You are on page 1of 49

MODERN ROLEPLAYING SYSTEM

Version 2
September 2012

Design: Russell Brown


Art: Joshua Zentner

Editing: Andrew Brown


Playtesting: Nick Gubbins, Ryan Tuck, Kyle Holbach

D6Pool Rules Copyright 2011, 2012 Russell J. Brown


Artwork copyright 2012 Joshua Zentner, All Rights Reserved
Logo font Neou v1.0 designed by André Uenojo

Text =
All text in this document is licensed under a
Creative Commons Attribution 3.0 License
See http://creativecommons.org/licenses/by/3.0/
CHAPTER 1: INTRODUCTION TO ROLEPLAYING
D6Pool   is   a   relatively   simple   roleplaying   otherwise   you   are   free   to   play   any   character  
system   using   only   six-­‐sided   dice   (though   that   fits   the   setting   of   the   adventure.   Perhaps  
sometimes  quite  a  lot  of  them).   you’d   like   to   play   a   successful   lawyer   who  
  In   a   roleplaying   game,   you   and   the   other   discovers   he’d   rather   stop   crime   in   his   own  
players  take  the  role  of  a  character  while  one   way,  or  a  kindergarten  teacher  who  does  some  
person   acts   as   the   gamemaster.   The   work  for  the  CIA  on  the  side?  
gamemaster   tells   the   overall   story   while   you     Once   you   have   a   basic   concept   for   your  
decide   how   your   character   will   interact   with   character,   you   create   them   in   terms   of   the  
other  characters  and  the  world.   game  system  as  described  in  Chapter  4.  
  Game   systems   like   D6Pool   help   you   define  
your  character  and  provide  a  way  to  determine   NON-PLAYER CHARACTERS
the   results   of   your   character’s   actions.   The   The   world   is   full   of   people   (and   possibly  
rules   give   structure   to   the   collaborative   creatures)   that   may   interact   with   your  
storytelling.   character.   All   of   these   other   characters   are  
subject   to   the   same   rule   system   as   the   player  
THE GAMEMASTER characters,   but   their   actions   are   determined   by  
Each   roleplaying   session   has   a   gamemaster.   the   gamemaster.   They   are   referred   to   as   non-­‐
The   gamemaster   controls   the   world   and   sets   player  characters,  or  NPCs.  
the   basic   storyline   of   each   adventure.   If   each  
roleplaying   session   is   like   an   episode   of   a   SCENES
television   show,   then   the   gamemaster   is   the   An   adventure   typically   consists   of   a   series   of  
scriptwriter.   However,   the   gamemaster   does   scenes.   These   could   be   combat   situations,   car  
not   write   the   parts   of   the   major   characters   –   chases,  conversations  with  important  NPCs,  or  
that  is  the  job  of  the  players.   covert   operations.   It   is   important   for   the  
  If  you  choose  to  be  the  gamemaster  you  will   gamemaster   to   determine   when   one   scene  
not  have  to  create  the  world  and  the  adventure   ends  and  another  begins,  because  some  effects  
all   on   your   own.   There   are   plenty   of   ideas   for   and   abilities   in   the   game   last   for   one   scene   or  
settings   in   novels,   television   and   movies,   and   can  only  be  used  once  per  scene.  
there   are   example   D6Pool   campaign   settings.  
The   D6Pool   “Cast   of   Characters”   book   provides   CHALLENGES
dozens   of   people   and   creatures   to   populate   As  you  decide  how  your  character  will  react  to  
your  world.   the   world,   often   the   outcome   will   not   be  
obvious.   Did   you   manage   to   bash   down   that  
PLAYER CHARACTERS door,   or   wow   the   crowd   with   your   singing?  
Each   player   in   D6Pool   creates   a   character   to   These   situations   result   in   challenges,   and   the  
play,   defined   by   a   set   of   skills   and   abilities.   The   D6Pool   rule   system   is   used   to   determine   the  
gamemaster   may   impose   some   restrictions   on   outcome.   The   next   chapter   describes   how  
what   types   of   characters   you   can   create,   but   challenges  are  resolved.  
 

2
CHAPTER 2: THE BASICS
ATTRIBUTES
Your  character  in  D6Pool  is  defined,  in  part,  by   SETTINGS
six   attributes:   Strength,   Dexterity,   Stamina,   Each   D6Pool   setting   (for   example:   modern,  
Intelligence,   Charisma,   and   Perception.   The   fantasy,   science   fiction,   horror,   etc.)   is   defined  
value  of  each  of  these  attributes  is  measured  as   by  a  set  of  available  skills  and  abilities.  
a   number   of   dice   (at   least   1   and   typically   not     The   skills   available   in   a   far   future   science  
more   than   3   or   4).   The   attribute   score   fiction  setting  may  be  very  different  from  those  
represents   the   number   of   dice   your   roll   when   in   a   medieval   fantasy   setting.   These   rules  
using  that  attribute  during  a  challenge.     assume  a  modern  day  setting.  
 
Strength:  You  use  this  attribute  for  challenges   SKILLS
requiring   raw   strength   such   as   lifting   heavy   Skills   are   specific   categories   of   knowledge   or  
objects  or  breaking  free  of  restraints.  You  also   expertise.   Like   your   attributes,   your   skills   are  
use   it   to   determine   damage   dealt   in   close   measured   by   a   number   of   dice   indicating   how  
combat  attacks.   capable   you   are   with   that   skill.   Example   skills  
  in   a   modern   setting   include   Driving,   Surgery,  
Dexterity:  You  use  this  attribute  in  challenges   or   Finance.   The   set   of   available   skills   should  
involving   speed.   It   may   also   apply   to   manual   cover   almost   all   challenges   you   will   face   in   a  
tasks  requiring  precision,  like  attacking  with  a   setting.   Your   character   will   have   zero   dice   in  
weapon,  repairing  delicate  items,  or  surgery.   most  skills.  
 
ABILITIES
Stamina:   This   attribute   represents   your   ability  
If   you   have   dice   in   a   skill,   you   may   also   have  
to   persevere   in   difficult   environments   and   to  
specific   abilities   associated   with   that   skill.  
resist  physical  threats  like  disease,  poison  and  
Abilities   allow   you   to   stretch   the   game   rules   a  
damage  from  weapons.  
little.   For   example,   some   abilities   allow   you   to  
 
take  extra  actions  before  other  characters  take  
Intelligence:   This   attribute   represents   your  
theirs,   grant   you   temporary   advantages,   or  
general   knowledge   about   the   world.   It  
allow   you   to   assist   another   character’s  
determines   whether   you   already   know  
challenges  in  unique  ways.    
something,   and   it   also   indicates   how   well   you  
can  research  or  deduce  new  information.   ADVANTAGES AND DISADVANTAGES
  Your   character   has   a   set   of   advantages   and  
Charisma:   This   attribute   is   a   combination   of   disadvantages.   These   represent   inherent  
your   attractiveness,   self-­‐confidence   and   basic   properties   of   your   character   that   could   have  
ability   to   understand   and   influence   other   positive   or   negative   effects   during   play.  
people.   It   is   used   in   challenges   to   persuade   Example   advantages   include   Attractive,   Good  
someone   and   when   giving   a   public   Luck,   Patron,   and   Wealthy.   Example  
performance.   disadvantages   include   Bad   Eyesight,   Enemies,  
  Illiteracy,   and   Poverty.   The   effect   of   an  
Perception:   This   attribute   represents   your   advantage  or  disadvantage  is  measured  in  dice  
awareness   and   alertness.   You   use   it   in   (1  die  of  Poverty,  2  dice  of  Attractive,  etc.).  
challenges   that   determine   whether   you   notice  
something  subtle  in  the  environment.  

3
number   of   successes.   If   any   single   roll   does   not  
RESOLVING CHALLENGES meet  the  difficulty,  your  entire  task  fails.  
Roleplaying   will   result   in   situations   where   the     For   example,   surgery   to   remove   a   bullet  
gamemaster   must   determine   whether   you   are   lodged   near   a   patient’s   heart   might   be   an  
successful  in  an  action.  Any  such  action  with  an   extended   challenge   requiring   ten   total  
uncertain  outcome  is  referred  to  in  these  rules   successes  to  complete,  with  a  difficulty  of  2  and  
as  a  challenge.   each   roll   taking   an   hour.   If   you   attempted   this  
  To  determine  whether  you  are  successful  in   surgery,   you   would   make   multiple   challenge  
a   challenge,   the   gamemaster   chooses   which   rolls   until   the   total   number   of   successes  
attribute   and   skill   best   reflect   your   chance   of   reached  or  exceeded  ten.  If  any  single  roll  had  
success.   You   add   up   all   the   dice   in   these   two   less  than  2  successes,  your  attempt  would  fail.  
traits  and  roll  that  many  six-­‐sided  dice.  Any  of     At   the   gamemaster’s   discretion,   you   may  
your   advantages   that   apply,   as   determined   by   take   time   between   each   successive   roll   to   do  
the   gamemaster,   may   add   additional   dice   to   other   things   -­‐   setting   the   task   aside   for   a   while.  
this  roll.   This   might   make   sense   when   breaking   a  
  Any  5s  or  6s  you  roll  on  individual  dice  are   complex   code   but   wouldn’t   make   sense   for  
successes.   Only   1   success   is   required   for   a   open-­‐heart  surgery  or  a  race.  
relatively   simple   task,   2   for   a  
difficult   task,   3   successes   for   a   very  
difficult   task,   etc.   The   number   of  
successes  required  is  the  difficulty  
of  the  challenge.  
  You   also   roll   additional   dice   for  
any   of   your   disadvantages   that  
apply.   Any   5’s   or   6’s   you   roll   on   the  
disadvantage   dice   are   considered  
failures   and   are   subtracted   from  
your   total   successes.   It’s   a   good  
idea   to   use   different   color   dice   for  
these.  
  From  here  on,  the  attribute  and  
skill   dice   for   a   challenge   are  
referred   to   as   challenge   dice.   Any  
additional   dice   that   add   to   the  
success   of   a   challenge,   such   as  
advantage   dice,   are   referred   to   as  
bonus   dice,   and   any   that   might   result   in  
failures,  like  disadvantage  dice,  are  referred  to   OPPOSED CHALLENGES
as  penalty  dice.     If   you   and   another   character   are   working  
against   each   other   and   only   one   can   be  
EXTENDED CHALLENGES successful   in   a   given   situation,   you   each   take  
Challenging  tasks  that  take  a  long  time  or  have   appropriate   challenges   and   whoever   gets   the  
a   number   of   distinct   steps   are   extended   most  successes  completes  the  task.    
challenges.  Extended  challenges  require  many     In  most  situations,  one  of  you  will  clearly  be  
separate  dice  rolls  and  a  large  number  of  total   the   defender   and   the   other   the   attacker.   In  
successes,  as  well  as  a  difficulty  for  each  roll.   general,  the  attacker  is  the  one  trying  to  change  
  When   you   take   an   extended   challenge   you   a   situation.   If   you’re   the   defender,   you   add   1  
must   make   successive   rolls,   each   taking   a   set   free  success  to  the  result  of  your  challenge.  The  
amount  of  time,  until  you  roll  the  required  total   resulting  total  is  the  difficulty  for  the  attacker.  

4
The   attacker   succeeds   on   a   tie   in   this   case,   ASSISTING
because  they  have  met  the  difficulty  of  the  task.     When  another  character  takes  a  challenge,  the  
  A   character   trying   to   harm   another   gamemaster   may   permit   you   to   assist   if   it  
character   should   always   be   considered   the   makes  sense  in  the  current  situation.  You  take  
attacker.   a   challenge   for   the   skill   used   to   assist,   and   if  
  For  example,  you  try  to  convince  the  captain   you  get  at  least  1  success  die  (after  subtracting  
of   a   ferry   that   the   ship   is   in   danger   and   he   failure   dice),   the   character   performing   the  
should   head   back   to   port.   The   captain,   who   is   actual  challenge  rolls  1  additional  bonus  die.  
an   NPC   under   control   of   the   gamemaster,   is     Note   that   the   assisting   challenge   and   the  
already   running   late   and   argues   that   the   ferry   actual  challenge  might  not  use  the  same  skill.  
should   keep   going.   The   gamemaster   asks   you     For   example,   Dr.   Marks   is   performing  
to   take   a   challenge   of   [Wisdom   +   Persuasion],   surgery   after   a   plane   crash   on   a   desert   island.  
and   since   this   is   an   opposed   challenge,   the   He  asks  you,  another  survivor,  to  assist  him  by  
gamemaster   takes   the   same   challenge   on   handing   him   instruments   and   monitoring   the  
behalf   of   the   captain.   You   roll   1   success.   The   patient’s  pulse.  The  gamemaster  allows  you  to  
stubborn  captain  also  rolls  1  success,  but  adds   assist   with   a   [Perception   +   Self   Control]  
the   1   free   success   for   being   the   defender.   You   challenge.   You   get   2   successes,   so   the   good  
fail  (you  needed  2  successes)  and  have  to  come   doctor  rolls  1  extra  bonus  die  on  his  [Dexterity  
up  with  a  different  plan.   +  Surgery]  challenge.  
  For   situations   where   there   is   no   clear     The   gamemaster   always   has   the   final   say   on  
attacker   or   defender,   like   a   race   or   other   fair   whether   assisting   makes   sense   in   a   given  
competition,   a   tie   might   indicate   a   stalemate   or   challenge.  
joint   success,   or   the   gamemaster   might   require     Some   abilities   may   allow   you   to   contribute  
another  roll  to  break  the  tie.   more  than  1  bonus  die  as  part  of  an  assist.  

CHALLENGE MODIFIERS MULTIPLE ASSISTS


There   are   two   ways   for   the   gamemaster   to   When   multiple   characters   attempt   to   assist  
adjust   the   difficulty   of   your   challenges.   The   another   character,   they   each   take   an   assist  
first   is   to   increase   or   decrease   the   number   of   challenge.   However,   the   character   taking   the  
successes  that  must  be  rolled  to  succeed  on  the   actual   challenge   can   only   use   the   bonus   from  
challenge.   This   reflects   a   change   in   the   one  of  the  assisting  characters.  
inherent   difficulty  of   the   task,  no  matter   who   is  
performing   it.   For   example,   picking   a   special   SITUATION CHALLENGES
lock   or   shooting   at   a   target   behind   cover   are   The   gamemaster   can   use   your   character   traits  
inherently  more  difficult  tasks.   to   determine   whether   a   specific   event   occurs  
  The   second   way   to   increase   difficulty   is   to   during   play.   For   example,   the   gamemaster  
assign   penalty   dice.   This   reflects   difficulties   might   roll   [Intelligence   +   Pathology]   to  
specific   to   your   character,   not   the   task   itself.   determine   whether   you’ve   ever   published   a  
Penalty  dice  are  failure  dice,  and  work  just  like   paper   in   a   medical   journal,   or   roll   dice   for   your  
the  dice  rolled  for  disadvantages.   Enemy   disadvantage   to   see   if   your   enemy  
  For   example,   if   you   are   handcuffed   to   a   pipe   appears  at  an  inopportune  time.  
and  must  defuse  a  bomb  one-­‐handed,  you  may  
have  to  roll  1  or  2  penalty  dice.   CRITICAL SUCCESS
  In   the   same   way,   if   you’re   in   a   situation   that   If  you  roll  more  successes  than  the  difficulty  of  
makes  a  task  easier,  perhaps  because  you  have   a   challenge,   the   additional   successes   are  
help   from   others   or   special   equipment,   you   critical   successes.   The   effects   of   critical  
may  get  to  roll  additional  bonus  dice.   successes   vary   and   are   ultimately   up   to   the  
discretion  of  the  gamemaster.  
  During   an   extended   challenge,   your   critical  
successes   typically   just   add   to   the   your   total  

5
successes,   shortening   the   entire   task.   When   PERSONA POOL
you  physically  attack  another  character,  critical   You   begin   play   with   2   dice   in   your   persona  
successes  add  dice  to  your  damage  roll  or  lead   pool.   These   dice   can   be   added   to   any   challenge  
to  specific  types  of  damage.  See  Table  2.1  for  a   roll  as  bonus  dice,  but  once  used  they  are  lost.  
list  of  Critical  Success  effects.     The  persona  dice  in  your  persona  pool  can  
be  replenished  by  the  gamemaster.  Any  time  
Table 2.1: Critical Success
the   gamemaster   feels   you   have   acted   in   line  
Challenge Critical  Success  Results with   one   of   your   personality   patterns   (see  
Movement Additional  distance  moved Chapter  4),  you  may  receive  a  persona  die  as  
Attack Additional  damage  dice,  or  special   a  reward.    
damage  roll  for  bleeding,  etc.   In   the   same   way,   the   gamemaster   may  
Damage Wounds take  away  a  persona  pool  die  when  you  fail  to  
Extended   More  success  added  to  total act   in   accordance   with   a   personality   pattern.  
Challenge If  you  have  no  dice  left  in  your  persona  pool,  
Assist Possible  additional  dice  for  assisted   the   gamemaster   can   force   you   to   act   in  
challenge,  depending  on  abilities accord  with  your  personality  patterns.  
Skill Exceptional  results   Persona   pools   work   best   if   your  
gamemaster   has   a   set   of   dice   distinct   in  
FUMBLE appearance  from  everyone  else’s.  This  way  it  is  
 If   you   take   a   challenge   and   end   up   with   more   obvious   how   many   persona   pool   dice   each  
failures   than   successes,   you   fumble.   Note   that   player   has.   When   you   use   any   of   them,   you  
this  can  only  happen  if  you  are  rolling  at  least  1   simply  return  them  to  the  gamemaster.  
penalty   die   (perhaps   from   a   disadvantage).   A  
fumble   is   a   spectacular   failure   with   negative   EASY CHALLENGES
consequences   beyond   a   normal   failure.   If   you   You   may   sometimes   face   challenges   that   are  
fumble   while   attacking,   you   could   drop   your   very  easy,  but  not  a  sure  thing.  In  this  case,  the  
weapon   or   accidentally   attack   a   friend.   If   you   gamemaster   can   set   the   difficulty   at   zero,   so  
fumble   during   a   vehicle   chase,   you   probably   only  fumbles  are  failures.  This  is  the  case  with  
crash.   A   fumble   during   a   social   interaction   normal   movement   actions   during   cinematic  
challenge  could  turn  a  neutral  NPC  into  an  your   scenes.  
enemy.  
PERCEPTION CHALLENGES
  When  you  attempt  to  assist  a  challenge  and  
Perception   challenges   are   used   to   determine  
fumble,   any   net   failure   dice   are   applied   to   the  
whether  you  notice  an  object,  sound  or  smell  of  
challenge   you   are   assisting   as   penalty   dice,  
interest  or  pick  up  on  nonverbal  queues.  They  
even   though   the   other   character   doesn’t  
are   generally   composed   of   your   Perception  
choose  to  use  your  assistance.  
attribute   and   a   skill   related   to   the   item   in  
question.  
Table 2.2: Fumble Results   For  example,  if  you  are  walking  through  the  
Challenge Fumble  Result jungle   and   are   stalked   by   a   puma,   the  
Movement Fall  prone  or  no   gamemaster   might   require   an   opposed  
movement  if  prone challenge  between  your  [Perception  +  Zoology]  
Attack Drop  weapon  or  strike  ally and   the   puma’s   [Dexterity   +   Stealth].   Noticing  
Skill  or  Extended   Costly  failure computer   files   that   have   been   tampered   with  
Challenge might   require   a   [Perception   +   Computers]  
challenge  against  a  set  difficulty.  
Assist Assisted  challenge  Penalty

6
DISTRACTIONS SPECIAL PENALTY DICE
Actions   that   require   mental   concentration   You   may   want   to   use   different   color   or   size  
work  best  without  distractions.  When  there  are   dice   to   distinguish   challenge   and   bonus   dice  
distractions,   the   gamemaster   may   assign   from   penalty   dice.   It   can   be   even   more  
penalty   dice   based   on   the   guidelines   in   Table   interesting   to   use   special   dice   for   each   type   of  
2.3:  Distraction  Penalties.   penalty.  
  If   you’re   defusing   a   bomb   in   the   midst   of   a     You  might  use  red  dice  to  represent  wound  
gunfight,   you   would   add   2   penalty   dice   to   the   penalties.   If   you   have   poor   vision   you   might  
roll.   These   penalties   are   not   cumulative   -­‐   the   use   a   penalty   die   with   an   eyeball   icon  
worst  one  applies.     whenever   the   vision   penalty   applies.   Besides  
  Distraction   penalties   do   apply   to   combat   adding   some   flavor   to   the   roles,   distinct  
attacks,   defense   and   movement   actions,   so   penalty   dice   can   also   help   the   gamemaster  
Concentration   skill   and   the   Focus   ability   are   decide  the  effects  of  a  fumble.  If  the  failure  dice  
very  important  if  you  plan  to  be  in  combat.   causing   your   bow   attack   to   fail   are   due   to   bad  
  If  the  gamemaster  feels  that  the  distraction   eyesight,   you   may   have   hit   the   wrong   target,  
rules  make  the  game  too  difficult  or  not  heroic   but   if   they   were   penalty   dice   from   wounds,  
enough,   these   rules   may   be   ignored   for   combat   perhaps  the  pain  caused  you  to  drop  your  bow.  
actions.     If   you   succeed   in   an   assist,   you   could   give  
the   other   player   your   own   distinct   die.   If   that  
Table 2.3: Distraction Penalties player   only   succeeds   in   the   challenge   because  
Loud  Noises,  Arguing   1  die   of  the  assist  die,  you  get  some  bragging  rights.  
Combat  Nearby   2  dice  
SIMPLIFYING THE RULES
Under  Personal  Attack   3  dice  
Once   you   learn   the   rules   of   D6Pool,   you’ll   find  
Other  Dangerous  Situation   2  dice   that   play   is   fast   and   fairly   easy,   but   there   are  
Nausea.  Sickness   1  die   quite   a   few   rules   to   get   used   to,   especially   in  
combat   scenes.   If   you’d   like   to   simplify   things   a  
POWERS little   to   start   out,   you   can   ignore   the   rules   for  
Some   game   settings   may   include   special   distractions   and   opportunity   attacks.   Be   sure  
powers  that  only  a  subset  of  the  population  can   all  the  players  know  which  rules  you  won’t  be  
wield.  These  could  be  magic  spells  in  a  fantasy   using   so   they   don’t   waste   skill   points   on  
setting   or   superpowers   in   a   world   of   abilities  that  no  longer  have  any  effect.
superheroes.  Each  power  is  treated  like  a  skill,  
with  its  own  abilities.  
  For   example,   Divination   might   be   a   magic  
skill,   with   abilities   like   Clairvoyance,  
Prescience,   or   Dowsing.   A   superpower   like  
Enhanced   Strength   might   have   abilities   like  
Super  Throw,  Super  Jump,  or  Toughness.  

