CartoRPG

5/29/09 1:13 PM

CartomanceR
Rpg systeM
Basic ruleS


CreateD & WritteN by Michael medranO

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CartoRPG

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:: Part 1 :: Character creatioN
:: Primary abilitieS ::
To create a character, a player must define and determine the character's four Primary Abilities. Players distribute Character Points (CP) among the character's Primary Abilities. These four Abilities are: Knowledge, Strength, Finesse, and Psyche. Knowledge: A measure of a character's ability to reason and think logically, as well as the amount of information the character knows. Strength: A measure of a character's physical strength, endurance, and size. Finesse: A measure of a character's agility, artistry, and wits. Also describes the character's influence over other people. Psyche: A measure of a character's perception, intuition, and potential psychic ability. The amount of Character Points that a beginning character receives is determined by the type of campaign setting: Adventurous: All the characters are human or humanoid and exist in a world similar to ours. Magic and advanced science may exist but will be relatively unknown to most of the general population. Campaigns may occur in any time period up to the modern era. Beginning Character Points: 14 Fantastic: The characters may be of human, supernatural, or alien origin. Magic and high levels of technology are common. Campaigns may occur in any time period from the mythic past to the distant future. Beginning Character Points: 16 Epic: The characters may be of any origin and may have high-level Extraordinary Abilities. Any level of magic or technology may be encountered and campaigns may occur anywhere and in any time period. Beginning Character Points: 18

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CartoRPG

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Each Primary Ability has a rating from 1 to 6, which represents the quality or level of that Ability. Ability Rating 1 2 3 4 5 6 Knowledge Ignorant Simple General Learned Experienced Vast Strength Frail Weak Healthy Athletic Olympian Heroic Finesse Clumsy Cautious Able Proficient Agile Artistic Psyche Naive Conscious Aware Willful Focused Stoic

:: Secondary abilitieS ::
The next step is to calculate the character's Secondary Abilities. These are: Willpower, Endurance, and Health Levels. Willpower represents a character's mental and psychological determination and defends the character against trauma, stress, and psychic attack. It is equal to their Knowledge rank and Psyche rank added together. (Knowledge + Psyche = Willpower) Endurance represents a character's physical resistance to injury and helps to defend the character against physical attacks or damage. It is equal to their Strength rank and Finesse rank added together. (Strength + Finesse = Endurance) A character's health is measured with Health Levels. Add the character's Endurance rank and Strength rank to determine the amount of Health Levels the character receives. (Endurance + Strength = Health Levels)

:: The player's hanD ::
The Hand rank determines how many cards a player has in their hand. When a character attempts to overcome a challenge, the cards in the Player's Hand can influence the outcome. Each player begins with a full hand at the beginning of the game and cannot have more cards than their full hand during the game. There are exceptions, of course, when a player's hand may exceed the normal limit, but all changes should be approved by the gamemaster, aka, the Seer. The size of the Player's Hand is also determined by the type of campaign setting but may also be altered by the Seer.

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++ VIRTUES ++ Ambidextrous Cost: 1 point Description: The character can use either the right or left hand for basic tasks and does not suffer an off-hand penalty. Players are not required to give their characters Virtues or Vices. or Extraordinary Abilities. Vices must be chosen carefully as they can deplete a character's other Abilities and/or grant penalties if the conditions of the Vice are not fulfilled. however.CartoRPG 5/29/09 1:13 PM Campaign Setting Adventurous Fantastic Epic Hand Rank 6 7 9 :: Virtues and viceS :: Virtues and Vices are qualities that a character may possess that can help or hinder them. +1 Bonus to Persuasion attempts or social interactions. Vices give you extra Character Points that can be used towards purchasing Virtues. Willpower Bonus: Spending a point of Willpower allows the character to become more attractive to a specific person for one round and gives the character and additional +1 Bonus to Persuasion attempts involving the chosen target. Page 4 of 39 . Skills. Willpower Bonus: Spending a point of Willpower allows the character to use a complicated tool or weapon in either hand without penalty for one round. be earned or eliminated during the game with the Seer's permission. but it is recommended. as this could seriously affect the balance of the game. as they help to create more personalized and unique characters. Virtues grant characters advantages in certain situations and can also create additional effects in a game if a player spends (or burns) Willpower to do so. Virtues and Vices cannot be purchased at a later time. only during character creation. Unlike Skills. They can. Attractive Cost: 1 point Description: The character has an attractive appearance or other quality that draws others to them. Beginning Players receive 3 extra Character Points to purchase Virtues. Beginning characters should not have more than 3 Virtues or 3 Vices.

+1 Bonus to the character's Defense Value when in combat. Willpower Bonus: Spending a point of Willpower allows the character to charm a specific person and convince the person to grant a favor if possible. In game terms this means that the Seer will give the Genius additional information that may be able to help them overcome a challenge. +1 Bonus to the character's Knowledge and to Knowledge based attempts. Willpower Bonus: Spending a point of Willpower grants the character an extra +1 Bonus when navigating unfamiliar locations. Willpower Bonus: Spending a point of Willpower grants the character an additional +1 Bonus against a specific source of fear for one round. Page 5 of 39 . Courageous Cost: 1 point Description: The character receives a +1 Bonus to resist fearful situations and fear based attacks. Charming Cost: 1 point Description: The character has a natural charisma and receives a +1 Bonus to any social interaction or Persuasion attempt. Internal Compass Cost: 1 Point Description: The character possesses a natural sense of direction and does not get lost easily.CartoRPG 5/29/09 1:13 PM Blessed Cost: 2 points Description: The character is blessed by a god or deity who acts as a guardian from time to time. Willpower Bonus: Spending a point of Willpower allows the character to gain specific knowledge about a situation or obstacle that may not be apparent to others. The effect ends if the target is asked to do something that will endanger themselves or other people. The character receives a +1 Bonus to Knowledge attempts involving navigation. Celebrity Cost: 1 point Description: The character is recognized as a famous personality and receives a +1 Bonus to Persuasion attempts involving social interactions with the general public. Willpower Bonus: Spending a point of Willpower allows the character to be recognized by someone in the immediate area who may be able to help them or grant them privileges for one scene. Willpower Bonus: Spending a point of Willpower grants the character an additional +1 Bonus to their Defense Value during a combat scene. Genius Cost: 2 Points Description: The character has a higher than average intelligence or an eccentric method of solving problems.

