Professional Documents
Culture Documents
The Requisites
What is a Role Playing Game?
The People Involved
The Materials Involved
Safety Tools
Content Warning
Pronunciation
Politics
Pricing
Legalese
The Core
Rounding
Difficulty Benchmarks
Perks and Complications
Advantages and Disadvantages
Contested Rolls - Two Approaches
Static Difficulties (Low-Stakes)
Contested Rolls (High-Stakes)
Resolving Ties
Spending Tenacity to Improve Rolls
Helping Allies and Hindering Opponents
<Sidebar> Luck Tokens (Optional)
Leveling
Incentives, or Getting XP
Advancement or Spending XP
Feats
Level 1
Level 2
Level 3
Writing Your Own Feats
Action
Time Intervals
Encounters
Setting Objectives For Combat
Actions
Range and Zones
Initiative and the Action Economy
Setting the Order for Claiming Actions
Combat Skill Checks
Perks
Complications
Armor
Cover
Being Prone
Items
On Encumbrance
Price
<Sidebar> Carried Weapons Are Obvious and Scary
Weapon Qualities
Special Qualities for Weapons
Example Weapons
Universal Weapons
Fantasy Weapons
Modern Weapons
General Equipment
Universal Equipment
Fantasy Equipment
Modern Equipment
Running BOLT
Fish for Ideas for Perks and Complications
Balance Difficulties to Account for Tenacity
Tailor Games to Players
Run Encounters With Honesty
Writing Settings
Languages
<Sidebar> Common Language
Give Characters Something To Do
Write What You Know
Build Details Through Knock-On Effects
Safety Tools
Safety tools are vital to a healthy roleplaying game. Players at the table should
set boundaries about gameplay and interactions with each other and set up practices
for how to navigate those boundaries before somebody is seriously hurt.
For an introductory list of useful RPG safety tools, consult the TTRPG Safety
Toolkit, assembled by Kienna Shaw and Lauren Bryant-Monk.
Content Warning
BOLT is a violent game. Violence is built into the bones of its rules, and that
violence is designed to be fun. Not every character in BOLT needs to be a perpetrator
Pronunciation
The examples of characters and setting notes in BOLT are drawn mainly from
South Asian culture, and notably uses names from languages that use phonemes
unfamiliar to the English language that this document is written in.
It is understandable to struggle with pronunciation. There is too little setting
information in the Core Rules t o warrant a pronunciation guide—the occasional
unfamiliar word is not lethal, after all—but I suggest that the pronunciation of South
Asian names is often far less arcane than an outside observer may guess.
Politics
I’m sorry, but we have to talk about this...
It’s a delicate task to divine the political inclinations of a game system, but once
you build a game with a setting, with setting-specific mechanics, you come face-to-face
with the political goals (or lack of goals) that an RPG holds.
Sure, not every game is as nakedly political as #iHunt or Red Markets, but
political worldviews are baked into the bones of every role playing game in how
characters progress, fight, grow, and lose. Are characters treated as special people?
Are they pushed into specific moral quandaries? Are they killing to take people’s stuff,
or for something bigger?
Even before a writer designs costumes or adds a “Nazi Punks Fuck Off”
paragraph (like this one) or decides what skin color the characters on the cover are, the
text and structure of the game reveal the politics of the game and writers—in much the
same way you can somewhat pick up someone’s politics from hearing what words they
use.
So be mindful of your politics—even if they’re not mine—and be honest about
them when you write or run games using BOLT.
For everyone’s sake.
Legalese
The text of this work is offered under a CC BY SA 4.0 license. Also, the text of
this work is offered under a license having the terms of CC BY SA 4.0, except (1) if the
Adapted Material is a literary work, then the Adapter's License need only be applied to
the text and (2) you must include this and the following sentence in your licensing terms.
The CC BY SA 4.0 license is available at
https://creativecommons.org/licenses/by-sa/4.0/
In plain language, feel free to print this PDF and share it with your friends, please
hack this game, and please make money off the resulting content. I won’t ask for
royalties. However, I ask that the writer also shares the text of their game under a
Creative Commons Share-Alike license or another compatible license. Honestly, I’d add
the above paragraph (written by April Kit Walsh) verbatim to your game.
The idea is to attribute the core ideas of BOLT back to me, Ajey Pandey, and
then separate what the writer wrote from what I wrote. This Creative Commons license
does not apply to the art in BOLT—a rt sharing is up to the artists, not me.
This is a different license from other open-source games like Fate, Powered by
the Apocalypse, o r Quest, which all use Creative Commons Attribution (CC-BY). This is
because if someone were to commission a BOLT game associated with a prominent
media license (one that would not be amenable to an open license), I would personally
like to know.
The Core
At its core, BOLT is a skill-based d10+d4 game with a GM and 2-5 players, with
the following cadence:
1) The Game Master sets the scene, providing relevant information and only
gatekeeping information based on characters’ passive Vigilance attribute.
2) Players suggest actions that their characters can take.
3) The Game Master sets a Difficulty and suggests Skills the player
characters should use. That Difficulty should rarely be hidden from
players.
4) The player rolls Core Dice and an auxiliary d4, adding their character’s
ranks in the relevant Skill and their character’s ranks in the Core Attribute
associated with that Skill to the result of the Core Dice.
Rounding
Unless specified otherwise, any calculation involving non-integer math should
default to rounding down.
Difficulty Benchmarks
Skill checks are—in effect—a means of resolving an action when it is unclear
whether it succeeds. The Difficulty is a target number that reflects how likely Success
is, given a baseline level of ability. Skill checks should not be expected for actions
where:
● The Game Master doesn’t know what a Success would look like
● The Game Master doesn’t know what a Failure would look like
● The action is a routine task
● The action can be attempted repeatedly without repercussions
Nothing slows down gameplay like rolling to pick a trivial lock over and over
again, and little demeans a player like rolling a Failure on pouring tea. Additionally,
there is no skill for deductive reasoning. The player should not rely on dice to solve
mysteries for them; they should pay attention, take notes, and solve mysteries
organically. Don’t roll to ruminate, actually ruminate.
The below values are a reference for assessing the absolute Difficulty of a task.
GMs should be up-front about the Difficulty of tasks. A character should know if a
task is out of their scale, or if they need help from an ally.
Difficulty Scale
The below is recommended Difficulties for characters with the listed bonus (Core
Attribute + Skill ranks) to a Skill. These recommended Difficulties return a 50/50 chance
of Success. To represent a comparatively easy task, reduce the difficulty by 2. To
represent a comparatively difficult task, increase the difficulty by 2.
Note that ±2 is a significant change in difficulty, shifting the probability of
Success by 20% in the chosen direction.
Bonus to Roll +2 +3 +4 +5 +6 +7 +8
Recommended Difficulty 6 7 8 9 10 11 12
Some Skill checks suggest contested rolls against the Skills of an opposing
character. Those suggested Skills are guidelines, although it is recommended that the
opponents’ attributes reflect the Difficulty of incoming skill checks.
A potential approach to NPC design is to set the Difficulty of Skill checks
opposed by the NPC first, then retroactively set up attributes that reflect the chosen
Difficulty of checks.
<sidebar>
The Perk and Complication system in BOLT draws influence from the two-axis
resolution system of Genesys by Fantasy Flight Games, as well as the earlier Star
Wars: Edge of the Empire RPG of the same core ruleset. Genesys considered
Advantages and Threats (as well as Success) in degrees, making every roll complex to
interpret and role-play. By simplifying the two-axis resolution to up-or-down results,
BOLT replicates the capacity for Genesys to provide interesting mixed results while
dramatically speeding up the core resolution.
</sidebar>
Resolving Ties
Ties should always go to the players because failing on a tied roll is not fun to
players. If the tie is between two player characters making opposed skill checks, it is
recommended to handle the tie narratively. If two players are making opposed skill
checks against each other, then there are already enough narrative threads to role-play
what ties look like.