7
CHAPTER 3: CINEMATIC ACTION
Scenes  like  combat  and  car  chases,  when  action   abilities   let   you   to   take   more   than   one   shot  
is   fast   and   the   order   in   which   events   take   place   with  a  rifle,  or  shoot  while  moving.  
matters,   are   called   cinematic   scenes.   During     If   you   take   multiple   actions,   you   must  
cinematic  scenes,  you  and  the  other  characters   determine   how   many   total   actions   you   will  
take   turns   taking   a   single   action.   When   all   take   during   your   turn   before   resolving   any   of  
characters   have   completed   their   action,   a   them.  You  add  penalty  dice  to  all  actions  in  the  
round   has   elapsed.   A   new   round   then   begins   turn  equal  to  the  total  number  of  actions  taken.  
and   the   cycle   continues   until   the   cinematic     For  example,  if  you  plan  to  use  your  Multiple  
scene  is  over.   Handgun   Shots   ability   to   take   three   shots   at  
your  target,  you  add  three  penalty  dice  to  each  
INITIATIVE challenge.  
The  order  in  which  characters  take  their  turns  
during   a   round   can   be   determined   by   the   DELAYING  ACTION  
gamemaster   or   by   an   appropriate   attribute   or   You   may   delay   your   turn   in   a   round   until   just  
skill  roll.  If  a  potential  enemy  draws  a  weapon   after   the   turn   of   another   player   character   or  
during  a  non-­‐cinematic  scene,  the  gamemaster   NPC.   You   might   do   this   to   allow   other  
may   declare   that   it   has   become   a   cinematic   characters   to   take   assist   challenges   or   to   see  
scene.   The   gamemaster   may   then   have   each   what  other  players  do  before  you  react.  
character   take   a   [Perception]   challenge   and     Once   you   have   dropped   in   the   initiative  
take   turns   in   order   starting   with   the   player   order   because   of   a   delayed   action,   you   remain  
with  the  most  successes.  If  you  fall  into  a  pit  of   in   that   position   until   the   end   of   the   scene,   or  
hungry   lions,   the   gamemaster   may   have   you   until  you  delay  again.  
roll   [Dexterity   +   Acrobatics]   to   see   who  
recovers  from  the  fall  first.  If  you  are  attacked   FREE  ACTIONS  
while   sleeping,   a   [Stamina   +   Self   Control]   Some  simple  actions  like  dropping  a  held  item  
challenge   might   determine   who   wakes   up   the   or   shouting   a   quick   warning   don’t   take   much  
fastest.   time   or   thought   and   are   always   successful.  
  If   two   characters   roll   the   same   number   of   These  actions  do  not  count  as  an  action  and  do  
successes,   those   that   the   gamemaster   not   count   as   extra   actions   when   determining  
considers  attackers  in  the  encounter  go  before   penalty  dice.  
defenders.  
ASSISTING  
  Generally   the   order   you   take   turns,   referred  
Where   appropriate,   you   may   assist   the  
to  as  the  initiative  order,  is  determined  at  the  
cinematic   action   of   another   character.   The  
start   of   a   cinematic   scene   and   remains   the  
same  for  each  round  throughout  the  scene.     results   of   your   assist   challenge   apply   to   the  
next  action  taken  by  the  assisted  character.  See  
SPECIAL ACTIONS Assist  rules  in  Chapter  2.  

MULTIPLE  ACTIONS   MOVEMENT


You   can   normally   take   only   a   single   action   Movement   actions   allow   your   character   to  
during  your  turn.  This  might  be  movement,  an   move   around   the   cinematic   scene   area,   which  
attack,   or   any   other   action   that   could   is  typically  represented  by  a  grid  of  squares  or  
reasonably  take  place  in  a  few  seconds  of  time.   hexagons  5  feet  across.  Character  locations  are  
  Some   abilities   allow   you   to   take   multiple   noted   with   miniatures,   cardboard   markers,   or  
actions  in  a  turn.  For  example,  some  Rifle  skill   dice.   Two   characters   generally   cannot   occupy  

8
the   same   5-­‐foot   location   unless   they   are   However,   if   penalty   dice   apply,   you   must   still  
grappling  with  each  other.   roll  the  challenge.  
  Table   3.2   presents   a   summary   of   all  
MOVE  ACTIONS   movement   actions   and   their   associated  
 For   most   move   actions   you   take   a   difficulty   challenges.  
zero  challenge  as  described  below.  Only  a  
fumble  can  cause  you  to  fail.  
  Move   (action):   You   make   a   normal   Table 3.2: Movement Rates
move  action  to  travel  up  to  25  feet  plus  5   Rate Distance Challenge
feet   for   each   critical   success   on   a   Move 25   f t   +   5   f t/   c rit   s uccess [Dex]
challenge   of   [Dexterity].   If,   for   example,   Run 50   f t   +   5   f t/crit   s uccess [Dex   +  Running]
you   rolled   1   failure   and   3   successes   on   Crawl 10   f t   +   5 ft/crit   s uccess [Dex   +   A crobatincs]
Swim 10  ft  +  5ft/crit  success [Dex  +  Swimming]
your   challenge,   you   could   move   up   to   35  
Climb 5  ft  +  5ft/crit  success [Dex  +  Climbing]
feet.  
  Run   (action):   You   use   a   run   action   to  
move  farther,  traveling  up  to  50  feet  plus  5  feet   MOVING  CAREFULLY  
for   each   critical   success   on   a   challenge   of   You  may  limit  your  move  to  half  the  minimum  
[Dexterity  +  Running].     distance   (rounded   down)   and   then   reduce   the  
  Crawl   (action):   If   you   are   prone   you   can   difficulty   of   a   move   by   1.   This   could   be   useful   if  
crawl   10   feet   plus   5   feet   for   each   critical   you’re   badly   wounded   or   crossing   rough  
success   on   a   challenge   of   [Dexterity   +   terrain.  If  you’re  moving  carefully,  you  receive  
Acrobatics].   Crawling   reduces   any   movement   no  bonus  movement  for  critical  successes.  You  
difficulty  (due  to  terrain,  etc.)  by  1.     cannot  reduce  move  difficulty  below  zero.  
  Swim  (action):  You  can  swim  at  a  rate  of  10     Note  that  if  you  crawl  carefully  at  half  speed  
feet   plus   5   feet   for   each   critical   success   on   a   (5   feet),   you   would   reduce   your   move   difficulty  
challenge   of   [Dexterity   +   Swimming].   If   you   by  a  total  of  2,    1  for  crawling  plus  1  for  moving  
fumble   a   swimming   challenge,   you   make   no   carefully.  
progress  and  suffocate  for  a  round  (see  chapter  
5).   JUMPING  
  Climb   (action):   You   can   climb   a   nearly   You   can   jump   across   or   over   an   obstacle   with   a  
vertical  surface  at  a  rate  of  5  feet  plus  5  feet  for   [Dexterity   +   Acrobatics]   challenge.   The  
each   critical   success   on   a   challenge   of   difficulty  of  a  Jumping  challenge  is  1  per  5  feet  
[Dexterity   +   Climbing].   The   gamemaster   may   of   distance   jumped.   Jumps   occur   as   part   of  
assign   the   difficulty   of   this   challenge   based   on   your   normal   movement   or   running   and   the  
the   nature   of   the   climb.   See   Table   3.1   for   distance  jumped  counts  as  part  of  the  distance  
guidelines.   If   you   fail   your   climbing   challenge,   you  move.  
you  fall.  
MOVING  NEAR  ENEMIES  
  You   can   move   the   minimum   distance   for  
You  must  end  movement  when  you  first  move  
move,   run   and   crawl   actions   (for   example,   50  
within   the   reach   of   an   enemy’s   close   combat  
feet   while   running)   without   rolling   a   challenge.  
weapon,   unless   that   enemy   is   already   within  
reach  of  another  ally.  
Table 3.1: Climbing Difficulty
  If   you   start   your   move   action   within   reach  
Slope/Terrain Difficulty of   an   enemy’s   weapon,   you   may   move   freely,  
Ladder 0 unless   you   leave   the   enemy’s   reach   and   step  
Near  vertical,  handholds 0 back   in   or   enter   the   reach   of   a   different   enemy.  
Near  vertical,  smooth 2 Your   movement   only   stops   when   entering   the  
Vertical,  handholds 1 reach  of  a  new,  unengaged  enemy.  
Vertical,  smooth 3
Inverted/overhang,  
2
handholds

9
ROUGH  TERRAIN   actively  defend  with  a  skill  if  you  are  wielding  
When   you   move   over   rough   terrain,   either   on   an   appropriate   weapon   or   shield,   adding   the  
foot,   mounted,   or   in   a   vehicle,   increase   the   dice   from   the   skill   to   your   defense   challenge.  
difficulty   of   any   movement   related   challenges.   For   example,   if   you’re   wielding   a   club   and  
Rocky,   loose,   or   slippery   terrain   increases   the   shield,   you   could   actively   defend   with   either   a  
difficulty   by   1.   Very   rough   terrain   could   [Dexterity  +  Clubs]  challenge,  or  a  [Dexterity  +  
increase  the  difficulty  by  2.   Shields]  challenge.  
  If   you   use   Unarmed   skill   for   active   defense  
ENCUMBRANCE   against  an  opponent  armed  with  a  weapon  for  
If   you   are   wearing   heavy   clothing   or   armor,   which   they   have   at   least   one   die   of   skill,   you  
you   may   have   to   add   encumbrance   penalty   add  2  penalty  dice  to  your  defensive  roll.  
dice   to   your   movement   challenges.   These  
penalties   also   apply   to   all   other   physical   skill   VULNERABLE  DEFENDERS  
challenges,   like   close   combat   attacks,   If   you   are   permanently   or   temporarily   unable  
acrobatics,   athletics,   etc.   See   Table   8.5:   Armor   to  actively  defend  yourself  (add  a  skill  to  your  
for  specific  encumbrance  values.   defensive   challenge)   you   are   considered  
vulnerable.   In   general,   you   are   vulnerable  
POSITION  CHANGES   until   your   next   turn   once   you   have   used   your  
You  can  drop  to  a  kneeling  or  prone  position  as   active  defense.  
a  free  action,  or  stand  from  a  kneeling  position.     Other   states   that   make   you   vulnerable  
Rising   from   a   prone   position   to   a   kneeling   include   being   prone,   physically   restrained  
position  or  standing  position  is  a  move  action.     (grabbed,   for   example),   or   unaware   of   your  
attacker.   During   cinematic   rounds,   you   are  
CLOSE COMBAT ATTACK considered  vulnerable  until  your  first  turn.  
A   close   combat   attack   is   a   special   opposed     You   are   vulnerable   until   your   next   turn  
challenge   used   to   attack   someone   nearby.   You   after  actively  defending,  making  ranged  attacks  
take   a   challenge,   which   is   generally   Dexterity   or   taking   non-­‐combat   actions   during   combat,  
plus   a   combat   skill,   for   example   [Dexterity   +   like  picking  a  lock  or  hacking  a  computer.  You  
Knives].  The  defender  establishes  the  difficulty   are   also   vulnerable   if  
with   a   defensive   you   are   mounted,   or   if  
challenge   of   [Dexterity]   Actions and Conditions That Make You you   ran,   swam,   crawled  
plus   1   free   success   for   Vulnerable Until Your Next Turn or   climbed   during   your  
being   the   defender.   If   last   turn.   You   are   also  
you   meet   the   difficulty,   Active Defense vulnerable   if   you   are  
the   attack   succeeds   and   Charge
prone  or  kneeling.  
you   take   a   damage   Ranged Attack
Grabbed   Note   that   some  
challenge   to   see   how   special   attacks   are   more  
Running
many  wounds  you  cause.   effective   against   targets  
Climbing
Swimming that  are  vulnerable.  
REACH  
Crawling
Each   weapon   listed   in   MULTIPLE  ATTACKERS  
Mounted
Chapter   8   includes   a   Non-combat Action You  may  actively  defend  
reach   value.   This   is   the   Start of Cinematic Scene against   only   one   close  
maximum   distance   Prone or Kneeling combat   attack   per  
between   you   and   your   round   of   combat,   even   if  
enemy      for  attacks  with  that  weapon.   attacked   by   multiple   enemies   or   attacked  
multiple   times   by   a   single   enemy.   You   defend  
ACTIVE  DEFENSE  
against   all   other   attacks   with   just   your  
When  you  are  attacked  in  close  combat  you  can  
[Dexterity]  challenge.    
always   defend   yourself   with   a   [Dexterity]  
challenge.   However,   once   per   round   you   may  

10
RANGED ATTACKS are   possible   based   on   the   situation,   you   choose  
You   make   a   ranged   attack   when   firing   or   the  desired  effect  before  rolling  to  confirm.  
throwing   a   ranged   weapon   at   an   enemy.   You     Critical   hit   dice   rolled   to   confirm   special  
take  a  skill  challenge,  for  example  [Dexterity  +   effects   do   not   add   to   the   normal   damage   roll.  
Rifle],  and  the  difficulty  is  based  on  the  size  of   You   can   choose   to   forgo   special   critical   hit  
the  target,  among  other  things.   effects   and   instead   just   add   the   critical   hits   as  
  Hitting   a   man-­‐sized   target   requires   1   bonus  dice  on  your  damage  roll  as  usual.  
success,   half   man-­‐sized   requires   2   successes,  
and   one   quarter   man-­‐sized   (for   instance,   an   BLEEDING  
exposed   head)   requires   3   successes.   If   the   If   you   score   a   critical   hit   with   a   weapon   that  
target  is  prone  or  used  a  Run  as  his  or  her  last   does   sharp   damage,   you   may   choose   to   roll   any  
action,  add  1  to  the  difficulty.   of   your   critical   dice   to   cause   a   die   of   bleeding.  
  Hitting  a  very  large  target  is  an  Easy  Action   Each   confirms   causes   one   die   of   bleeding.   A  
requiring   zero   successes   –   only   failure   dice   character  afflicted  with  bleeding  dice  must  roll  
could  cause  you  to  miss.   those   dice   at   the   beginning   of   each   of   their  
cinematic  turns.  Each  success  result  (5  or  6)  on  
COVER   a   bleeding   die   causes   a   wound.   Bleeding   dice  
When   you   shoot   at   a   target   behind   cover,   remain   in   effect   until   another   character  
determine   how   much   of   the   target   is   visible   successfully   uses   First   Aid   skill   to   remove  
and   choose   the   appropriate   difficulty.   For   them.  
instance,   if   only   one   quarter   of   a   man   sized  
target  is  exposed,  you  need  3  successes.   DAMAGE
After   you   make   a   successful   attack,   you   roll   to  
RANGE   damage   the   target.   This   is   a   special   challenge  
Each  ranged  weapon  has  multiple  ranges  listed   that   doesn’t   involve   your   or   your   target’s   skill  
on   the   equipment   table   in   Chapter   8.   Beyond   dice.  See  the  weapon  tables  in  chapter  8  for  the  
the   closest   range,   the   difficulty   of   an   attack   number   of   damage   dice   rolled   for   each  
increases   by   1.   Beyond   the   second   range,   the   weapon.    
difficulty   increases   by   2.   No   attack   is   possible     The   difficulty   of   this   challenge   is   1   because  
beyond  the  maximum  range.   the   target   is   defending.   If   your   damage   roll  
succeeds,  the  target  takes  a  wound.  Any  critical  
CRITICAL HITS successes  result  in  additional  wounds.  
When   the   number   of   successes   of   your   attack  
challenge  (close  combat  or  ranged)  exceeds  the   ARMOR  
difficulty,   any   additional   successes   are   critical   If   the   target   is   wearing   armor   or   heavy   clothes,  
hits.   When   you   roll   for   damage,   roll   1   the   difficulty   of   the   damage   challenge   will  
additional  bonus  die  for  each  critical  hit.     increase.  Check  the  type  of  damage  done  by  the  
weapon  used  in  the  attack  (blunt  or  sharp)  and  
SPECIAL  CRITICAL  HITS   determine  the  armors  defensive  bonus  for  that  
Your   critical   hits   may   have   special   effects,   type   of   damage.   Add   that   value   to   the   damage  
depending   on   your   weapon,   special   abilities,   or   challenge  difficulty.  
specific  traits  of  the  defender.  If  this  is  the  case,     For   example,   assume   you   are   shot   with   a  
you   reroll   the   critical   hit   dice,   and   the   special   rifle,   which   does   6   dice   of   sharp   damage.   You  
effect  occurs  if  any  of  them  result  in  a  success.   are  wearing  a  leather  jacket,  which  provides  1  
This  is  referred  to  as  confirming  the  critical  hit.   point   of   sharp   armor   protection,   for   a   total  
  For  example,  some  weapons  cause  bleeding   difficulty  of  2.  The  attacker  rolls  3  successes,  so  
if   any   critical   hit   dice   confirm.   As   another   you   take   2   wounds   (1   because   the   challenge  
example,   if   you   confirm   a   critical   hit   on   a   succeeded,  plus  1  for  the  extra  success).  
character   carrying   a   flamethrower,   you   might  
cause   an   explosion.   If   multiple   critical   effects  