CartoRPG 5/29/09 1:13 PM Iron Will Cost: 2 points Description: The character cannot be intimidated easily and receives a +1 Bonus to resist Intimidation or Mind Control. each character in the group also receives a +1 Bonus to resist Intimidation. Willpower Bonus: By spending a point of Willpower the character receives a +1 Bonus to escape attempts involving restraints. Willpower Bonus: By spending a Willpower point and 3 Fate Points the character may discard their entire Hand and draw a new hand from their deck. such as the entire chapter of a book. Lucky Cost: 3 points Description: The Fates have granted this character their blessing. or review a mental picture of previous events. Patient Cost: 1 point Description: The character is not affected by stress or intimidating situations as easily as others and receives a +1 Bonus to resisting Intimidation or resisting stressful situations. Page 6 of 39 . Any unused Fate Points are discarded at the end of the game. Willpower Bonus: By spending a point of Willpower the character may recall a complicated or detailed memory. Photographic Memory Cost: 1 point Description: The character can remember things or events they've seen with remarkable detail and receives a +1 Bonus to recall attempts involving anything the character has witnessed. Limber Cost: 1 point Description: The character is naturally flexible and receives a +1 Bonus to resist injury by falling or overextension. Willpower Bonus: If the character is the victim of Mind Control. the Player may spend a point of Willpower and draw a card from their deck for each round they attempt to break free. Willpower Bonus: By spending a point of Willpower the character can have a calming effect on others in their group. In game terms. verbatim. The character receives one free Fate Point at the beginning of each scene.

CartoRPG 5/29/09 1:13 PM Royal Birth Cost: 1 point Description: The character has royal lineage and receives a +1 Bonus to Persuasion attempts involving members of state or government. Willpower Bonus: Spending a point of Willpower grants the character an additional +1 Bonus to Persuasion or Intimidation attempts involving subordinate NPCs (i. This Vice may also give the character additional allies or enemies.e. Willpower Bonus: Spending a point of Willpower grants the character a +1 Bonus which may be applied to the character's Defense Value against supernatural attacks or to the Damage Level of one of the character's magical attacks. Sixth Sense Cost: 2 points Description: The character has a heightened intuition and receives a +1 Bonus to Psyche perception attempts and +1 Bonus to initiative checks. The character also gains the Magery Skill at Level 1 for free. Seventh Son/Daughter Cost: 2 points Description: The character is the seventh child in their family. Supernatural Kin Cost: 2 points Description: The character is related to supernatural beings or creatures and receives a +1 Bonus to their Attack Value against supernatural creatures. Wealthy Cost: 2 points Description: The character has a large amount of resources available to them and can easily afford most luxuries. Willpower Bonus: Spending a point of Willpower allows the character to detect hidden clues or information in one area for one turn. Willpower Bonus: Spending a point of Willpower increases the character's Magic Defense by +1 for one scene. Willpower Bonus: None Page 7 of 39 . thus granting them more magical affinity and a +1 Bonus to attempts involving the Magic Skill. "commoners") for one scene.

This can be anything from certain foods or even forces. Penalty: The character receives -1 to Finesse attempts attempts. Cowardly Adds: 1 point Description: The character will attempt to flee conflict as soon as possible. The character may also gain Extraordinary Abilities. Addiction Adds: 2 points Description: The character suffers from an addiction which must be satisfied once per day. Penalty: The character receives a -1 Penalty to Finesse or Knowledge attempts when dealing with current levels of technology or information. Penalty: The character loses one level of Endurance for every hour the addiction is unfulfilled. A -2 Penalty requires the character to receive medication or medical treatment or lose one Health Level per round.CartoRPG 5/29/09 1:13 PM xx VICES xx Accident Prone Adds: 1 point Description: The character tends to be clumsy or awkward at times. Allergy Adds: 1 or 2 points Description: The character suffers from an allergic reaction to something. Anachronism Adds: 1 point Description: The character has difficulty understanding modern ideas or technology. Alien Adds: 2 points Description: The character is from another world or dimension and has difficulty adapting to the setting. Penalty: The character receives -1 to social interaction attempts. Page 8 of 39 . such as magic. Penalty: Allergies at -1 Penalty level require the character to avoid contact with the cause of the reaction or lose an Endurance level each round. If all Endurance levels have been exhausted then the character loses one level of Health for every hour the addiction is unfulfilled. Penalty: The character receives a -1 Penalty to Finesse attempts if the character is facing risky or life-threatening situations.

