov AP/Cov Toughness
that at any moment it might drop
its present prey and seek a juicier STR 10 3d6 Size Class M 1 R Leg -/- -/- 5
morsel. But damn it all, it wasn’t CON 10 3d6 Might — 2 L Leg -/- -/- 5
even the fiendish subject that made
it such an immortal fountain- DEX 10 3d6 Strike Rank 10 3, 7, 8 Body -/- -/- 6
head of all panic- not that, nor INT 10 3d6 Encumbrance — 4 R Arm -/- -/- 4
the dog face with its pointed ears,
bloodshot eyes, flat nose, and WIL 10 3d6 Exertion Points 20 5 L Arm -/- -/- 4
drooling lips. It wasn’t the scaly CHA 3 1d6 Move 5 6 Head -/- -/- 5
claws nor the mould-caked body
nor the half-hooved feet- none SR to Parry/
of these, though any one of them Weapon Att/Def Damage Range Special
might well have driven an excitable Claw 12 3/- 1d6 — slash (advantage)
man to madness.
Bite 10 5/- 1d6 — slash (effect), poison (optional)
H.P. Lovecraft, Skills: Close Combat [Bite, Claw] 50%, Perception [Dark Vision, Smell Corpse] 50%.
Pickman’s Model
Powers: Undead. In some settings their bite injects Poison (Might equal to CON, Instant Paralysis).
Notes: Usually avoids Parrying. Does not suffer from Exertion Point loss because of fatigue. However, not
being able to feed for several nights, ghouls gain Consequences that translate into a Exertion Point
Penalty when they enter Advanced Combat. Feeding on a corpse restores the creature’s Exertion Points
to their normal value. Those few ghouls who practice magic may find that this is a severe limitation.

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GREAT RACE
The Great Race of Yith inhabited Earth millions of years before man. By swapping With this aeon-embracing
knowledge, the Great Race chose
their consciousness with a human, they are able to move forward in time, for from every era and life-form
educational or safety purposes. This process resembles a demonic possession and such thoughts, arts, and processes
bestows the creature’s superior INT and WIL into the human body and appearance. as might suit its own nature
and situation. With suitable
mechanical aid a mind would
Characteristic Attribute project itself forward in time,
feeling its dim, extra-sensory
STR — — Size Class as host
way till it approached the desired
CON — — Might as host period. Then, after preliminary
trials, it would seize on the best
DEX — — Strike Rank as host
discoverable representative of the
INT 17 5d6 Encumbrance — highest of that period’s life-forms.
WIL 17 5d6 Exertion Points 17+
It would enter the organism’s
brain and set up therein its own
CHA 7 2d6 Move as host vibrations, while the displaced
SR to Parry/ mind would strike back to the
Weapon SR Att/Def Damage Range Special period of the displacer, remaining
in the latter’s body till a reverse
As host — — — — — process was set up. The projected
Skills: Concentration [Willpower, various Psionics] 64%, Knowledge [Weird Science] 64%, Operate [various mind, in the body of the organism
devices] 64%. of the future, would then pose as a
member of the race whose outward
Powers: Incorporeal; while they need a physical body to inhabit, they can project their consciousness through form it wore, learning as quickly as
time and space, escaping destruction. A typical member will have psychihc powers from at least one
family, usually Telepathy with Dominate as a favoured additional power, and know how to craft scientific
possible all that could be learned
gadgets beyond human understanding. of the chosen age and its massed
information and techniques.
Notes: The Great Race can inhabit the body of any sentient or semi-sentient creature, preferring those with
functional manipulating appendages. Simply add their mental attributes and skills to the hosts’ physical H.P. Lovecraft,
ones.
The Shadow out of Time

GREEN MARTIAN
These fierce barbarian warriors wander on the plains of Mars, inhabiting cities
There was no hair on their
built by greater civilizations in the past. Their additional limbs can be used for bodies, which were of a very light
basic manipulation, but not for wielding weapons in Combat, as their “hands” yellowish-green color. In the adults,
lack the precision of their upper limbs. However, they can use their extra limbs as as I was to learn quite soon, this
color deepens to an olive green and
legs in order to improve their balance when pushed. Like all Martians, they have is darker in the male than in the
limited telepathic powers, but never develop them into anything usable for more female. The iris of the eyes is blood
than commanding their mounts. red, as in Albinos, while the pupil
is dark. The eyeball itself is very
white, as are the teeth. These latter
Characteristic Attribute d8/d10 Location AP/Cov AP/Cov Toughness add a most ferocious appearance
to an otherwise fearsome and
STR 10 3d6 Size Class L 1 R Leg -/- 1/0+ 7
terrible countenance, as the lower
CON 10 3d6 Might +2 2 L Leg -/- 1/0+ 7 tusks curve upward to sharp points
which end about where the eyes of
DEX 10 3d6 Strike Rank 10 3,9,10 Body -/- 1/0+ 8
earthly human beings are located.
INT 10 3d6 Encumbrance — 4 R Limb -/- 1/0+ 6 The whiteness of the teeth is not
WIL 10 3d6 Exertion Points 20 5 L Limb -/- 1/0+ 6
that of ivory, but of the snowiest
and most gleaming of china.
CHA 7 2d6 Move 6 6 R Arm -/- 1/0+ 6 Against the dark background of
7 L Arm -/- 1/0+ 6 their olive skins their tusks stand
out in a most striking manner,
8 Head -/- 1/0+ 7 making these weapons present a
SR to Parry/ singularly formidable appearance.
Weapon SR Att/Def Damage Range Special
Edgar Rice Burroughs,
Sabre 17 7/4 1d8+2d2 4 slash (auto), impale (advantage) A Princess of Mars
Fist 10 3/2 1d2+2d2 2 —
Radium Pistol 30 5*/- 2d8 80 (S) impale (effect), energy damage
Skills: Agility [Dodge] 50%, Close Combat [Sword] 50%, Perception [Hearing, Vision] 50%, Ranged Combat
[Radium Pistol] 50%, Ride [Thoat] 50%, Stealth [Hide, Sneak] 50%, Survival [Desert] 50%.
Armour: Tough skin 1/0+, may wear any armour.
Notes: Automatic Bonus against any attempt to knock them down. A Medium-sized opponent is -2 Strike Rank
when fighting a Green Martian.

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MI-GO
These entities from outer space have a secret base on the planet Pluto, from where
The Outer Beings are perhaps the they fly to Earth to exploit its resources and conduct experiments on humans.
most marvellous organic things
in or beyond all space and time— Although they worship entities that humanity would consider evil, they are amoral
members of a cosmos-wide race and gain no pleasure from torturing living beings. Which does not imply that they
of which all other life-forms are would not do so for scientific reasons.
merely degenerate variants. They
are more vegetable than animal,
if these terms can be applied to the Characteristic Attribute d8/d10 Location AP/Cov AP/Cov Toughness
sort of matter composing them,
and have a somewhat fungoid STR 10 3d6 Size Class M 1 R Leg -/- -/- 6
structure; though the presence of CON 14 4d6 Might — 2 L Leg -/- -/- 6
a chlorophyll-like substance and
a very singular nutritive system DEX 10 3d6 Strike Rank 10 3, 7, 8 Body -/- -/- 7
differentiate them altogether from INT 17 5d6 Encumbrance — 4 R Wing -/- -/- 5
true cormophytic fungi. Indeed,
the type is composed of a form of WIL 14 4d6 Exertion Points 28 5 L Wing -/- -/- 5
matter totally alien to our part CHA 3 1d6 Move 4 6 R Claw -/- -/- 5
of space—with electrons having
Move (flying) 9,10 L Claw -/- -/- 5
a wholly different vibration-rate.
Telepathy is their usual means SR to Parry/
of discourse, though they have Weapon SR Att/Def Damage Range Special
rudimentary vocal organs which,
Claw 10 3/2 1d8+2d2 1 slash (advantage)
after a slight operation (for surgery
is an incredibly expert and every- Beam weapon 30 5*/- varies 50 (S) impale (effect), energy damage
day thing among them), can
Skills: Agility [Fly, Take Cover] 54%, Close Combat [Claw] 50%, Concentration [Willpower, Telepathy, any Cantrip
roughly duplicate the speech of or Psychic power] 61%, Knowledge [various sciences, Healing] 74%,
such types of organism as still use Operate [various technology, Surgery] 57%, Perception [Vision] 47%,
speech. Ranged Combat [Beam weapons] 50%, Survival [Space] 61%.
Armour: None. May wear different types of energy-absorbing devices.
H.P. Lovecraft,
The Whisperer in Darkness Powers: Flight, Immunity to Slash/Impale. Uses any kind of advanced scientific gadgets, and can know Cantrips.