Core Attributes
Core Attributes are underlying aspects of a character that draw broad strokes
about their capacities and (relative) weaknesses. A player should never need to roll for
a Core Attribute alone, but a Core Attribute will bolster every Skill check, even for Skills
a character has no ranks in.
Fortitude
Fortitude is an approximate metric for a character’s physical conditioning and
strength. A character with high Fortitude has a high level of general physical fitness
relevant for feats of athleticism and endurance.
If a player wants to:
● Have high Vitality
● Describe heroic stunts
● Excel in melee combat
● Literally kick ass
They should invest in Fortitude and Fortitude Skills.
Reflex
Reflex is an approximate metric for a character’s agility and hand-eye
coordination. A character with high Reflex has a high level of bodily grace relevant for
feats of rapid, precise movement and evasion.
If a player wants to:
● Have high Defense
● Describe acrobatic movements
● Excel in ranged combat
● Excel in fast driving or flying
● Strike from the shadows and/or high ground
They should invest in Reflex and Reflex Skills.
Acuity
Acuity is an approximate metric for a character’s situational awareness, quick
thinking, and “street smarts.” A character with high Acuity has quick thinking and sharp
eyes, and they can draw a great deal of information under severe pressure.
If a player wants to:
● Have high Vigilance
● Draw as much information as possible from the Game Master
● Have a plan for everything
● Solve mysteries and execute heists
They should invest in Acuity and Acuity Skills.
Willpower
Willpower is an approximate metric for a character’s nerve, patience, and
attention to detail. A character with high Willpower has high mental strength relevant to
coercing opponents, standing up to immense pressure, and leaving no stone unturned
If a player wants to:
● Have high Tenacity
● Roll well on Endure checks
Charisma
Willpower is an approximate metric for a character’s force of personality and
social grace. A character with high Charisma is at home in social situations and can use
their way with words and people to negotiate a deal, rile up a crowd, or dampen an
opponent’s spirits.
If a player wants to:
● Lay down engaging jabs and one-liners
● Excel at social Skill checks
● Talk their way through problems
● Engage in games of politics
They should invest in Charisma and Charisma Skills.
Derived Attributes
Vitality: 8+FORT. The amount of physical damage that a character can sustain
while retaining the capacity to fight. If a character’s Vitality is reduced to 0, the player
must roll to Endure. See Health and Healing. Vitality can be increased further by
spending XP. See Advancement or Spending XP.
Defense: 6+REF. A character’s capacity to evade attacks, both melee and
ranged. Admittedly, one cannot literally dodge arrows and bullets (usually), but they can
duck and dodge enough to frustrate attempts to aim. Defense can be increased further
by spending XP. See Advancement or Spending XP.
Vigilance: 6+ACU. A character’s capacity to notice threats through the prickling
of their necks. Vigilance will not necessarily tell a player what the threat is, where it’s
coming from, or what to do--simply that something is wrong or out of place. Given more
than a few seconds, a character always notices anyone or anything hidden with a rolled
result below their Vigilance. In a situation that requires a split-second reaction from a
character, players must roll to Notice instead of relying on Vigilance. If the character is
searching high and low for a particular objective, the player should roll to Search.
Vigilance can be increased further by spending XP. See Advancement or Spending XP.
Tenacity: 8+WILL. The amount of pressure, embarrassment, and suffering a
character can endure while retaining the capacity to think. Players can spend Tenacity
to improve rolls that would otherwise fail. If a character’s Tenacity is reduced to 0, they
Lose It. See Spending Tenacity to Improve Rolls, and Health and Healing. Tenacity can
be increased further by spending XP. See Advancement or Spending XP.
Defensive Skills
Defensive Skills are not skills that players voluntarily roll. Instead, the Game
Master generally invokes Defensive Skill rolls in response to an outside situation—a
poisoned drink, a lobbed grenade, a gaze into the abyss.
Fortitude Skills
Apply Force: Perform a feat of strength that requires one to lift, carry, push, pull,
and so on. Failure with a Complication suggests that someone gets hurt in the process.
Strike (Unarmed): Attack with one’s body. See Combat Skill Checks.
Strike (Weapon): Attack with melee weapons. Can be split into multiple skills,
like Strike (Light) and Strike (Heavy), depending on the setting. Strike (Light/Nimble)
can be considered a Reflex skill, depending on the setting. See Combat Skill Checks.
Throw (Weapon): Attack with thrown weapons. Can be split into multiple skills,
like Throw (Light) and Throw (Heavy), depending on the setting. Throw (Light) can be
considered a Reflex skill, depending on the setting. See Combat Skill Checks.
Run/Leap: Perform an athletic feat that requires physical conditioning. Failure
with a Complication suggests that the character is totally outclassed—or falls from a
great height.
Swim: Navigate water in difficult currents. Failure with a Complication suggests
that the character is totally outclassed—or risks drowning.
Reflex Skills
Shoot (Missiles): Attack with ranged weapons. Can be split into multiple skills,
like Shoot (Light) and Shoot (Heavy), depending on the setting. See Combat Skill
Checks.
Shoot (Ordnance): Attack with mounted weapons, whether for wartime artillery
Knowledge Skills
Utilize (Aether): Applies to the study, implementation, and operation of magic
items.
Utilize (Electronics): Applies to the fabrication, repair, and advanced operations
of devices like phones, radios, remote detonators, and early computers.
Utilize (Mechanics): Applies to the fabrication, repair, and advanced operations
of mechanical systems like cars, guns, and industrial automata.
Utilize (Medicine): Applies to the diagnosis and management of wounds, and
the synthesis of poisons.
Utilize (Profession): Applies to a skilled profession one could get paid for.
Utilize skills work similarly, but across different disciplines. Players roll to Utilize
when their character must do something with a specialized skill set. A Failure may
suggest the character is at a temporary loss, or needs a resource they do not have. A
Failure with a Complication suggests that things get worse: patients bleed out,
machines explode, devices fail.
Depending on the nature of the Profession, this Utilize Skill can be applied to
other attributes, for example, FORT for physical labor or CHA for entertainment.
Recall (History): Applies to the history of the world, from several decades ago to
several centuries ago.
Recall (Religion): Applies to religious practice and mythology, as well as
interaction with gods.
Recall (Politics): Applies to power structures and political alignments on the
personal and factional levels.
Recall (Law): Applies to theory and practice of civil and criminal law.
Recall (Interest): Applies to a body of information that isn't common to the
general public. Depending on the nature of an Interest, the Skill can be applied to other
attributes, for example, FORT or REF for partaking in a sport or ACU for gambling.
Recall skills work similarly, but across different disciplines. The player rolls the
Recall Skill to build details of the world with input from the table as t heir character
recalls or researches specialized information.
On a Success, the player, with input from the rest of the table, builds incidental
details of the world—details that would be impractical to recall from a sourcebook.
Excepting vetoes from others at the table, these details are deemed to be true
information that the player’s character knows.
On a Failure, the player might build incidental details—or invoke details the table
can twist in a manner that the player’s character would be unaware of.
Perks and Complications in Recall checks can be used to draw mechanical
effects from worldbuilding—perhaps a useful lead, or perhaps a crucial missing link.
<sidebar>
This reframing of Knowledge Skills as a means for players to worldbuild is
influenced by the “anti-canon” ethos of Mnemonic by Dee Pennyway. The lore of
Mnemonic is deliberately obscured in order to encourage players to do their own
worldbuilding atop the scaffolding provided by the game itself, and I found that a useful
way to approach worldbuilding even in less abstract settings.
</sidebar>
Acuity Skills
Navigate (Wilderness): Follow tracks, find shelter, hunt for prey. A Failure
suggests a detrimental trade-off is required to achieve the character’s goal.