Penalty: The character receives a -1 Penalty to attempts involving cooperation. Penalty: At the 1 point cost. 2. Penalty: The player of a character with Daredevil must burn 1 card to avoid impulsive actions during a dramatic or stressful scene. Phobia Adds: 1. Page 9 of 39 . or 3 points Description: The character struggles with a particular phobia. Penalty: The level of Penalty depends on the degree of the limitation. or fear. 2. A broken limb. such as a twitch or blurred vision is a -2 Penalty. A character with a 2 point Curse receives two -1 Penalties) Daredevil Adds: 2 points Description: The character loves to live dangerously and can be somewhat reckless at times. An impairment that is regularly distracting.CartoRPG 5/29/09 1:13 PM Cursed Adds: 2 or 3 Points Description: The character is cursed. limited vision. Physically Impaired Adds: 1. encouraging unnecessary risk in dramatic situations. of something. the character receives a -1 Penalty to Psyche attempts. Loner Adds: 1 Point Description: The character prefers to work alone. Guardian Adds: 1 point Description: The character is responsible for the protection of a certain person or people. Penalty: The character receives a -1 Penalty to Psyche attempts for each day the responsibility is ignored. or artifact. or anything that impairs movement or operation of the body is a -3 Penalty. The curse may be specific or even physical. whichever is more affected by the impairment. or 3 points Description: The character has a physical impairment. The curse may even compel the character to bring harm to his/her comrades as well. Penalty: The player must give the character one -1 Penalty to any ability related to the curse for each Point of this vice. (e. and at 3 points the character must make a Willpower check or become unable to take any action for one round.g. These Penalties are applied to either Strength or Finesse Abilities. The Player must describe the conditions and effects of the curse. location. A character with this Vice cannot have the Patience Virtue. at 2 points the character receives a -1 to Finesse attempts. A minor hindrance such as a damaged finger or painful joint is a -1 Penalty.

the cost is 3 Character Points. Beginning characters can purchase up to 3 ranks in any one Skill at the cost of 1 Character Point per rank. Rapier. To make this character an expert with a blade the Player purchases the Swordfighting Skill for 1 CP and then purchases the Specialized Skill. To purchase a Specialized Skill. On the character sheet this is listed under Skills as Swordfighting : Rapier 2. a Skill not only gives a character the ability to use that Skill. Example : A Player wants to create a character that's a swashbuckling hero. if a player wants to purchase the Firearms Skill at rank 3. giving the character a greater advantage when dealing with specific situations.CartoRPG 5/29/09 1:13 PM Short-Tempered Adds: 1 point Description: The character is easily angered and impatient. they may use any combination of relevant Skills for their Ability Check. the more broad knowledge a character has of that skill. If a character has more than one Specialized Page 10 of 39 . So. Player's have 25 Character Points to spend on purchasing Skills. Penalty: The character receives a -1 Penalty to Willpower checks in stressful situations. but +1 to Intimidation attempts. with 2 CP. :: SkillS :: Skills are learned abilities that a character gains by experience. Keep this in mind when creating the character as it can sometimes mean all the difference between success and failure. then 1 Character Point for each rank in the Specialized Skill. Specialized Skills can be purchased as well. Unattractive Appearance Adds: 2 points Description: The character is unattractive or possesses certain qualities that repel others. Wanted Adds: 2 points Description: The character is wanted for a crime or wrongdoing and must take extra precautions not to be recognized or draw attention. a player must pay 1 Character Point for a General Skill at rank 1 first. Penalty: The character receives -2 to social interactions. When a character is attempting to overcome a challenge. Remember. As a character becomes more experienced during the campaign their chances for success at certain tasks improve. Following is a list of General Skills available to beginning characters. These are the type of skills that can be learned by any average person. The higher the rank of a General Skill. This character will be proficient with any sword but will be an expert with a rapier. but also insight to things that are related to the Skill. Penalty: The character receives a -1 Penalty to social interaction attempts or attempts involving the authorities.

and cultures.CartoRPG 5/29/09 1:13 PM Skill in the same category. flips. Animal Handling This is the knowledge of animal behavior in regards to taming and domesticating. they have the potential to create more powerful compositions that can transform actual objects. Religious. General Skills are listed first followed by any related Specialized Skills. Classical. Of course. If the character also has the Magery Skill. Specialized Skills :: Historical. not all possible skills are listed here. Specialized Skills :: Lore. This Skill also be helpful when attempting to Evade an attack. Specialized Skills :: Compact Bow. Purchased alone it gives a character insight to the inner workings of how things change and allows them to create simple potions. and philosophies. Longbow Architecture This is the knowledge about the structure and construction of buildings. and tintures. theories. this can be listed on the character sheet as Swordfighting : Rapier 2 / Broadsword 1. Bear. they may be able to use or activate artifacts as well. Ritual Archery This is the ability to handle and use a bow and arrow. they can all be listed together after the main General Skill. Crossbow. Magical. If the character also has the Magery Skill. So if the aforementioned hero wants to add another Specialized Skill to his Swordfighting. they may also have access to forgotten magic as well. Hawk. Modern Artifacts This Skill gives the character knowledge of ancient relics. Combining this Skill with the Art Skill gives the character the ability to create fantastic structures. Dog. salves. Specialized Skills :: Horse. Skill List Acrobatics This is the ability to perform jumps. Scientific Page 11 of 39 . Fantastic Animal Arcana This Skill gives the character knowledge about magical. Lion. Any skill may be given to your character with approval of the Seer. and fall safely from dangerous heights. Specialized Skills :: Ancient. archaic. If the character also has the Arcana Skill. or alien symbols. locations. Alchemy Alchemy is the science and magic of transmutation. Cat.