MORLOCKS
These creatures are the descendants of the “working class” of humanity in the far
I made good my retreat to the future. Generations of life as servants of their machinery have turned them into
narrow tunnel. But I had scarce underground beings who fear light and lack the basic Vision Trait. They know how
entered this when my light was to operate and maintain their technologically advanced machinery, but not how to
blown out, and in the blackness I
could hear the Morlocks rustling create new devices. Although never verified, the Time Traveller who discovered
like wind among leaves, and the Morlocks in the future suspected that they are cannibals.
pattering like the rain, as they
hurried after me. In a moment
I was clutched by several hands, Characteristic Attribute d6/d8 Location AP/Cov AP/Cov Toughness
and there was no mistaking that STR 10 3d6 Size Class M 1 R Leg -/- -/- 5
they were trying to haul me back.
I struck another light, and waved CON 10 3d6 Might — 2 L Leg -/- -/- 5
it in their dazzled faces. You can DEX 10 3d6 Strike Rank 10 3, 7, 8 Body -/- -/- 6
scarce imagine how nauseatingly
inhuman they looked - those INT 10 3d6 Encumbrance — 4 R Arm -/- -/- 4
pale, chinless faces and great, WIL 10 3d6 Exertion Points 20 5 L Arm -/- -/- 4
lidless, pinkish-grey eyes! -- as
they stared in their blindness and CHA 7 2d6 Move 5 6 Head -/- -/- 5
bewilderment. SR to Parry/
Weapon SR Att/Def Damage Range Special
H.G. Wells,
The Time Machine Club 13 6/3 1d2+2d2 2 —
Fist/Grapple 10 3/- 1d2 — —
Skills: Close Combat [Fist, Club] 50%, Operate [any machinery] 50%,
Perception [Acute Hearing, Dark Vision] 50%, Survival [Underground] 50%.
Armour: Dark Vision. If equipped with technological gadgets, they usually know how to use them.
Notes: Usually unarmed, they tend to grapple rather than strike. They can see, but their eyes are so sensitive
that they lack the basic Vision Trait and have Dark Vision instead. Use the Morlock stats as template for
any race of underlings used as workforce by a technologically advanced culture.

238
CREATURES
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NIGHT-GAUNT
Although demonic in aspect, the Night-gaunt is not the most malevolent among
But Carter preferred to look at them
the Servitors of the Outer Gods. This entity is used as a messenger, or to run some than at his captors, which were
errand that requires speed and strength. The creature will simply carry it out, indeed shocking and uncouth black
without showing any cruelty. Or mercy, for what it is worth. things with smooth, oily, whale-like
surfaces, unpleasant horns that
curved inward toward each other,
Characteristic Attribute d10/d12 Location AP/Cov AP/Cov Toughness bat wings whose beating made no
sound, ugly prehensile paws, and
STR 14 4d6 Size Class L 1 Tail -/- 1/0+ 7 barbed tails that lashed needlessly
CON 10 3d6 Might +3 2 R Leg -/- 1/0+ 8 and disquietingly. And worst of all,
they never spoke or laughed, and
DEX 14 4d6 Strike Rank 14 3 L Leg -/- 1/0+ 8 never smiled because they had no
INT 10 3d6 Encumbrance — 4,5 Body -/- 1/0+ 9 faces at all to smile with, but only
a suggestive blankness where a face
WIL 14 4d6 Exertion Points 24 6,11 R Wing -/- 1/0+ 7
ought to be. All they ever did was
CHA 3 1d6 Move 6 7,12 R Wing -/- 1/0+ 7 clutch and fly and tickle; that was
the way of night-gaunts.
Move (flying) 12 8 R Arm -/- 1/0+ 7
9 L Arm -/- 1/0+ 7 H.P. Lovecraft,
10 Head -/- 1/0+ 8
The Dream-Quest of Unknown
Kadath
SR to Parry/
Weapon SR Att/Def Damage Range Special
Tail 18 4/- 1d4+3d2 — slash (advantage)
Claw 16 3/2 1d6+3d2 2 slash (effect)
Skills: Agility [Dodge, Fly] 54%, Close Combat [Claw, Tail] 58%, Concentration [Willpower] 54%,
Perception [Night Vision] 54%.
Armour: Tough skin 1/0+.
Powers: Flight, Night Vision.
Notes: Medium-sized opponents are -2 SR when in melee with a night-gaunt. The creature is strong enough to
snatch a human-sized target and carry it away in flight. When flying, the night-gaunt can use the tail as
its Opening Move, giving it a range and speed advantage.

REPTILIAN
Reptilians inhabited Earth long before history began, and built a lost civilization To convey any idea of these
based on principles unfathomable for the human mind. While usually encountered monstrosities is impossible. They
were of the reptile kind, with
in the form of ancient artefacts and archaeological findings, there are rumours of body lines suggesting sometimes
some of these beings surviving through the aeons, and still dwelling in lost cities or the crocodile, sometimes the
underground complexes. No one can tell what sort of powers these ancient creatures seal, but more often nothing of
which either the naturalist or the
can wield. palaeontologist ever heard. In size
they approximated a small man,
and their fore-legs bore delicate and
Characteristic Attribute d8/d10 Location AP/Cov AP/Cov Toughness evident feet curiously like human
STR 10 3d6 Size Class M 1 Tail -/- 1/2+ 5 hands and fingers. But strangest
of all were their heads, which
CON 10 3d6 Might — 2 RH Leg -/- 1/0+ 5
presented a contour violating all
DEX 10 3d6 Strike Rank 10 3 LH Leg -/- 1/0+ 5 know biological principles. To
nothing can such things be well
INT 14 4d6 Encumbrance — 4,9,10 Body -/- 1/2+ 6 compared - in one flash I thought
WIL 10 3d6 Exertion Points 20 5 RF Leg -/- 1/0+ 4 of comparisons as varied as the
cat, the bullfrog, the mythic Satyr,
CHA 7 2d6 Move 5 6 RF Leg -/- 1/0+ 4 and the human being. Not Jove
7,8 Head -/- 1/2+ 5 himself had had so colossal and
protuberant a forehead, yet the
SR to Parry/ horns and the noselessness and
Weapon SR Att/Def Damage Range Special the alligator-like jaw placed things
Spear 18 8/4 1d6+1d2 3 impale (effect) outside all established categories
Bite 10 5/- 1d6 — slash (advantage)
H.P. Lovecraft,
Skills: Agility [Dodge] 50%, Close Combat [Bite, Spear] 50%, Concentration [Willpower, The Nameless City
any suitable magic] 54%, Knowledge [Forbidden Lore, Lost Science] 58%, Operate [any device] 54%.
Armour: Scales 1/1+. Can wear any armour or protective device.
Powers: Reptilian science is so advanced that it looks like magic to men. Use Weird Science, Arcane Magic or
Cantrips to represent a reptilian’s supernatural abilities, according to your campaign setting and tone.
Notes: A reptilian can wield any kind of weapon, including technological beam guns, but they have retained a
taste for Close Combat weapons from their glorious past. The specimen described here uses a ceremonial
spear which is a typical weapon for a reptilian guarding a place where humans are not welcome. Although
it provides no extra free action, the creature’s Bite is an effective attack, too.
239
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TENTACLED MARTIAN
They were, I now saw, the most These creatures inhabit Mars, where they have built an amoral yet technologically
unearthly creatures it is possible
to conceive. They were huge round
advanced civilisation that poses a threat to all neighbouring races. The statistics
bodies--or, rather, heads--about given here are for the creature as encountered in one of its dwellings, but when in the
four feet in diameter, each body field it is almost always encased in an invincible tripod-shaped fighting machine.
having in front of it a face. This
face had no nostrils--indeed, the
Martians do not seem to have Characteristic Attribute d4 Location AP/Cov AP/Cov Toughness
had any sense of smell, but it had
STR 7 2d6 Size Class L 1 R tentacles -/- -/- 8
a pair of very large dark-coloured
eyes, and just beneath this a kind CON 14 4d6 Might +1 2 L tentacles -/- -/- 8
of fleshy beak. In the back of this
DEX 7 2d6 Strike Rank 7 3,4 Head -/- -/- 9
head or body--I scarcely know how
to speak of it--was the single tight INT 21 6d6 Encumbrance —
tympanic surface, since known to
WIL 17 5d6 Exertion Points 31
be anatomically an ear, though it
must have been almost useless in CHA 7 2d6 Move 2
our dense air. In a group round the SR to
mouth were sixteen slender, almost Weapon SR Att/Def Damage Parry/Range Special
whiplike tentacles, arranged in
two bunches of eight each. These Heat Ray 27 3*/- 3d10 500 (L) impale (effect), energy damage
bunches have since been named Skills: Concentration [various psionics, Willpower] 68%, Knowledge [various Science branches] 72%,
rather aptly, by that distinguished Operate [Tripod Tentacles] 58%, Pilot [Tripod] 58%, Ranged Combat [Heat Ray] 44%.
anatomist, Professor Howes,
the hands. Even as I saw these Armour: None, but can wear elaborate gadgets that bestow armour-like powers.
Martians for the first time they Powers: Can have a wide array of Psi powers, and wield complex and powerful Science gadgets.
seemed to be endeavouring to raise
themselves on these hands, but of Notes: Medium opponents suffer a -2 to their SR when facing a tentacled martian in Close Combat.
course, with the increased weight
of terrestrial conditions, this was
impossible. There is reason to
suppose that on Mars they may
have progressed upon them with
some facility.

Strange as it may seem to a human


being, all the complex apparatus
of digestion, which makes up the
bulk of our bodies, did not exist in
the Martians. They were heads--
merely heads. Entrails they had
none. They did not eat, much less
digest. Instead, they took the fresh,
living blood of other creatures, and
injected it into their own veins. I
have myself seen this being done,
as I shall mention in its place. But,
squeamish as I may seem, I cannot
bring myself to describe what I
could not endure even to continue
watching. Let it suffice to say, blood
obtained from a still living animal,
in most cases from a human being,
was run directly by means of a little
pipette into the recipient canal....