Willpower Skills
Coerce: Make a threat (or an allusion to a threat), and use it to make something
do or say something. The player rolls against the Resist (Mental) of opponents. On a
Success, the opponents capitulate, do the character’s bidding, or say what the
character wants to hear (not necessarily the truth). A Success with a Complication
suggests that the opponent obeys the character at a bare minimum, unless the
character follows up on their threat. A Failure suggests the character will need to follow
up on their threat to get anywhere. A Failure with a Complication suggests that the
opponent is not shaken—or just gets angry.
Alternately, on a Success, the player can elect to inflict Tenacity Damage equal
to the character’s ranks in Willpower on the target.
Charisma Skills
Charm: Smooth-talk a powerful person or lob a particularly sharp insult. For
insults, the player rolls against the Resist (Social) of opponents. For smooth-talking, the
player rolls against the Resist (Mental) of opponents. On a Success, the character
makes friends, charms strangers, and embarrasses opponents. A Failure suggests a
frostier response or a poorly-received joke.
Alternately, on a Success, the player can elect to inflict Tenacity Damage equal
to the character’s ranks in Charisma on the target.
Bluff: Disregard the truth, and get away with it. The player rolls against the
Vigilance of opponents. On a Success, no one suspects the character’s subterfuge (at
least, no one voices their suspicion). On a Failure, someone gets suspicious enough to
ask some follow-up questions—or check something themselves.
Persuade: Make an argument or offer, and use it to make something do or say
something. The player rolls against the Resist (Mental) or a relevant Recall of
opponents. On a Success, the argument or offer sticks. With a Perk, the opponent may
offer their end of the bargain first. A Failure suggests the character will need to follow up
on their offer in advance to get anywhere, or provide hard proof of their argument.
If the character is playing to someone’s good side, the player should roll to
Charm. If the character is persuading a crowd or trying to goad a reaction, the player
should roll to Goad/Command. If the character’s ask is trivial (or they’re paying the
asking price), the player does not need to Persuade. If the target is beyond convincing,
the player cannot roll to change that.
Goad/Command: Incite action through force of personality. If opposed, the
player rolls against the Resist (Mental) or Resist (Social) of opponents. O n a Success,
the character may woo a crowd, light a fire among their compatriots, or get under
someone’s skin. A Success with a Complication suggests fleeting inspiration or
murmurs of dissent. On a Failure, the character’s words fall on deaf ears and bored
Magic Skills
Wield (Magic): Shape types of magic (or magic implements) to the character’s
will. This Skill can be associated with any one Core Attribute. See Magic and Hacking.
To illustrate character creation, this book will provide an example in Ishaan Jha:
a not-very-talkative sniper in the Bloody Poets, a Svarminar gang with a revolutionary
bent. He’ll be a case study in how to put together a character in BOLT.
1 3 1 3 3 0
Let’s also give him one Native language: 4 ranks in Speak/Read (Bharasi).
Svarminar is the seat of the Bharasi Empire in 842 Third Age, and as someone who’s
culturally from the place, he’s never been expected to learn the languages of
Elsewheres.
I’ll also give Ishaan a Wealth of 4. He’s a radio repair tech by day, which pays
him pretty well, but nothing fantastic. His apartment is little more than a closet in a ratty
part of town.
Incentives
In BOLT, characters gain XP and advancement not by killing or completing
quests, but by playing to their roles through Incentives.
Incentives are yes-or-no questions that determine what the character must do to
gain XP. These will be explained further in detail in Incentives or Getting XP, but for
now, the important detail is that if the character can respond “yes” to a given Incentive,
they receive XP. (Yes, a character’s Incentives can and should change over time)
The player should pay mind to the Incentives they set for their character—the
Incentives will drive the player’s role-decisions and thus the dynamic at the table.
The XP system, notably, is balanced for characters to have three standard
Incentives and one Encounter Incentive. Increasing or decreasing the number of
Incentives a character receives will radically alter the pace at which the character
advances in their abilities.
Step 3: Background
A Background grants a character relatively minor adjustments to attributes, Skills,
and abilities, and it determines one of the character’s Incentives. A Background could
be a “race” or “species,” like elf or orc, but such practices have been quite fraught in
RPGs. Too often, fantasy races and alien species are used as proxies for different
human ethnicities and archetypes (ex. orcs as fantasy Mongolian, Black, or Indigenous
people, dwarves as fantasy Scots-Irish or Jewish people, Khajiit as fantasy Romani
people, and so on). Talking about fantasy races or sci-fi species with the same
language used to talk about human cultures can be a dangerous approach, especially if
a marginalized player has to hear all-too-familiar language used to describe a
“monstrous” or “exotic” race or species.
Thus, rather than assign mechanical implications to proxies for races and
ethnicities, the BOLT Engine suggests using a more general background to provide a
similar effect. If you want to use alien species, or cultures, or academic houses instead,
go for it, but be careful about what you imply about The Other.
As an example of Backgrounds, consider the “soul-bindings” system of my
home-game settings, Legends of Neeram and Gunfire in Svarminar, which tie
Background into a religious ritual that changes character’s appearance and demeanor,
and subtly imposes a destiny upon characters who take on the binding.
Unbound
An Unbound character provides no specific blessings, save for one.
Freedom.
Agency.
+1 in any Skill the player likes.
Suggested Starting Background Incentives:
Did I face a challenge with __?
Did my actions show or demonstrate __?
Did I accomplish a feat of __?
[The character can take any yes-or-no question as a Starting
Incentive.]
If the character is soul-bound, at least one of their Incentives must always be one
of the Incentives listed in their Background.
Their destiny is sealed.
Their agency is the domain of the skies.
Deva
Your character is bound to a divine entity of the sky, imbued with inner grace and
poise thanks to a connection to divine heroes from millennia ago.
Sunsoul: Soul bound to the sun. Sharp cheekbones, piercing eyes of unearthly
colors. You receive echoes of the mythic strength of Vrijasthriya, the indomitable
standard-bearer of Khajjar.
+4 Vitality
+1 in Resist (Physical)
+1 in Recall (Religion)
Background Incentives:
Did I face a threat head-on, with no hesitation?
Did I remain dauntless under extreme pressure?
Did I accomplish a great feat of strength?
Moonsoul: Soul bound to the moon. Blue-tinged skin, hair that shines like metal.
You receive echoes of the quick wits of Aprithya, the trickster-hero of Daigam.
+2 Tenacity
+2 Vitality
Starsoul: Soul bound to the stars. Satin-like skin of black or purple, with white
freckles. You receive echoes of the steady eyes of Benachaarya, the legendary archer
of Aashera’s army.
+4 Tenacity
+1 in Resist (Mental)
+1 in Recall (Religion)
Background Incentives:
Did I face a threat carefully, with delicate action?
Did I remain collected under extreme pressure?
Did I accomplish a great feat of precision?
Demonsoul
Your character is bound to a rakshasa, a mercurial spirit of Bharasi lands. Those
in power sometimes call rakshasa “demonic,” as in “that which cannot be controlled.”
Of course, your character can bind to other, foreign, demonic forms too.
Heart of a Rakshasa: Soul bound to a demon from Bharasi lands. Red-tinged
eyes, pointed canines from your lower jaw, and a face that people struggle to
remember.
+1 in Recall (Religion)
Evade Memory: Your character has a strange ability to slip out of others’
memories. By default, people struggle to remember your character’s face, name, and
voice—unless you let them remember you.
Your character also gains 1 rank of Wield (Maya).
Background Incentives:
Did I resist comprehension by others?
Did I defy the predictable approach?
Did I warp the perceptions of others?
1 3 1 3 3 0
● Defense = 6+3 = 9
● Tenacity = 8+3+4 = 15
● Vigilance = 6+3 = 9
● Vitality = 8+1 = 9
Ishaan’s Vitality isn’t all that great, but he has strong Defense and Vigilance and
fantastic Tenacity. Just don’t ask him to lie on the spot.
Ishaan also gets a rank in Recall (Religion) and Resist (Mental). The Resist
(Mental) is from the soul binding, but the Recall (Religion) is just because he had
religious parents. I’m also going to pick the first of his Incentives: his Background
Incentive.