11
STUN   [Strength   +   Unarmed   Combat]   and   you   are  
Some   weapons   cause   stun   damage.   Stun   considered  the  attacker.  
damage  acts  just  like  a  normal  wound,  except  it  
generally   heals   faster   and   isn’t   counted   when   OPPORTUNITY  ATTACK  
determining  whether  a  character  dies.   If   an   enemy   makes   a   ranged   attack   or   non-­‐
combat  action  and  is  within  range  of  your  close  
SPECIAL ATTACKS combat  weapon,  you  may  make  a  close  combat  
attack   against   them   The   opportunity   attack  
GRAB   takes  place  before  the  defender’s  action,  and  if  
As   an   attack   action,   you   can   take   an   opposed   it  causes  any  wounds  that  action  is  interrupted.  
challenge   of   [Dexterity   +   Unarmed]   against   a     You   may   also   make   an   opportunity   attack  
target  within  5  feet.  If  successful,  you  grab  the   against   an   enemy   who   moves   while   within  
target   and   they   cannot   move   and   are   reach   of   your   close   combat   weapon.   The   attack  
vulnerable   until   they   escape.   Whether   you   are   occurs  at  any  point  of  your  choosing  along  the  
successful   or   not,   you   are   vulnerable   until   your   enemy’s   path,   as   long   as   it   is   within   reach.   If  
next  turn  and  remain  vulnerable  as  long  as  you   you   wound   a   moving   character   with   your  
hold   onto   the   target.   A   grab   can   be   made   as   a   opportunity   attack,   the   movement   ends   at   the  
close  combat  opportunity  attack.   location   of   the   attack.   If   the   attack   causes   no  
wounds,  the  enemy  may  continue  movement.  
CHARGE     You  may  make  only  one  opportunity  attack  
During   a   single   turn,   you   may   make   a   normal   per   round,   and   you   cannot   make   an  
move  action  or  a  run  move  action  followed  by  a   opportunity  attack  if  you  are  vulnerable.    
single   close   combat,   shove,   or   grab   attack     You   can   actively   defend   against   a   close  
action.   Both   your   move   and   attack   actions   combat  opportunity  attack  if  you  didn’t  use  an  
suffer  2  penalty  dice  (for  multiple  actions)  and   active  defense  during  your  last  turn.  
you   add   1   bonus   die   to   any   resulting   damage  
roll.   You’re   vulnerable   while   charging   and   until   RANGED  OPPORTUNITY  ATTACK  
your  next  turn.   If   an   enemy   takes   a   move   action   and   is   within  
range  of  your  ranged  attack  at  any  point  in  the  
DEFENSIVE  STANCE   move,   you   may   make   an   opportunity   attack  
You   may   choose   to   take   no   actions   during   your   against  the  moving  enemy.  Unlike  close  combat  
turn   and   instead   defend   yourself   against   one   opportunity   attacks,   enemies   wounded   by  
additional   attack   this   turn   using   an   active   ranged   opportunity   attacks   do   not   have   to   stop  
defense.   In   addition,   you   receive   1   bonus   die   their  movement  where  the  attack  occurred.  
on   all   defensive   challenges   (even   while     You   can   make   only   one   opportunity   attack  
vulnerable)  until  your  next  turn.   per   round,   whether   ranged   or   close   combat.  
You   cannot   make   a   ranged   opportunity   attack  
DISARM  
if  you  are  vulnerable.  
A  disarm  attack  is  a  special  close  combat  attack  
against  an  enemy’s  weapon.  Resolve  the  attack   SHOVE  
normally,   but   increase   the   difficulty   by   2.   A   As   an   action,   you   can   take   an   opposed  
successful   attack   means   the   weapon   was   challenge   against   a   character   within   5   feet  
struck   and   dislodged   from   the   enemy’s   grip.   using   [Strength   +   Unarmed   Combat].   Your  
The   gamemaster   may   decide   to   apply   critical   opponent   may   use   an   active   defense   of  
hit  damage  to  the  weapon  itself.   [Dexterity   +   Unarmed]   or   [Strength   +  
Unarmed].   A   vulnerable   opponent   may   only  
ESCAPE  
defend   with   Strength   or   Dexterity.   You   push  
You   may   use   an   action   to   attempt   to   escape  
the   opponent   back   5   feet   if   successful,   plus   5  
from  a  grab  with  an  opposed  escape  challenge.  
feet  for  each  critical  success.  You  end  up  in  the  
You   and   the   character   grabbing   you   roll  
last  location  vacated  by  your  opponent.  

12
TRIP   a  toughness  challenge  [Stamina  +  Self  Control]  
You  can  make  a  trip  attack  against  a  character   to   ignore   the   penalty   dice   from   your   wounds  
within   5   feet   by   taking   either   a   [Dexterity   +   and   stun   damage   until   the   end   of   the   scene.  
Unarmed]   or   [Strength   +   Unarmed]   challenge.   The  difficulty  of  this  challenge  is  the  number  of  
The   defender   can   use   either   of   the   same   two   wounds   you   have,   including   stun.   If   you   don’t  
challenges   in   active   defense,   or   only   Strength   get   enough   successes,   you   still   suffer   the   full  
or   Dexterity   if   vulnerable.   If   your   attack   is   penalty  for  all  wounds.  You  lose  the  benefits  of  
successful,  the  defender  drops  prone.   a   successful   toughness   challenge   if   you   are  
wounded  again.  
  You   may   spend   a   full   round   during   a  
cinematic   scene   (taking   no   other   actions)  
to  take  a  toughness  challenge.  
  Note  that  wounds,  stun  and  distractions  
never   add   penalty   dice   to   a   toughness  
challenge,  and  you  cannot  take  a  toughness  
challenge  if  you  are  unconscious.  

WOUND  HEALING  CHALLENGES  


When   you’re   wounded,   you   make   a   weekly  
Healing  challenge  [Stamina  +  Self  Control].  
The   difficulty   of   this   challenge   is   your   total  
number   of   wounds,   not   including   stun.   If  
you’re   successful,   one   of   your   wounds   is  
healed.   Critical   successes   do   not   heal  
additional   wounds.   Other   characters   with  
medical  skills  and  specialties  can  also  help  
with   the   healing   process   as   described   in  
Chapter   6.   Wounds,   stun   and   distractions  
do   not   add   penalty   dice   to   healing  
challenges.   If   you   avoid   strenuous   activity  
and  have  sufficient  food,  water  and  shelter  
INJURY AND DEATH during  the  entire  week,  add  two  bonus  dice  to  
your  recovery  challenge.  
WOUNDS  
Wounds  are  essentially  disadvantages  that  heal   STUN  HEALING  CHALLENGES  
over   time.   When   the   gamemaster   rules   that   Your   stun   damage   heals   in   the   same   way   as  
being   wounded   would   affect   a   challenge   roll,   normal   wounds,   but   you   can   make   healing  
you   must   roll   1   penalty   die   for   each   wound.   challenges   for   stun   damage   once   every   10  
This  includes  any  stun  damage.   minutes.   Your   stun   damage   does   not   count   in  
the  difficulty  of  your  wound  healing  challenges,  
DYING  AND  DEATH   nor   do   wounds   count   in   the   difficulty   of   stun  
When   your   total   wounds,   including   stun   healing  challenges.  
damage,   exceed   your   Stamina   score,   you   are     For   example,   if   you   have   2   stun   damage   and  
unconscious.   If   your   wounds,   excluding   stun   1   wound,   you   would   take   stun   healing  
damage,   exceed   the   total   of   your   Strength   and   challenges   every   10   minutes   at   difficulty   2   to  
Stamina,  you  die.   remove   stun   damage,   and   weekly   healing  
challenges  at  difficulty  1  to  remove  the  wound.
TOUGHNESS  CHALLENGES  
At   the   beginning   of   a   scene,   if   you   are   already  
wounded  or  have  taken  stun  damage,  you  take  

13
CHAPTER 4: CHARACTERS
CHARACTER CREATION  
You   create   your   new   character   by   dividing   a   EXAMPLE CHARACTER
set   number   of   dice   among   your   character   PEG THANNIS, DEA SPECIAL AGENT (1)
traits.   Strength-­‐2     Intelligence-­‐2  
  Divide   12   dice   between   all   six   attributes.   Stamina-­‐2     Charisma-­‐1  
Each   attribute   must   be   at   least   1   and   no   more  
Dexterity-­‐2     Perception-­‐3  
than  4.  
  Divide  12  additional  dice  between  skills.  No    
skill   can   be   assigned   more   than   3   dice   or   less   Enemies-­‐1  
than  zero.   Law  Enforcement  Powers  -­‐1  
  You   may   use   skill   dice   to   obtain   abilities    
instead   of   skills,   at   the   cost   of   1   skill   die   per   Combat  Reflexes-­‐2  
ability.  The  number  of  abilities  associated  with    Zone  of  Control  
a   specific   skill   may   not   exceed   the   number   of   Concentration-­‐2  
dice  you  have  in  that  skill.    Focus  
  In   addition   to   choosing   attributes   and   skills,   Forensics-­‐1  
you   choose   a   1   die   advantage,   and   a   1   die     Handgun-­‐1  
disadvantage  for  each  character.   Running-­‐1  
  Available  skills  are  described  in  Chapter  Six,  
Unarmed-­‐2  
and   advantages   and   disadvantages   in   Chapter  
Seven.  
 Multiple  Unarmed  Attacks  
 
Bad  Temper  
Curious  
Must  find  missing  sister,  Janet.  

PERSONALITY PATTERNS
Choose   three   personality   patterns   for   your  
character.   Each   of   these   could   be   a   goal,   a  
philosophy,   an   important   piece   of   background  
information,   or   even   an   addiction   of   phobia   –  
anything  that  drives  your  character’s  decisions.  
  Examples   include   family   before   everything,  
curious,   or   lazy.   Patterns   should   be   fairly  
simple,   so   a   goal   like   Peg   wants   to   make  
connections  and  become  a  great  investigator  so  
someday  she  can  find  out  what  happened  to  her  
lost   sister   should   be   broken   up   into   multiple,  
simpler  patterns.  
  Personality   patterns   help   you   create   a  
compelling   character.   When   you   act   in  
alignment   with   your   personality   patterns,   the  
gamemaster   may   reward   you   with   a   die   for  
your   persona   pool.   When   you   fail   to   act   in  
accordance   with   these   patterns,   the  

14
gamemaster   may   remove   a   die   from   your     After   determining   your   lifestyle,   you  
persona  pool.   immediately   make   your   first   monthly   income  
  challenge  and  apply  the  results  as  described  in  
Chapter  8.  
  Note  that  is  is  possible  to  have  a  lifestyle  of  0  
Example Personality Patterns (zero),  but  not  less.  

EXPERIENCE AND ADVANCEMENT


Alcohol addiction Your   character   starts   at   level   1,   but   will  
Apathetic advance   levels   after   gaining   experience.  
Curious Characters   gain   experience   by   successfully  
Doesn't accept help taking   challenges   and   completing   adventures,  
Believes friendship is a burden as  explained  below.  
Frugal
Generous Table 4.1: Required Experience Points
Gregarious Advancement  to  
Experience  Points
Gullible Level
Knowledge is power 2 12
Loves fishing and hunting 3 13
Perfectionist 4 14
Poor hygiene 5 15
Romantic 6 16
Sadistic
7 17
Scholarly
Secretly tutors underprivileged kids 8 18
Sensitive
Short temper CHALLENGE  EXPERIENCE  
Shy Every  time  you  are  successful  in  a  challenge  (or  
Terrible sense of humor an  assist)  and  at  least  half  of  the  dice  (including  
My city is the best place in the world penalty   dice)   come   up   as   5’s   or   6’s,   you   may  
Thick-skinned assign  1  experience  point  to  one  of  your  traits  
Wants to be a novelist (attributes,   skills,   advantages   or  
Wants to play professional basketball disadvantages)   that   were   involved   in   that  
Wasteful challenge.   The   total   experience   points   assigned  
Winning is everything to   a   single   trait   cannot   exceed   the   number   of  
dice   in   that   trait.   For   example,   if   you   have   3  
  dice   in   Athletics   skill,   you   can   allocate   a  
maximum   of   3   experience   points   to   that   skill.  
CHARACTER LIFESTYLE AND WEALTH Abilities   do   not   increase   the   maximum  
You   should   choose   a   profession   for   your   experience  for  your  skills.  
character,   and   based   on   that,   the   gamemaster     You  may  assign  only  1  challenge  experience  
will  choose  the  attribute  and  skill  that  you  will   point   per   scene,   and   you   must   assign   it  
use   for   monthly   income   challenges   (See   immediately  after  the  challenge  that  generated  
Chapter  8).   it.   You   may   choose   not   to   assign   an   earned  
  To   determine   your   starting   lifestyle,   divide   experience   point,   perhaps   because   you   hope   to  
the   total   dice   involved   in   your   income   gain   an   experience   point   in   a   different   trait  
challenge   by   3   (rounding   down).   For   example,   later  in  the  same  scene.  
if   you   are   a   news   reporter   who   will   use   your  
Intelligence   of   2   and   your   Writing   3   skill   as   STORY  EXPERIENCE  
your  income  challenge,  you  start  at  lifestyle  1.   When   you   complete   an   adventure   or   reach  
some   important   milestone,   the   gamemaster  

15
may   reward   you   with   story   experience   –   added   or   removed   at   the   discretion   of   the  
typically   1   or   2   experience   points.   These   are   gamemaster  during  play.  
just   like   challenge   experience,   except   you   are     Maximum  values  for  attributes  and  skills,  by  
free   to   assign   them   to   any   traits.   The   level,  are  listed  in  Table  4.2.  
experience   assigned   to   each   trait   is   still   limited  
to  the  total  dice  in  that  trait.   NON-PLAYER CHARACTERS
  Note   that,   although   they   cost   a   skill   die,   Skilled  non-­‐player  characters  can  be  created  in  
abilities   do   not   count   when   determining   how   the   same   way   as   player   characters.   For  
many   experience   points   can   be   assigned   to   example,   the   gamemaster   may   decide   that   the  
their  associated  skill. main   adversary   in   an   adventure   is   a   skilled  
espionage  agent,  so  he  uses  the  point  system  
Table 4.2: Maximum Attributes and Skills by Level above   to   create   a   level   6   character   with   17  
Attribute   Max   Skill   Max   attribute   dice,   22   skill   dice   and   a   few  
Level interesting   advantages   and   disadvantages.   It  
Dice Attribute Dice Skill
1 12 4 12 3 may   also   be   helpful   to   assign   one   or   two  
2 13 4 14 3 personality  traits.  
3 14 4 16 4   For   less   important   characters   -­‐   the  
4 15 5 18 4 security   guards,   receptionists,   taxi   drivers  
5 16 5 20 5 and   expendable   thugs   -­‐   the   gamemaster   can  
6 17 5 22 5 use  level  zero  NPCs.  Creating  level  zero  NPCs  
7 18 6 24 6 is   simple   because   all   of   their   attributes   are  
8 19 6 26 6 assumed   to   be   1   die   unless   otherwise   noted,  
and   they   have   very   few   skills   to   determine  
ADVANCEMENT   (generally  about  6-­‐8  skill  points).  A  taxi  driver  
At   the   end   of   a   scene,   if   the   total   number   of   might  just  be  described  as  follows:  
experience  points  assigned  to  all  of  your  traits    
reaches   the   amount   listed   in   Table   4.1:   Barry Bigfellow, Taxi Driver (0)
Required  Experience  Points  (which  happens  to  
be   the   current   total   of   your   attributes),   you   Strength-­‐2   Dexterity-­‐2  
advance   a   level.   When   you   advance   a   level,   you    
lose   all   accumulated   experience   points,   and   Poverty-­‐1  
may   assign   1   additional   die   to   any   attribute   Acute  Vision-­‐1  
and  2  additional  dice  to  any  skills  or  abilities.    
Art-­‐1  
  No   attribute   or   skill   may   ever   be   higher  
than   one   third   of   your   total   number   of   Driving-­‐3  
attribute  dice;  no  skill  may  be  higher  than  one   English-­‐2  
fourth  of  your  total  number  of  skill  dice.   Italian-­‐4(native)  
  You   may   not   add   or   remove   advantages   or    
disadvantages   when   you   advance   in   this   way.   More   example   NPCs   are   provided   in   the  
Advantages   and   disadvantages   are   always   D6Pool  “Cast  of  Characters”  book.  

16
CHAPTER 5: ENVIRONMENT
The   world   is   a   dangerous   place.   This   chapter     For   example,   each   time   you   have   another  
provides   a   sampling   of   rules   which   should   give   alcoholic   drink,   you   may   have   to   defend  
the   gamemaster   a   good   idea   how   to   deal   with   against   a   stun   damage   challenge   equal   to   the  
most   environmental   situations   that   threaten   total  number  of  drinks  you’ve  had.  
the  characters.     The   effects,   and   therefore   the   damage  
challenge,   of   some   drugs   may   be   delayed   by  
ACID minutes,   or   even   hours   from   the   time   you   use  
You   may   come   in   contact   with   acid   as   a   result   the   drug.   For   most   drugs,   damage   taken   after  
of   a   thrown   weapon   attack,   an   accident,   or   you   have   fallen   unconscious   will   cause   actual  
submersion  in  a  large  quantity  of  acid.  In  each   wounds  instead  of  stun  damage.  
case,   the   acid   takes   a   damage  
challenge   with   a   number   of  
dice  based  on  the  strength  and  
amount   of   the   acid.   Your   blunt  
armor   value   provides   the  
difficulty   for   the   attack   (plus  
one   because   you   are   the  
defender).  
  Acid   continues   to   cause  
damage  in  subsequent  rounds  
unless   it   is   neutralized   or  
washed   off.   The   number   of  
damage   dice   rolled   for   this  
subsequent   damage   is   equal  
to   the   number   of   wounds   the  
acid  caused  in  the  first  round.  
Your   armor   does   not   protect  
against  subsequent  damage.    
  Note,   at   the   gamemaster’s  
discretion,   confirmed   critical  
hits   during   acid   attacks   may   damage   equipment   COLD
or  cause  permanent  disadvantages.   In   cold   environments,   you   must   periodically  
take  [Stamina  +  Survival]  challenges.  If  you  fail,  
ALCOHOL AND DRUGS
you  must  defend  against  a  damage  challenge.    
Small   amounts   of   alcohol   and   recreational  
  Temperatures  around  freezing  result  in  skill  
drugs   have   no   negative   effect   on   you   and   may  
challenges   every   hour   with   5   dice   of   damage.  
even  add  a  bonus  die  to  social  skill  challenges  if  
Arctic   conditions   results   in   skill   challenges  
use   of   these   substances   is   part   of   the   culture.  
every  ten  minutes  with  7  dice  of  damage.  Cold  
Some   drugs   may   allow   you   to   ignore   pain,  
damage   is   considered   stun   damage,   but   will  
temporarily   adding   bonus   dice   to   your  
not   heal   until   you   are   back   in   a   warm  
toughness  challenges.   Excessive   use   of   drugs  
environment.   Damage   taken   after   you   have  
results  in  a  damage  challenge  opposed  by  your  
fallen  unconscious  causes  actual  wounds.  
Stamina.   Resulting   wounds   are   considered  
  Warm   clothing   provides   1   die   of   armor  
stun   damage.   The   gamemaster   determines   the  
protection   against   cold   damage.   Cold   weather  
frequency   and   strength   of   these   damage  
clothing   provides   2   dice   of   armor   protection  
challenges.  
versus  cold  damage.  