H.G. Wells,
War of the Worlds

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CREATURES
Emmanuel Anzeraey (Order #30333937)
WHITE APE
This creature is midway between the Martian human and the Green Martian. The
Here I was thrown upon my
apes’ additional limbs are more functional than the green Martians’, providing back, and beheld standing over
them with an automatic Dual Wield Stunt even when unarmed. They usually wield me a colossal ape-like creature,
crude clubs to kill their enemies. white and hairless except for an
enormous shock of bristly hair
upon its head. The thing, which
Characteristic Attribute d8/d10 Location AP/Cov AP/Cov Toughness more nearly resembled our earthly
men than it did the Martians I
STR 14 4d6 Size Class L 1 R Leg -/- 1/0+ 8 had seen, held me pinioned to the
CON 10 3d6 Might +3 2 L Leg -/- 1/0+ 8 ground with one huge foot, while it
jabbered and gesticulated at some
DEX 10 3d6 Strike Rank 12 3,9,10 Body -/- 1/0+ 9 answering creature behind me.
INT 6 — Encumbrance — 4 R Limb -/- 1/0+ 7 This other, which was evidently
its mate, soon came toward us,
WIL 10 3d6 Exertion Points 24 5 L Limb -/- 1/0+ 7
bearing a mighty stone cudgel
CHA — — Move 6 6 R Arm -/- 1/0+ 7 with which it evidently intended to
brain me.
7 L Arm -/- 1/0+ 7
8 Head -/- 1/0+ 8 The creatures were about ten or
SR to Parry/
fifteen feet tall, standing erect, and
Weapon SR Att/Def Damage Range Special
had, like the green Martians, an
intermediary set of arms or legs,
Club 19 10/5 1d6+5d2 4 — midway between their upper and
Fist 12 3/2 1d2+3d2 2 — lower limbs. Their eyes were close
together and non-protruding;
Bite 12 5/- 1d4+3d2 – slash (effect) their ears were high set, but more
Skills: Agility [Dodge] 50%, Close Combat [Club, Brawl, Dual Wield] 54%, Perception [Hearing, Vision] 46%. laterally located than those of the
Martians, while their snouts and
Armour: Tough skin and fur 1/0+. teeth were strikingly like those of
Notes: The Dual Wield Stunt provides a Free Attack or Parry with a fist per round if no limb is disabled. A our African gorilla.
Medium-sized opponent is -2 Strike Rank when fighting a White Ape.
Edgar Rice Burroughs,
A Princess of Mars
ZOMBIE
The restless dead, rotting corpses animated by dark magic that shamble the world,
serving their masters or wandering lost, randomly attacking the living.
Characteristic Attribute d6/d8 Location AP/Cov AP/Cov Toughness
STR 14 4d6 Size Class M 1 R Leg -/- -/- 6

CON — — Might +1 2 L Leg -/- -/- 6


DEX 3 1d6 Strike Rank 9 3, 7, 8 Body -/- -/- 7
INT 3 1d6 Encumbrance — 4 R Arm -/- -/- 5
WIL 3 1d6 Exertion Points – 5 L Arm -/- -/- 5
CHA 3 1d6 Move 4 6 Head -/- -/- 6
SR to Parry/
Weapon SR Att/Def Damage Range Special
Club 12 6/3 1d4+3d2 3
Bite 9 3/2 1d3+1d2 — slash (advantage)
Skills: Close Combat [Bite, Club] 47%, Perception [Sense Living Being] 36%.
Powers: Immunity to Pain, Undead.
Notes: Usually avoids Parrying. Zombies are tough to take down, as they are totally Immune to Pain and
incapacitation. You must hack them apart to stop them. In order to limit their lethality, you may want to
make them Skeletal.

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SPACE OPERA CREATURES
EPHESTAN
The imaginary galaxy of your These creatures are members of a race older than humanity, who are not necessarily hostile
Space Opera game will contain to Earthlings but tend to look down to all other life forms as inferior or in need or guidance.
many more races, but it would be
impossible to provide examples Depending on how you view their morality in your game, they may either wish to help
of any possible race you might humanity, or have no hesitation in performing gruesome experiments on human beings.
encounter in a science fiction The statistics given here are for a physically weak race resembling grey aliens, but you can
saga. In order to create more make Ephestans more humanoid, physically capable and able to defend themselves in Close
aliens, you may take the creatures
in the pulp section as templates Combat with Martial Arts.
for the physical appearance
of other alien races, but for Characteristic Attribute d6/d8 Location AP/Cov AP/Cov Toughness

their culture and technology STR 7 2d6 Size Class M 1 R Leg -/- -/- 3
you will have to resort to your
imagination. CON 7 2d6 Might -1 2 L Leg -/- -/- 3
DEX 10 3d6 Strike Rank 9 3,7,8 Body -/- -/- 4
INT 14 4d6 Encumbrance — 4 R Arm -/- -/- 2
WIL 14 4d6 Exertion Points 21 5 L Arm -/- -/- 2
CHA 10 3d6 Move 5 6 Head -/- -/- 3
SR to Parry/
Weapon SR Att/Def Damage Range Special
Laser gun 30 4*/- 2d8 50 (S) impale (effect)
Skills: Agility [Take Cover] 47%, Communication [Ephestan] 54%, Concentration [any Psi power] 58%, Knowledge
[Ephestan, Literacy] 58%, Operate [any electronics] 54%, Ranged Combat [Beam weapon] 50%.
Armour: Can wear any armour or protective device, usually preferring force fields.
Powers: Psychic powers or paranormal senses.
Notes: Will probably use robots or servant creatures in Combat.

INVERTEBRATE
This creature is a member of the race called The Hive in the Character Creation chapter. Use
its statistics for any other intelligent arthropod-like creature. These creatures have developed
a form of communal intelligence that makes them disregard the individual in favour of
the group, and so they rarely bother to defend themselves or to wear any protective device,
counting on numbers to overcome the enemy and ignoring casualties. In your campaign, they
might have other strengths or weaknesses related to their need to remain in close proximity
of other members of their race. Larger individuals devoted to leadership or reproduction may
also exist, with common members of the race willing to do anything to protect them.

Characteristic Attribute d8/d10 Location AP/Cov AP/Cov Toughness

STR 18 4d6+4 Size Class M 1 RH Leg -/- 3/1+ 4


CON 10 3d6 Might +2 2 LH Leg -/- 3/1+ 4
DEX 10 3d6 Strike Rank 14 3 RF Leg -/- 3/1+ 4
INT 10 3d6 Encumbrance — 4 LF Leg -/- 3/1+ 4
WIL 10 3d6 Exertion Points 20 5,9,10 Body -/- 3/1+ 5
CHA 10 3d6 Move 7 6 R Arm -/- 3/1+ 3
7 L Arm -/- 3/1+ 3
8 Head -/- 3/1+ 4
SR to Parry/
Weapon SR Att/Def Damage Range Special
Bite 14 5/- 1d6+2d2 — slash (advantage)
Laser gun 30 4*/- 2d8 50 (S) impale (effect)
Skills: Agility [Climb] 50%, Communication [Telepathic Bond] 50%, Close Combat [Bite] 58%,
Concentration [any suitable Psi power] 50%, Knowledge [Hive] 50%, Operate [any device] 50%.
Perception [Sense Pheromones] 50%, Ranged Combat [any beam weapon] 50%,
Survival [Jungle or Desert] 50%.
Armour: Chitin 3/1+
242
CREATURES
Emmanuel Anzeraey (Order #30333937)
Powers: Skeletal, racial Psi powers
Notes: Their structure makes them less sensitive than vertebrates to edged weapons, and to beams that can
pierce their exoskeleton.

OVERLORD
These statistics represents a race of high technological beings capable of faster than light space
travel and space colonization, but still bound to the brutal heritage of their tribal ancestors.
They are loyal to the race and to their appointed rulers, but highly individualistic and prone to
internecine struggles for power. They may be ruled either by a central government in the form
of a feudal empire, or by a loose alliance of houses governing individual star systems.

Characteristic Attribute d6/d8 Location AP/Cov AP/Cov Toughness

STR 14 4d6 Size Class M 1 R Leg -/- -/- 7


CON 14 4d6 Might +1 2 L Leg -/- -/- 7
DEX 10 3d6 Strike Rank 14 3,7,8 Body -/- -/- 8
INT 10 3d6 Encumbrance — 4 R Arm -/- -/- 6
WIL 10 3d6 Exertion Points 20 5 L Arm -/- -/- 6
CHA 10 3d6 Move 5 6 Head -/- -/- 7
SR to Parry/
Weapon SR Att/Def Damage Range Special
Ritual blade 21 8/4 1d8+1d2 3 slash (auto)
Fist 14 3/2 1d2+1d2 —
Laser Rifle 30 3*/- 3d8 500 (L) impale (effect), burst 3+
Skills: Agility [Take Cover] 54%, Close Combat [traditional weapon, Brawl] 54%, Communication [Overlord] 50%,
Knowledge [Overlord, Literacy] 58%, Operate [any device] 50%, Ranged Combat [any beam weapon] 50%.
Armour: Can wear any armour or protective device, but sometimes regards it as a sign of weakness.
Powers: Usually none except scientific gadgets.
Notes: An Overlord warrior is master of beam weapons, but honour makes him prefer hand to hand Combat.

YOR NATIVE
These creatures have developed no technology of their own, but their great physical
advantages and adaptability to hostile environments have permitted them to spread
throughout the galaxy as crew or labour on board the ships of other races. When it comes to
unaided planetary survival, no one is superior to them, and if properly trained, they learn how
to use technology as quickly as the most advanced races.
Characteristic Attribute d6/d8 Location AP/Cov AP/Cov Toughness

STR 17 5d6 Size Class M 1 R Leg -/- 2/0+ 7


CON 14 4d6 Might +2 2 L Leg -/- 2/0+ 7
DEX 14 4d6 Strike Rank 16 3,7,8 Body -/- 2/0+ 8
INT 10 3d6 Encumbrance — 4 R Arm -/- 2/0+ 6
WIL 10 3d6 Exertion Points 24 5 L Arm -/- 2/0+ 6
CHA 10 3d6 Move 5 6 Head -/- 2/0+ 7
SR to Parry/
Weapon SR Att/Def Damage Range Special
Bow 34 5*/- 1d6+3d2 200 (M) impale (effect)
Fist 16 3/2 1d2+2d2 —
Skills: Agility [Brawn, Dodge] 58%, Close Combat [Brawl] 62%, Communication [Yor] 50%,
Knowledge [Yor Spiritism, Literacy] 50%, Ranged Attack [Bow] 58%,
Survival [Forest or other environment] 54%.
Armour: Natural fur 2/0+, can wear any armour or protective device.
Powers: Night Vision or other keen, almost supernatural senses.