Did I face a threat carefully, with delicate action?
Because I want Ishaan to get as much XP as possible, this Incentive is going to
push Ishaan to advocate for subtlety and forethought as much as possible—as is
expected from the steady-eyed, indigo-faced star-bound.
Scholar
A learned one, hailing from a gilded institution of academic, theological, or
geopolitical importance. You’re a big deal, and you’ll be damned if anyone forgets that.
This Role can encompass clerics, diplomats, some druids, and wizards from
standard fantasy settings, depending on how a player builds their character’s Skills and
magic abilities.
+1 KNOW or +1 WILL
Pick 1:
+2 in Recall (Interest), OR +1 in Recall (Interest) in two interests. Pick an
interest or interests.
+5 in Speak/Read (Ancient or clerical) OR raise Speak/Read (Native) from +4 to
+5
+3 (Pick 2):
Recall (History), Recall (Politics), Recall (Religion), Utilize (Aether)
+2 (Pick 2):
Charm, Goad/Command, Utilize (Mechanics), Utilize (Medicine),
Speak/Read (Non-native)
+2 (Pick 1):
Scoundrel
A scam artist, spy, detective, smuggler, or petty thief. Regardless, you have an
eye for danger, a knack for hiding in plain sight, and a nose for finding that which people
would prefer hidden.
This Role can encompass rogues, bards, and any “shadow” subclass from
standard fantasy settings, depending on how a player builds their character’s Skills and
magic abilities.
+1 ACU or +1 CHA
Pick 1:
+1 FORT or +1 REF
Pick 1:
+2 in Recall (Interest), OR +1 in Recall (Interest) in two interests. Pick an
interest or interests.
+1 in Speak/Read (Non-native) in three languages
+3 (Pick 2):
Ride, Shoot (Heavy), Shoot (Light), Strike (Heavy), Strike (Light), Throw
(Light)
+2 (Pick 2):
Coerce, Jury-Rig, Recall (Politics), Strike (Unarmed), Utilize (Medicine)
+2 (Pick 1):
Endure, Resist (Physical)
+1 (Pick 1):
Apply Force, Navigate (Underworld), Navigate (Wilderness), Run/Leap
Pick 1:
+1 Defense, +1 Tenacity, +1 Vitality
Wanderer
One of the roads and the wilds, dealing in the strange and wonderful, in stories
and creatures and unseen phenomena. You are of everywhere, and you are of
nowhere.
This Role can encompass bards, rangers, and sorcerers from standard fantasy
settings, depending on how a player builds their character’s Skills and magic abilities.
+1 REF or +1 CHA
+4 in Recall (Interest): Pick an interest.
+3 in Speak/Read (non-native) OR +5 in Speak/Read (language considered
exceptionally beautiful) OR raise Speak/Read (Native) from +4 to +5
+3 (Pick 2):
Charm, Recall (History), Recall (Religion), Sneak/Hide, Read Person,
Recall (Person)
+2 (Pick 2):
Cheat/Steal, Navigate (Wilderness), Jury-Rig, Search, Shoot (Light),
Utilize (Medicine)
+2 (Pick 1):
Notice, Resist (Mental)
+1 (Pick 1)
Balance/Tumble, Navigate (Underworld), Run/Leap, Strike (Light)
Pick 1:
+1 Defense, +1 Tenacity, +1 Vigilance
Equipment:
And that’s Raider Ishaan! Note that I gave him a unique Encounter Incentive that
plays into his Background Incentive of making a plan. Players are encouraged to make
their own Incentives, and to have them correlate each other (although Incentives
shouldn’t be near-identical).
A good Incentive is one that your character can fulfill every Scene or Encounter,
if they go out of their way for it.
Professional
If you’re a professional, chances are you went to college. Chances are, you
learned to sweet-talk the rich and powerful as a youth. Chances are, you learned to
drive in your parents’ brand-new, silly-fast luxury cars. And clearly, money and influence
wasn’t thrilling enough for you.
+1 KNOW or +1 CHA
Pick 1:
ick an
+2 in Recall (Interest), OR +1 in Recall (Interest) in two interests.. P
interest or interests.
+2 in Speak/Read (Non-native) OR raise Speak/Read (Native) from +4 to +5
+1 (Pick 2) OR +2 (Pick 1):
Recall (History), Recall (Politics), Recall (Religion)
+1 (Pick 1):
Utilize (Engineering), Utilize (Medicine), Recall (Law)
+1 (Pick 2):
Charm, Drive, Goad/Command, Persuade, Read Person, Utilize
(Profession)
Scoundrel
In some “tabletop role-playing games”, you would be considered a “rogue.” But
the skills of liars, cheaters, and spies can be put to a lot of applications, so pick your
own p oison.
+1 ACU or +1 WILL
Pick 1:
Mercenary
Violence! It’s a part of life in Svarminar, but you know it better than anyone else
in the city. Bigger guns, bigger punches, bigger thrills. Be the bad motherfucker you
once saw only in action movies.
+1 FORT or +1 REF
Pick 1:
+2 in Recall (Interest), OR +1 in Recall (Interest) in two interests. Pick an
interest or interests.
+1 in Speak/Read (Non-native) for three languages
+1 (Pick 1):
Endure, Resist (Physical)
+1 (Pick 1):
Recall (Politics), Utilize (Medicine), Jury-Rig
+1 (Pick 1):
Shoot (Light), Strike (Unarmed)
+1 (Pick 1):
Apply Force, Balance/Tumble, Coerce, Run/Leap
Suggested Starting Role Incentives:
Professional Specializations
Doctor
You went to med school long enough to learn how to patch people up and how to
make a hit really hurt. Maybe you’re still practicing medicine, or maybe you just tell your
aunts you are. Either way, you decided to do something a bit more dangerous as a side
practice.
+2 in Utilize (Medicine)
+2 in Read Person
Suggested Specialization Incentives:
Did I save someone’s ass?
Did I use my training to make something truly hurt?
Suggested equipment:
● Garb that minimizes skin exposure, including masks and gloves
● A first-aid kit that includes equipment to disinfect, bandage, and suture
wounds
● The gear required to do some alkhemy or surgery (at home, in a lab, or in
a vehicle)
Engineer
You’re not just a nerd. You’re a dangerous nerd. You’re a scare-other-nerds
nerd. You got the brains (and guts) to infiltrate a high-security office, steal their trade
secrets, and cover your tracks with an IED.
+2 in Utilize (Engineering)
+2 in Jury-Rig
Suggested Specialization Incentives:
Did I fabricate or fix something in a high-stakes situation?
Did I use my training to build an ingenious solution to a problem?
Suggested equipment:
● Business casual (or business all-nighter) clothing
Lawyer
You know how some spoiled brats are like, “My dad’s a lawyer” in the hopes
that’ll mean something? Well, you are a lawyer, and that does mean something. You
can end someone’s life with a paper trail, and if that doesn’t work, you can put a bullet in
their head.
+2 in Recall (Law)
+1 (Pick 2):
Bluff, Charm, Coerce
Suggested Specialization Incentives:
Did I talk my way out of serious trouble?
Did I fast-talk someone into implicating themselves or agreeing to
something tilted in my favor?
Suggested equipment:
● A sharp suit
● A very nice pen
● A directory of friends (and enemies) in high places
Scoundrel Specializations
Assassin
Are you stone cold enough to kill someone before they even see you? Then
you’ll find work, because as long as there’s two people left on the planet, someone is
gonna want someone dead.
+2 (Pick 2):
Bluff, Language (Non-native), Shoot (Heavy), Utilize (Medicine)
Suggested Starting Specialization Incentives:
Did I leave no trace of my handiwork?
Did I pretend to be someone else?
Suggested equipment:
● Innocuous clothing, with gloves.