17
DESTROYING ITEMS recurrence  rate.  If  you  completely  resist  
When   you   specifically   attack   an   inanimate   damage  from  2  consecutive  attacks,  the  disease  
object,   the   gamemaster   determines   the   is  considered  cured.
difficulty   of   the   attack   based   on   the   object’s     Some   diseases   leave   permanent   effects   in  
size,   movement,   etc.   You   apply   all   appropriate   the  form  of  disadvantages.  At  the  gamemaster’s  
bonus   and   penalty   dice,   but   the   defending   discretion,   a   wound   from   the   disease   may  
object   rolls   no   dice   in   defense.   The   object   still   instead  cause  1  die  of  a  specified  disadvantage.  
gets   1   automatic   defense   success   as   the  
defender.   EXPLOSIVES
  If   your   attack   succeeds   you   roll   damage   Explosives   are   a   special   form   of   attack   that  
normally.   The   gamemaster   determines   the   automatically   hit   any   targets   within   their  
armor   value   of   the   object   and   the   number   of   maximum   blast   radius.   See   Chapter   8   for  
wounds   it   can   take   before   it   is   destroyed.   detailed  information  about  specific  explosives.  
Critical   successes   may   also   have   special   effects,     Each   explosive   attacks   with   a   number   of  
like  shattering  or  detonating  the  object.     damage   dice   at   its   source   modified   by   a   blast  
  In   general,   if   an   object   you   use   for   challenge   radius.   If   you   set   off   an   explosion,   roll   full  
rolls  takes  any  wounds,  add  penalty  dice  to  its   damage   dice   against   all   targets   within   the   blast  
use   equal   to   the   number   of   wounds.   For   radius.   For   each   full   blast   radius   a   target   is  
example,   if   your   weapon   has   taken   2   wounds,   away   from   the   explosion,   reduce   the   damage  
you   must   roll   2   additional   penalty   dice   when   dice  by  1  die.  
attacking  or  defending  with  it.     For   example,   a   stick   of   dynamite   does   12  
  When  your  armor  takes  damage,  reduce  the   dice  of  explosive  damage  with  a  blast  radius  of  
armor  rating  by  1  for  every  3  wounds  taken.   5   feet.   A   target   20   feet   from   a   stick   of   dynamite  
  If   you   attack   the   weapon   of   an   armed   would  defend  against  8  dice  of  damage  (20  feet  
enemy,   see   the   Disarm   special   attack   in   =   4   blast   radii,   so   subtract   4   damage   dice).   A  
Chapter  3.   hand  grenade  does  6  dice  damage  with  a  blast  
radius   of   10   feet,   so   a   target   35   feet   from   a  
DISEASE hand   grenade   would   face   only   3   dice   of  
You   may   be   exposed   to   diseases   through   damage.  
normal   human-­‐to-­‐human   contagion   or   through     Explosions   are   blunt   attacks   for   armor  
contaminated   wounds.   See   Table   5.1:   Diseases   purposes  unless  otherwise  noted.  
for  data  on  a  few  potentially  deadly  diseases    
  Every   disease   has   a   number   of   attack   dice.   FALLING
You  defend  against  the  attack  with  a  [Stamina]   When   you   fall   more   than   a   few   feet,   you   may  
challenge,   plus   1   automatic   success   because   take   damage.   The   gamemaster   rolls   1   damage  
you   are   the   defender.   This   first   attack   by   the   die   for   every   5   feet   you   fall.   Your   armor  
disease   occurs   after   an   incubation   period   provides   no   protection   against   falls,   but   you  
specific  to  that  disease.  If  the  attack  succeeds,  it   get  1  point  of  difficulty  for  being  the  defender.  
makes   a   damage   roll   as   specified.   The   difficulty     Landing   on   a   soft   surface   may   reduce   the  
is  1  since  you  are  the  defender.     number   of   damage   dice.   Landing   in   water  
  A  disease  continues  to  attack  you  at  its   reduces  the  number  of  damage  dice  rolled  by  2.    

Table 5.1: Diseases


FEAR
Disease Attack Damage Incubation Recurrence Some   creatures,   items   or  
Smallpox 8 5 12  days 7  days situations   may   cause   fear.  
Cause:  Contagion.  Disadvantages:  Blind,  Brain  Damage Sources   of   fear   are   rated   by  
Malaria 6 3 7  days 2  days the   number   of   attack   dice  
Cause:  Transmitted  by  mosquito.  Disadvantages:  None they   roll,   opposed   by   your  
Wound  Infection 4 4 7  days 7  days [Charisma  +  Self  Control].  If    
Cause:  Open  Wound.  Disadvantages:  Lame,  Missing  Hand

18
a   fear   attack   succeeds,   you   are   afraid,   may   only     Some   social   skills   may   allow   you   to  
use   move   actions,   and   must   move   away   from   temporarily,   or   even   permanently   change   the  
the   source   of   fear   until   you   reach   a   safe   place.   attitude  of  an  NPC.  
Fear  effects  generally  last  for  a  whole  scene.  If  
a  fear  attack  scores  confirmed  critical  hits,  the   LANGUAGES
gamemaster   may   assign   permanent   mental   If   you   attempt   a   challenge   with   a   skill   that  
disadvantages.   relies   heavily   on   written   or   verbal  
communication  in  a  language  in  which  you  are  
FIRE not  fluent,  you  must  first  take  a  skill  challenge  
When   you   are   exposed   to   fire,   the   intensity   of   for  that  language,  [Intelligence  +  language  skill]  
the   fire   determines   the   number   of   damage   dice   with  a  difficulty  of  1.  If  your  language  challenge  
rolled  each  round  against  you.  A  burning  torch   fails,   add   4   penalty   dice   to   your   original  
might   cause   three   damage   dice.   Standing   in   the   challenge.  
middle   of   a   burning  
building   might   result   in   Table 5.3: Poisons
6  or  more  damage  dice.   Poison Attack Damage First  Effect Recurrence
  Your  armor  provides   Arsenic    (ingested) 6 2 3  days 1  day
protection   from   fire   Belladonna  (ingested)  7 4 12  hours 12  hours
(treat  as  blunt  damage),   Cyanide  (ingested) 8 6 Immediate 2  hours
but   if   the   fire   wounds   Thallium  (ingested) 7 4 3  days 3  days
you,  the  armor  provides   Snake  Venom  
no   more   protection   and   (injected)   6   4   2  minutes   10  minutes  
takes  damage  itself  each            
round   thereafter   (see  
Destroying  Items)     You  are  assumed  to  be  fluent  in  your  native  
language,   and   the   gamemaster   is   free   to  
FRIENDS AND ENEMIES determine  when  the  language  penalty  does  and  
NPCs   that   you   meet   have   different   attitudes   does  not  apply.  
toward   you.   Some   of   the   relationships   with  
NPCs  may  be  very  complicated,  but  most  NPCs   POISON
will   fit   one   of   five   categories:   Allied,   Friendly,   You   might   be   exposed   to   poisons   through  
Neutral,  Unfriendly,  or  Enemy.     ingestion,   inhalation,   contact   with   the   skin,   or  
  Allied   NPCs   will   risk   their   own   safety   to   by  direct  entry  into  your  bloodstream  through  
help  you.   a  wound.  See  Table  5.3  for  example  poisons.  
  Friendly   NPCs   will   provide   assistance   or     Each   poison   has   a   number   of   dice   used   in  
information  if  it  doesn’t  cost  them  too  much.   it’s   attack   challenge.   You   defend   with   a  
  Neutral   NPCs   will   help   you   if   they   benefit   [Stamina]   challenge   and   add   1   automatic  
somehow.   success  as  the  defender.  
  Unfriendly   NPCs   will   avoid   assisting   you     This   first   attack   occurs   after   the   first   effect  
and   may   even   try   to   hinder   or   harm   you   if   period  listed  in  the  table.  If  the  attack  succeeds,  
there  is  little  risk  or  cost  to  them.  
  Enemy   NPCs   will   risk   their   own   safety   to   Table 5.2: Effects of NPC Attitude
harm  you.  
NPC  Attitude   Social  Challenge  Dice  
  Some   opposed   social   challenges,   specifically  
those  that  require  the  targeted  NPC  to  trust  or   Allied   2  Bonus  Dice  
agree   with   you,   are   affected   by   the   NPC’s   Friendly   1  Bonus  Die  
attitude  toward  you.  Table  5.2  gives  the  bonus   Neutral   No  Effect  
or  penalty  dice  added  to  social  skill  challenges  
based  on  attitude.   Unfriendly   1  Penalty  Die  
Enemy   2  Penalty  Dice  

19
the   poison   takes   a   damage   challenge   against   doses   can   increase   the   attack   and   damage  
you   with   the   dice   specified.   Additional   attacks   values   and   shorten   the   first   effect   times   and  
occur   at   the   listed   recurrence   rate.   Taking   an   recurrence  times.
antidote   stops   all   further   attacks.   If   2  
consecutive   attacks   do   no   damage,   the   poison   SUFFOCATION
has   run   its   course   and   does   no   further   harm.   If  you  are  unable  to  breath  for  any  reason,  you  
Each   poison   may   also   cause   special   critical   must   succeed   on   a   difficulty   1   [Stamina   +   Self  
effects   instead   of   extra   damage.   A   First   Aid   Control]   challenge   every   round   or   take   1   stun  
challenge   may   be   used   to   assist   a   poisoned   damage.   Increase   the   difficulty   by   1   for   every  
character’s  next  damage  resistance  challenge.   10   rounds   you   suffocate.   If   you   can   breath  
  The   values   for   most   ingested   poisons   in   freely  for  one  complete  round,  suffocation  ends  
table  5.3  are  based  on  typical  doses  that  could   and  all  stun  damage  from  suffocation  is  healed.
go   undetected   when   administered.   Larger  
 
 

20
CHAPTER 6: MODERN SKILLS AND ABILITIES
The  skills  listed  in  this  chapter  are  available  to   a   cinematic   scene,   it   counts   as   your   action   for  
your   character   in   a   modern   setting.   Each   the  round.  
description   includes   the   general   types   of  
challenges  to  which  that  skill  applies.   SPECIALTY
  Some   descriptions   include   very   specific   The   Specialty   ability   is   available   for   all   skills,  
challenges   involving   that   skill.   These   are   subject   to   approval   of   the   gamemaster.   A  
labeled   with   italics,   and   you   can   use   them   if   character   with   Forgery   skill   might   specialize   in  
you  have  at  least  1  die  in  that  skill.   forging   checks,   or   a   Vehicle   Mechanic   might  
  Each   skill   description   may   also   include   specialize  in  sports  cars.  
abilities   in   bold.   You   can   acquire   these   by   Specialty:   Choose   an   area   of   specialty   within  
spending  skill  dice  as  described  in  chapter  4.   this  skill.  You  gain  2  bonus  dice  when  taking  a  
  Some   specific   challenges   and   abilities   are   challenge   involving   that   specialty.   The  
marked  (action).  If  you  use  one  of  these  during   Specialty   ability   can   be   taken   multiple   times  
for  different  specialties.  

SKILLS AND ABILITIES SUMMARY

ADMINISTRATION SKILLS
Business
Finance Good Credit, High Finance, Keen Investor, Price Negotiator
Law Trial Lawyer
Management Coordination
Politics Discredit, Endorse

ARTISTIC SKILLS
Art Forge Art
Photography
Writing

ATHLETICS
Acrobatics Evade, Jumping Attack, Rough Move, Safe Fall, Tumble
Climbing Climbing Coach, Combat Climber, Reckless Climb
Running Combat Runner, Long Distance Running, Sprint
Sports
Swimming High Diver, Hold Breath

CLOSE COMBAT SKILLS


Armor Armor Mobility, Find Chink
Blade Blade Parry, Disarm, Feint, Multiple Blade Attacks, Power Blade Attack,
Quick Draw, Two Handed Blade
Club Club Parry, Disarm, Multiple Club Attacks, Power Club Attack, Stunning
Blow, Sunder Armor, Two Handed Club
Combat Reflexes Awareness, Defensive Charge, Improved Initiative, Prod Ally, Zone of Control
Shield Guardian Shield, Shield Bash, Multiple Blocks, Ranged Block, Shield Mobility

21
Unarmed Multiple Unarmed Attacks, Multiple Unarmed Blocks, Pin, Silent Kill, Weapon
Defense
Whip Disarm, Strangle, Trip

COVERT SKILLS
Disguise Mimic
Explosives
Forgery
Stealth Diversion, Sneak Attack
Surveillance Case, Tail
Theft Quick Crack

CRAFT SKILLS
Cooking Craft Superior Item
Masonry Craft Superior Item
Metalwork Craft Superior Item
Tailor Craft Superior Item
Woodwork Craft Superior Item

DISCIPLINE SKILLS
Concentration Focus, Focus Other, Stay on Task
Self Control Out of Character
 
HUMANITIES SKILLS
History Researcher
Literature Researcher
Religion Researcher

LANGUAGE SKILLS
Specific Language

LOCAL KNOWLEDGE SKILLS


Specific Location

MECHANICAL SKILLS
Industrial Mechanic
Vehicle Mechanic

MEDICAL SKILLS
First Aid Patch and Go
Pathology Precise Diagnosis
Pharmacy
Psychology
Surgery Superior Surgeon

NATURE SKILLS
Animals Calm Animal, Treat Animal
Earth Science
Plants
Riding Mounted Combat

22
Survival Guide
Tracking

OPERATE MACHINERY SKILLS


Operate Construction
Operate Industrial
Driving Combat Driving
Piloting Combat Piloting
Sailing Combat Sailing

PERFORMANCE SKILLS
Acting
Dance
Music
Singing

RANGED COMBAT SKILLS


Bow Precise Aim, Quick Load
Handgun Melee Handgun, Moving Handgun Shot, Multiple Handgun Shots, Precise
Aim, Quick Draw, Quick Load Handgun
Rifle Moving Rifle Shot, Multiple Rifle Shots, Precise Aim, Quick Load Rifle,
Suppression
Shotgun Multiple Shotgun Shots, Quick Load Shotgun, Shotgun Assault
Special Weapons
Thrown Weapon Quick Draw

SCIENCE SKILLS
Biology Researcher
Chemistry Researcher
Forensics Researcher
Physics Researcher

SOCIAL SKILLS
Command Inspire Ally, Multiple Assists
Deception
Gambling
Intimidation Frighten
Persuasion Heroic Befriend
Seduction Wiles

TECHNOLOGY SKILLS
Communications
Computers
Medical Technology

23
Trial   Lawyer:   Take   an   [Intelligence   +   Law]  
ADMINISTRATION SKILLS challenge   to   assist   any   Social   challenge  
involving   a   character   accused   of   a   crime.  
Administration   skills   cover   all   aspects   of   the   Provide  1  bonus  assist  die  for  each  success,  up  
business   world   and   general   management,   as   to  the  number  of  dice  in  your  Law  skill.  
well   as   politics   and   organizational   leadership.  
You   might   use   these   skills   to   uncover   who’s   MANAGEMENT
behind   a   mysterious   corporation   or   to   This  skill  represents  your  ability  to  lead  others  
determine   if   the   price   offered   for   a   service   is   in   extended   projects   requiring   complex  
fair.  You  may  also  need  these  skills  if  you  want   coordination.  
to  succeed  in  a  political  career.   Coordinate:   If   you   assist   in   a   challenge   in   a  
non-­‐cinematic   scene,   the   character   taking   the  
BUSINESS challenge   can   accept   assistance   from   multiple  
This   skill   applies   to   challenges   involving   character.   The   maximum   number   of   characters  
running   a   business.   It   includes   basic   business   who   can   assist   for   a   given   challenge   is   the  
finances,   as   well   as   marketing   and   business   number  of  dice  in  your  Management  skill.  
law.  You  could  use  it  to  run  your  own  business,  
or   to   figure   out   the   power   structure   or   odd   POLITICS
behaviors  of  someone  else’s.   This   skill   applies   to   challenges   involving  
understanding  the  motivations  of  politicians.  It  
FINANCE also   applies   to   any   attempt   to   be   accepted,   or  
The   Finance   skill   applies   to   challenges   elected,  to  political  office.  
involving   money.   You   could   use   it   when   Discredit:   During   a   public   debate   over   a  
auditing   financial   transactions   for   shady   deals   particular   issue,   you   may   take   a   [Charisma   +  
or  when  determining  the  best  way  to  finance  a   Politics]   challenge.   For   each   success,   your  
charitable  organization.   opponent   in   the   debate   takes   1   penalty   die   on  
Good  Credit:  You  may  take  on  additional  Debt   his   next   publicized   Administration   or   Social  
disadvantage   dice   above   the   maximum   skill   challenge.   The   number   of   penalty   dice   is  
allowed,   up   to   the   number   of   dice   in   Finance   limited   to   the   number   of   dice   in   your   Politics  
skill.   skill.  
High   Finance:   If   you   assist   another   character’s   Endorse:   Take   a   [Charisma   +   Politics]  
monthly   income   challenge   using   Finance   skill,   challenge   to   assist   another   character   taking   a  
you  may  add  multiple  success  dice  to  the  final   public   Administration   or   Social   skill   challenge.  
challenge,   up   to   the   number   of   dice   in   your   Provide  1  bonus  die  for  each  success,  limited  to  
Finance  skill.  You  may  use  this  ability  once  per   the  number  of  dice  in  your  Politics  specialty.  
month  for  each  die  in  Finance.  
Keen   Investor:   After   each   monthly   income   ARTISTIC SKILLS
challenge,   increase   the   money   you   add   to  
savings   by   5%   for   each   die   in   your   Finance   These   skills   apply   to   challenges   involving  
skill.   creative  activities.  
Price   Negotiator:   Reduce   the   cost   of   any   of  
your   purchases   over   $1,000   by   5%   for   each   die   ART  
of  Finance  skill.   You   use   Art   skill   to   create   visual   arts   like  
paintings  and  sculpture.  
LAW Forge   Art:   You   receive   2   bonus   dice   when  
This   skill   applies   to   challenges   dealing   with   trying  to  copy  an  existing  work  or  recognize  a  
interpreting   or   applying   the   law.   You   could   use   forgery.  
it  to  figure  out  how  to  stop  a  criminal  in  a  way  
that   will   hold   up   in   court,   or   to   argue   a   case  
before  a  judge.  

24
PHOTOGRAPHY Tumble:   When   you   move   into   the   reach   of   an  
You   use   this   skill   for   challenges   involving   unengaged   enemies   close   combat   weapon  
capturing  images,  both  still  and  film.   (when   you   would   normally   have   to   stop)   you  
may   take   a   [Dexterity   +   Acrobatics]   challenge  
WRITING opposed   by   the   enemy’s   [Dexterity   +   Weapon  
You   use   Writing   skill   to   create   written   works,   Skill]   challenge   to   continue   your   movement.  
both   fiction   and   non-­‐fiction.   Writing   of   The  enemy  is  considered  the  defender  for  this  
scholarly   works   generally   requires   a   skill   challenge.  
challenge  in  the  area  of  knowledge,  but  Writing  
skill   could   be   used   to   assist.   When   you   take   a   CLIMBING
Writing  challenge,  the  number  of  skill  dice  you   You   use   Climbing   skill   when   attempting   to  
roll   is   limited   to   your   skill   in   the   language   move   up   or   down   near-­‐vertical   surfaces   or  
you’re  writing  in.   climb  free-­‐hanging  ropes.  
Combat  Climber:  Climbing  does  not  make  you  
ATHLETIC SKILLS vulnerable.  
Climbing   Coach:   Make   a   [Perception   +  
These   skills   apply   to   challenges   involving   Climbing]   challenge   to   assist   another   character  
running,   jumping,   swimming,   climbing   and   with   whom   you   are   able   to   communicate  
other  athletic  activities.   clearly.   You   grant   1   bonus   die   for   each   success,  
limited  to  the  number  of  dice  in  your  Climbing  
ACROBATICS skill.  
You   use   Acrobatics   skill   in   challenges   that   Reckless  Climb:  Add  up  to  5  feet  to  your  base  
require   exceptional   coordination,   balance,   and   climb   speed   for   each   die   in   Climbing   skill,   but  
precise  movement.   add   1   penalty   die   to   your   climb   challenge   for  
Evade:   If   an   enemy   attacks   you   with   a   close   each  additional  5  feet.  
combat   opportunity   attack   while   you’re  
moving,  you  can  take  a  [Dexterity  +  Acrobatics]   RUNNING
challenge,   instead   of   a   normal   defensive   This   skill   may   allow   you   to   travel   extra  
challenge,   to   establish   the   difficulty   of   the   distance   and   avoid   falling   in   cinematic   move  
attack.   You   can   do   this   multiple   times   per   actions.  
round,   up   to   the   number   of   dice   in   your   Combat   Runner:   Running   does   not   make   you  
Acrobatics   skill.   Using   this   ability   does   not   vulnerable.   Also,   you   may   add   1   to   the  
count  as  your  active  defense  for  the  round  and   difficulty   of   your   running   challenge   and   also  
does  not  make  you  vulnerable.   add   1   to   the   difficulty   of   ranged   attacks   against  
Jumping   Attack:   When   you   successfully   jump   you  until  the  start  of  your  next  turn.  
at   least   5   feet   and   immediately   attack   an   Long  Distance  Running:  You  may  run  up  to  5  
enemy  (most  likely  as  part  of  a  Charge  action),   miles  per  day  for  each  die  in  Running  skill.  
you  add  bonus  dice  to  the  attack’s  damage  roll   Sprint:   Once   per   scene,   you   may   make   a   run  
equal  to  the  difficulty  of  the  jump.  The  number   action  and  add  one  bonus  die  for  each  persona  
of  bonus  dice  cannot  exceed  the  number  of  dice   pool  die  you  add  to  the  challenge.  
in  your  Acrobatics  skill.  
Rough   Move:   When   moving   or   running   over   SPORTS
rough   terrain   (difficulty   1   or   higher),   you   can   This   skill   covers   general   performance   in   team  
take   an   Acrobatics   challenge   to   assist   your   and   individual   sports.   It   reflects   ability   in  
movement   challenge.   You   can   apply   multiple   sports   that   use   multiple   physical   skills   and  
success   dice   to   the   assisted   challenge,   up   to   a   have   a   relatively   complicated   set   of   rules.   It  
maximum  of  your  Acrobatics  dice.   does   not   apply   to   straightforward   physical  
Safe   Fall:   Reduce   the   damage   dice   you   suffer   activities  like  running,  swimming,  acrobatics  or  
from   falling   by   the   number   of   dice   in   your   climbing.  
Acrobatics  skill.  