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REVOLUTION D100 CHAPTER 7
Emmanuel Anzeraey (Order #30333937)
THE QUEST FOR EL DORADO

INCEPTION
I n the year of the Lord 1551, after the expeditions
in search of El Dorado brought no result, Captain
Hernan de Mendoza followed a different trail and braved
the jungles of the Amazons with a handful of valiant
companions. This is the story of why no one ever learned
of what they found in the upper course of the Orinoco
River.
On the morning of June 7th, Mendoza sailed from the port
of Trinidad, accompanied by his companions and a force
of fifteen soldiers on four boats. The Captain knew that El
Dorado lay on a plateau over a river, and that two frightful
creatures, known as the Malozongo and the Karkaré,
stood guard over its resting place. One month later, the
expedition was reduced to only three boats and five
escorting troopers, and the morning of July 10th saw them Give a copy of this map to the players before the game
pursued upriver by a fleet of canoes full of Jujulibe natives. begins.

Emmanuel Anzeraey (Order #30333937)


PLAYER-CHARACTERS

Captain Hernan de Mendoza


Leader of the expedition
Characteristic Attribute d6/d8 Location AP/Cov AP/Cov Toughness
STR 9 Size Class M 1 R Leg -/- 2/1+ 6
CON 13 Might - 2 L Leg -/- 2/1+ 6
DEX 16 Strike Rank 13 3, 7, 8 Body 2/0+ 8/2+ 7
INT 15 Encumbrance 9 4 R Arm -/- 2/1+ 5
WIL 11 Exertion Points 24 5 L Arm -/- 2/1+ 5
CHA 12 Move 5 6 Head -/- 8/4+ 6
SR to Parry/
Weapon SR Att/Def Damage Range Special
Sword 21 8/4 1d8 2 slash (effect), impale (effect)
Dagger 16 3/2 1d3 1 impale (effect)
Pistol 36 5*/- 1d6+2d2 50 (S) impale (effect), reload 2 Rounds
Skills: Agility [Dodge] 59%, Close Combat [Dagger, Sword, Sword Finesse: Thrusting] 81%, Communication
[Command, Language: Spanish, Noble Status, Persuasion] 67%, Knowledge [Geography, Literacy:
Spanish, Religion] 65%, Perception [Acute Vision] 56%, Ranged Combat [Pistol] 62%, Ride [Horse] 57%.
Armour: Quilted padding (2/1+), Cuirass and Morion Helm (8/6+), heavy.
Equipment: Sword, Dagger, Pistol, Ammunition & Powder, Telescope, Maps, Waterskin.
Motivations: Found my own kingdom 60%, Prove my intellectual superiority 50%.

Angelica de Alvarado
Captain Mendoza’s fiancée
ARCANE ANGELICA?
Characteristic Attribute d6/d8 Location AP/Cov AP/Cov Toughness The suggested version of Angelica
STR 7 Size Class M 1 R Leg -/- 1/1+ 5 is a naturalist and somehow a
support character. You can give
CON 15 Might -1 2 L Leg -/- 1/1+ 5 her a more active role if you
DEX 16 Strike Rank 12 3, 7, 8 Body -/- 1/1+ 6 wish by making her secretly an
occultist with arcane powers. This
INT 17 Encumbrance 1 4 R Arm -/- 1/1+ 4
might be particularly useful if the
WIL 14 Exertion Points 29 5 L Arm -/- 1/1+ 4 priest is not in the game. Remove
Anthropology, Cartography,
CHA 13 Move 5 6 Head -/- 1/1+ 5
Natural History and Religion and
SR to Parry/ give her Might, Heal, Second
Weapon SR Att/Def Damage Range Special Sight and Shimmer (or any other
Arcane Spells which do not require
Pistol 36 5*/- 1d6+2d2 50 (S) impale (effect), reload 2 rounds
Range), with a Channelling value
Dagger 15 3/2 1d3-1d2 - impale (effect) of 5. Her Focus of Might 5 is in a
Skills: Agility [Dodge] 71%, Close Combat [Dagger] 53%, Communication [Insight, Language: Spanish/
big ring with a skull.
Native, Noble Status, Persuasion] 70%, Concentration [Willpower] 71%, Craft [Cartography, First Aid]
63%, Knowledge [Anthropology, Natural History, Occultism, Religion, Literacy: Spanish] 74%, Ranged
Combat [Pistol] 68%.
Armour: Cloak (1/1+).
Equipment: Dagger, Bandages, Pistol, Ammunition & Powder, Notes on local people and fauna.
Notes: Show Mendoza that he needs my help 60%, Make scientific or occult discoveries 50%.

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REVOLUTION D100 SCENARIO
Emmanuel Anzeraey (Order #30333937)
Don Alfonso de Ibiza
Pious missionary
Characteristic Attribute d6/d8 Location AP/Cov AP/Cov Toughness
STR 9 Size Class M 1 R Leg -/- 1/1+ 6
CON 12 Might - 2 L Leg -/- 1/1+ 6
DEX 9 Strike Rank 9 3, 7, 8 Body -/- 1/1+ 7
INT 15 Encumbrance 1 4 R Arm -/- 1/1+ 5
WIL 17 Exertion Points 29 5 L Arm -/- 1/1+ 5
CHA 14 Move 5 6 Head -/- 1/1+ 6
SR to Parry/
Weapon SR Att/Def Damage Range Special
Staff 17 8/3 1d4+2d2 3
Fist 9 3/2 1d2 1
Skills: Athletics [Dodge] 48%, Close Combat [Brawl, Staff] 48%, Communication [Language: Spanish,
Commoner Status, Oratory] 74%, Concentration [Willpower] 67%, Craft [First Aid] 54%, Knowledge
[Healing, Religion] 85%.
Armour: Robe and hood (1/1+), encumbrance 1.
Equipment: Bandages, Holy Items, Staff, Waterskin.
Powers: (Holiness 9, Allegiance 60%): Dismiss Magic x2, Heal Wound x3, Invoke Protection, Invoke Shimmer,
Smite with Demoralize, Soul Sight.
Motivations: Bring the Gospel to this land 60%, Cleanse the soul of the expedition members of sin 50%.

Manoel
MANOEL OR MANUELA? Native scout
This character is eligible for a
gender change. Historically, all Characteristic Attribute d6/d8 Location AP/Cov AP/Cov Toughness
local scouts were male, but we STR 15 Size Class M 1 R Leg -/- 2/1+ 7
play for fun and not for history,
so a scout named Manuela will CON 17 Might +1 2 L Leg -/- 2/1+ 7
do. DEX 12 Strike Rank 14 3, 7, 8 Body -/- 2/1+ 8
INT 14 Encumbrance 2 4 R Arm -/- 2/1+ 6
WIL 12 Exertion Points 29 5 L Arm -/- 2/1+ 6
CHA 11 Move 5 6 Head -/- 8/6+ 7
SR to Parry/
Weapon SR Att/Def Damage Range Special
Axe 18 8/4 1d6+2d2 3 slash (effect)
Dagger 17 3/2 1d3+1d2 2 impale (effect)
Pistol 32 5* 1d6+2d2 50 (S) impale (effect), reload 2 rounds
Skills: Agility [Dodge] 59%, Close Combat [Dagger, Axe] 57%, Communication [Language: Native/Spanish,
Low Status] 55%, Craft [First Aid] 56%, Knowledge [Native Culture] 58%, Perception [Acute Hearing,
Acute Vision, Tracking] 70%, Ranged Combat [Pistol] 54%, Stealth [Hide, Sneak] 66%, Survival
[Jungle] 77%.
Armour: Quilted padding (2/1+), Helm (8/9+).
Equipment: Dagger, Axe, Pistol, Ammunition & Powder, Bandages.
Motivations: Find enough treasure to make me rich 60%, Help the Spaniards but limit the damage they do to the
natives 50%.

246
THE QUEST FOR EL DORADO
Emmanuel Anzeraey (Order #30333937)
Sergeant Ricardo Almeyda
Competent squad leader

Characteristic Attribute d6/d8 Location AP/Cov AP/Cov Toughness


STR 14 Size Class M 1 R Leg -/- 2/1+ 6
CON 12 Might +1 2 L Leg -/- 2/1+ 6
DEX 13 Strike Rank 14 3, 7, 8 Body 2/0+ 8/2+ 7
INT 11 Encumbrance 9 4 R Arm -/- 2/1+ 5
WIL 12 Exertion Points 24 5 L Arm -/- 2/1+ 5
CHA 10 Move 5 6 Head -/- 8/4+ 6
SR to Parry/
Weapon SR Att/Def Damage Range Special
Sword 22 8/4 1d6+1d2 3 slash (auto), impale (advantage)
Dagger 17 3/2 1d3+1d2 2
Arquebus 33 3* 1d6+4d2 400 (L) impale (effect), reload 5 rounds
Fist 14 3/2 1d2+1d2 1
Skills: Athletics [Dodge] 56%, Close Combat [Brawl, Dagger, Polearm, Sword] 81%, Communication
[Command, Language: Spanish, Commoner Status] 51%, Craft [Weaponsmith] 54%, Knowledge
[Religion] 52%, Perception [Acute Hearing] 53%, Ranged Combat [Arquebus] 71%, Ride [Horse] 55%,
Stealth [Hide] 54%.
Armour: Quilted padding (2/1+), Cuirass and Morion helm (8/6+), heavy.
Equipment: Sword, Dagger, Arquebus, Ammunition & Powder, Waterskin.
Motivations: Conflicting loyalty between King and Captain 60%, Show the men who is in charge 50%.
Notes: Ricardo does not carry a polearm, but can use the weapon of a fallen pikeman in case of need.