● A garrotte, a poisoning kit, and silenced pistol, OR a silenced long-range
rifle
● A collection of fake names and stolen IDs
Investigator
Are you a private eye? A vigilante? A journalist with the will to kill? Doesn’t
matter. You’re the One Who Knows, and the One Who Finds Out. Whether you use that
intel for justice, profit, or power...well, that’s up to you.
+2 (Pick 2):
Drive, Recall (Law), Search, Run/Leap
Suggested Starting Specialization Incentives:
Did I find a clue to someone or something I’m following?
Did I collect evidence that I can use against someone else?
Suggested equipment:
● Clothing that lets you hide in plain sight
● A reliable pistol
● A contact or institution who can provide you background information, with
a few days notice
Mercenary Specializations
Driver
Your job isn’t just to shoot people. It’s to shoot people out the bashed window of
a supercar while steering with your knees to dodge traffic and police spike strips. Mash
the gas pedal into the floor and never let up.
+2 in Drive
+1 (Pick 1):
Commando
You wanna be an action-movie badass? Of course you want to be an
action-movie badass. Drench the room in bullets, crack a skull with the butt of your rifle,
and throw out a sick one-liner. You’re unstoppable.
+2 (Pick 2):
Shoot (Heavy), Melee
+1 (Pick 1):
Apply Force, Coerce
Suggested Specialization Incentives:
Did I foil a smart plan with simple violence?
Did I pair violence with a sharp one-liner?
Suggested equipment:
● Clothing that shows people how tough you are
● An impractically large weapon
● Another weapon (of course)
Bouncer
You’re put in between folks with power and folks who want trouble. You keep
quiet, you say “no,” and when goons reject that answer, you beat them the fuck up. You
play the fool, but underneath the poker face, you know what’s going on better than even
your boss.
+2 in Strike (Unarmed)
+1 (Pick 1):
Navigate (Underworld), Recall (People)
Suggested Specialization Incentives:
Did I protect an ally or VIP?
Did I pull intel while hiding in plain sight?
Suggested equipment:
● Clothing that’s quiet but imposing
● An ear for gossip
Example: Now, let’s do the actual Ishaan Jha. For the modern setting, let’s pick
Scoundrel as our Role and Assassin as our Specialization, because long-range
assassination was part of the core concept for Ishaan. The Role and Specialization are
both structured like multiple-choice surveys (this is intentional, you know…) so let’s run
through them again!
Role: Scoundrel
+1 ACU
+2 Recall (Number Theory)
+1 Speak/Read (Arayian, Bharasi Sign)
+1 Dodge
+1 Utilize (Radio Repair)—Ishaan’s day job, which may come in handy
+1 Cheat/Steal, Sneak/Hide
Role Incentive: Did I use subterfuge to solve a problem?
Encounter Incentive: Did I end things quickly?
Specialization: Assassin
+2 Speak/Read (Acchada), Shoot (Heavy)
Specialization Incentive: Did I leave no trace of my handiwork?
Equipment:
● Black tracksuit with black leather gloves and facemask
● “Inu,” his sniper rifle
● Briefcase that can hold:
○ The rifle
○ A bag of caltrops
○ A coil of rope
○ A hammer meant to shatter tempered glass
Note that I changed one of the equipment items suggested for Assassins.
Because of Ishaan’s indigo skin and total lack of social grace, fake IDs would be wasted
on him. But a briefcase of urban espionage tools would be incredibly helpful.
I don’t care about what any of this costs, because even if the rifle is way out of
Ishaan’s pay grade, he would find a way to get that weapon. And that, in and of itself,
could make a good game session!
Leveling
Incentives, or Getting XP
Characters in BOLT do not necessarily gain experience by killing people--or even
by succeeding at quests! Instead, characters gain XP by acting according to their
Incentives. At the end of each Scene (or session), every player should ask the three
Incentive questions listed on their character sheet about their character. For each
question the player answers “yes” to, they mark 1 XP. Additionally, at the end of each
Encounter, every player should ask the Combat Incentive question listed on their
character sheet about their character. If the player answers “yes” to the Combat
Incentive question, they mark 1 XP.
For more details on how BOLT handles time intervals, see Time Intervals.
If players are unsure about whether a character met an Incentive, the table may
talk it out (respectfully!), although the player controlling the character gets final say.
Players should be able to achieve all their Incentives during most Scenes (or most
Encounters, for Encounter Incentives), but Incentives should still be something a
character has to go out of their way to accomplish.
Players are encouraged to change the Incentives of their characters at
narratively interesting moments, using the change of Incentives to represent meaningful
development for their characters.
Advancement or Spending XP
Use the below exchange rate for converting XP gained through Incentives into
advancement. Note that players should be able to gain 2-4 XP per Scene (or session).
Spend 3 XP to:
● Increase a Skill or Defensive Skill to 1, 2, or 3 ranks
● Gain a Level 1 Feat
● Gain a Level 1 Magic or Hacking Ability.
Feats
The following Feats are specialized improvements to a player’s character, which
typically allow for options outside of standard Skill checks. Note that some
combat-related feats reference special weapon qualities like Nimble or Subtle. For more
details on special weapon qualities, see Special Qualities for Weapons.
Level 1
Acolyte: Ability Improvement. Join a powerful Organization. The character joins
an organization of notable size and power in the world, receiving a mentor from that
organization and gaining access to the skill Navigate (Organization) (associated with
Acuity) for understanding and playing politics within the Organization. The player must
replace one of their character’s Incentives with:
Did I act in accordance with the principles of my Organization?
This Organization Incentive may change if the character climbs ranks in their
Organization. If the character leaves the Organization, the player must replace the
character’s Organization Incentive with a different Incentive.
Cautious: Incidental. Leave nothing to chance. T he player marks two Skills or
Defensive Skills. Before rolling for the Skill in question, the player can elect to take -2 to
their roll. In that case, a 4 or 3 on the auxiliary d4 grants a Perk. This Feat can be taken
multiple times.
Fast Strikes: Action. When the character is fighting unarmed, the player can
target two characters in Melee Range when rolling to Strike (Unarmed), or target the
same character for two strikes. The Strike (Unarmed) check is Set Back once, with the
Difficulty equal to the higher Defense of the two targets, where applicable. On a
Level 2
Agent: Action. Requires Acolyte. Climb the ranks of your Organization, gathering
power and responsibility. The player can now invoke favors from their Organization by
rolling Navigate (Organization). The Difficulty depends on how difficult a favor it is for
the Organization. On a Success, the player receives the favor. With a Perk, the
character receives a bonus; with a Complication, the favor may come with strings
attached. A Failure suggests the character may owe something in return for the favor, or
may jeopardize their standing in the Organization to take the favor.
Example favors include:
● The character receives a rare piece of equipment from their Organization.
● Your character consults their Organization for privileged information.
Level 3
Indomitable: Incidental. If the character Goes Down during an Encounter, and
the player rolls a Success with a Perk on their Endure roll, then their character’s
ongoing Actions are not affected by Wounds received during the Encounter until the end
of the Encounter.
The player still records Wounds, but the consequences of those Wounds only
come into effect after the Encounter ends.
Rally Behind Me: Ability Improvement. When the player rolls to Endure and
Succeeds, a number of allies equal to their character’s ranks in Goad/Command have
their next Skill check automatically Succeed without a die roll.
Note that players are allowed only one die roll per Turn—not one Skill check.
Ringleader: Ability Improvement. Requires Agent. The character is now a
high-level leader within the Organization. They have major sway in what the
Organization does, and can mobilize significant pieces of the Organization (if not the
entire Organization) to fulfill their own aims.
The player must replace their character’s Organization Incentive with:
Did I further the interests of my Organization?
If the character leaves or disbands the Organization, the player must replace
their character’s Organization Incentive with a different Incentive.
Action
Now that this book has detailed whom the players are role-playing as, we can get
into what characters are supposed to do, at least in the broader strokes of how
campaigns and Encounters are structured. I’ll also cover combat rules in this section,
since BOLT is fundamentally built around violence.