25
SWIMMING [Perception   +   Blade]   challenge.   The   target   of  
You   use   this   skill   for   swimming   movement   the  assisted  attack  must  be  declared  during  the  
challenges.   feint   action   and   must   be   within   reach   of   your  
High   Diver:   Reduce   the   number   of   damage   blade.   Grant   1   assist   die   for   each   success,  
dice   when   you   fall   into   water   by   the   number   of   limited   to   the   number   of   dice   in   your   Blade  
dice  in  your  Swimming  skill.   skill.   If   you   or   the   assisted   character   take   any  
Hold   Breath:   When   suffocating,   reduce   the   other  action  before  attacking,  the  effects  of  the  
number  of  penalty  dice  you  roll  due  to  duration   feint  are  lost.  
of   suffocation   by   the   number   of   dice   in   your   Multiple   Blade   Attacks   (action):   Make  
Swimming  skill,  to  a  minimum  of  zero.   multiple   blade   attacks,   up   to   the   number   of  
dice   in   your   Blade   skill.   Multiple   action   penalty  
CLOSE COMBAT SKILLS dice  apply.    
Power   Blade   Attack:   Instead   of   applying   all  
You   use   these   skills   to   attack   and   defend   in   Blades   skill   dice   to   your   attack   roll,   you   may  
combat  with  hand-­‐to-­‐hand  weapons.   choose   to   apply   some   of   them   to   the   resulting  
damage  roll  instead.  
ARMOR Quick  Draw:  You  draw  a  blade  as  a  free  action.  
You   use   this   skill   to   effectively   don   and   wear   Two  Handed  Blade:  If  you  wield  a  blade  two-­‐
armor,   and   to   determine   how   much   you   know   handed,   add   additional   damage   dice   equal   to  
about  armor.   the  lower  of  your  Strength  or  your  Blade  skill.  
Armor   Mobility:   Reduce   your   encumbrance  
penalty  dice  for  armor  by  the  number  of  dice  in   CLUB
your   Armor   skill.   This   reduction   cannot   exceed   Use  this  skill  to  attack  with  blunt  weapons  like  
your  Strength  attribute.   clubs,   maces,   hammers,   baseball   bats,   etc.   You  
Find   Chink:   When   you   apply   any   persona   pool   can   also   use   this   skill   for   active   defense   against  
dice   to   attack   an   armored   opponent   in   close   melee  attacks  if  you’re  holding  a  club.    
combat,   first   take   a   [Perception   +   Armor]   Club   Parry:   Instead   of   making   a   single   skilled  
challenge  and  subtract  any  successes  from  the   defensive  roll  in  a  round,  you  can  parry  with  a  
opponent’s   armor   value   during   this   attack.   The   club   up   to   a   number   of   times   equal   to   the  
maximum   amount   you   can   reduce   an   number   of   dice   in   your   Club   skill.   When  
opponent’s  armor  is  the  number  of  dice  in  your   parrying,  take  a  [Dexterity  +  Club]  challenge  as  
Armor   skill   and   the   reduction   is   not   your  defensive  roll.  
permanent.   Disarm:   When   you   wield   a   club,   you   reduce  
the  difficulty  disarm  attacks  by  1.  
BLADE Multiple   Club   Attacks   (action):   Make  
Use   this   skill   to   attack   with   cutting   and   multiple  club  attacks,  up  to  the  number  of  dice  
stabbing  weapons  like  knives,  swords,  axes  and   in   the   Club   skill.   Multiple   action   penalty   dice  
spears.   You   can   also   use   this   skill   for   active   apply.    
defense  against  melee  attacks  if  you’re  holding   Power   Club   Attack:   Instead   of   applying   all   of  
a  blade.   your  Club  skill  dice  to  your  attack  roll,  you  may  
Blade  Parry:  Instead  of  making  a  single  active   choose   to   apply   some   of   them   to   the   resulting  
defensive  roll  in  a  round,  you  can  parry  with  a   damage  roll  instead.  
blade   up   to   a   number   of   times   equal   to   the   Stunning   Blow:   When   attacking   with   a   club,  
number   of   dice   in   your   Blade   skill.   When   you  may  declare  before  the  attack  that  you  are  
parrying,   you   take   a   [Dexterity   +   Blade]   making  a  stunning  blow.  Treat  normal  wounds  
challenge  as  your  defensive  roll.   inflicted  as  stun  damage,  but  treat  any  wounds  
Disarm:   Reduce   the   penalty   difficulty   of   resulting  from  critical  hits  as  regular  wounds.  
disarm  attacks  by  one.   Sunder   Armor:   When   attacking   with   a   club,  
Feint   (action):   Assist   your   next   attack,   or   you   may   declare   beforehand   that   you   are  
another   characters   next   attack   by   taking   a   making   a   sunder   armor   attack.   If   any   wounds  

26
penetrate   the   armor,   apply   one   of   them   to   the   your  shield  multiple  times,  up  to  the  number  of  
armor  instead  of  the  target  character.   dice   in   your   Shield   skill.   When   blocking,   use   a  
Two   Handed   Club:   If   you   wield   a   club   two-­‐ [Dexterity   +   Shield]   challenge   as   your  
handed,   add   additional   damage   dice   equal   to   defensive  roll.  
the  lower  of  your  Strength  or  your  Club  skill.   Ranged   Block:   While   using   your   shield   and  
taking  a  defensive  stance,  add  1  to  the  difficulty  
COMBAT REFLEXES of  ranged  attacks  against  you.  
You   use   Combat   Reflexes   to   gain   initiative   in   Shield   Bash:   You   may   make   one   additional  
combat,   and   to   gain   access   to   special   combat   attack   in   a   round,   using   [Strength   +   Shield]   as  
reaction  abilities.   the   attack   challenge   and   [1d   +   Strength]   as  
Awareness:   You   may   take   additional   active   blunt   damage.   Shield   Bash   counts   as   your  
defensive   challenges   while   vulnerable.   The   defensive  challenge  for  the  turn,  and  therefore  
number  of  additional  challenges  cannot  exceed   cannot   be   used   if   you   are   vulnerable.   Shield  
the   number   of   dice   you   have   in   Combat   Bash   does   not   count   as   an   extra   action   for  
Reflexes  skill.     purposes  of  multiple  action  penalty  dice.  
Defensive   Charge:   Charging   does   not   make   Shield   Mobility:   Reduce   your   encumbrance  
you  vulnerable.   penalty   dice   for   shields   by   the   number   of   dice  
Improved   Initiative:   You   may   add   your   in   your   Shield   skill.   The   amount   by   which   you  
Combat  Reflexes  skill  dice  as  bonus  dice  to  any   reduce   penalty   dice   cannot   exceed   your  
initiative  challenge  leading  to  combat.   Strength  attribute.  
Prod   Ally:   When   rolling   for   initiative   before  
combat,   you   may   voluntarily   give   up   any   UNARMED
number   of   your   successes,   adding   1   bonus   die   You   use   Unarmed   skill   to   make   close   combat  
to   an   ally’s   initiative   challenge   for   each.   The   attacks  without  a  weapon,  including  punching,  
number   of   bonus   dice   granted   by   this   assist   is   kicking,   shoving,   etc.   Unarmed   attacks  
limited   to   the   number   of   dice   in   your   Combat   normally   do   stun   damage,   but   confirmed  
Reflexes   skill.   You   must   declare   that   you   will   critical   hits   cause   wounds.   You   can   also   use  
use  this  ability  before  anyone  rolls  initiative.   this   skill   for   active   defense   against   melee  
Zone   of   Control:   You   may   make   additional   attacks   when   unarmed,   but   penalties   may  
attacks   of   opportunity   during   a   round,   up   to   apply   when   fighting   armed   opponents   (see  
the   number   of   dice   in   your   Combat   Reflexes   Chapter  3).  
skill.  Each  opportunity  attack  must  be  against  a   Multiple  Unarmed  Attacks  (action):  You  may  
different   target.   You   may   also   stop   the   make   multiple   unarmed   attacks   up   to   the  
movement   of   enemies   within   reach   of   your   number  of  dice  in  your  Unarmed  skill.  Multiple  
weapon,   even   if   you   are   already   engaged,   The   action  penalty  dice  apply.    
total  number  of  engaged  plus  stopped  enemies   Multiple  Unarmed  Blocks:  Instead  of  making  
cannot  exceed  your  Combat  Reflexes  dice.   a   single   active   defensive   roll   in   a   round,   you  
may   defend   with   your   Unarmed   skill   up   to   a  
SHIELD number  of  times  equal  to  the  number  of  dice  in  
You   can   use   this   skill   for   defensive   challenges   your  Unarmed  skill.  
against  melee  attacks  if  holding  a  shield.     Pin  (action):  If  you  have  successfully  grabbed  
Guardian   Shield:   At   the   beginning   of   your   an   opponent   in   a   previous   round,   you   may  
turn   choose   an   ally   within   5   feet   of   you.   Until   make   an   opposed   challenge   of   [Strength   +  
the   start   of   your   next   turn,   the   armor   bonus   Unarmed]   to   attempt   to   pin   them.   If   you  
from  your  shield  applies  to  that  ally  instead  of   succeed,   you   and   the   pinned   character   drop  
you,   provided   they   remain   within   5   feet.   You   prone   and   are   both   vulnerable.   Pinned  
may   not   use   your   shield   for   anything   else   characters   can   take   no   physical   actions   except  
during  this  time.   Escape,  and  must  add  2  penalty  dice  to  Escape  
Multiple   Blocks:   Instead   of   making   a   single   challenges.  
active  defensive  in  a  round,  you  may  block  with  

27
Silent   Kill:   When   you   make   a   successful   close   Mimic:   When   disguised   as   a   specific   person,  
combat   attack   against   a   vulnerable   opponent,   reduce   the   familiarity   bonus   dice   by   the  
you  silence  them  for  the  rest  of  the  scene.   number   of   dice   in   your   Disguise   skill,   to   a  
Weapon   Defense:   You   do   not   suffer   the   2   minimum  of  zero.  
penalty   dice   normally   applied   when   using  
Unarmed   skill   to   defend   against   a   skilled,   EXPLOSIVES
armed  attacker.   You   use   this   skill   in   challenges   involving  
placing  and  setting  off  explosives.  You  can  also  
WHIP use   it   to   identify   the   effects   of   particular  
You  use  this  skill  to  make  close  combat  attacks   explosives  or  trace  the  origin  of  explosives.  
using  whips  and  long  flexible  weapons  in  their  
various  forms  (bullwhips,  spiked  chains,  lassos,   FORGERY
etc.).   You   can   use   this   skill   for   active   defense   You   use   Forgery   skill   to   create   false   papers   or  
against  melee  attacks  if  holding  a  whip.     modify   existing   documents   or   images.   You  
Disarm:  Reduce  the  difficulty  of  disarm  attacks   could  use  it  to  counterfeit  currency,  create  new  
when  wielding  a  whip  by  1.   identity   documents,   or   modify   information   on  
Strangle   (action):   Treat   your   attack   with   a   a   paper   receipt.   You   can   also   use   Forgery   to  
whip  as  a  ranged  attack  against  a  human-­‐sized   modify   images   and   videos.   Many   official  
opponent’s   head   (with   the   appropriate   documents   have   properties   that   make   them  
difficulty).   If   you   get   at   least   1   confirmed   difficult   to   forge,   resulting   in   penalty   dice   on  
critical   success,   your   whip   wraps   the   the  Forgery  challenge  as  shown  in  Table  6.2.  
opponents   neck   and   cuts   off   air   and   blood    
supply,   suffocating   them   (see   Suffocation   in   Table 6.2: Forgery Penalties
Chapter   5).   Each   round   the   target   can   use   their  
Document   Forgery  Penalty    
action   to   attempt   to   break   free   with   a  
successful   [Dexterity   +   Unarmed   Combat]   Signature/Signed  Check   None  
challenge.   You   defend   with   an   active   defense     Notarized  Signature   1  die  
[Dexterity   +   Whip]   challenge,   or   just   using   Driver’s  License   1  die  
[Dexterity].   US  Passport   3  dice  
Trip   (action):   You   may   use   a   whip   to   make   Surveillance  Video   2  dice  
ranged   trip   attacks   against   your   opponent   US  Currency   3  dice  
using  a  [Dexterity  +  Whip]  challenge.  
STEALTH
COVERT SKILLS You   use   Stealth   skill   for   challenges   when  
attempting  to  remain  unnoticed.  You  could  use  
You   use   covert   skills   for   challenges   involving   it  to  hide  in  a  dark  alley,  sneak  up  silently  on  an  
actions   that   are   intended   to   be   secret   and   enemy,   or   hide   a   small   object   in   the   palm   of  
unnoticed,  or  to  create  false  impressions.     your  hand.  
DISGUISE Table 6.1: Disguise Recognition
You   use   this   skill   when   attempting   to  
physically  disguise  your  own  or  someone  else’s   Familiarity   Bonus  Dice  to  
identity,  or  to  look  like  another  specific  person.   Recognize  Disguise  
If  you’re  disguised  as  a  specific  person,  anyone   Acquaintance  or  Fan   1  bonus  die  
who   knows   that   person   will   get   bonus   dice   in   See  or  Visit  Monthly   2  bonus  dice  
any   opposed   challenge   to   detect   your   disguise  
Co-­‐Worker  or  Friend   3  bonus  dice  
as  shown  in  Table  6.1.  
  Close  Friend  or  Family   4  bonus  dice  
  Member  

28
Diversion   (action):   You   create   a   diversion   to   success,   limited   to   the   number   of   dice   in   your  
draw   attention   away   from   another   character’s   Surveillance  skill.  
Stealth   challenge.   Roll   [Intelligence   +   Stealth]  
to   assist   another   character   who   is   taking   a   THEFT
challenge   to   remain   unnoticed.   Grant   1   bonus   You   use   Theft   skill   to   steal   items   from   secure  
assist   die   for   each   success,   limited   to   the   locations,  like  a  safe  or  a  pocket.  Theft  skill  also  
number  of  dice  in  your  Stealth  skill.     applies   to   attempts   to   bypass   typical   security  
Sneak  Attack:  When  you  successfully  attack  a   devices.   When   you   try   to   steal   directly   from  
vulnerable   opponent,   add   your   Stealth   dice   to   another   character,   you   take   an   opposed  
the  damage  roll.   challenge  against  the  target’s  [Perception  +  Self  
Control].   Inanimate   objects   like   locks   and  
SURVEILLANCE security  systems  typically  have  a  set  difficulty.  
You   use   Surveillance   skill   to   gather   Quick   Crack:   When   taking   an   extended   theft  
information  about  people  or  places  by  secretly   challenge,   for   example   to   bypass   a   security  
monitoring   them.   You   also   use   it   when   device,  you  may  increase  the  difficulty  for  each  
attempting   to   discover   hidden   surveillance   roll  by  1,  but  add  3  bonus  dice  to  each  roll.  
devices.  

Case:   After   spending   a   day   inspecting   a  


location,   you   gather   enough   information   to   CRAFT SKILLS
take  a  [Perception  +  Surveillance]  challenge  to  
assist   any   Covert   skill   challenge   within   Craft  skills  allow  you  to  create  relatively  simple  
location.   Grant   1   bonus   die   per   success,   limited   items,  repair  items  and  understand  the  quality  
to  the  number  of  dice  in  your  Surveillance  skill.   and   properties   of   crafted   items.   Rules   for  
Tail:   After   spending   a   day   following   and   creating   and   repairing   items   are   covered   in  
monitoring   the   activities   of   an   individual,   you   Chapter  8.  
gather   enough   information   to   take   a   Craft   Superior   Item:   This   special   ability   is  
[Perception   +   Surveillance]   challenge   to   assist   available   separately   for   each   craft   skill.   You  
a   Social   or   Covert   skill   challenge   targeting   the   may   attempt   to   craft   a   superior   item   by  
tailed   individual.   Grant   1   bonus   die   per   increasing   the   creation   difficulty   by   1   and  
doubling   the   total   successes   required.   Superior  

29
items   generally   have   one   of   their   attributes   of   successes,   up   to   the   number   of   dice   your  
improved   by   1.   For   instance,   superior   armor   Concentration   skill.   This   does   not   count   as   an  
may   have   1   less   die   of   encumbrance,   and   a   assist.  
superior   vehicle   may   have   1   extra   point   of   Stay   on   Task:   When   taking   a   challenge   that  
maneuver  or  acceleration.   requires   heavy   thinking   or   study,   you   may  
assist  yourself  with  a  Concentration  challenge.  
COOKING You   may   apply   multiple   successes   as   bonus  
Use  this  skill  to  make  special  foods  or  drinks  or   dice   to   your   challenge,   up   to   the   number   of  
discover   the   recipes   for   specific   dishes.   dice  in  your  Concentration  skill.  
Superior   cooked   items   might   provide   bonus  
dice  for  social  challenges.   SELF CONTROL
The  Self  Control  skill  applies  to  challenges  that  
MASONRY require   your   mind   to   control   your   emotions  
Use   this   skill   when   building   structures   out   of   and  physical  reactions.  This  includes  toughness  
stone  and  mortar  and  brick.  This  could  include   Challenges   and   resistance   to   many  
walls,   bridges,   brick   buildings,   pyramids   or   environmental  dangers  that  affect  behavior.  
tombstones.   Out   of   Character:   When   you   take   an   action  
that   goes   against   one   of   your   personality  
METALWORK patterns,   you   may   take   a   [Charisma   +   Self  
Use   this   skill   when   forming   new   items   out   of   Control]  challenge  to  avoid  giving  up  a  persona  
metal.  This  could  be  simple  machines,  tools,  or   pool   die.   The   difficulty   of   this   challenge   is  
steel  girders.   usually  one,  but  the  gamemaster  may  increase  
it  based  on  the  nature  of  your  action.  You  may  
TAILOR use  this  ability  a  number  of  times  in  each  scene  
Use   this   skill   to   create   new   and   original   equal  to  your  Self  Control  dice.    
clothing  and  new  textiles.  