Computer This is the knowledge of how to operate the basic functions of a computer. Specialized Skills :: Acting. Truck. Specialized Skills :: Hacking. Programming. Repair Cooking This Skill gives the character the knowledge of food preparation and its components. Business This Skill grants the character knowledge of the workings of business and any business related activity. Music. Running. Banking Carpentry This is the knowledge of woodworking and the construction of objects from wood. Dodge One of the most useful of Skills. Chariot.CartoRPG 5/29/09 1:13 PM Art This is general knowledge of art and art history and allows the character to create art pieces and compositions. Writing Athletics This Skill gives the character a basic knowledge of exercise and physical fitness and represents an above average fitness level for the character. Motorcycle. Hovercraft. Poetry. Specialized Skills :: Automobile. this gives a character a greater chance to Evade attacks or danger. Drive This is the basic knowledge of vehicle operation. Diplomacy This Skill gives the character an understanding of peace negotiations and the protocols of ambassadors. Specialized Skills :: Stock Market. Painting. Bulldozer. Can be useful when attempting to Evade. Disguise This is the ability to conceal one's identity by appearing as someone else. Sculpture. Tank. Sports (specify) Blacksmith This is the knowledge of forging weapons and objects from metal and also provides a general knowledge of metalworking. Specialized Skills :: Jumping. Wagon Page 12 of 39 .

and operation of systems. Karate. manufacture. World Hypnotism This Skill allows the character to place others in a hypnotic state. Specialized Skills :: Local. Knife/Dagger. Intimidation This Skill can help to persuade others to do as the character suggests. Tommy Gun First Aid This is the knowledge of basic healing methods and techniques. and perform undercover.CartoRPG 5/29/09 1:13 PM Engineering This is the application of scientific and mathematical principles to practical ends such as the design. Gambling This Skill gives the character insight to odds or games of chance. albeit in a harsh and direct way. Kung Fu. Mechanical Etiquette This is the understanding of social interactions and what is considered acceptable behavior. Machine Gun. Specialized Skills :: Electrical. Six Shooter. Specialized Skills :: Boxing. Rifle. Wrestling Firearms This Skill allows a character to handle and use a firearm. Raygun. The target may perform a Willpower Check at -2 to resist following the suggestions or commands. Page 13 of 39 . Shotgun. infiltrate targets. Espionage This Skill gives a character the ability to complete missions. The target(s) must be in a relaxed or calm state and may perform a Willpower Check against the character during their turn to attempt to break free from the trance. History This is the knowledge of the culture and events of the past. Regional (specify). Specialized Skills :: Handgun. Specialized Skills :: Surveillance. Sabotage Fighting This Skill gives a character knowledge and experience of physical combat.

and 4 CP for Level 3. information. witch. sorcerer or other type of character who can cast spells and create magical effects. writing. Journalism This is the knowledge of reporting. Magery* (Special) This Skill allows a character to become a wizard. its methods. Dwarfish.CartoRPG 5/29/09 1:13 PM Investigation The Skill gives a character knowledge about the methods used to track down sources. either of any part of the body or the body as a whole. Linguistics This is the knowledge of the construction of language and how it is combined to form communication. Specialized Skills :: Reading. Mechanics This is the ability to understand the construction and working components of machinery. Kinesics This is the study of the interpretation of body language such as facial expressions and gestures or. non-verbal behavior related to movement. Languages This is the ability to communicate in languages other than the character's native tongue. A character must have a Psyche of at least 3 to purchase this Skill. or broadcasting news or of conducting any news organization as a business. Chinese. Repair Page 14 of 39 . Elvish. Leadership This is the ability to gain the respect of others and inspiring them to follow. 3 CP for Level 2. Spanish. German. It is a prerequisite to purchase Magic spells from the Extraordinary Abilities section and costs 2 Character Points to purchase at Level 1. photographing. Writing Lockpicking This Skill grants a character the knowledge of the construction of locks and how to disable or open them. or solve mysteries. Specialized Skills :: Design. and operation. Specialized Skills :: English. more formally. etc. editing. Draconian. French. Alien Race (Specify) Law This is the knowledge of the legal system.. Japanese. Russian.

Specialized Skills :: Aircraft. Submarine Politics This is the general knowledge of the art and science of political government. International Paraphysics This is the study of paranormal phenomena and its theories. Cryptozoology Page 15 of 39 . Mace. and their use in battle. Herbal Remedies Meditation This Skill grants a character the ability to put themselves into a self-induced trance.CartoRPG 5/29/09 1:13 PM Medicine This Skill allows the character to heal others through the use of modern medicine or holistic remedies. Regional. Spacecraft. Staff. for an audience. Warhammer Metaphysics This is the branch of philosophy that examines the nature of reality. Specialized Skills :: Battleaxe. Pilot This is the ability to pilot. etc. The recovery time for a character's Willpower is reduced by half for every round spent in meditation. Trance Melee Weapons This is the general knowledge of melee weapons. play.. fly. Psychic Phenomena. Specialized Skills :: Ghost Hunting. Navigation This Skill grants a character basic knowledge of methods used to locate destinations through use of star constellations and/or geography. including the relationship between mind and matter. National. Space Occult This is the knowledge of hidden magical or cult rituals that are usually reserved for initiates and members of secret organizations. Spear. Specialized Skills :: Ocean. Specialized Skills :: Local. Performance This is the Skill of performing a ceremony. or operate certain types of craft. piece of music. other than swords. Specialized Skills :: Focus. Lance. Specialized Skills :: Pharmaceuticals. Shield.