Time Intervals
The following time intervals define gameplay in BOLT. Note that these intervals
do not directly correspond to session length, because I do not know how long a given
table runs sessions for, or whether “per session” is even a useful interval of time (say,
for a play-by-post game).
Action: Something a character does in a very short amount of time, like running,
making a weapon attack, or pushing a button. An Action can involve rolling dice for a
Skill check or not. Defensive Skill checks do not require an Action. A bad action movie
will cut on every Action. For more information, see Combat: Actions.
Turn: A sequence of 1-3 Actions done by one character, like running, making a
weapon attack, and pushing a button. A Turn can include up to one Skill check per
character, although Defensive Skill checks are not subject to this limit. A decent action
movie will cut on every Turn.
Round: A sequence of Turns done by every character engaged in an Encounter,
in which every character takes one Turn. A Jackie Chan movie will cut on every Round.
Encounter: A sequence of Rounds during which Actions and Turns are counted.
A one-take fight scene will show an entire Encounter without cutting.
Encounters
If you're an RPG designer, I got a real simple test for you, it's called the 'punch a
dude in the face' test. If a player says they punch a dude in the face, how exactly does
your system handle that?
@Orbitaldropkick
https://twitter.com/Orbitaldropkick/status/1161379789632147456?s=20
In the BOLT system, it’s a Strike (Unarmed) check vs. the target’s Defense. The
d10 determines whether the hit lands, and the d4 provides Perks and Complications as
normal. Damage is dealt directly to Vitality unless the target has armor. The check may
be Set Back or Pulled Forward depending on context. A punch will come earlier in
initiative if the attacker doesn’t have to run across the room. If the punch lands on a
Goon-class enemy, that enemy Goes Down immediately.
<sidebar>
The combat engine of BOLT steals its ethos whole-cloth from the Friday Night
Firefight system of Cyberpunk 2020. However, where Cyberpunk 2020 emphasizes
randomness in combat, BOLT prioritizes mechanical speed. That said, reading the rules
for Friday Night Firefight will provide Game Masters with all the information they need to
frame fights in BOLT. Any fight that would happen in a Cyberpunk 2020 or Witcher
TPRG module would match the tone of a fight in BOLT.
</sidebar>
<sidebar>
This section on setting objectives for combat was influenced by a blog post by
Basheer Ghouse called “RPGs and Bad War.” To read the full essay, see
https://feartheswarth.wordpress.com/2020/01/23/rpgs-and-bad-war/
</sidebar>
Let’s look at some examples of Turns, and count how many Actions are in each:
The Rogue Swordsman vaults from the mezzanine balcony, sword drawn,
somersaulting into the atrium as he drives his blade through an enemy’s neck.
The Wanderer’s Turn takes Two Actions:
1) Move between Zones, from the balcony to the atrium
2) Attack an enemy with a rolled Skill check, using Strike (Melee)
Depending on the height of the drop, the Game Master may ask the player of the
Rogue Swordsman to roll to Resist (Physical) or Dodge or else take Damage. This does
not count against the number of Actions the above Turn takes.
“Javid!” Khalid yells in shock as her compatriot falls limp behind a wall. She
dashes across the corridor, slides behind the barricade Javid is slumped next to, and
jams a syringe of adrenaline into his upper arm.
Khalid’s Turn takes three Actions:
1) Move within a Zone, down the corridor
2) Enter Partial Cover, within Melee Range of Javid
3) Administer a Healing Shot to Javid
None of these Actions require a Skill check.
“I said. You spilled. My drink!” The thug shouted in a foreign language, slower
this time.
Silence from the bounty hunter.
“He says you spilled his drink,” the bartender translated nervously, before
shuffling to pour another. “It’s fine. It’s on me.”
The thug examines the hunter’s armor. “Is that real chromidium?” he growls,
pressing a knife against the hunter’s breastplate as the bartender slides a fresh pint
glass across the counter.
Before anyone could blink, the glass is already shattered against the thug’s face,
glass and ale and blood sloshing on the grimy floor.
The bounty hunter’s Turn takes One Action:
Perks
● The character receives an advantage. The player’s next Skill check or Defensive
Skill check is Pulled Forward once.
● The opponent receives a disadvantage. The opponent’s next Skill check or
Defensive Skill check is Set Back once.
● On a Success and a Perk: The character lands a critical blow. The character
amage equal to half of the Damage listed for the weapon used,
deals additional D
rounded down.
Players and the Game Master can suggest other Perks, and some weapons and
Talents offer unique Perks.
Complications
● The opponent receives an advantage. The opponent’s next Skill check or
Defensive Skill check is Pulled Forward once.
● The character receives a disadvantage. The character’s next Skill check or
Defensive Skill check is Set Back once.
● The character’s ammunition supply is revealed to be running low—or completely
out.
● The character accidentally drops their weapon or other vital item.
Players and the Game Master can suggest other Complications, and some
weapons and Talents suggest specific Complications.
Cover
Characters in BOLT are fragile, so cover is good for their health.
There are two kinds of cover: Partial Cover, and Total Cover. A character is
behind Partial Cover if they duck behind a low wall, stand behind a concrete pillar, brace
themselves against an open car door, and so on. A character is behind Total Cover if
they duck around a corner of a hallway, hide behind a sturdy wall, and so on.
Behind Partial Cover, Shoot and Throw checks against the character are Set
Back once, and the character gains 5 Armor.
Behind Total Cover, Shoot and Throw checks against the character are Set
Back twice (if the assailant even knows where to attack), and the character gains 10
Armor. All Shoot and Throw checks the player makes while their character is behind
Total Cover are Set Back once.
A player cannot make Strike checks while their character is behind cover, unless
their target is behind the same cover.
The Game Master may invoke a Perk or Complication to reduce Total Cover to
Partial Cover, or Partial Cover to nothing. They could also invoke a Luck Token or a
particular item to obliterate cover in a small area.
Being Prone
Shoot and Throw checks against prone characters are Set Back once, and Strike
checks against prone characters are Pulled Forward Once. Characters must spend one
Action to return to their feet, unless they have a Feat to reduce that cost.
When the character is prone, all Dodge checks the player makes are Set Back
once.
Grappling
As an Action, a player can roll a Strike (Unarmed) check for their character to
grapple an opponent instead of attacking. On a Success, the character holds their
opponent in place. Any checks that the opponent makes are Set Back once, and they
Calculating Damage
1. Calculate Weapon Damage, including base damage and relevant feats.
2. Calculate Net Armor = Target’s Armor - Weapon’s AP Value
3. Deal Net Damage = Weapon Damage - Net Armor
<sidebar>
Health Tracks
In the BOLT engine, all characters have two Health Tracks: Vitality and Tenacity.
Vitality represents the amount of physical damage that a character can sustain
while retaining the capacity to fight. It is calculated by 8+FORT+additional bonuses. A
player can spend XP to increase their character’s Vitality.
Tenacity represents the amount of pressure, embarrassment, and suffering a
character can endure while retaining the capacity to think. It is calculated by
8+WILL+additional bonuses. A player can spend XP to increase their character’s
Tenacity.
Going Down
If a character’s Vitality is brought down to 0 or lower, they Go Down. A character
that Goes Down immediately falls prone and cannot make more Actions until the
player’s next Turn. However, players should consider tracking negative Vitality in a
fantasy setting, because some abilities in the Life Magic tree depend on negative
Vitality.
On their next Turn, the player must roll to Endure, always with a Difficulty of 8.
Rolling to Endure counts as an Action with a Skill check. If the character receives
Damage between Going Down and an attempt to Endure, the player’s Endure check is
Losing It
If a character’s Tenacity is reduced to 0 or lower, they Lose It (where “It” could
mean Cool, Nerve, Mojo, etc…) and suffer a major outburst, which should be handled
narratively and within context. Perhaps the character gives up fighting and tries to
surrender to the City Guard. Perhaps they succumb to fear and spend the rest of the
Scene hiding in a corner. Or perhaps they lose their patience with a spice runner and
just draw a blaster carbine on the runner’s mushy excuse for a face. Either way, Losing
It should raise the stakes of the Encounter or Scene.