WOODWORK HUMANITIES SKILLS


Use   this   skill   to   create   items   from   wood.   This  
These   skills   represent   your   knowledge   of  
could  be  furniture  or  wooden  buildings.  
classical   humanities,   as   well   as   your   ability   to  
research  new  information  within  these  field  
DISCIPLINE SKILLS Extended   Research:   You   may   treat   a   humanities  
challenge  as  an  extended  challenge.  Reduce  the  
Discipline   skills   apply   to   challenges   that  
difficulty   by   1,   and   then   double   the   original  
require   you   to   be   focused,   in   control   of   your  
difficulty   to   get   the   total   successes   required.  
emotions,  and  aware  of  what’s  going  on  in  the  
Each   roll   on   a   research   challenge   represents   a  
world  around  you.  
full  day  of  research.  
CONCENTRATION   The  following  abilities  are  available  for  each  
Concentration   skill   allows   you   to   stay   focused   humanities  skill.  
on  a  task  that  requires  constant  concentration,   Researcher:   When   making   an   extended  
like   being   on   watch   or   solving   a   complicated   research  challenge  in  humanities,  add  2  bonus  
puzzle.   dice  to  each  roll.  
Focus:   Reduce   the   number   of   distraction  
HISTORY
penalty  dice  for  your  challenges  by  the  number  
This   skill   represents   your   overall   knowledge   of  
of  dice  in  your  Concentration  skill.  
history.    
Focus   Other   (action):   When   another  
Local   Historian:   Receive   three   bonus   dice  
character   near   you   is   forced   to   add   penalty  
when   making   a   History   challenge   involving  
dice  to  a  challenge  due  to  distractions,  you  may  
your  home  area.    
take   a   [Charisma   +   Concentration]   challenge  
and  reduce  the  distraction  dice  by  the  number  

30
LITERATURE MEDICAL SKILLS
This   skill   represents   your   knowledge   of  
important   literature,   both   fiction   and   non-­‐
fiction.    
FIRST AID
Use  this  skill  to  deal  with  time-­‐critical  onjuries.  
RELIGION Treat   Injuries:   You   may   take   a   [Perception   +  
This   skill   represents   your   knowledge   of   First   Aid]   Challenge   to   take   care   of   a   wound  
religion  in  general.  You  can  use  it  to  determine   received  during  the  same  scene  by  yourself  or  
religious  beliefs  or  how  to  correctly  perform  a   another   character.   This   challenge   takes   five  
religious  ritual.   minutes   and   is   treated   as   an   assist   for   the  
wounded   character’s   next   Healing   Challenge.  
Multiple   success   dice   can   apply   to   the   Healing  
LANGUAGE SKILLS Challenge,   up   to   the   number   of   dice   in   your  
Language   skills   reflect   you   fluency   in   other   First  Aid  skill,  and  at  least  1  can  apply,  even  if  
languages.   you’re  unskilled.    
Stop   Bleeding   (action):   You   may   take   a  
SPECIFIC LANGUAGE [Perception   +   First   Aid]   challenge   during   a  
Each  specific  language  is  a  separate  skill.  Thus,   cinematic   scene   to   remove   Bleeding  
in   the   modern   world,   German   is   a   skill,   as   are   disadvantage   dice   from   yourself   or   another  
English,  Mandarin,  and  Swahili.     character.   The   difficulty   is   the   number   of  
bleeding  dice  your  subject  has.  If  the  challenge  
is   successful,   you   remove   one   die   of   bleeding.  
LOCAL KNOWLEDGE SKILLS
Any   confirmed   critical   successes   remove   all  
Local   Knowledge   skills   represent   your   bleeding   dice.   Once   you   have   removed  
familiarity  with  specific  locations.   bleeding   dice,   you   must   remain   near   the  
subject  and  take  the  Stop  Bleeding  action  every  
SPECIFIC LOCATION turn   for   the   rest   of   the   scene,   or   all   bleeding  
Your   knowledge   of   the   people   and   places   of   dice   you   removed   will   return.   Only   one  
each  specific  location  (a  region  or  large  city)  is   character  may  use  the  Stop  Bleeding  action  on  
a  separate  skill.   a  given  character  in  a  single  round.  
Patch  and  Go  (action):  When  in  contact  with  a  
MECHANICAL SKILLS character   wounded   during   the   current   scene,  
you   may   take   a   [Dexterity   +   First   Aid]  
You   use   Mechanical   skills   to   understand,   challenge   as   an   assist   to   the   wounded  
modify,   sabotage   and   repair   mechanical   character’s  toughness  challenge,  provided  they  
systems.  See  rules  for  repair  in  Chapter  8.   take   a   toughness   challenge   as   their   next   action.  
More  than  one  success  die  may  be  added  to  the  
INDUSTRIAL MECHANIC toughness   challenge,   up   to   the   number   of   dice  
Use   this   skill   to   repair   and   modify   industrial   in  your  First  Aid  skill.    
systems   such   as   power   plants,   factory  
machinery,  etc.   PATHOLOGY
This   skill   represents   your   knowledge   of  
VEHICLE MECHANIC physical   diseases   and   disorders   and   their  
Use   this   skill   to   repair   and   modify   mechanical   symptoms.  Use  this  skill  to  determine  a  specific  
vehicles   such   as   cars,   trucks,   airplanes,   boats   type  of  disease  and  possible  treatments.  
and  tanks.   Precise   Diagnosis:   When   you   use   your  
Pathology  skill  to  assist  challenges  that  defend  
against   disease,   you   may   apply   multiple  
successes   to   the   assisted   challenge,   up   to   the  
number   of   dice   in   your   Pathology   skill.   You  

31
may   assist   one   patient   per   week   per   die   in   RIDING
Pathology.   This   skill   represents   your   ability   to   ride   and  
control  animal  mounts.  
PHARMACY Maneuver:   You   may   take   a   difficulty   zero  
This  skill  represents  your  knowledge  of  drugs,   Riding   challenge   when   mounted   and   gain   1  
both   legal   and   illegal,   as   well   as   poisons.   You   additional   maneuver   point   for   each   success.  
can  use  this  skill  to  assist  defensive  challenges   See   Chapter   9:   Vehicles   and   Mounts   for   an  
and  against  poison.  You  can  also  use  Pharmacy   explanation  of  maneuver  points.  
skill   to   create   pharmaceutical   compounds   or   Mounted   Combat:   Being   mounted   does   not  
poisons   from   basic   ingredients.   The   proper   make   you   vulnerable.   You   may   also   use  
drugs   may   alleviate   or   cure   some   Physical   [Dexterity   +   Riding]   as   your   defensive   skill  
Disadvantages.  See  Painkillers  in  Chapter  8.   challenge   against   melee   attacks   when  
mounted.  
PSYCHOLOGY
This   skill   represents   your   knowledge   of   mental   SURVIVAL
disorders   and   their   treatment.   At   the   This   skill   represents   your   ability   to   survive   in  
gamemaster’s   discretion,   you   may   use   this   skill   the  wild  and  endure  extreme  environments.  In  
to  treat  or  remove  mental  disadvantages.   most   situations,   you   may   add   your   Survival  
dice   to   Endurance   challenges   involving  
SURGERY extreme   environmental   conditions   of   heat,  
This   skill   represents   your   prowess   as   a   cold,  etc.  
surgeon.   At   the   gamemaster’s   discretion,   it   Guide:   You   may   use   your   Survival   skill   to  
may   be   used   to   remove   wounds   or   Physical   assist   the   Survival   challenges   of   others.   You  
Disadvantages.   may   apply   multiple   successes   to   the   assisted  
Superior   Surgeon:   When   you   use   your   challenge,   up   to   the   number   of   dice   in   your  
Surgery   skill   to   assist   healing   challenges,   you   Survival   skill,   and   you   may   assist   multiple  
may   apply   multiple   successes   to   the   assisted   people   per   day,   up   to   the   number   of   dice   in  
challenge,   up   to   the   number   of   dice   in   your   your  Survival  skill.  
Surgery   skill.   You   may   provide   this   assistance  
to  one  patient  per  week  per  die  in  your  Surgery   TRACKING
skill.   You   use   this   skill   for   tracking   animals   or  
humans.   The   difficulty   depends   on   the   age   of  
NATURE SKILLS the   tracks,   the   size   of   the   creature   being  
tracked,   and   any   environmental   factors   that  
ANIMALS might   make   tracks   more   apparent,   wash   them  
This  skill  represents  your  connection  with  and   away  or  cover  them  up.  
knowledge  of  animals.  
Calm  Animal:  You  may  use  your  Animals  skill   OPERATE MACHINERY SKILLS
as   if   it   were   Persuasion   skill   to   change   the  
disposition   of   an   animal   or   small   group   of   These   skills   have   to   do   with   your   ability   to  
animals.   drive  or  operate  machinery.  
Treat  Animal:  You  may  use  your  Animals  skill  
as   First   Aid   skill   when   treating   injuries   to   CONSTRUCTION
animals.   This   skill   represents   your   ability   to   operate  
heavy   construction   equipment   like   cranes,  
PLANTS backhoes,  bulldozers,  dump  trucks,  etc.  
This   skill   represents   your   knowledge   of   all  
plants,  including  their  practical  uses.  

32
INDUSTRIAL PERFORMANCE SKILLS
This   skill   represents   your   ability   to   operate  
industrial   equipment,   such   as   in   a   factory   or  
power  plant.  
ACTING
This   skill   applies   to   your   challenges   involving  
DRIVING acting  in  plays,  films,  or  just  impromptu  acting.  
This   skill   represents   your   ability   to   operate  
typical   ground   vehicles   used   primarily   for  
DANCING
This   skill   applies   to   your   challenges   involving  
transporting  passengers  or  cargo.  
dancing,  both  solo  and  in  groups.  
Maneuver:   You   may   take   a   difficulty   zero  
Driving   challenge   when   driving   a   vehicle   and   MUSIC
gain   1   additional   maneuver   point   for   each  
This   skill   applies   to   your   musical   instrument  
success.  
performances.   It   does   not   indicate   your  
Combat   Driving:   As   part   of   a   ground   vehicle  
knowledge  of  music  theory  or  history.  
move   action,   you   may   take   a   difficulty   1  
[Dexterity   +   Driving]   challenge   to   move  
evasively.  If  you  succeed,  increase  the  difficulty  
of  any  ranged  attacks  against  you,  your  vehicle,  
and  your  passengers  by  1  until  your  next  turn.    

PILOTING
This   skill   represents   your   ability   to   operate  
aircraft,   including   fixed   wing   airplanes   and  
helicopters.  
Maneuver:   You   may   take   a   difficulty   0   Piloting  
challenge   when   piloting   an   aircraft   and   gain   2  
additional  maneuver  points  for  each  success.  
Combat   Piloting:   As   part   of   an   aircraft   move  
action,  you  may  take  a  difficulty  1  [Dexterity  +  
Piloting]   challenge   to   move   evasively.   If   you  
succeed,   you   increase   the   difficulty   of   any  
ranged   attacks   against   you,   your   vehicle,   and  
your  passengers  by  1  until  your  next  turn.  

SAILING
This   skill   represents   your   ability   to   operate  
seagoing   vehicles,   including   sailboats   and  
powered  boats.  
Maneuver:   You   may   take   a   difficulty   zero  
Sailing   challenge   when   operating   a   boat   and  
gain   1   additional   maneuver   point   for   each  
success.  
Combat   Sailing:   As   part   of   a   boar   movement  
action,  you  may  take  a  difficulty  1  [Dexterity  +  
Sailing]   challenge   to   move   evasively.   If   you   SINGING
succeed,   increase   the   difficulty   of   any   ranged   This   skill   applies   to   your   musical   vocal  
attacks   against   you,   your   vehicle,   and   your   performances.   It   does   not   represent   your  
passengers  by  1  until  your  next  turn.   knowledge  of  music  theory  or  history.  

33
Quick   Load   Handgun:   Reload   a   handgun’s  
RANGED COMBAT SKILLS
ammunition   as   a   free   action.   The   maximum  
number   of   rounds   or   clips   you   can   reload   in   a  
BOW turn   equals   the   number   of   dice   in   your  
This  skill  applies  when  you  attack  with  bows  or   Handgun  skill.  
crossbows.  
Aim   (action):   If   you   have   a   drawn   and   loaded   RIFLE
bow,   take   a   [Perception   +   Bow]   challenge   as   an   This   skill   represents   your   ability   to   fire   and  
assist   to   your   next   action,   assuming   it   is   an   care  for  rifles.  
attack   with   your   bow.   Aiming   makes   you   Aim   (action):   If   you   have   loaded   rifle,   take   a  
vulnerable,  just  like  any  ranged  attack  action.   [Perception   +   Rifle]   challenge   as   an   assist   for  
Precise   Aim:   You   may   apply   more   than   1   your  next  action,  assuming  it  is  an  attack  with  
success  die  from  your  Aim  action  to  your  bow   your   rifle.   Aiming   makes   you   vulnerable,   just  
attack,  up  to  a  maximum  of  the  number  of  dice   like  any  ranged  attack  action.  
you  have  in  your  Bow  skill.   Moving   Rifle   Shot   (action):   Make   a   normal  
Quick   Load:   You   may   draw   and   nock   an   arrow   move   action   and   then   attack   with   a   rifle.  
as  a  free  action,  provided  you  have  a  quiver  to   Multiple   action   penalties   apply   to   these   2  
draw  from.   actions.  
Multiple   Rifle   Shots   (action):   Make   multiple  
HANDGUN attacks   with   a   rifle,   up   to   the   number   of   dice   in  
This   skill   represents   your   ability   to   fire   and   the  Rifle  skill,  provided  the  weapon  has  enough  
care  for  handguns.   ammunition.   Multiple   action   penalty   dice  
Aim   (action):   If   you   have   a   drawn   and   loaded   apply.    
handgun,   make   a   [Perception   +   Handgun]   Precise   Aim:   You   may   apply   more   than   1  
challenge   as   an   assist   to   your   next   action,   success   die   from   your   Aim   action   to   your   rifle  
assuming   it   is   an   attack   with   your   handgun.   attack,   up   to   a   maximum   equal   to   the   number  
Aiming   makes   you   vulnerable,   just   like   any   of  dice  you  have  in  your  Rifle  skill.  
ranged  attack  action.  
Melee   Handgun:   Ranged   attacks   with  
your   handgun   do   not   make   you  
vulnerable,   and   you   may   use   your  
handgun   as   a   club.   Using   an   Aim   action  
still  makes  you  vulnerable.  
Moving  Handgun  Shot  (action):  Make  a  
normal   move   action   and   then   attack   with  
a   handgun.   Multiple   action   penalties  
apply  to  these  2  actions.  
Multiple  Handgun  Shots  (action):  Make  
multiple   Handgun   attacks   up   to   the  
number   of   dice   in   the   Handgun   skill,  
provided   the   weapon   has   enough  
ammunition   loaded.   Multiple   action  
penalty  dice  apply.    
Precise  Aim:  You  may  apply  more  than  1   Quick  Load  Rifle:  Reload  a  rifle’s  ammunition  
success   die   from   your   Aim   action   to   your   as   a   free   action.   The   maximum   number   of  
handgun  attack,  up  to  a  maximum  equal  to  the   rounds   or   clips   that   you   can   reload   in   a   turn  
number  of  dice  you  have  in  your  Handgun  skill.   equals  the  number  of  dice  in  your  Rifle  skill.  
Quick  Draw:  You  may  draw  a  loaded  handgun   Suppression(action):  Make  a  normal  attack  to  
as  a  free  action.   hit   your   opponent,   decreasing   the   difficulty   to  
hit   by   1,   or   by   2   if   you’re   using   an   automatic  

34
weapon  (to  a  minimum  of  one).  If  you  succeed,   Researcher:   When   taking   an   extended  
you   do   no   damage,   but   the   opponent   is   research   challenge   with   this   skill,   you   add   2  
suppressed  and  must  succeed  on  a  [Charisma  +   bonus  dice  to  each  roll  
Self   Control]   challenge   to   take   actions   during  
their   next   turn.   Any   confirmed   critical   BIOLOGY
successes  on  your  attack  add  to  the  difficulty  of   This   skill   represents   your   knowledge   of   the  
your  target’s  challenge.     structure  and  processes  of  all  living  things.  

SHOTGUN CHEMISTRY
This   skill   represents   your   ability   to   fire   and   This   skill   represents   your   knowledge   of  
care  for  shotguns.   chemical  reactions  and  formulas.  
Multiple   Shotgun   Shots   (action):   Make  
multiple   attacks   with   a   shotgun,   up   to   the   FORENSICS
number   of   dice   in   the   your   Shotgun   skill,   This   skill   represents   your   knowledge   of   the  
provided   the   weapon   has   enough   ammunition   sciences   of   crime   scene   investigation   and  
loaded.  Multiple  action  penalties  apply.     evidence  identification.  
Quick   Load   Shotgun:   Reload   a   shotgun’s  
ammunition   as   a   free   action.   The   maximum   PHYSICS
number   of   rounds   you   can   reload   in   a   turn   is   This   skill   represents   your   knowledge   of  
the  number  of  dice  in  your  Shotgun  skill.   physics,  both  classical  and  quantum.  
Shotgun   Assault   (action):   Make   a   normal  
move  action  and  then  attack  with  a  shotgun  at   SOCIAL SKILLS
close   range.   The   attack   does   not   count   as   a  
separate   action   when   determining   multiple   COMMAND
action  penalties.   This  skill  represents  your  ability  to  lead  others  
in  stressful  situations,  such  as  combat.  
SPECIAL WEAPONS Inspire   Ally:   If   you   can   communicate   with   an  
This  skill  reflect  your  ability  to  use  and  care  for   ally   within   30   feet,   you   may   take   a   [Charisma   +  
special   ranged   weapons   such   as   bazookas,   Command]   challenge   to   assist   that   ally’s  
guided  missiles,  or  large  caliber  machine  guns.   toughness   challenge   (you   cannot   assist   with  
toughness   challenges   at   the   start   of   a   scene).  
THROWN WEAPON This   occurs   when   the   ally   makes   the   toughness  
You   use   this   skill   when   you   attack   with   thrown   challenge   and   does   not   count   as   an   action   for  
weapons,  like  knives,  throwing  axes,  grenades,   you.  
or  rocks.   Multiple   Assists   (action):   During   a   cinematic  
Quick   Draw:   Draw   a   throwing   weapon   as   a   scene,  specify  an  action  to  be  taken  by  another  
free  action  before  throwing  it.   character   or   yourself.   If   multiple   characters  
assist   the   designated   action,   the   character  
SCIENCE SKILLS taking   the   action   may   use   assist   dice   from   a  
number   of   characters   equal   to   your   Command  
Science   skills   represent   your   knowledge   of   a   skill.  
given  field  of  science,  as  well  as  your  ability  to  
research  new  information  within  that  field.   DECEPTION
Research:   You   may   treat   a   difficult   science   This  skill  represents  your  ability  to  lie  to  other  
challenge  as  an  extended  challenge.  Reduce  the   characters,   or   simply   lead   them   to   false  
difficulty   by   1   and   double   the   total   number   of   conclusions.  
successes   required.   Each   roll   on   a   research  
challenge  represents  a  full  day  of  research.  
  The   following   special   abilities   are   available  
for  each  Science  skill.  

35
GAMBLING SEDUCTION
This   skill   represents   your   ability   to   play   the   This   skill   represents   your   ability   to   convince  
odds   in   games   of   chance,   as   well   as   your   ability   members   of   the   appropriate   gender   and   sexual  
to  bluff  and  read  other  players.   persuasion   to   become   romantically   involved  
with  you.  
INTIMIDATION Wiles:   You   may   use   a   [Charisma   +   Seduction]  
This  skill  represents  your  ability  to  use  fear  to   challenge  to  assist  a  Persuasion  challenge  on  a  
persuade  an  NPC.  Its  results  only  last  as  long  as   person   potentially   interested   in   your   gender  
the  NPC  feels  threatened  by  you.   and   sexual   persuasion.   You   may   apply   multiple  
Frighten   (action):   Take   a   difficulty   0   successes   to   the   assisted   challenge,   up   to   the  
[Charisma   +   Intimidation]   challenge   and   treat   number  of  dice  in  your  Seduction  skill.  
successes   as   attack   dice   for   a   Fear   effect   on  
your  target  as  described  in  Chapter  5.   TECHNOLOGY SKILLS
PERSUASION
This   skill   represents   your   ability   to   negotiate   COMMUNICATIONS
with   another   character   or   to   make   another   This   skill   represents   your   ability   to   operate  
character   react   more   favorably   to   you.   The   and   maintain   sophisticated   communications  
Friends   and   Enemies   section   in   Chapter   5   equipment,   including   radios,   telephone   lines,  
describes   the   effects   of   the   attitudes   of   other   cable  television,  etc.  You  could  also  use  it  when  
characters.     attempting   to   disable   or   intercept  
Befriend:   When   you   take   a   Persuasion   communications.   Rules   for   repair   are   given   in  
challenge,   any   confirmed   critical   dice   indicate   Chapter  8.  
that  the  target’s  attitude  toward  you  (and  your  
close   friends)   has   permanently   increased   by  
COMPUTERS
This   skill   represents   your   knowledge   of  
one   category.   Attitude   of   an   NPC   may   only  
computers   and   computer   programs.   It   applies  
improve  one  category  per  scene.  
when   you   use   specific   software   to   enhance  
Heroic   Befriend:   You   improve   attitude  
challenges.  You  can  also  use  this  skill  to  repair  
multiple   categories   from   a   single   Persuasion  
computers,   hack   into   secured   computers,   and  
challenge,   one   for   each   confirmed   critical.   The  
craft   new   programs.   See   Computers   and  
maximum   number   of   category   improvements  
Software  in  Chapter  8.  
in  a  single  scene  for  a  particular  NPC  is  equal  to  
your  Persuasion  skill  dice.  You  can  improve  an   MEDICAL TECHNOLOGY
NPC’s   attitude   by   multiple   categories   in   a  
You   use   this   skill   to   operate   and   repair  
single  scene.  
complex   medical   equipment,   like   monitors,   x-­‐
ray  machines,  and  lab  equipment.