Alberto, Bernardo, Carlos, Daniel, Esteban y Felipe


Loyal soldiers
Characteristic Attribute d6/d8 Location AP/Cov AP/Cov Toughness
STR 13 Size Class M 1 R Leg -/- 2/1+ 6
CON 11 Might +1 2 L Leg -/- 2/1+ 6
DEX 10 Strike Rank 12 3, 7, 8 Body 2/0+ 8/2+ 7
INT 12 Encumbrance 9 4 R Arm -/- 2/1+ 5
WIL 10 Exertion Points 21 5 L Arm -/- 2/1+ 5
CHA 9 Move 5 6 Head -/- 8/4+ 6
SR to Parry/
Weapon SR Att/Def Damage Range Special
Sword 20 6/3 1d6+1d2 3 slash (auto), impale (advantage)
Dagger 15 3/2 1d3+1d2 2 impale (effect)
Arquebus 30 6 1d6+4d2 400 (L) impale (effect), reload 5 rounds
Pike 28 8*/8 1d10+2d2 6 impale (effect), keep distance (auto)
Skills: Close Combat [Brawl, Dagger, Polearm, Sword] 53%, Communication [Language: Spanish, Commoner
Status] 50%, Perception [Hearing; Vision] 52%, Ranged Combat [Arquebus] 50%.
Armour: Quilted padding (2/1+), Cuirass and Morion Helm (8/6+), heavy.
Equipment: Sword, Dagger, Arquebus or Pike (not both).

247
REVOLUTION D100 SCENARIO
Emmanuel Anzeraey (Order #30333937)
PARTY SETUP
SUPPORTING CAST
The party includes also one
support soldier for each PC in
the group. Half of them have
firearms, the other half have
pikes. The soldiers have plenty
of ammunition, if they manage
to keep the powder dry, but
each firearm that rolls 99 or 00
malfunctions and must be left
behind.
A soldier, if available, will
always protect Angelica and
Don Alfonso. You can have
the player roll the dice for his
or her character’s protector in
combat while a non-fighter
main character is taking cover.
Mendoza and Ricardo are not
automatically protected, but they
can employ their Command trait
to have a soldier act on their
behalf in combat. Manoel will be
left on his own devices in case
of danger, unless he manages
to befriend a soldier and stay in
touch with him. The expedition to El Dorado includes Captain Mendoza, and the pre-generated
As the adventure progresses, characters the players wish to roleplay. The only necessary character is the Captain.
the supporting soldiers will
start to die. Apart from losses
The others are optional, although each of them can be useful at certain points of the
in Advanced Combat, each scenario.
Consequence in a generic
Conflict may translate into a lost
Apart from personal weapons and equipment, the party has ropes, torches, tools, and
soldier. The soldier’s equipment all other supplies they could conceivably have brought from the Isle of Trinidad. If it is
may or may not be recoverable, plausible that it be there, they have it. However, if they must abandon their boats, they
according to the Consequences. will have to abandon any oversize or overweight equipment they cannot or will not
carry. Each party member has a backpack.
The party has a boat for each four members. Each boat contains two Player-Characters
and two soldiers. At least two characters able to fight effectively must be in each boat,
one of which might be rowing. The soldiers are wearing their armour, which may give
them Consequences for fatigue in the first combat.