After Losing it, the character recuperates with 5 Tenacity remaining, and the
player marks their character’s Wounds Track once.
Healing Shot
A Healing Shot, whether that is an adrenaline syringe or restorative smelling
salts, is the only healing item offered in the base rules for BOLT. A character can
consume a Healing Shot as an Action (with no Skill check required) to bypass the
requirement for an Endure check and immediately return to action with 5 Vitality.
Healing shots by default have no effect unless the character has Gone Down.
First Aid
The player can roll Utilize (Medicine) for their character to administer First Aid.
Attempts to administer First Aid on oneself are Set Back once. The Difficulty of
administering First Aid on a patient is always 8.
On a Success, the character heals 5 Vitality in their patient. A Perk suggests the
character ease their patient’s pain, healing 5 Tenacity. A Complication suggests the
character’s treatment is quite painful, reducing their patient’s Tenacity by 5. This may
cause a character to Lose It.
A character can receive First Aid once per Scene.
Campsite Healing
Between Scenes, characters can heal from their wounds—slowly.
If the character receives no medical attention, they recover 1 Vitality between
Scenes.
If the character receives medical attention from a caretaker character who has at
least one rank in Utilize (Medicine), the character recovers additional Vitality equal to
the number of ranks the caretaker has in Utilize (Medicine). If the character has at least
5 Vitality, medical attention allows the player to clear 1 mark on their character’s
Wounds Track instead.
If the character has one or more marks on their Wounds Track prior to healing,
they recover half their Tenacity, rounded down. If the character has no marks on their
Wounds Track, they recover all their Tenacity.
If the character is providing medical attention to themself, they recover no
Tenacity. A character can provide medical attention to up to a number of patients equal
to their ranks in Utilize (Medicine), including themself.
Remembering Numbers
● If a Skill check is involved, the Difficulty is 8. The amount of health recovered is
the difference between the roll and 8 (or 1, on a tie). In BOLT, margin of Success
is only relevant for Skill checks to recover health, but every Skill check for
recovering health involves checking the margin of Success.
● If the character is healing others without a Skill check by Campsite Healing,
the number is the caretaker’s rank in Utilize (Medicine), for both Vitality
recovered and number of characters treated.
● If the character is recovering with no support, the amount of health recovered
is 1.
● Otherwise, assume the number is 5.
Items
On Encumbrance
The BOLT RPG Engine doesn’t bother with detailed encumbrance rules.
Resource management matters much more in dungeon-crawling and survival situations,
and characters in BOLT are generally far too fragile to go dungeon-crawling. As for
survival, there are a lot of extra mechanics that would be required to make survival
mechanically tense, and I don’t run survival games enough to write those mechanics
properly.
As a result, item encumbrance is simple. If a weapon or armor set is unwieldy to
carry or wear, it will have the Bulky tag. If the character is carrying a sniper rifle, they
Price
Tracking money, like tracking encumbrance, is more interesting in games where
limitations on equipment are much more pressing (like in survival), so the Core Rules of
BOLT engine doesn’t particularly prioritize tracking money. Instead, the value of items is
abstracted into a Price value from 0-10. What that Price means to the character
depends on their Wealth.
If the Price of an item is much less than the character’s Wealth, it’s trivial to get
and the character can just buy the item.
If the Price of an item is close to the character’s Wealth, the character can afford
it, but it’s something they’ll need to save up for, go into debt for, or deal in favors for.
If the value of an item is much greater than the character’s wealth, the character
can’t afford it. However, they can always steal the item, or loot it from a dead body.
Weapon Qualities
Weapons are described with the following format:
Weapon Name: Skill. [x] Damage. [x] Range. Price [x]. Special Weapon
Qualities
Example Weapons
Universal Weapons
Universal weapons can turn up in almost any setting.
Fantasy Weapons
Fantasy weapons can show up in modern settings, but they’ll typically be framed
as anachronisms. On one hand, they’ll be clearly-retrograde weapons, but on the other
hand, a sword never stops being lethal.
Battle Axe: Strike (Heavy). 8+FORT Damage. Melee Range. Price 7. Bulky.
The official weapons of berserkers and marauders. If you see it coming, it’s
already too late. If the player uses an Action for their character to charge at a target, the
battle axe receives an AP equal to the wielder’s ranks in Run/Leap.
Crossbow: Shoot (Light). 6 Damage. Medium Range. Price 4. Bulky. Prepare
1,1.
This weapon is big, lumbering, and slow to fire. But unlike a proper longbow, the
wielder doesn’t need much training to be dangerous.
Dueling Shield: Strike (Light). 0+FORT Damage. Melee Range. Price 3.
Defensive (Melee) 1. Defensive (Ranged) 2. Nimble.
The point of this shield is less to block strikes and more to disarm attackers. If an
opponent rolls a Failure and Complication on a Strike check targeting the character, the
character can disarm the attacker.
Greatsword: Strike (Heavy). 7+FORT Damage. Melee Range. Price 6-7.
Defensive (Melee) 2.
Typically, a sword this large is for elite soldiers who are valuable enough to
warrant a massive blade, so simply seeing this weapon is cause to panic.
Hand Crossbow: Shoot (Light). 4 Damage. Short Range. Price 5. Prepare 1,1.
The stopping power of this weapon isn’t fantastic, but the hope is that it’s enough
for the wielder to fire one bolt and, well, bolt.
Hand Axe: Strike (Light)/Throw (Light). 4+FORT Damage. Melee Range/Short
Range. Price 2-3.
Humans are a lot like trees—except for the part where they scream when cut
down. On a Success and a Perk, the character may deal an additional 4+FORT damage
instead of half damage.
Universal Equipment
Alcohol: Price 1-10. Carbohydrates fermented into something that can facilitate
friendship, relaxation, or reckless behavior, depending on the context.
Armor (Heavy): Price 7. Bulky. +2 Armor. Heavy garb that covers you in bulky,
uncomfortable, and expensive material. It’s difficult to move in, but it’s a great defense
against injury and death. When equipped, Sneak/Hide checks are Set Back once.
Armor (Light): Price 5. +1 Armor. S turdy equipment that puts a little bit of weight
between internal organs and dangerous foreign objects. It looks obviously like armor,
but maybe the character wants that. Adds +1 Armor.
Basic Tools: Price 3. Wrenches, screwdrivers, lubricant, and duct tape.
Required for players to make Jury-Rig checks without penalties.
Bedroll: Price 1. Better than sleeping on the ground.
Book (General): Price 1-6. A book is how one learns things, but is also a good
reference for details the character may have forgotten. A general reference has
moderately in-depth information about a relatively broad topic. A player can use this
item to Pull Forward once a relevant Recall check.
Book (Specialized): Price 3-8. A book is how one learns things, but is also a
powerful reference for details the character may have forgotten. A specialized reference
has very in-depth information about a narrow topic. A player can use this item to Pull
Forward twice a relevant Recall check.
Caltrops: Price 1-5. A bag of spiked metal stars meant to impede movement
over an area. Can be specially made, or jury-rigged from twisted nails. The player
targets an area to deploy the caltrops. Anyone who passes through that area (including
allies) must roll to Dodge against a Difficulty of 8-12, depending on the quality of the
caltrops. If the intruder rolls a Success, they pass unscathed. If the intruder rolls a
Failure, they take 4 Damage or are forced to take another route. A vehicle or mount that
drives over caltrops immediately loses control.
Chalk: Price 1. A soft piece of stone that can leave clean white marks. Washes
away with water.
Crowbar: Price 2. Can be used as a weapon in a pinch (Strike (Light), 2+FORT
Damage, Melee Range), but its real value is in providing leverage for prying things
apart. When applicable, the player can invoke this item to Pull Forward an Apply Force
or Jury-Rig check.