Foreign. Foil. Specialized Skills :: Broadsword. Chemistry. Specialized Skills :: Desert. Saber. Scimitar Swimming This Skill allows the character movement in water or liquid environments. Astronomy. and disassemble mechanisms or constructs. Longsword. Fantastic Creatures (specify) Science This is the attainment of knowledge through observation and experimentation. Ancient Repair / Tinker This is the ability to repair. Horse. Dimensional Swordfighting This is the Skill of wielding and using a bladed weapon. Physics Stealth This Skill allows the character to remain undetected while moving or taking position. Jungle. Firearms. Religion This is the study of organized religion and its rituals and practices.CartoRPG 5/29/09 1:13 PM Persuasion This is the Skill of influencing and convincing others. Strategy This is the science or art of combining and employing maneuvers and long-range plans to achieve a goal. Specialized Skills :: Electronics. assemble. Page 16 of 39 . Biology. Survival This is the ability to endure through harsh or unusual circumstances. Vehicles (specify) Riding This is the ability to ride and control a mounted animal. Specialized Skills :: Elephant. Alien. Mathematics. Energy Blade. Rapier. Katana. Genetics. Wasteland. Specialized Skills :: Denomination (specify). Psychology This is the study of the mind and of mental states and processes. Space. Specialized Skills :: Anthropology. Cutlass. Archeology.

Writing This is the knowledge of grammar and its usage in the written word. Level 2 : Resistant to blunt melee weapons. Specialized Skills :: Boomerang. and magic fall under the category of Extraordinary Abilities. Foreign Language. Players should decide the circumstances that granted a character their Powers before the start of the game. Level 3 : Resistant to sharp melee weapons / bulletproof. Flight. Javelin. These Powers are indicated with an asterisk (*) and list the Character Point cost in the Description. Following is a list of abilities with a description of their effects at Levels 1 through 3. Some abilities (like Nightvision) are Automatic and don't require Level descriptions or activation costs.CartoRPG 5/29/09 1:13 PM Thrown Weapons This is the Skill of wielding and using weapons that are tossed or thrown. the character either has the ability or not. Powers for beginning characters cost 1 Character Point for each level of an ability. Spear Tracking This is the Skill of locating and trailing a target through the use of physical evidence or patterns. or one ability at level 3. Level 1 : Resistant to normal punches. }} PowerS {{ Powers are abilities that a character is born with or obtains by some other means. Any Powers not listed here. may be used with the approval of the Seer. Pyrokinetics. Body Armor The character can withstand large amounts of damage. For example. Knife. Grenade. Alien Language :: Extraordinary abilitieS :: Superhuman powers. Nightvision) at level 1. such as scientific experimentation or through the use of technology. Additional CP gained from Vices may also be used to purchase Extraordinary Abilities. psionic abilities. Specialized Skills :: Native Language. Beginning characters receive 3 Character Points to purchase these abilities from the Powers or Magic lists. Shuriken.g. Page 17 of 39 . Dagger. a beginning character can purchase up to 3 separate abilities (e. of course. Some Powers are very powerful and thus have a higher cost than normal. kicks.

damage levels from an Energy Bolt may not be absorbed by Endurance. In game terms. fly. Level 1: Can blend with single colored backgrounds. Also. a static shock. overload circuitry. adjust the character's Primary and Secondary Abilities accordingly: Level 1 gives the character a Strength rank of 7. Level 2: Can blend with simple patterns. Level 3 : Freeze object.CartoRPG 5/29/09 1:13 PM Chameleon The character can blend in with the colors and shading of their surroundings. Hard to detect. Level 3 : Up to 1 ton. Level 2 : 3-5 Health Levels of damage. Level 1 : Lower temperatures. Stun for 1 round. and is immune to the effects of cold. Level 2 gives a rank of 8. Level 3 : Up to 100 mph. Level 2 : Create frost. Level 3 : 5-10 Health Levels of damage Stun for 3 rounds. Tough to detect. Level 1 : A spark. Energy Bolt The character can fire a bolt of energy that can stun or kill. Enhanced Speed The character can run. immune to lightning. and Level 3 gives a rank of 9. freeze objects. Electrokinesis The character can project or control electricity. Willpower Check 10. Level 3: Can blend with complex patterns. Willpower Check 13. control current. Level 1 : Up to 40 mph. Level 3 : Hurl a bolt of electricity. immune to large shocks. Level 1 : 1-2 Health Levels of damage. Level 2 : Up to 70 mph. Level 1 : Up to 500 lbs. Cryokinesis The character can lower temperatures. Level 2 : Up to 1000 lbs. or swim at fantastic speed. Page 18 of 39 . After selecting the level of strength. the character must perform a Willpower Check or be rendered immobile. Level 2 : A large jolt. Willpower Check 7. Stun for 2 rounds. Daunting to detect. Enhanced Strength The character has superhuman strength. immune to small shocks.

