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Version 2
September 2012
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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.
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.
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.
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.
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.
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.
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
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
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
PERFORMANCE SKILLS
Acting
Dance
Music
Singing
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.
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.
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,
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
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
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.
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.
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.
48