Fantasy Equipment
Whether these items apply to your game depends on how magic is framed in
your setting. For more detail, see Magic Defines Setting Defines Magic.
vial of alkhemical glass holding a colorless,
Alkhemical Acid: Price 5. A
thin-looking liquid. When released, the acid will eat through everything it touches,
dissipating as it dissolves matter. When used on living characters, the results are truly
horrific. Players and Game Masters are encouraged to describe the consequences—or
not!
Berserker Salts: Price 5. A small box of salts that can be snorted or smoked,
granting an inhuman stamina and bloodlust to the person who consumes it. A character
who consumes these salts during an Encounter as an Action temporarily regains all
their Tenacity and then doubles their Tenacity. The player can spend the extra Tenacity
with no penalties, but only for checks intended to bring life closer to death. Upon the
Modern Equipment
Whether these items apply to your game depends on how technology is framed
in your setting. For more detail, see Magic Defines Setting Defines Magic, because
magic and technology are narratively interchangeable.
Adrenaline Shot: Price 7. A syringe of adrenaline that can be injected (painfully)
by the character as a Healing Shot. This item should be extremely limited, unless one
has access to a chemist, a well-funded medical practice, or a military force.
Running BOLT
Every game needs a Game Master section, and I think that includes BOLT. I’m
not good at showing people how to run games, because I rarely read the GM section of
Opponents
Opponents in BOLT come in three tiers, differentiated by how durable they are in
Encounters, as well as by where they would be listed in the credits of a movie or TV
show.
Goons
Goons in BOLT are the randos, extras, and cannon fodder. In some other RPGs,
the players’ party would mow through hundreds of them without challenge. In the BOLT
engine, they can be just as lethal as the player characters, but they’re much more
fragile. Maybe they’re unprotected by plot armor, or maybe they’re not paid enough to
take bullet after bullet to stop the protagonists. Either way, they’re people.
Just like the character.
Faces
Faces are legitimately tough foes and important characters. In a movie, they’d be
named characters who have more than a few seconds of screen time. In a video game,
they’d be your “mini-bosses,” here to fuck you up and take a bit of punishment. But
either way, they aren’t protagonists. They’re meant to Go Down, or else be allies that
mechanically are a little bit simpler to play than a full player character.
Face characters cannot burn Tenacity to aid checks, and they cannot roll to
Endure.
To write up a Face character, give them values for their six Core Attributes,
(FORT, REF, KNOW, ACU, WILL, CHA), as well as Vitality (VIT), Tenacity (TEN),
Defense (DEF) and Vigilance (VIG).
VIT, DEF, and VIG can be calculated by 8+FORT, 6+REF and 6+ACU,
respectively, and adjusted as desired.
TEN can be calculated by 2+WILL. Because Faces cannot spend Tenacity to
improve Skill checks, Tenacity is primarily a reflection of their capacity to take mental
and emotional pressure.
Faces can also receive bonuses (between +1 to +4) to a broad set of Skills
(perhaps 4-8) and relevant Feats.
For most contested rolls against a Face, use the Static Difficulty rules.
Writing Settings
As little guidance as I can give about being a Game Master, I can give even less
information about how to write a good setting. At the very least, I’ll give scattered
thoughts about the setting implications built into the rules of BOLT.
Keep in mind that a table can always run BOLT in an existing setting they already
like, which will save some of the trouble of writing a setting whole-cloth.
Languages
The language rules of BOLT imply multiple cultures in contact with each
other—in fact, it is recommended that a given setting have at least six languages in
active use, if not more. Note that every character has proficiency in up to six languages
and fluency in as many as four languages, which implies diverse places of origin for
most characters.
When adding a list of languages, consider each language as corresponding to a
culture in the area—each culture (independent of nations) would have their own
language with poetry, insults, technical language, and lewd jokes. Those cultures may
also have ancient variants of their languages used in religious texts, as well as sign
languages, which are often grammatically unique from spoken languages from the
same culture.
Almost all languages have some means of being written or recorded on physical
artifacts, and if a character is unfamiliar with that written language, that should be noted.
The Life Magic Tree is an example of how magic can work in BOLT. Because
magic is inextricably linked to worldbuilding, I find it irresponsible to write a full magic
system for a ruleset meant to be setting-agnostic.
The theme of the Life Magic Tree is sacrifice. The core abilities of this Ability
Tree often require some kind of sacrifice, like the character's own Vitality or their
capacity to resist their own Wounds. In return for that sacrifice, the character receives
certainty of healing that a Utilize (Medicine) check cannot offer: a check invoked by the
Stay ability may have a far lower Difficulty than a comparable Endure check, and the
Transfusion ability is the only way for a character to heal Vitality during a Scene without
any Skill check at all. As a result, it is recommended that a character not rely on magic
alone to heal their allies.
Skill: Wield (Life) (WILL)
Still: Core, Incidental. Dissipate suffering by taking some into yourself. If a target Loses
It within Medium Range of the character, the player can spend 3 Tenacity as incidental
for their character to avert the consequences of the target Losing It. The target regains
3 Tenacity and marks on their Wound Track as normal.
The character also gains 1 rank in Wield (Life) with Still.
Stay: Level 1, Action. Requires Still. Lend someone else your endurance. As an Action,
the character touches a target, and the player rolls Wield (Life) against a difficulty of 8 +
the target's Vitality. (If the target's Vitality is 0 or less, the difficulty of the player’s roll
<sidebar>
The Stay ability is the reason players are encouraged to track negative Vitality. This
way, using Stay on an ally that has already Gone Down from a significant hit is the
easiest way to revive that ally, by far.
</sidebar>
Transfusion: Level 1, Action. Requires Still. Transfer your life to someone else. As an
Action, the character touches a target to heal them. For every 1 Vitality the player
spends, the target recovers 1 Vitality.
Ranged Stay: Level 2, Action. Requires Stay. Lend endurance at range. Any instance
of Stay or Greater Stay can be granted at up to Short Range, without touch.
Greater Stay: Level 2, Action. Requires Stay. Lend someone else a great deal of your
endurance. As an Action, the character touches a target, and the player rolls Wield
(Life) against a difficulty of 8 + the target's Vitality. (The target must have at least 1
Vitality.) On a success, if the target is later brought to 0 Vitality or lower, they do not fall
prone, do not roll to Endure, and do not mark their Wounds Track. They regain Vitality
equal to the difference between the player’s Wield (Life) roll and the Difficulty of the
check, or 1 if the values are equal. However, the next Endure check the player makes to
recover Vitality after Going Down in the Scene is Set Back twice.The effects of Greater
Stay dissipate at the end of the Scene.
Distant Stay: Level 3, Ability Improvement. Requires Ranged Stay. Lend endurance at
great distance. Any instance of Stay or Greater Stay can be granted at up to Medium
Range, without touch.
Restore: Level 3, Action. Requires Greater Stay. Place yourself in danger to save
another. As an Action, the character touches a target to heal them. The target clears 1
mark on their Wounds Track and recovers Vitality equal to the character's ranks in
Wield (Life). The next Endure check the player makes to recover Vitality after Going
Down in the Scene immediately fails.
Resurrect: Level 4, Action. Requires Restore. Return someone from the dead, whether
they like it or not. The character touches a target that has met an untimely death in this
Scene, returning them to life—barely. The target returns with 1 Vitality and—if the target
is a PC or a Heel—with their Wounds Track marked twice. The casting character's
Vitality immediately falls to 0, the character falls prone, and the player marks their
character’s Wounds Track once. The player must then roll to Endure on their next Turn.
+0 +0 +0 +0 +0 +0
Incentives
Background Incentive
Career Incentive
Specialization Incentive
Encounter Incentive
Skills
Recall:
History 0
Religion 0
Politics 0
Law 0
Trade 0
Interests:
-
-
Languages:
-
-
-
-
-
Feats
Add Feats Here
Gear
Add Gear Here