Level 3 : 40 feet. Level 3 : Extended field. -2 to Defense Value. visual. Invisibility The character can become invisible or undetectable by normal. 100 feet horizontal.CartoRPG 5/29/09 1:13 PM Force Field The character can generate a personal or extended wall of force. +2 to Strength/Endurance. +3 to Strength/Endurance. absorbs 10 HL. Level 1 : Only the character may become intangible. +1 to Strength/Endurance. -2 to Defense Value. Level 3 : Extended invisibility. absorbs 30 HL. single object or person. As a result. 10 foot radius. the character is easier to target. Flight The character can fly and can only carry as mush as their normal strength allows +10 lbs. Intangibility The character can pass through solid. 30 feet horizontal. Level 3 : 80 feet vertical. either vertically or horizontally. Level 3 : Up to 40 mph. Level 2 : Extended intangibility. Level 1 : 10 feet. Page 19 of 39 . -1 to Defense Value. Level 2 : Extended invisibility. Level 1 : Levitation. Level 2 : 20 feet. Level 1 : Personal invisibility. as well as land safely from great heights. Level 2 : Extended field. absorbs 20 HL. 5 foot radius. however. physical objects and may also make other objects or people intangible. Level 2 : 40 feet vertical. methods and may extend this Power to others. thus increasing their Strength and Endurance. Growth The character can grow to a larger than normal size. Level 3 : Extended intangibility. entire body. can be extended to 1 other person/object. Level 1 : Personal force field. 10 foot radius. Level 1 : 20 feet vertical. Level 2 : Up to 20 mph. can be extended to 3 other people/objects or 1 large object. The field can withstand 10 Health Levels of damage per Level of the Power before it is exhausted. 60 feet horizontal. Leaping The character can jump great distances.

Level 2 : Recovers one Health Level every 3 turns. Shrinking The character can reduce their size or the size of other objects or people. Telepathy The character can read minds or send telepathic messages to others. Level 1 : Detect single words.CartoRPG 5/29/09 1:13 PM Metamorphosis The character can alter their appearance or shape to resemble other people. immunity to fire. Level 3 : Detect and project phrases. and lava. Level 1 : Ignite flame. +1 to Defense Value. control. resemble objects. darkness like a cat. Pyrokinesis The character can control or generate normal fire and flame and may be immune to the effects of heat. animal features. height/weight. +2 to Defense Value. Level 3 : 1/8 original size. or objects. Level 2 : 1/4 original size. the character recovers Health Levels faster than normal. animals. +3 to Defense Value. Page 20 of 39 . heat. Level 2 : Ignite and control flame. This makes the character more susceptible to injury but also increases the Defense value of the character. Level 3 : Recovers one Health Level every turn. Level 3: Generate. Level 3 : Lift 130 lbs. Telekinesis The character can move objects with the force of their mind. slight change in features. Level 2 : Advanced change: duplicate other person. Level 2 : Detect and project simple thoughts. Regeneration The character can regenerate physical damage and even lost body parts. Level 1 : Recovers one Health Level every 5 turns. The character can see in near. memories. immunity to fire and heat. Nightvision Automatic. grow claws. In game terms. Level 1 : Simple change: hair color. Level 2 : Lift 60 lbs. images. Level 1 : Lift 30 lbs. Level 3 : Complete change: Duplicate others/animals perfectly. not total. Level 1 : 1/2 original size. This power is only purchased at Level 1.

then selects the Push/Pull and Shield Spells (both Level 1 Spells) at the cost of 1 Character Point each. Level 1 : Change barometric pressure. Level 3 : Control regional weather. however. and 4 CP to purchase at Level 3. call lightning (50 HL of damage). First. Then. Level 1 : Slow/stop time for 1 turn. This Power costs 2 CP to purchase at Level 1. 3 CP to purchase at Level 2. at the cost of 1 Character Point per spell. the Player may select spells or effects at that Level of Magic.CartoRPG 5/29/09 1:13 PM Time Control* The character can slow down or stop time. Magic does take longer to perform. summon 20 MPH winds. at the cost of only 1 Character Point. Example: A Player wants their fledgeling wizard to have 2 spells for his first adventure. the Magery Skill is purchased at the cost of 2 Character Points for Level 1. alter temperature. Time Control is a very powerful ability and thus costs 2 CP to purchase at Level 1. 3 CP for Level 2. ** MagiC ** Magic. The Player has 3 CP to purchase Extraordinary Abilities and an extra 1 CP from selecting a Vice for their character (for a total of 4 CP). 3 CP to purchase at Level 2. Level 2 : Slow/stop time for 2 turns. Level 2 : Up to 1/2 mile. can be learned and wielded by just about anybody. First. let's say the Flame Spell. Level 2 : Create localized rain. as long as they are willing to take the time to learn it. summon 40 MPH winds. Weather Control* The character can influence or manifest weather conditions in a localized area. whereas Powers are instantly activated. It is also more versatile than Powers. the Player purchases the Magery Skill at Level 1 at the cost of 2 Character Points. Spells or effects can be purchased by a character that has a Psyche rank of at least 3. Teleportation The character can move from one location to another instantaneously. Page 21 of 39 . giving a magician access to a wide array or abilities at a lesser cost. The Player may also have opted to purchase the Magery Skill at Level 2 at the cost of 3 Character Points and then selected a Level 2 Spell. summon tornadoes. unlike Powers. Level 1 : Up to 100 yards. snow. Restrictions for this Power are recommended and should be agreed upon by both the Seer and the Player. and 4 CP to purchase at Level 3. Level 3 : Slow/stop time for 3 turns. Level 3 : Up to 1 mile. and 4 CP for Level 3.