RIVER CHASE
The adventure starts with a group of Jujulibe natives in pursuit of the party upstream.
You can represent this situation with an INT Conflict between Mendoza and the
Jujulibe shaman. Follow the normal Conflict rules, with each party member doing
actions to accumulate Support Bonuses and one PC per round who Rolls for Effect.
Plausible Rolls for Effect may include Commanding the soldiers to row faster, or
exploiting the superior range of their weapons to shoot at the pursuers according to the
“one shot per round” rule for non-combat Conflicts. Remember that a 99 or 100 will
render the weapon useless.
If the Jujulibe win a Quick Exit from this Conflict, they arrive at Close range to the
boats, and start Advanced Combat with their blowguns. Only a complete victory will
allow them to board the PCs’ boats. it is up to the Narrator to decide if the shaman
wishes to push the Conflict to this point, or whether poisoning an enemy or two with
the blowguns is enough. If the Spanish get a Quick Exit, they have put a safe distance
between them and their pursuers, although the latter are still following them. A
complete victory will repel the threat of the Jujulibe for that day, but fighters may suffer
a Consequence from fatigue and encumbrance.
If Advanced Combat begins, the adventurer party suffers disorganization (subtracted
from Strike Rank) during the first round equal to the Consequences suffered in the
initial Conflict. Muskets and pistols must still be readied. Spanish rifles can shoot once
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THE QUEST FOR EL DORADO
Emmanuel Anzeraey (Order #30333937)
per five rounds, so after the first shot they are almost useless against the blowguns,
which have a recharge time of 5 SR. Pistols may be a better weapon against unarmoured
foes at this range. There are two or three canoes of Jujulibe, each holding four natives,
two of which row while the other two fire their blowguns. Once the party eliminates
two Jujulibe from a canoe, the vessel retreats. If the shaman suffers a major wound, all
Jujulibe retreat.
The biggest threat comes from poisoned blowgun darts. Use the rules for poisoning in EXTRACTING INFORMATION
Advanced Combat to determine if a poisoned character is disabled. The non-fighter FROM THE JUJULIBE.
The party might try to capture and
characters can be of great use if someone is poisoned, as their healing skills can provide interrogate a native, or manage
Support bonuses against the poison. The natives will try to poison two or three enemies to negotiate a truce with the
and then retreat, waiting for an opportunity to catch the expedition on land while they Jujulibe with some exceptional
are tending the wounded and disabled. diplomatic feats. This is only
possible if Manoel or Angelica
are in the group, and the native
NIGHT CAMP guide is probably the only one
qualified to negotiate anything
Whether or not the party has suffered any wounds from the encounter with the peacefully. The Jujulibe may
provide important information
Jujulibe, they will have to make camp for the night. In this area of the Orinoco, a heavy about the true nature of the
jungle covers the banks, but they find a landing spot where they can negotiate the thick Count, if the players guess the
vegetation. Once landed, the party can tend anyone who is wounded or poisoned with a meaning of the allusions they
Healing Conflict (see Chapter 3). They are camping in a hostile place, so even guarding make to the creature they call the
Karkaré. For instance, they might
the camp will require a Conflict. The only big difference is whether the initial setup of reveal that he is pale-skinned
the Conflict includes poison and wounds or just the hostile territory. Simply spending and delights in drinking blood.
the night near the jungle is an opposition of 12 which rolls at 50%. Manoel is not from that area of
the Orinoco and knows very little
about the local legends, but he
THE WATERFALL will undoubtedly understand this
information much better than
The morning after, the party arrives at a waterfall, which coincides with the one marked the Spaniards. The natives may
on their map. The water comes down a steep cliff more than 100 metres high, which also reveal that the Malozongo
sets ambush “after the bridge”,
hides the plateau from which the water falls from the sight of the adventurers. Climbing although it is beyond their ability
up the cliff is almost impossible, even with proper equipment, and the map shows a to let the Player Characters guess
pass that leads to the plateau some kilometres west of there. At that point, the party the nature of the creature.
can either head for the old mission marked on the map, or try to enter the jungle from
here. The waterfall provides a perfect place to hide the boats from the Jujulibe, although
caution should suggest the party to check the mission before heading for the plateau. NIGHT BATTLE
We recommend that the Narrator
If the party tries to head straight for the jungle, treat the trip as an exploration Conflict exploit the night Conflict to
in a difficult terrain. The opposition has 16 Resolution and rolls at 80% this time, stage an attack against the
so the journey will be a dangerous one. Losing the Conflict means that the Jujulibe party. If the Jujulibe are still
after the expedition, they show
have located the party, or that two jaguars have ambushed the adventurers if they had up. Otherwise, have a jaguar
completely vanquished the natives in the previous confrontations. or cayman attack a lone party
member, PC or NPC, according
to the actions described during
UNEXPECTED HELP the Conflict.
A Quick Exit is enough to have
At this point, the expedition might find itself in serious trouble because of the jungle an enemy appear, surprising the
or its inhabitants. If things start to go badly, a loud bellow resonates in the jungle, party. If the Player-Characters
decide to go for a Quick Exit,
accompanied by the crack of firearms and the sound of a galloping horse. A lone, they will receive hints that there
mounted European man pops out of the thick vegetation and leads his stallion in a is someone or something nearby
charge against the Jujulibe or the jaguars with an impressive display of horsemanship, and can setup an ambush for
including several jumps over fallen trunks or other obstacles. All this while a couple of their enemy.
natives in European clothing advance beside him, cutting the underbrush with expert To generate the statistics for
caymans and jaguars, use the
hatchet blows and driving away any remaining opposition. The Jujulibe, who looked crocodile and lion templates on
triumphant just some seconds before, disappear into the jungle not to be seen any more. pages 217 and 218.
Once the battle ends, the rider introduces himself as Count Francisco Felipe de la Fuente
y Almodovar, a Spanish nobleman in retirement. He looks like a man in his late fifties,
but still energetic, able-bodied, and gifted with a jovial mood and a sharp humour. His
butler Buliko, a native convert, accompanies him along with a couple of other native
servants. The Count invites the party to his residence and accepts no excuse. He leads
them to the old mission. The Count promises to help the party reach the plateau the next
day, but insists that they be his guests for the night in order to rest and tend any wounds.
Regardless of what the Player Characters did, at least one of the soldiers has suffered
serious wounds because of the attack, so the party has no choice but accept.
If the party performs well in the trip through the jungle, this scene does not take place.
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REVOLUTION D100 SCENARIO
Emmanuel Anzeraey (Order #30333937)
SEARCHING THE MISSION Proceed directly to “The Bridge” below. In this case, an overwhelming force of Jujulibe
Here are some hints that a Player- will attack the adventurers on their way back from the El Dorado, and the scene will
Character can find at the mission
in case of a partial victory, or as take place in an even more dramatic context.
Positive Consequences in case of
a defeat:
• There are four tombs at the site,
but no crosses on them.
THE BURNT MISSION
• Most holy symbols show signs Whether they decide voluntarily to head for the mission, or Count Almodovar rescues
of purposeful defilement. No them on their trip to the plateau or back, the party will reach the old mission. If the
one tried to remove the marks of party arrives via the river, they see its ruins, and a European style residence a few
vandalism. hundred metres from it. Upon arriving at the location, Count Almodovar meets them
• There are strange writings in an
unknown language on one wall. and greets them warmly.
They use the Latin alphabet, and The Player-Characters are treated with European customs. Count Almodaovar tells the
show clear hints of black magic.
adventurers that, having grown sick of war and conflict in Europe and the colonies, he
HINTS ABOUT THE COUNT retreated to this far away land to enjoy solitude and contact with an uncontaminated
Here are some hints that the nature. Unfortunately, he arrived too late to prevent the Jujulibe from slaughtering of
Player-Characters might notice the missionaries. All he could do was to build his humble residence there to honour
as they investigate the weirdness
of the Count’s Mansion: their memories.
• The house has no mirrors or That night the Count holds a feast in the guests’ honour and provides them with a
other reflecting surfaces.
• There are no religious symbols
comfortable accommodation in his house.
in the house, and the Count’s Examining the burned mission can reveal a lot about the true nature of the Player-
weapons do not bear any cross,
which is rather unusual for the
Characters’ host. This translates to a Conflict between the INT of the investigator and
time. an opposition of 10, with 50% Challenge Rating. Any Consequences mean that either
• Almodovar remembers much Jocko, the Count’s monkey familiar, or Buliko realize that the mission was searched, and
about the court of Spain, much the truth about its destruction discovered The investigator might find himself in trouble
of it dating back to more than a if he or she is alone. A Quick Exit may avoid or mitigate the Consequences, and might
century.
be a better option than terminating the search.
FIGHTING THE VAMPIRE At sunset, any wounded or poisoned soldier dies despite the Count’s servants tending
Here are some tactics that the them. If the body is examined, a successful investigation finds tiny marks on his neck,
party might use to overcome and a complete victory reveals the body has been totally drained of blood, yet no blood
Almodovar’s threat:
• Barricade themselves in one is present on the sheets. Which brings us to the big revelation.
room and wait until dawn.
Not very heroic, but effective.
Of course, the Count and his
minions will enter the room
THE KARKARE
eventually. Use the monkey Count Almodovar is the monster who gave rise to the local legends about the
familiar entering the room from Karkaré. He is a very old Vampire who found it more appropriate to hide far away
a chimney and shooting at the from civilization and exploit the fear of the native population, who appeases him with
party to create a memorable
surprise.
sacrificial victims. He destroyed the mission and mesmerised some of the natives to
• Find the Vampire’s coffin and turn them into servants. He will try to keep the party at his residence as long as possible,
destroy it. The coffin is in the and feed on them each night.
basement, to which there is no
access. The adventurers must dig If the party does not investigate the mission, they will need to discover the truth
their way into it. It is a Conflict, about the Count during their stay at his home. As described in the rules, initiate an
and the Vampire might show up investigation Conflict as soon as one of the players tries to extract information from the
when the adventurers are close Count. The opposition is the Count’s Intelligence. Almodovar is skilled and cunning, so
to their goal, although this gives
him negative Consequences that
he will not betray himself easily. The only thing that could give away his secret is a good
influence the ensuing combat. search of the mission, or an adventurer looking for clues about El Dorado. The Count
• Recover holy items from the will not be available for such investigation until night, when everyone has dinner. This
mission. A silver cross is buried means that when the party discovers the truth, the sun, which weakens the Vampire,
there, and can be found with a will not be in the sky. Even if they search the mission during the day, the Count will not
total victory in an investigation
Conflict. This is very effective show up until after dusk, although the adventurers might take advantage of the situation
against the Vampire. It grants to dispatch the servants. The adventurers will have to confront the creature when he is
a Bonus to any roll to keep the at the peak of his strength, hoping to survive to see another day.
Vampire at bay, thus increasing
the chance of depriving it of In the end, this part of the adventure is the one that will require a good deal of
Exertion Points. improvisation on the Narrator’s part. Observe what the players have done, and think of
• Flee during the day. Of course, Count’s most likely reaction according to what he actually knows. Go with the solution
unless you handle the escape as
a Conflict, this will not prevent
that you suppose to provide the most entertainment.
the Count from pursuing
the party and showing up
at the least convenient THE BRIDGE
moment.
Once the adventurers are on the move, they will discover that the path that runs from
the mission into the jungle is also the way to the plateau.
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THE QUEST FOR EL DORADO
Emmanuel Anzeraey (Order #30333937)
The jungle path climbs on the western side. Once they reach the far end of the path, the
Player-Characters discover that a wide chasm interrupts the road they are following,
essentially cutting off the plateau from the outer world. An old-looking rope bridge
is the only way of crossing. The Player-Characters must negotiate it in a physical
Conflict to get to the other side. Stage the Dexterity of the leading character against an
opposition of 15 Resolution and 50% Challenge Rating. However, while the adventurers
use plenty of precautions to avoid a deadly fall, they might miss the real point of this
Conflict. The creature known as the Malozongo, a stegosaurus that survived the Jurassic
age, is waiting for them at the other end of the bridge. If they lose the Conflict or go for
a Quick Exit, they will end up on the other side of the chasm completely unprepared
to face the huge monster in close combat. The beast will leap out of the forest and
charge, with the adventurers suffering all Consequences of the previous Conflict as
unpreparedness. Pikes and rifles, the only weapons effective against the Malozongo, will
not be ready to confront its deadly fury. This will probably cost the adventurers the loss
of some soldiers.
If the party wins the Conflict or manages to realize the danger and head back to the
near side of the bridge before the beast attacks, they will gain a tactical advantage. The
creature cannot cross the bridge, and if the adventurers spot it and initiate Advanced
Combat while they are still on the opposite side, they can fire arquebuses at it from a
relatively safe position. Gunfire is unlikely to kill the monster, but one or two impaled
pellets will wear it out for the killing with pikes. If they wound the creature, it will hide THE LOST WORLD
back into the forest and let the adventurers cross the bridge undisturbed. However, We do not know how many
dinosaurs survived in this
the beast will reappear later on the plateau, possibly after a bend in the path or on the inaccessible corner of the earth,
main square of the ruined city, and they will have to face it in close combat. The most and why a herbivore specimen has
effective weapons against this creature are pikes, which can use the Keep Distance effect become so aggressive towards
to wear down its Strike Rank and thus give it a Penalty, particularly if the beast has been intruders. Perhaps the beast has
evolved to become an omnivore,
wounded by gunfire and suffers from SR loss because of negative Exertion Points. or has just a bad temperament.
You may wish to replace the
stegosaurus with a dimetrodon,
THE TEMPLE which is a carnivore and thus
should be more incline to fight
Once the adventurers reach the plateau, an amazing view presents to their eyes. The to the death, but the survival
ruins of a majestic stone city are hidden by the overgrowth of the jungle, with all but the of a carnivore in such a small
highest buildings covered in green. A massive pyramid is visible at the centre of the city. space is even more implausible
All other buildings are ruined and have been looted, if the adventurers search them, than the presence of a mutated
herbivore. Pterodactyl attacks
but it is clearly the pyramid, recognizable as a temple, that attracts the attention of any while crossing the bridge could
explorer. What does it hide in its stony depths? be really spectacular, but the
presence of such beasts should
A stone staircase leads to the upper platform of the temple, where a huge altar made of not have passed unobserved to
a single block of basalt is the only structure that stands in front of the door to the inner any previous expeditions, and
sanctum. The area around the altar is littered with human bones of all size and shape, thus is really implausible.
leaving no doubts about the purpose of the altar. There are still some pieces of minor
jewellery on some of the bones, not looted by any previous visitor to the structure.
There is no way to access the inner sanctum without disturbing the human remains.
Magical senses will reveal that something lurks in the bone pile around the altar.
As soon as someone touches the remains or otherwise tries to access the inner sanctum,
a spectre, the spirit of one of the past victims, rises from the bones and attacks the
trespasser. It will attack the adventurers without any mercy, adding their bones to the
century-old pile.
Handle the metaphysical battle with the wraith as a Basic Combat, or even better a
generic Conflict, exploiting player creativity to find skills and Traits that can be of any
use against the undead. Each Player-Character and the spectre start the Conflict with
Resolution Points equal to their Will. Items and inscriptions found on the walls or on
some previous victim may provide Bonuses, if there are characters who can interpret
their meaning. Crosses may or may not have some effects against this fiendish foe, at
the Narrator’s option.
The big problem is to find an appropriate skill to Roll for Effect if the priest is not in
the party. The undead attacks the raw Concentration skill, unless the victim has the
Willpower trait or something else that applies. Weapons are useless against it, and
anyone trying to attack the creature risks being limited to raw Concentration, thus
having a much larger chance of taking damage, rather than dealing it. To make things
worse, the spectre sucks life energy from its victims, and thus can transfer Resolution
Points from the victim on an Advantage, while its victims cannot. The party will have to
251
REVOLUTION D100 SCENARIO
Emmanuel Anzeraey (Order #30333937)
be cunning to best this terrible foe. The spectre will not pursue a defiler once he or she has
left the pyramid, but at least a Quick Exit is required to disengage if the creature is focusing
its attention on a target.
If the party manages to vanquish the spectre, they can enter the temple inner sanctum.
Here the most incredible sight awaits them. The halls are filled with gold items of any
shape and size, some of them decorated with emeralds. There is more gold than they can
conceivably carry, enough to make all of them rich beyond imagination.
The adventurers have found the El Dorado. Will they manage to bring its treasure back to
the civilised world?