36
CHAPTER 7: ADVANTAGES AND DISADVANTAGES
This  chapter  gives  examples  of  advantages  and  
disadvantages   for   characters.   It   is   not   intended   ATTRACTIVE
to  be  an  exhaustive  list  –  the  players  are  free  to   Bonus   dice   from   this   advantage   apply   to  
choose  any  advantages  and  disadvantages  with   Persuasion,   Seduction   and   Deception   and  
the  approval  of  the  gamemaster.   attempts  to  influence  others.  
  Note   the   difference   between   character   traits  
that   are   just   Personality   Patterns,   and   those   CONTACTS
that   are   true   advantages   and   disadvantages.   You  have  contacts  in  the  community  that  make  
Personality   Patterns   are   attitudes   or   it  easier  to  find  information  or  acquire  rare  or  
psychological   traits   that   drive   character   contraband  items.  
decision   making,   while   advantages   and  
disadvantages   are   inevitable   –   their   effects  
DIPLOMATIC IMMUNITY
can’t  be  “willed”  away  or  avoided  through  self-­‐ You  are  a  diplomat  from  a  foreign  country  and  
control.   For   example,   an   addiction   to   alcohol   are   not   subject   to   many   of   the   laws   of   the  
would   be   a   Personality   Pattern,   but   Epilepsy   nation  where  you  reside.  
would  be  a  Disadvantage.  
FAMOUS OR GOOD REPUTATION
You   are   well   known,   generally   in   a   positive  
ADVANTAGES way,   even   by   people   you’ve   never   met.   This   die  
is   generally   added   as   a   bonus   to   reaction   rolls  
ACUTE VISION and  might  apply  to  income  rolls  if  your  income  
You   have   exceptionally   acute   vision.   Bonus   is   based   on   performance   skills   that   benefit  
dice   from   this   advantage   apply   to   your   from  popularity.  
Perception  challenges  requiring  good  vision.  
GOOD LUCK
ACUTE HEARING Bonus   dice   for   good   luck   are   applied   at   the  
You   have   exceptionally   acute   hearing.   Bonus   discretion   of   the   gamemaster   in   situational  
dice   from   this   advantage   apply   to   your   rolls   or   challenges   where   your   luck   plays   a  
Perception  challenges  requiring  hearing.   major   role   with   an   important   outcome.   It  
would   not,   for   instance,   apply   to   all   your   rolls  
ALLIES at  a  gambling  table.  
You  have  one  or  more  allies  that  may  come  to  
your  assistance  when  needed.  The  gamemaster   LAW ENFORCEMENT POWERS
determines   the   nature   of   assistance   and   rolls   This   advantage   applies   to   your   attempts   to  
your  advantage  dice  to  determine  if  assistance   control   other   characters   or   gain   the  
arrives.   cooperation   of   bystanders.   It   also   applies   to  
when   you   are   trying   to   determine   correct   law  
ASSISTANT enforcement  procedures.  
You  have  a  loyal  assistant.  Bonus  dice  from  this  
advantage   apply   whenever   the   assistant   is   able   MILITARY RANK
to   help   you   with   a   task.   Assistants   generally   In   some   settings,   having   a   military   rank  
have   specific   responsibilities   and   their   bonus   conveys   immediate   authority.   These   advantage  
dice   only   apply   in   situations   involving   those   dice   might   apply   to   challenges   involving  
responsibilities.   For   instance   your   butler’s   convincing   or   intimidating   others,   especially  
bonus   dice   might   apply   when   you’re   trying   to   lower  ranking  military.  
impress  others,  but  would  not  apply  when  you  
analyze  evidence  from  a  crime  scene.  

37
PATRON ILLITERATE
Each  patron  provides  special  help  to  you  from   Although   you   are   fluent   in   your   native  
time   to   time.   In   situations   where   the   patron’s   language,   you   have   difficulty   reading   and  
help   might   be   beneficial,   the   gamemaster   may   writing   in   it.   Add   these   penalty   dice   to   any  
roll   the   advantage   dice   and   the   number   of   tasks  involving  extensive  reading  or  writing.  
successes   determines   the   level   of   help  
provided.   INFAMOUS OR BAD REPUTATION
You   are   well   known,   generally   in   a   negative  
POLITICAL POWER way,   even   by   people   you’ve   never   met.   This   die  
You   have   a   political   office   or   other   influence   is  generally  added  as  a  penalty  to  reaction  rolls  
within   government   that   gives   you   some   and   might   apply   to   income   rolls   if   your  
advantage  when  government  agencies  and  red   reputation  adversely  affects  your  occupation.  
tape  are  involved.  
INJURED ARM/HAND
WEALTH You  do  not  have  full  use  of  one  or  both  of  your  
you  have  a  wealthy  family  or  receive  large  but   arms   or   hands.   Penalty   dice   apply   for   any  
unpredictable   payments   for   services.   This   action   that   depends   on   the   injured   arm   or  
bonus  applies  when  you  determine  your  initial   hand.  
lifestyle,   and   it   adds   to   your   monthly   income  
challenges.   LAME
You  do  not  have  full  use  of  one  or  both  of  your  
DISADVANTAGES legs.   Penalty   dice   apply   for   any   action   that  
depends  on  your  legs.  
BAD LUCK POOR VISION/BLIND
Penalty   dice   for   bad   luck   should   be   applied   at   Add   the   penalty   dice   for   this   disadvantage   to  
the  discretion  of  the  gamemaster  in  situational   any  challenge  that  would  be  significantly  more  
rolls   or   challenges   where   your   luck   plays   a   difficult  without  the  ability  to  see.  
major  role.  
POOR HEARING/DEAF
CRIMINAL RECORD You  have  poor  or  no  hearing  and  are  unable  to  
You  have  a  criminal  record.  Penalty  dice  apply   speak.   Penalties   apply   to   your   perception  
whenever   an   NPC   you’re   interacting   with   challenges   involving   hearing   and   any  
knows   about   your   record   and   it   could   matter   challenges   that   require   voice   communication.  
to  them.   Consider  International  Sign  Language  as  a  skill.  
DEBT SECRET
You   have   taken   on   debt.   This   disadvantage   You   have   a   terrible   secret   that   would   ruin   your  
applies   to   your   Income   Roll   each   month   as   life  if  it  got  out.  You  must  be  always  vigilant  to  
described  in  Chapter  8.   cover   it   up.   Penalty   dice   apply   whenever  
protecting  the  secret  interferes  with  a  task.  
ENEMIES
You  have  specific  enemies  that  actively  want  to   UNATTRACTIVE
harm   you   in   some   way.   (See   Friends   and   You   have   deformities,   scars,   or   just   unusual  
Enemies   in   Chapter   3).   The   number   of   dice   in   features   that   make   you   visually   or   physically  
this  disadvantage  reflects  that  chance  that  your   unattractive  to  others.  
enemies  will  surface  during  an  adventure.  

38
CHAPTER 8: MONEY AND EQUIPMENT
MONEY lifestyle   3   and   have   access   to   luxury   cars,  
The   money   system   in   D6Pool   is   designed   to   pickup   trucks,   minivans   and   SUVs   doesn’t  
reduce   bookkeeping   for   your   day-­‐to-­‐day   mean  you  could  have  one  of  each.  If  players  are  
expenses.   You   have   a   lifestyle   that   you   must   determined   to   abuse   the   lifestyle   system,   the  
maintain   through   your   source   of   income   gamemaster  should  feel  free  to  abandon  it  and  
(generally   a   skill),   and   a   certain   amount   of   make   them   pay   for   everything   out   of   their  
money   in   savings.   You   have   free   access   to   annual  income.  
items  that  are  typical  of  your  lifestyle,  without  
any   bookkeeping   involved.   Anything   beyond   INCOME  
your   lifestyle   must   be   paid   for   out   of   your   Your   income   is   determined   by   a   monthly  
savings.   income   challenge   using   an   attribute   and   skill  
appropriate   for   your   job.   If   you’re   a   politician,  
LIFESTYLE   this   might   be   Charisma   and   Politics,   or  
You   have   a   lifestyle   that,   among   other   things,   Intelligence   and   Administration.   If   you’re   a  
determines   the   difficulty   of   your   monthly   pickpocket,  it  might  be  Dexterity  and  Theft.  For  
income   challenges.   It   also   determines   what   a   street   performer,   it   might   be   Charisma   and  
types   of   items   and   services   you   can   have   “free”   Music.   The   gamemaster   should   feel   free   to  
access  to  during  the  game.   apply   bonus   and   penalty   dice   to   your   challenge  
  Table   8.1   gives   the   annual   income   in   for   jobs   that   produce   noticeably   higher   or  
modern   dollars   required   to   maintain   each   lower  income.  If  you’re  a  medical  professional,  
lifestyle.   It   also   gives   the   bonus   amount   that   you  might  get  1  or  2  bonus  dice,  but  if  you’re  a  
you   can   earn   on   your   monthly   income   street   performer   you   might   have   to   add  
challenge  if  you  are  at  that  lifestyle. penalty  dice.  
  The   difficulty   of   your   income   challenge   is  
LIFESTYLE  ABUSE   your   current   lifestyle.   If   your   challenge  
Free   access   to   items   in   a   given   lifestyle   means   succeeds,  you  maintain  your  lifestyle.  For  each  
reasonable   items.   Just   because   you   are   at   critical   success   beyond   the   lifestyle   difficulty,  

Table 8.1: Lifestyles


Lifestyle Description Annual   Monthly   Example  Lifestyle  Items
Income Bonus
0 Very   $10k $300 Tiny  apartment,  basic  food
Poor/Homeless
1 Poor $30k $1,000 Small   home/apartment,   food,   local  
transportation,   basic   clothes,   basic  
communication
2 Middle  Class $100k $3k Nice   home,   vehicles,   vacation   travel,  
nice   clothes,   occasional   entertainment  
and  dining  out
3 Wealthy $300k $10k Nice   home,   luxury   vehicles,   frequent  
travel   entertainment   and   dining   out,  
fashion  clothes
4 Very  Wealthy $1   $30k Mansion,  sailboat,  unlimited  travel  and  
million dining  out,  etc.

39
you   receive   the   bonus   income   listed   in   the   dice   you   use   for   your   monthly   income  
Table  8.1.  For  instance,  if  you  are  middle  class   challenge.  
and  roll  4  successes,  you  receive  2  bonuses,  or     If  you  somehow  end  up  with  debt  dice  equal  
six  thousand  dollars.   to   or   greater   than   your   income   dice   plus  
  If   you   fail   an   income   challenge,   you   must   Wealth   advantage   dice,   you   are   bankrupt.  
pay   the   bonus   amount   out   of   savings   for   each   Immediately   reduce   your   lifestyle   by   2   and  
success  you  were  short.  For  example,  if  you  are   reduce  your  Debt  and  Wealth  dice  to  zero.  
wealthy  and  roll  only  1  success,  you  would  lose     Debt   can   be   paid   off   at   any   time   from   your  
twenty   thousand   dollars   of   savings.   If   you   are   savings.   You   pay   one   month’s   bonus   for   each  
unwilling   or   unable   to   pay   the   penalty   for   die  of  the  Debt  disadvantage  removed.  
failure,  you  may  either  take  on  debt  to  make  up  
the   difference,   or   voluntarily   reduce   your   CHANGING  LIFESTYLE  
lifestyle   (see   below)   before   applying   the   At   any   time,   you   may   voluntarily   increase   or  
results  of  the  income  roll.   decrease   you   lifestyle.   To   increase   your  
lifestyle  by  1  point,  you  must  pay  money  from  
savings   equal   to   the   monthly   bonus   of   the  
higher   lifestyle   level.   You   also   divide   the  
number   of   your   Debt   and   Wealth   dice   by   3,  
rounding  up.  
  When   decreasing   your   lifestyle   by   1   point,  
you   pay   nothing,   but   you   multiply   any   Wealth  
or  Debt  dice  by  3.  

EQUIPMENT
CREATING  ITEMS  
You   can   create   items   as   extended   challenges.  
The  material  cost  is  generally  half  of  the  value  
of   the   item   as   listed   in   the   equipment   tables.  
More   sophisticated   items   require   more  
sophisticated   parts.   The   difficulty   and   total  
successes  required  are  also  listed  in  the  table.  

REPAIRING  ITEMS  
Repairing   a   damaged   item   is   an   extended  
action   with   difficulty   one   less   than   the   creation  
difficulty   (minimum   of   1).   Total   successes  
required  depend  on  the  extent  of  the  damage.  

SABOTAGE  
You   can   attempt   to   sabotage   or   damage   items  
to   make   them   less   functional.   You   can   directly  
DEBT   attack   and   damage   items   with   weapons.   Items  
At   any   time,   you   may   receive   money   equal   to   will   typically   lose   1   die   of   functionality  
the  monthly  bonus  of  your  current  lifestyle  by   (whatever  that  means  for  the  item)  for  each  die  
taking   on   1   die   of   the   Debt   disadvantage   or   of  damage.  
removing  one  die  of  the  Wealth  advantage.  You     Typical   armor   dice   for   an   item   depend   on  
cannot  take  on  more  debt  if  you  would  end  up   the   item   and   type   of   attack.   Cloth   items   may  
with   debt   dice   exceeding   half   the   number   of   have   only   1   armor   die   against   sharp   attacks,  
but   2   against   blunt   attacks.   A   sports   car   could  
have  3  armor  dice  against  all  attacks.  

40
  Some  mechanical  and  electrical  skills  might   GARROTE  
allow   characters   to   sabotage   items   in   less   This   is   a   thin,   strong   string   or   cable   used   to  
obvious  ways.   strangle   an   opponent,   killing   them   silently.  
Characters   with   Unarmed   Combat   skill   and  

Table 8.2: Close Combat Weapons


Weapon Damage Type Reach Skill Lifestyle Cost Create
Club 2d+ Blunt 5 Club 0 -­‐ -­‐
Garrote -­‐ -­‐ 5 Unarmed 0 -­‐ -­‐
Knife 2d+ Sharp 5 Blade 2 $20 1(4)
Pepper  Spray 2d Blunt 5 None 2 $20 1(4)
Spear 2d+ Sharp 10 Blade 2 $30 1(4)
Stun  Gun 5d  Stun Blunt 5 Unarmed 3 $120 2(10)
Sword 3d+ Sharp 5 Blade 2 $80 1(5)
Unarmed 0d+ Blunt 5 Unarmed -­‐ -­‐ -­‐
Whip 2d Blunt 15 Whip 2 $40 1(5)
Silent   Kill   ability   add   2   bonus   dice   to   their  
CLOSE COMBAT WEAPONS unarmed  attacks  while  using  a  Garrotte.  
Table   8.2   lists   typical   close   combat   weapons  
for  a  modern  setting.   KNIFE  
  Damage:   the   number   of   dice   you   roll   for   This  is  any  knife  shorter  than  2  feet,  sharpened  
damage   challenges   with   this   weapon.   If   the   on  at  least  one  edge  for  cutting,  and  pointed  for  
value   has   a   plus   (+)   sign   next   to   it,   add   your   stabbing.  
Strength  dice  to  the  damage  roll.  
  Type:   whether   the   weapon   is   blunt   or   PEPPER  SPRAY  
sharp.   This   determines   how   well   the   weapon   This  is  a  small  capsule  of  pepper  spray,  which,  
damage  penetrates  various  armor  types.   when   sprayed   into   the   face   of   an   opponent,  
  Reach:   the   maximum   distance   in   feet   may   cause   minor   stun   damage,   but   always  
between   you   and   target   for   attacks   with   this   causes   2   dice   of   temporary   Poor   Vision  
weapon.   A   reach   of   5   generally   means   you   disadvantage  and  2  dice  of  distraction.  
must  be  adjacent  to  the  target.  
SPEAR  
  Skill:   skill   that   applies   when   you   attack   or  
parry  with  this  weapon.   This   represents   any   pole   weapon   at   least   six  
feet  in  length  with  a  sharp  point  or  blade  at  the  
  Lifestyle:   minimum   lifestyle   required   to  
end.   Note   that   spears   have   reach   of   10   feet,  
have  free  access  to  this  item.  
  Create:   difficulty   and   total   required   allowing  you  to  attack  non-­‐adjacent  targets.  
successes   (in   parentheses)   to   create   this   item.   SWORD  
Each  roll  in  the  extended  challenge  represents   This  represents  blades  of  2  to  6  feet  in  length,  
one  day  of  effort.   used  as  both  slashing  and  stabbing  weapons.  
CLUB   STUN  GUN  
This  is  any  elongated,  blunt  weapon.  It  could  be   A   stun   gun   is   a   close   combat   weapon   that  
a  billy  club,  a  baseball  bat,  or  a  broken  chair   delivers   a   stunning   shock   to   its   target.   Your  
leg.  You  can  choose  to  treat  damage  caused  by   Strength  is  not  added  to  the  damage  challenge  
a  club  as  stun  damage,  although  any  damage   for   stun   guns,   and   all   wounds   are   considered  
caused  by  critical  hits  causes  normal  wounds. stun  damage.  

41
UNARMED   a   single   attack,   adding   1   bonus   die   to   attack  
This   can   be   any   unarmed   attack,   like   a   punch   and   damage   rolls.   Automatic   weapons   also  
or   kick.   All   normal   damage   from   unarmed   grant  a  bonus  for  suppression  fire.  
attacks   is   considered   stun   damage.   Treat   any     Skill:   skill   that   applies   when   you   attack  
damage   caused   by   critical   hit   dice   as   normal   with  this  weapon.  
wounds.     Range:   three   ranges   in   feet.   The   first   is  
close   range,   beyond   which   the   difficulty   of  
WHIP   attacking  with  this  weapon  increases  by  1.The  
You   can   use   a   whip   for   normal   close   combat   second   is   medium   range,   beyond   which   the  
attacks,   with   a   reach   of   15   feet,   or   it   can   be   difficulty   increases   by   2,   and   the   third   is   the  
used   for   special   disarm   and   trip   attacks.   See   maximum  possible  range.  
Whip  skill  description  in  Chapter  6.     Lifestyle:   minimum   lifestyle   required   to  
have  free  access  to  this  item.  
RANGED WEAPONS   Create:   difficulty   and   total   required  
Table  8.3  lists  typical  ranged  combat  weapons   successes   (in   parentheses)   to   create   this   item.  
for  a  modern  setting.   Each  roll  represents  one  day  of  effort.  
  Damage:   number   of   dice   you   roll   for  
damage   challenges   with   this   weapon.   If   the   ASSAULT  RIFLE  
damage  value  is  marked  with  plus  sign  (+),  add   This   is   any   rifle   that   can   be   fired   as   a   semi-­‐
your  Strength  dice  to  the  damage  challenge.   automatic  or  automatic  weapon.  
  Type:   whether   the   weapon   is   blunt   or  
sharp.   This   determines   how   well   the   weapon   BLOWGUN  
damage  penetrates  various  armor  types.   This   is   small,   concealable   blowgun   that   fires   a  
  Rounds:  number  of  shots  you  can  fire  with   dart   used   to   deliver   poison   or   some   other  
this   weapon   before   reloading.   In   general,   it   substance  into  the  target’s  bloodstream.  If  your  
takes   one   action   to   reload   a   weapon.   This   damage   challenge   is   successful,   the   dart  
column   also   indicates   whether   the   weapon   is   delivers   the   substance.   Blowguns   never   cause  
capable   of   automatic   or   semi-­‐automatic   actual  wounds.  
operation.   Semi-­‐automatic   weapons   can   be  
used   for   multiple   attacks   in   a   single   cinematic   BOW  
round  if  you  have  abilities  that  allow  you  to  do   This  is  the  classic  bow  and  arrow.  
so.  Automatic  weapons  can  fire  four  rounds  in  

Table 8.3: Ranged Weapons


Weapon Dmg Type Rounds Skill Range   Life   Cost 20   Create
+1/+2/Max style rnds
Rock 1d+ Blunt 1 Thrown 15/30/75 0 -­‐ -­‐ -­‐
Knife 1d+ Sharp 1 Thrown 10/20/60 2 $20 1(4)
Bow 4d Sharp 1 Bow 20/40/200 3 $200 $80 1(6)
Pistol 5d Sharp 8  Semi Handgun 20/50/300 3 $200 $8 2(8)
Shotgun 7d* Blunt 4 Shotgun 30/60/200 3 $200 $10 1(6)
Blowgun 1d Sharp 1 Thrown 20/40/100 3 $20 $20 1(3)
Rifle 6d Sharp 10  Semi Rifle 30/100/400 3 $300 $10 2(10)
Assault   6d Sharp 20  Auto Rifle 30/100/400 4 $500 $10 2(12)
Rifle
Rocket   * * 1 Special   30/100/600 -­‐ $1000 * 2(10)
Launcher Weapons
Sniper   6d   Sharp   12   Rifle   50/250/1000*   -­‐   $2000   $50   2(14)  
Rifle  

42
KNIFE   EXPLOSIVES
This   is   a   balanced   throwing   knife.   When   Explosives  automatically  hit  any  targets  within  
attacking   with   it,   you   can   add   your   Strength   their   blast   radius.   Each   type   of   explosion   is  
dice  to  the  damage  roll.   characterized   by   the   number   of   damage   dice   at  
the   source,   plus   a   blast   radius,   as   shown   in  
PISTOL   table  8.4:  Explosives.  
This   represents   any   one-­‐handed,   rifled   gun     Damage:  number  of  dice  rolled  for  damage  
with  a  short  barrel.   challenges   with   this   explosive   for   targets  
within  blast  radius.      
RIFLE  
  Blast  Radius:  blast  radius  of  this  explosive.  
This   is   any   two-­‐handed,   rifled   gun   with   a   long   For   each   full   blast   radius   a   target   is   from   the  
barrel,  generally  fired  from  the  shoulder.   explosion,  reduce  damage  dice  by  1.  
ROCK     Type:   whether   the   explosive   damage   is  
This   is   any   rock   or   heavy,   blunt   item   that   is   blunt   or   sharp.   This   determines   how   well   the  
relatively   easy   to   hold   and   throw.   Add   your   weapon   damage   penetrates   various   armor  
Strength   dice   to   the   damage   roll   for   a   thrown   types.
rock  attack.     Skill:   skill   that   applies   when   you’re  
attacking   with   this   explosive   weapon.   In  
SHOTGUN   general   you   need   only   a   single   success   for   the  
This   is   any   smoothbore   weapon   firing   a   cluster   explosion   to   go   as   planned.   Critical   successes  
of   large   shot.   Range   penalty   dice   also   apply   to   do  not  apply  to  damage.
your  shotgun  damage  challenges.       Range:  three  numbers  in  feet  for  thrown  or  
rocket   propelled   explosives.   The   first   is   close  
SNIPER  RIFLE   range,   beyond   which   the   difficulty   increases   by  
This   is   bolt-­‐action,   center   fire   rifle   with   1.   The   second   is   medium   range   beyond   which  
precision   tooled,   extended   barrel,   a   portable   the  difficulty  increases  by  2,  and  the  third  is  the  
bipod   stand   and   an   optical   scope.   It   requires   maximum  possible  range.  
special  ammunition.  The  range  values  listed  for     Lifestyle:   minimum   lifestyle   required   to  
the   sniper   rifle   assume   it   is   equipped   with   a   have  free  access  to  this  item.  
scope.     Create:   difficulty   and   total   required  
successes   (in   parentheses)   to   create   this   item.  
ROCKET  LAUNCHER   Each  roll  represents  on  day  of  effort.  
This   is   a   reusable   launcher   for   rocket-­‐
propelled   high   explosive   or   armor   piercing   ARMOR
rounds.   It   is   not   available   for   purchase   by   the   When   you’re   attacked,   armor   adds   to   the  
general   population.   See   the   Table   8.4   for   difficulty   of   your   attacker’s   damage   challenge.  
damage  details.   Each   piece   of   armor   in   Table   8.5   has   the  
following  ratings.  