the Breeze spell lasts for 1 Round when cast by a Level 1 Magician. For example. the effect is dispelled and any cards or Willpower burned to activate the Spell are lost. the Spell takes effect. * Level One Spells* Animalspeak Cast Time: 1 Turn Duration: 1 Round Description: Allows the caster to communicate with ordinary animals. If the Duration for a Spell is Instantaneous. the effect occurs instantly after it is cast and then ends. Attack Value. the cost for each artifact is 1 Character Point. The Duration for these type of effects is listed as Duration: Enchantment. The spell is broken if the target is attacked or threatened by the caster.CartoRPG 5/29/09 1:13 PM Each spell is listed with a Cast Time (the amount of time required to produce the effect). such as a magical sword that allows the wielder to fly. either by the original caster or by a magician of the same level as the spell. If the target wins. The casting time for all artifacts is considered to be instantaneous. If this occurs then there is a Willpower Contest between the caster and the target. plus 1 CP for each level of the desired spell or effect. If the caster wins the contest. Resisting Magic Any living target with a Psyche of 3 or greater may attempt to resist the effects of a Spell. In this case. the contest. Page 22 of 39 . Bless Cast Time: 1 Turn Duration: 3 Rounds Description: Caster may choose to increase a target's Endurance. The Duration of a spell increases one step per Level as the character's Magic Skill rises. or Defense Value by +1. and a Description of the effect. Enchantments are spells that are permanent and remain in effect until dispelled. Artifacts : A player may wish to give their character magical artifacts that duplicate the effects of a spell. Bewitch Cast Time: 1 Turn Duration: 1 Round Description: Causes people to feel friendly about the character and will trust the character enough to perform minor favors for them. All artifacts must be approved be the Seer. for example. the Duration (how long the effect will last). and lasts for 2 rounds when cast by a Level 2 Magician. Willpower Contests are explained in full in Part 2 : Playing a Game. regardless of the level of the spell. Players who purchase magical artifacts are not required to purchase the Magery Skill.

Darksight Cast Time: 1 Turn Duration: 1 Round Description: Allows the caster to see in total darkness. fuses. fanning small flames or scattering paper. Flash Cast Time: 1 Turn Duration: Instantaneous Description: Causes a blinding flash that disorientates those who view it for 3 turns. Decipher Cast Time: 1 Turn Duration: 1 Round Description: Allows the caster to understand languages and encrypted codes. Chill Cast Time: 1 Turn Duration: 1 Round Description: Lowers the temperature in a 15 foot radius. keys.) towards or away from the caster. causing breath to be visible and targets to shiver. etc.CartoRPG 5/29/09 1:13 PM Breeze Cast Time: 1 Turn Duration: 1 Round Description: Causes a small breeze to blow. Living targets receive a -1 Penalty to Finesse attempts. eyeglasses. Push/Pull Cast Time: 1 Turn Duration: 1 Round Description: Moves light objects (book. Ignite Cast Time: 1 Turn Duration: Instantaneous Description: Creates a small spark of heat that can ignite candles. Light Cast Time: 1 Turn Duration: 2 Rounds Description: Creates a sphere of light that illuminates an area within a 15 foot radius. Page 23 of 39 . or paper.

CartoRPG 5/29/09 1:13 PM Shield Cast Time: 1 Turn Duration: 1 Round Description: Creates a barrier of force in front of the caster that will absorb 6 Levels of Damage. Fear Cast Time: 1 Turn Duration: 2 Rounds Description: Causes a target to become frightened. * Level 2 Spells * Befuddle Cast Time: 1 Turn Duration: 2 Rounds Description: Causes a target to be confused and unable to perform any actions. Summon Animal Cast Time: 1 Turn Duration: 1 Round Description: Summons an ordinary animal of the caster's choosing to the area. Target receives -1 to all actions and must overcome a Willpower Check (LC 12) or become paralyzed with fear. Disenchant: Minor Cast Time: 1 Turn Duration: Instantaneous Description: Cancels any Level 1 or Level 2 Spell. pleasant sleep. Sleep Cast Time: 1 Turn Duration: 2 Rounds Description: Causes a target to fall into a deep. Page 24 of 39 . Deflect Cast Time: 1 Turn Duration: 2 Rounds Description: Creates a shield of force that can repel up to 15 Levels of Damage from projectiles or energy rays. making it difficult for them to perform an action.

that cannot be absorbed by Endurance. Levitate Cast Time: 1 Turn Duration: 2 Rounds Description: Causes a person or human-sized object to rise and float in the air. Page 25 of 39 . Frost Cast Time: 1 Turn Duration: 2 Rounds Description: Covers an object or target with a layer of frost. Wind Cast Time: 1 Turn Duration: 2 Rounds Description: Causes a strong gust of wind to blow through the area. Can also be used to power sails on ships. Lock/Open Cast Time: 1 Turn Duration: Instantaneous Description: Seals an object shut with a magical lock or unlocks a locked object (normal or magical). unable to take any actions. Stun Cast Time: 1 Turn Duration: 2 Rounds Description: Renders the target immobile. such as a book or chair. Living targets will shiver and receive -1 to Finesse checks and must make an Endurance Check (LC 12) or suffer 2 Health Levels from frostbite. blowing up dust clouds or loose debris. Target remains conscious. The target will continue to rise for the duration of the Spell unless stopped or moved by some other means. or deals burning damage directly to a target for 15 Levels of Damage . but just barely. either by touch or channeled through a conduit. Shock Cast Time: 1 Turn Duration: Instantaneous Description: Deals 3 Levels of Damage to a target.CartoRPG 5/29/09 1:13 PM Flame Cast Time: 1 Turn Duration: Instantaneous Description: Creates a large flame that can consume medium-sized objects.