ENCOUNTERS
Morabe, Jujulibe Shaman
Tribal leader
Characteristic Attribute d6/d8 Location AP/Cov AP/Cov Toughness
STR 11 Size Class M 1 R Leg -/- -/- 5
CON 9 Might - 2 L Leg -/- -/- 5
DEX 14 Strike Rank 13 3, 7, 8 Body -/- -/- 6
INT 16 Encumbrance - 4 R Arm -/- -/- 4
WIL 18 Exertion Points 27 5 L Arm -/- -/- 4
CHA 9 Move 5 6 Head -/- -/- 5
SR to Parry/
Weapon SR Att/Def Damage Range Special
Club 16 6/3 1d2+2d2 2
Knife 15 3/2 1d2 1 impale (effect)
Skills: Agility [Dodge] 53%, Close Combat [Dagger, Club] 55%, Concentration [Willpower, Cantrips] 74%,
Perception [Tracking] 54%, Survival [Jungle] 55%.
Powers: Cantrips (Channelling 5): Confusion (2), Heal 4, Shimmer 4, Speedart (1).
Notes: The shaman pre-activates Shimmer 4 before entering combat in person, or Speedart on four blowgun
darts for the warriors if he does not plan to participate in the battle.

Jujulibe warriors
Natives of the rain forest
Characteristic Attribute d6/d8 Location AP/Cov AP/Cov Toughness
STR 11 Size Class M 1 R Leg -/- -/- 5
CON 11 Might - 2 L Leg -/- -/- 5
DEX 13 Strike Rank 12 3, 7, 8 Body -/- -/- 6
INT 13 Encumbrance - 4 R Arm -/- -/- 4
WIL 12 Exertion Points 23 5 L Arm -/- -/- 4
CHA 10 Move 5 6 Head -/- -/- 5
SR to Parry/
Weapon SR Att/Def Damage Range Special
Spear 20 8/4 1d6+1d2 3 impale (effect), keep distance (auto)
Knife 14 3/2 1d2 1 impale (effect)
Blowgun 33 5* 1d4 20 (C)
Skills: Agility [Dodge] 54%, Close Combat [Dagger, Spear] 54%, Perception [Tracking] 55%, Ranged Combat
[Blowgun] 56%, Survival [Jungle] 53%.
Notes: Their weapons are of lesser quality, and are vulnerable to breaking against metal equipment.

252
THE QUEST FOR EL DORADO
Emmanuel Anzeraey (Order #30333937)
Count Francisco Felipe de la Fuente y Almodovar
Courteous Vampire known to the natives as the Karkaré
Characteristic Attribute d6/d8 Location AP/Cov AP/Cov Toughness NOTES ABOUT THE COUNT
Bite damage that penetrates
STR 17 Size Class M 1 R Leg -/- 2/1+ 8 armour affects the victim’s
CON 12 Might +3 2 L Leg -/- 2/1+ 8 Exertion Point and gives the
drained P to the Vampire. This
DEX 13 Strike Rank 15 3, 7, 8 Body -/- 8/2+ 9 is the only way the creature
INT 15 Encumbrance - 4 R Arm -/- 2/1+ 7 can regain EP. However, as an
Undead creature, the Vampire
WIL 17 Exertion Points 29 5 L Arm -/- 2/1+ 7 does not lose EP for fatigue
CHA 14 Move 5 6 Head -/- -/- 8 or wounds, only for using its
powers and spells. A character
SR to Parry/ presenting a holy symbol of a
Weapon SR Att/Def Damage Range Special benevolent deity to the Vampire
Sword 23 8/4 1d8 4 slash (effect), impale (effect), keep can use a Concentration action
distance (auto) to match an appropriate skill
Dagger 18 3/- 1d3+3d2 2 one free attack or parry per round
versus the Vampire’s Willpower.
(stunt) If successful, the Vampire cannot
attack that character for that
Bite 15 5/- 1d4+3d2 Exertion Point damage, drains EP round. On an advantage roll, the
Pistol 26 5*/- 1d6+2d2 50 (S) Vampire also loses 1d6 Exertion
Points.
Skills: Agility [Brawn, Dodge, Fly] 85%, Close Combat [Bite, Brawl, Dagger, Sword, Sword Finesse: Fencing, A Vampire does not regenerate
Thrust, Sword&Dagger Dual Wield] 100%, Communication [Deceit, Insight, Language: Spanish/Latin/
EP, so the Count’s Exertion level
Native, Noble Status, Persuade] 77%, Concentration [Might, Range, Willpower,4 arcane spells of the
Narrator’s choice] 101%, Knowledge [Arcane, Literacy: Spanish, Religion] 65%, Perception [Acute Hearing, must be determined according
Dark Vision] 62%, Ranged Combat [Pistol] 76%, Ride [Horse] 97%, Stealth [Hide, Sneak] 68%. to the events that come before
any confrontation. Assume it is at
Armour: Might+1, Toughness +2, Undead, Mesmerise (as Dominate [Human], Might is 1, counts as evil magic), 20 EP, but if he drinks the blood
Regenerate, Shapeshift to Bat. If you wish to provide a greater challenge, you can also give the Count 4 of a wounded soldier he will
Arcane Magic Spells of your choice. His familiar is Might 8, so his Channelling is 8.
rise to 25. Adjust this figure to
Powers: Although he has some, he usually does not wear it in battle, as it interferes with his shapeshifting change the challenge level of the
abilities. Should he don his armour (Quilted 2/2+, Cuirass 8/7+), the Count receives the listed protection encounter (if the Count is high in
without suffering from its encumbrance, as his Undead status renders him immune to fatigue. EP he can afford to Mesmerise or
cast spells).
If you are using Basic Combat,
the Vampire suffers from a
Bloodthirsty consequence due to
Jocko having not fed for some days.
In Adventure time, a Vampire
Small monkey, Count Almodovar’s familiar heals from Major or Lethal
wounds at a rate of 1 point per
Characteristic Attribute d6/d8 Location AP/Cov AP/Cov Toughness location per turn. This will cost
the creature one Exertion Point
STR 8 Size Class XS 1 R Leg -/- -/- 1 per regenerated damage point.
CON 10 Might -2 2 L Leg -/- -/- 1 A Vampire cannot regenerate
damage in sunlight or damage
DEX 17 Strike Rank 9 3,7,8 Body -/- -/- 2 taken when exposed to the rays
INT 5 Encumbrance - 4 R Arm -/- -/- 1 of the sun. If an unconscious
Vampire is staked while
WIL 9 Exertion Points 19 5 L Arm -/- -/- 1 regenerating, it is destroyed.
CHA 13 Move 3 6 Head -/- -/- 1 If the Vampire is taking
wounds that could render him
Weapon SR SR to Att/Def Damage Parry Special unconscious, he will shapeshift to
Hatchet 9 5/- 1d4-1d2 a bat with a single Concentration
action and flee to regenerate. It
Knife 37 5*/- 1d6+2d2 50 (S) impale (effect); carries two
is impossible to hit the Vampire
Skills: Agility [Dodge, Jump, Climb] 99%, Close Combat [Bite] 101%, Concentration [Combine, Might, Range, while he is in bat shape with any
Target, Willpower, uses all the arcane spells of the Narrator’s choice] 84%, Perception [Acute Hearing] physical attack.
62%, Ranged Combat [Pistol, Dual Pistol Stunt] 76%, Stealth [Hide, Sneak] 68%.
Powers: Might 8 Familiar.
Notes: Jocko carries two pistols and fires both from ambush before retreating. The monkey is very small, and
bestows a Penalty to hit. It usually has Protection 9 or another defensive spell active on it when the
Count sends it for an infiltration attack. Should the creature enter close combat with a medium-sized
opponent, the SR disadvantage due to its size is already counted in the stats.

253
REVOLUTION D100 SCENARIO
Emmanuel Anzeraey (Order #30333937)
The Count’s servants
Buliko and other enthralled natives

Characteristic Attribute d6/d8 Location AP/Cov AP/Cov Toughness


STR 12 Size Class M 1 R Leg -/- -/- 5
CON 11 Might - 2 L Leg -/- -/- 5
DEX 12 Strike Rank 12 3,7,8 Body -/- -/- 6
INT 12 Encumbrance - 4 R Arm -/- -/- 4
WIL 9 Exertion Points 20 5 L Arm -/- -/- 4
CHA 11 Move 5 6 Head -/- -/- 5
Weapon SR SR to Att/Def Damage Parry Special
Hatchet 15 6/3 1d4+1d2 2 slash (advantage)
Knife 14 3/2 1d2 1 impale (effect)
Brawl 12 3/- 1d2 -
Skills: Close Combat [Axe, Brawl, Dagger] 54%, Perception [Hearing, Vision] 51%, Stealth [Sneak] 54%.