Table 8.4: Explosives


Explosive Damage Type Skill Blast   Range   Lifestyle Cost Create
Radius +1/+2/Max
Dynamite 12d Blunt Explosives 5 -­‐ -­‐ $200 1(5)
Grenade 6d Sharp Thrown 10 10/20/60 -­‐ $200 2(4)
Pipe  Bomb 8d Sharp Explosives 5 -­‐ -­‐ $100 1(4)
Semtex 16d Blunt Explosives 5 -­‐ -­‐ $1000 2(8)
High  Explosive   12d Blunt Special   5 30/100/600 -­‐ $200 2(8)
Rocket Weapons
Shaped  Charge   12d Sharp Special   5 30/100/600 -­‐ $400 3(10)
Rocket Weapons

43
Table 8.5: Armor
Armor Blunt Sharp Wnds Enc Lifestyle Cost Create
Heavy  Clothing 0 1 3 2 1 $200 1(6)
Body  Armor 1 2 8 2 4 $1,500 2(8)
Kevlar  Mesh 0 2 4 1 5 $2,000 3(5)
Riot  Shield 1 1 4 1 4 $100 1(3)
Improvised  Shield 1 1 2 2 -­‐ -­‐ -­‐
Winter  Outfit   0   1   3   2   2   $400   1(8)  

  Blunt:   additional   damage   challenge   distance,   add   2   bonus   dice   to   your   roll.   Costs  
difficulty   when   you’re   attacked   with   a   blunt   $50.  Lifestyle  2.  
weapon.  
  Sharp:   additional   damage   challenge   BUG  
difficulty   when   you’re   attacked   with   a   sharp   This   is   a   small   microphone   and   radio  
weapon.   transmitter,  about  the  size  of  a  small  coin.  Once  
  Wounds:  number  of  wounds  the  armor  can   activated,   it   will   transmit   whatever   sound   it  
sustain   before   it   is   destroyed.   Most   normal   picks  up  for  about  2  hours,  or  you  can  connect  
attacks  do  not  damage  armor.   it   to   AC   power   for   unlimited   transmission.  
  Encumbrance:  number  of  penalty  dice  you   Transmission   range   is   about   500   yards.   Cost,  
must   add   to   any   physical   activity   challenges   with  receiver,  is  $120.  Lifestyle  4.  
while  wearing  this  armor.  
  Lifestyle:   minimum   lifestyle   required   to   COMPUTERS  AND  SOFTWARE  
have  free  access  to  this  item.   Computers  run  software,  and  software  helps  
  Create:   difficulty   and   total   required   you  with  challenges.  If  you  have  Computer  skill  
successes   (in   parentheses)   to   create   this   item.   and  access  to  a  computer,  you  can  take  a  
Each  roll  represents  on  day  of  effort.   [Intelligence  +  Computers]  challenge  to  assist  a  
skill  challenge,  provided  the  available  software  
SHIELDS   supports  the  assisted  skill.  For  example,  a  
Shields  not  only  provide  armor  protection  like   computer  running  physics  software  could  be  
other   armor,   but   you   can   also   use   them   to   used  to  assist  a  Physics  challenge.  
block   attacks;   similar   to   the   way   you   can   use     In   Table   8.6,   Computers   and   Software   are  
weapons  to  parry  attacks.   both   rated   by   the   maximum   bonus   dice   they  
can   add   to   your   challenge.   The   result   of   the  
SPECIAL EQUIPMENT assist   challenge   is   limited   by   both   of   these  
values.  
HOLLOW  POINT  AMMUNITION     For   example,   if   the   computer   is   rated   for   2  
Hollow   point   ammunition   adds   1   bonus   die   to   bonus   dice   and   it   is   running   physics   software  
your   damage   rolls   if   the   target   has   no   sharp   rated  at  3  bonus  dice,  the  maximum  bonus  dice  
armor  bonus.   it  can  add  to  your  Physics  challenge  is  2.  
  Note  that  there  is  no  limit  on  the  number  of  
ARMOR  PIERCING  AMMUNITION   software   programs   that   can   be   loaded   on   a  
Armor  piercing  ammunition  is  triple  the  cost  of   single  computer,  but  you  can  only  use  one  at  a  
normal   ammunition   but   allows   you   to   add   time.  
bonus   dice   to   your   damage   roll   equal   to   the     See   the   computers   and   software   table   for  
defender’s  sharp  armor  value.   costs  and  creation  difficulties.  Software    
creation   is   an   extended   [Intelligence   +  
BINOCULARS  
Computers]   challenge,   and   each   roll   takes   one  
These   are   portable   binoculars   with   10x  
week.  
magnification.   When   using   them   for   any  
perception   challenge   for   an   object   in   the  

44
EMERGENCY  RADIO   MED  KIT  
This  is  a  two-­‐way  radio  used  by  police  and  fire   A  med  kit  consists  of  basic  bandages  and  tools  
departments.   It   still   works   when   the   power   for   dressing   wounds   and   administering   first  
goes   out   and   is   dedicated   to   emergency   aid.   When   taking   a   First   Aid   challenge   with   a  
communications.   Costs   $1,000.   Not   available   med   kit,   add   2   bonus   dice   to   your   roll.   Costs  
with  any  lifestyle.   $50.  Lifestyle  2.  

Table 8.6: Computers


FALSE  PAPERS  
This   is   a   set   of   official   Computers  and   Bonus   Lifestyle Cost Create
papers  verifying  that  you   Software Limit
are  someone  you  are  not.   Basic  Computer 1 2 $500 1(8)
Purchase   and   possession   Portable   B asic   1 2 $1,000 1(8)
of   these   documents   is   Computer
illegal.   These   documents   Intermediate  Computer 2 3 $1,500 2(20)
add   3   bonus   dice   to   your   Portable  Intermediate   2 3 $2,500 2(20)
challenges   involving   a   Computer
false   identity,   though   the   Powerful  Computer 3 4 $5,000 3(40)
deceived   character   can   Level  1  Software 1 3 $100 1(5)
take   a   [Perception   +   Level  2  Software 2 4 $2,000 2(20)
Forgery]   challenge   to   Level  3  Software 3 5+ $50,000 3(200)
notice  that  the  papers  are  
false.  Cost  depends  on  the  difficulty  of  noticing   MAKEUP  KIT  
they   are   forgeries:   difficulty   1   costs   $50,   A  makeup  kit  consists  of  a  set  of  sophisticated  
difficulty   2   costs   $400,   and   difficulty   3   costs   tools   for   doing   professional   makeup   and  
$2,000.  Not  available  with  any  lifestyle.   disguise.   When   taking   a   Disguise   or   Seduction  
challenge  after  you  have  had  sufficient  time  to  
FIREFIGHTER  SUIT  
use   the   makeup   kit,   add   2   bonus   dice   to   your  
This   is   a   set   of   protective   clothing,   including   roll.  Costs  $200.  Lifestyle  3.  
gloves,  boots  and  a  helmet,  intended  to  keep  a  
firefighter   dry   and   protect   against   heat   and   MICROSCOPE  
flames  and  falling  debris.  This  suit  adds  1  die  of   This  is  a  lab  grade  optical  microscope.  While  a  
encumbrance   to   all   physical   activity,   but   necessity   for   many   areas   of   medical   and  
increases   armor   for   sharp,   blunt   and   fire   biological   research,   it   can   also   help   with  
attacks  by  1.  Costs  $800.  Lifestyle  4.   Perception   challenges   involving   small   objects  
or   small   details,   like   appraising   a   gem   or  
GPS  
checking   documents   for   signs   of   forgery.   A  
A   Global   Positioning   System   uses   satellites   to   Microscope   adds   2   bonus   dice   to   such  
pinpoint   your   geographic   location   and   display   challenges.  Costs  $300.  Lifestyle  3.  
it   on   a   map.   You   can   use   this   device   to   take   a  
[Intelligence   +   Communications]   challenge   to   PAINKILLERS  
assist   a   challenge   involving   direction   finding.   This   can   be   any   of   a   class   of   powerful   drugs  
Runs  on  batteries.  Costs  $250.  Lifestyle  3.   that   relieve   pain.   They   are   generally   not  
available   without   a   doctor’s   prescription.   One  
HIDDEN  CAMERA  
dose   of   painkillers   adds   2   bonus   dice   to   your  
This  hidden  camera  is  about  the  size  of  a  pack   toughness   challenges,   but   also   adds   1   penalty  
of   gum   and   is   battery-­‐operated   and   motion   die   to   any   challenges   requiring   mental  
activated.   It   must   be   retrieved   to   play   back   its   concentration.   Effects   last   for   four   hours.   Cost  
contents.  Costs  $50.  Lifestyle  3.   $30   per   dose   for   injection,   $10   per   dose   for  
pills   (10   minutes   to   take   effect).   Lifestyle   2  
with  prescription.  

45
SCOPE   through   encrypted   channels   to   other   satellite  
You  can  attach  a  scope  to  a  rifle  or  assault  rifle   phones.  Typically  used  by  diplomats  and  news  
for   better   aiming.   An   optical   scope   adds   2   reporters   in   untrustworthy   settings.   Cost   is  
bonus   dice   to   any   aim   challenge   (see   Ranged   $1200.  Lifestyle  5.  
Weapon   skills).   A   red   dot   scope   adds   three  
bonus   dice   to   aim   challenges,   but   the   target   WINTER  OUTFIT  
may   notice   the   dot.   Scopes   also   double   the   This  is  a  set  of  outer  clothing  intended  to  keep  
maximum   range   of   a   rifle   (though   all   other   you   warm   in   cold   environments.   It   includes   a  
ranges   stay   the   same).   Cost   is   $300   for   the   coat,   pants,   gloves,   hat   and   boots.   When   you  
optical   scope   or   $400   for   the   red   dot   scope.   wear   the   entire   outfit,   it   adds   1   encumbrance  
Lifestyle  4.   penalty  die  to  all  physical,  but  increases  armor  
for  cold  damage  and  sharp  damage  by  1.  Cost  is  
SECURE  SATELLITE  PHONE   $400.  Lifestyle  2.
This  is  a  telephone  about  the  size  and  shape  of  
a   brick   that   can   be   used   to   communicate  
 

46
CHAPTER 9: VEHICLES AND MOUNTS
VEHICLES straight  line  and  accelerate  at  the  rate  given  in  
In   a   modern   setting,   you   may   find   yourself   in   the   vehicles   table.   Any   character   can   also   turn  
car  chases,  boat  chases,  being  shot  at  while  in  a   the   vehicle   at   the   rate   given   by   its   maneuver  
car,  or  flying  a  helicopter  to  chase  down  a  bad   value  by  taking  a  level  zero  [Dexterity  +  Vehicle  
guy.   This   section   presents   a   relatively   simple   Skill]  challenge.  
system   of   rules   for   vehicles.   Each   vehicle   in     When   you   incur   penalty   dice   while  
Table   9.1   has   a   set   of   statistics   as   described   operating  a  vehicle  because  you  have  no  dice  in  
below.   the   skill,   you   must   make   driving   challenges  
  Skill:   the   specific   skill   used   to   resolve   even  while  moving  in  a  straight  line  in  normal  
challenges   and   make   special   maneuvers   with   conditions.  
this   vehicle.   Some   entries   in   this   column   also     Note   that   driving   in   rough   terrain   or  
include   a   number   in   parentheses   -­‐   this   is   the   dangerous  conditions  increases  the  difficulty  of  
number   of   penalty   dice   applied   when   driving   your   Driving   challenges.   Typical,   bumpy   off-­‐
this  vehicle  if  you  have  no  dice  in  the  required   road  terrain  is  difficulty  1,  while  rocky,  sloping  
skill.   terrain   is   difficulty   2.   Similar   difficulty  
  Speed:  the  vehicle’s  maximum  speed  under   increases   apply   for   aircraft   in   rough   weather  
normal  conditions  -­‐  a  car  on  a  dry,  paved  road,   and  boats  in  rough  seas.  
an   airplane   with   no   head   or   tail   wind,   or   a  
sailboat   with   no   current,   sailing   on   a   beam   SHOOTING  AT  VEHICLES  
reach   in   a   strong   wind.   Speed   is   measured   in   When   you   make   a   ranged   weapon   attack  
miles  per  hour.  Multiply  this  speed  by  10  to  get   against   a   character   in   a   vehicle,   increase   the  
the   number   of   feet   per   round   of   cinematic   difficulty   by   the   cover   value   listed   in   the  
action.   Vehicles  table.  You  must  also  roll  1  penalty  die  
  Maneuver:   the   maximum   number   of   45   for  every  10  mph  (100  feet  per  turn)  difference  
degree   changes   in   direction   this   vehicle   can   in  speed  between  the  you  and  the  target.  
make  in  a  cinematic  round  of  action.     Characters   within   a   moving   vehicle   are  
  Acceleration:  amount  by  which  the  vehicle   considered  vulnerable.  
can   increase   in   speed   during   a   single   round,  
measured   in   miles   per   hour.   Maximum  
VEHICLE DESCRIPTIONS
deceleration   for   land   vehicles   is   equal   to   this   ARMORED  CAR  
value,  or  half  the  maximum  speed,  whichever  is   This   is   a   powerful   panel   van   protected   by   thick  
greater.   armor  plating.  
  Capacity:   This   value   gives   the   number   of  
passengers   and   maximum   weight   in   tons   this   BULLDOZER  
vehicle  can  carry.   This  is  a  small  construction  vehicle  with  a  front  
  Cover:  This  number  represents  the  increase   blade   for   pushing   things   and   a   detachable  
in   difficulty,   due   to   cover,   when   you   make   winch   for   pulling   things.   Bulldozers   reduce  
ranged   attacks   against   the   occupants   of   this   rough  terrain  difficulty  by  2.  
vehicle.  
  Cost:   Cost   of   a   working   vehicle   in   COMPACT  
reasonable  shape,  but  not  necessarily  new.   This  is  a  small  car  that  gets  good  gas  mileage.  It  
can   transport   two   people   comfortably   or   four  
DRIVING  VEHICLES   people  uncomfortably.  
Unless   otherwise   noted   in   a   vehicle  
description,   you   can   drive   any   vehicle   in   a  

47
HELICOPTER   SEMI  TRAILER  TRUCK  
This   is   a   relatively   inexpensive   4-­‐passenger   This   is   a   typical   North   American   18   –wheeler  
helicopter   like   those   used   by   most   news   semi  cab  and  trailer.  
agencies  and  personal  transport  companies.  
SMALL  AIRPLANE  
MINIVAN   This   is   a   small,   2   passenger,   single   prop  
This   is   a   typical   minivan   capable   of   airplane.   It   requires   about   300   feet   of   runway  
transporting   six   or   seven   people   and   a   fair   for   takeoff,   and   landing   (all   depending   on   wind  
amount  of  gear.   direction).  Stall  speed  is  40  mph  (360  feet  per  
round).   In   general,   climbing   airplanes   can  
MOTORBOAT   trade   5   mph   of   acceleration   in   a   round   for   10  
This   is   a   25-­‐foot   inboard   motorboat   with   a   feet   of   altitude.   Descending   airplanes   trade   off  
small   enclosed   cabin   up   front.   Its   100-­‐gallon   10  feet  of  altitude  to  gain  5  mph  of  speed.  
fuel  tank  has  a  range  of  about  500  miles  at  15  
mph.   SPORTSCAR  
This   is   an   expensive   two-­‐passenger   car  
PICKUP  TRUCK   designed   for   speed,   acceleration,   and  
This  pickup  truck  can  hauling  one  ton  of  cargo.   maneuvering.  
Passengers   in   the   bed   get   only   1   die   if  
increased   cover.   Pickup   trucks   reduce   rough   SPORTS  UTILITY  VEHICLE  
terrain  difficulty  by  1.   This   is   a   heavy,   rugged   4-­‐wheel   drive   vehicle  
designed  for  rough  terrain.  SUVs  reduce  rough  
MOTORCYCLE   terrain  difficulty  by  1.
This  is  a  medium-­‐sized  road  motorcycle.  

SAILBOAT  
This  is  a  small  sailboat  of  about  25  to  30  feet.    
 

Table 9.1: Vehicles


Vehicle Skill Speed Man Accel Capacity Cover Lifestyle Cost
Motorboat Sailing 30 3 10 6p/1t 1 3 $12,000
Sailboat Sailing(1) 10 2 2 4p/0.5t 1 3 $15,000
Jet  Ski Sailing(1) 20 4 15 1p/0.2t 0 3 $8,000
Armored  Car Driving 70 2 15 6p/1t 3 4 $30,000
Bulldozer Construction(1) 10 1 5 2p/2t 1 5+ $40,000
Compact  Car Driving 80 2 15 4p/0.3t 2 2 $12,000
Luxury  Car Driving 90 2 15 5p/0.5t 2 3 $30,000
Pickup  Truck Driving 90 2 20 2p/1t 2/1 3 $30,000
Minivan Driving 80 2 15 6p/0.5t 2 2 $28,000
Motorcycle Driving 80 3 40 1p/0.2t 0 2 $4,000
Semi  Trailer   Driving(1) 70 1 10 2p/24t 2 4 $60,000
Truck
Sport  Utility Driving 90 2 15 5p/1t 2 3 $35,000
Sports  Car Driving 120 3 40 2p/.4t 2 3 $40,000
Small   Piloting(2) 120 6 20 2p/.3t 1 4 $50,000
Airplane
Helicopter Piloting(3) 130 8 30 4p/.6t 1 4 $200,000
Horse Riding 20 3 20 1p/.2t 0 4 $4,000
Bicycle Acrobatics 12 4 6 1p/.2t 0 1 $300

48

You might also like