The Malozongo
Surviving stegosaur

Characteristic Attribute d8/d10 Location AP/Cov AP/Cov Toughness


STR 10 Size Class XXL 1 Tail -/- 3/0+ 8
CON 10 Might +6 2 RH Leg -/- 3/0+ 8
DEX 7 Strike Rank 9 3 LH Leg -/- 3/0+ 8
INT 4 Encumbrance - 4,9,10 Body 3/0+ 8/7+ 12
WIL 10 Exertion Points 20 5 RF Leg -/- 3/0+ 8
CHA 7 Move 9 6 LF Leg -/- 3/0+ 8
7,8 Head -/- 3/0+ 10
SR to Att/ Parry/
Weapon SR Def Damage Range Special
Tail 17 8/4 1d4+6d2 —
Beak 9 3/- 1d6+6d2 — slash (effect)
Skills: Close Combat [Beak, Tail] 47%, Perception [Listen] 44%.
Armour: Hide 3/0+, Dorsal Scales 8/9+.
Notes: Medium-sized opponents are -6 SR when in melee with the Malozongo. Its huge size provides a
Bonus to hit it.

The Spectre
Otherworld guardian

Characteristic Attribute
STR (15) Size Class n/a
CON (15) Might n/a
DEX (9) Strike Rank 12
INT 9 Toughness —
WIL 15 Exertion Points 15
CHA 13 Move 6
Skills: Concentration [Spectral Combat, Willpower] 54%, Perception [Sense Living] 51%, Stealth [Sneak] 39%.
Powers: Dark Vision, Incorporeal, Second Sight. Many know evil Arcane magic.
Notes: Can only fight in Psychic Combat (use a generic Conflict). Magic senses automatically reveal its
presence before it attacks, otherwise an investigative Conflict is necessary to avoid its ambush.

254
THE QUEST FOR EL DORADO
Emmanuel Anzeraey (Order #30333937)
INDEX
Actions, advanced combat 96; basic combat 84; free 95 Darkness 70 Lion 218
Activation, of powers 172 Deceit, trait 29 Literacy, trait 31
Acute [sense], trait 32 Deep One 236 Localised Damage 104
Aerial combat 126 Defence, in advanced combat 99, 102; in basic combat 86 Lockpicking, trait 32
Acrobatics, trait 28 Devices 210 Knowledge 31
Agility 28 Dimetrodon 220 Magic Points, see Exertion Points
Aim, advanced combat 96; basic combat 84 Disease 76 Mammoth 221
Aircraft 152 Disguise, trait 32 Manipulation, stunts 170
Alchemy 30, 210 Divine Magic 193 Martial Arts, trait 29; in advanced combat 101, 121; in basic
Allegiance 195-197 Domain, of deity 197 combat 88
Allosaurus 220 Dragon 225 Mechanisms, trait 32
Ammunition 146, 167 Drive 31 Medusa 230
Animal Training, trait 34 DEXterity 5 Melee Strike Rank, see Strike Rank, Melee
Antidote 77, 213 Djinn 224 Mi-go 238
Arcane Magic 191 Dodge, trait 28; reaction 97, 99 Might 6; in advanced combat 105; in basic combat 86;
Armour 109, 139; basic combat 86; design and creation Downtime 42 for large creatures 6; of powers 171; of ranged weapons
158; localised 110; natural 110, 216 Dwarf 226 105, 146
Athletics 28 Effect, of a conflict 50 Minotaur 230
Attributes, of powers 169, 191, 194, 198, 208, 210; non- Effects, combat 114; close combat 116; damage 114; Missile 155; in combat 125
numeric 170; numeric 171 ranged 118 Modifications, to items 156; to close combat weapons 165;
Background 9-11; Dwarf 226; Elf 227; Orc 231. Elf 228 to ammunition 167
Balance, trait 28 Enchanting, trait 30; procedure 177 Morlocks 238
Bargain, trait 29 Enchantment, power attribute 170; list 189 Motivations 8, 17, 79; improvement 37
Bear 217 Encumbrance 73 Move 6; in advanced combat 96; in basic combat 84
Blessings 198 Endurance, trait 34 Movement 70; advanced combat 90; aerial 126; basic
Block 98, 100 Energy 135, 146, 167 combat 84; as opening move 93; vehicular 123
Blueprints 138, 210 Environmental Trait 34, 37 Narrative Time 42
Brawl, trait 28 Ephestan 242 Natural Creatures 217
Brawn, trait 28 Equipment 18, 130; carrying 73, 134; creating 136; Nature, trait 31
Bursts advanced combat 103; basic combat 88 designing 156; general list 149; quality 135; repairing 137 Night-gaunt 239
Cannon 154; particle 155 Exertion Points 6, 91 Obstacles 72
Cantrip 194 Explosives 146 Opening Move 92
Capital Ship 127, 153 Exposure 74 Operate 32
Centaur 224 Familiar 189; as trait 30 Opposition 46
Challenge Rating 46 Fantasy Creatures 224 Oratory, trait 32
Channelling 173, 191, 195, 209 Fate Points 78 Orc 231
Character generation 5-19; improvement 37 Fatigue 72, 94; see also Exertion Points Overcome, power attribute 171; conflict 174
Characteristic 5; bonus 5; improvement 35; overcoming 68 First Aid 34, 107 Overlord 243
Charisma 5 Flaws 211 Pantheon, example 206
Charge 95 Focus, magic 190 Parry 98, 100
Chases 69; example 49 Ghost 228 Perception 32
Climb, trait 28 Ghoul 236 Perform 32
Close Combat, skill 28-29; Giant 228 Persuade, trait 30
Close Combat Attack, advanced combat 96, 99; basic Goblin 229 Pilot 33
combat 84-86; as opening move 92 Grappling, in advanced combat 101, 113; in basic combat Plesiosaur 221
Combat, advanced 89; aerial 126; basic 83; effects 114 88 Poison 76, 113, 213
(see also effects, combat); mass 128; mounted 88, 104; Gadgets, see devices Power 168; attributes 169; activation 172; basic combat 88;
sequence 84, 89, 122; summary 82; time 43; transition to Great Race 237 duration 174; as opening move 93; use and cost 172
59; unarmed 88, 101; vehicular 122; weapons 142 Green Martian 237 Power Points, see Exertion Points
Combine, power attribute 171 Griffin 229 Prehistoric creatures 220
Command, trait 29 Heal 183 Profession 12-15
Communication 29 Healing 31, 75; fast 107 Projection, power attribute 171
Concentration 30; action 96; attribute 170 Helicopter 152 Psionics 208
Conflict 44; best practices 62; consequences 50; example Hide, trait 34 Pteranodon 222
66; goal 45; outcome 50; parallel 61, 112, 174; secondary Holiness 195-197 Pulp Creatures 236
60; sequence 38, 52; withdrawing from 50 Horse 218 Python 219
Consequences 50, 55, 57-58; of damage 108 Illumination 70 Quality, of an item 135
CONstitution 5 Improvement, character 35 Quick Exit 55
Cover 103 Incubus, see Succubus Range, advanced combat 90; aerial 126; basic combat 84;
Coverage, armour 109, 139, 158; of shields 111 Insight, trait 29 of powers 172, 176; vehicular 125
Craft 30 Instant, power attribute 170 Ranged Attack, advanced combat 96, 101; basic combat
Credits 131 Intelligence 5; for creatures 215 85, 87; as opening move 93; outside combat 41; vehicular
Crocodile 217 Interaction Time 42 125
Cult 193, 197; example 206 Invertebrate 242 Ranged Combat, skill 33; weapon 146
Currency 131 Item, power attribute 170 Reaction, in advanced combat 97; in basic combat 84;
Damage 104; as consequences 108; energy 136; to Jump, trait 28 free 95
equipment 135 Language, trait 29 Ready Item, advanced combat 96; basic combat 84

Emmanuel Anzeraey (Order #30333937)


Reptilian 239 melee 6; and opening move 92; in vehicular combat 124 Unities 39
Resolution Points 46, 53; in combat 83; in mass battles 128 Stunt 26-27; weapon 101, 118; martial arts 124; sword 143 Use Item, advanced combat 97; basic combat 85
Ride 34 Succubus 232 Value, of items 131, 156; of powers 169
Ritual, power attribute 170; casting 176 Support 48, 54 Vampire 233
Roll, skill 21-23; and conflict 44; for effect 47-48, 53; Surprise, in basic combat 84 Vehicle 150; combat 122; weapons 154
opposed 22-23; repeating 59 Surgery, trait 30 Velociraptor 223
Rounds 41 Survival 33 Wait, action 95
Run, trait 28 Swim, trait 28 Wealth, level ; see also Status
Sabretooth Tiger 222 Target, power attribute 172 Weapon, trait 28, 33; close combat 142; design 163;
Scale of combat 123 Tank 151 natural 214, 216; ranged 146
Shield 29, 111 Take Cover, trait 28; reaction 98 Werewolf 234; deity 207
Size Class 6 Tentacled Martian 240 White Ape 241
Sleight, trait 34 Terrain 71 WIL 6
Skeleton 232 Terror Bird 223 Willpower, trait 30
Skill 7, 17, 20-23, 25; dedicating to 37; list 28; slots 35 Throw, trait 28 Wolf 219
Sneak, trait 34 Time Scale 40; for powers 176 Wound 106; as consequences 108
Space Creatures 242 Tokens, movement 124 Wraith 234
Spell, arcane 191 Toughness 7, 104; of an item 135 Wurm 235
Spirit Combat, trait 30 Track, trait 32 Wyvern 235
Stealth 33 Trait 7, 17; required and synergistic 26; list 28; Yor Native 243
Status 16, 24-25 Traps 76 Zombie 241
Streetwise, trait 35 Travelling, conflict 71
Strength 6 Tracking, trait 32
Strike Rank, in advanced combat 91; in basic combat 83; Troll 233

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