CartoRPG 5/29/09 1:13 PM * Level 3 Spells * Apportation Cast Time: 2 Turns Duration: Instantaneous Description: Causes the caster or target to disappear from one location and reappear in another. selects one of those cards. Range is up to 10 miles. and then places the 2 other cards back on top of their Deck in any order. Coyoteskin Cast Time: 1 Round Duration: 3 Rounds Description: Allows the caster to transform themselves into an ordinary animal or duplicate of another person. Page 26 of 39 . Aegis Cast Time: 1 Round Duration: 3 Rounds Description: Creates a wall of force that not only repels projectiles. This effect allows the Player to have more than their maximum Hand for the duration of the Spell. Banish Cast Time: 1 Round Duration: Enchantment Description: Causes a spirit or otherwordly entity to return to its plane of origin. Bono Presto Cast Time: 1 Round Duration: 3 Rounds Description: This lucky effect increases the caster's chance for success. Dragonflame Cast Time: 2 Turns Duration: Instantaneous Description: Conjures a spray of flame with a range of 50 feet that causes 30 Levels of Damage or 3 spheres of flame that can be hurled at separate targets which each cause 10 Levels of Damage. When cast. but cannot be passed physically. the target's Player draws 3 cards from their Deck.

If the victim believes they are killed. to retrieve the memory through magical means. however. Flight Cast Time: 1 Round Duration: 3 Rounds Description: Allows the caster or target to fly at speeds up to 30 mph. The caster cannot carry more than their normal strength allows + 10 lbs. Victims of the illusion must make a Psyche Check (Level of Challenge 10) each round or be affected by the illusion as if it were real. Target must be removed in 1 Round or lose 1 Endurance Level per Turn. Freeze Cast Time: 2 Turns Duration: Instantaneous Description: Freezes a target or human-sized object inside a chunk of ice. It may be possible.CartoRPG 5/29/09 1:13 PM Eldritch Bolt Cast Time: 2 Turns Duration: Instantaneous Description: Allows the caster to discharge a bolt of magical energy that causes up to 4 Health Levels of damage that cannot be absorbed by a target's Endurance or avoided by intangible targets. Page 27 of 39 . Heal Cast Time: 1 Round Duration: Instantaneous Description: Heals up to 6 Health Levels of damage of the caster or target. It covers an area with a radius of 20 feet. Erase Memory Cast Time: 1 Turn Duration: Enchantment Description: Allows the caster to remove a specific memory from a target. they will only fall unconscious for 3 Rounds. Illusion Cast Time: 2 Turns Duration: 3 Rounds Description: This spell creates a convincing illusion with appropriate sound effects. then 1 Health Level per turn. however.

heat waves. Page 28 of 39 . Deals 15 Levels of electrical damage and target is immobile for the rest of the scene. or powerful winds and such. creating thunderstorms. Wrath of Zeus Cast Time: 1 Round Duration: Instantaneous Description: Caster can throw a bolt of electricity at a target. Weathercraft Cast Time: 1 Round Duration: 3 Rounds Description: This spell allows the caster to manipulate the weather. Note: The magician can summon.CartoRPG 5/29/09 1:13 PM Mal Fortuna Cast Time: 1 Round Duration: 3 Rounds Description: This powerful enchantment places a curse on a target which attracts bad fortune. not control the weather with this spell. For the length of the spell. the target's Endurance is reduced to 0 and that character's Player must reduced their Hand by half (rounding down if necessary).

CartoRPG 5/29/09 1:13 PM :: Weapons & equipmenT :: Players can select any weapons or equipment that is appropriate to their character concept and the campaign. Any equipment not listed here may be added with the approval of the Seer. until the flame is extinguished.Machine Gun Sword Rifle Shotgun Sniper Rifle Whip Range in Areas 5 Melee 9 Melee 5 4 1 2 Melee 7 9 4 8 1 Melee 7 Melee 3 2 10 Melee Levels of Damage 12 8 + Strength 36 6 + Strength 12 10 Flame Damage* 7 4 + Strength 12 18 10 30 8 10 + Strength 24 8 + Strength 10 20 15 3 Any Melee weapon can be thrown for half of its normal damage level. Page 29 of 39 . Weapons Automatic Rifle Axe Bazooka Club Compound Bow Crossbow Flamethrower Handgun Knife Laser Gun Laser Rifle Longbow Machine Gun Shuriken Spear Sub. An area is approximately 40 yards. *Flame Damage is 15 Levels of Damage per round. or 120 feet.

Following is a list of character Story ideas that may help define your character more clearly: Civil War Veteran Space Pirate Warrior Monk Fallen Patriot Mythical Champion Last Survivor Exiled Leader Lone Cowboy Paranormal Investigator Knight of the Realm Lost Soldier Lucky Bastard Genius Inventor Champion of Justice Super Hero Magical Adept Mad Scientist Reluctant Hero Wisecracking Trickster Mystical Warrior Mysterious Drifter :: DescriptioN :: Any physical traits and general appearance of a character can be listed under Description. a character has as much equipment as he or she can actually carry on their person. Where does your character come from? What skills or experience have they obtained in their travels? How does the rest of the world view your character? With the Seer's approval. fears. Page 30 of 39 . common sense is the rule. When trying to determine how much equipment a character has. Defining your character this way will make it easier for you to bring your character to life. Either choice is fine as long as you feel that your character’s style helps to define them in the story. Player's may include any contacts. Thus. such as vehicles. You may feel comfortable with the traditional look and appearance of your type of character or you may feel the desire to customize a style that helps your hero stand out. dreams.CartoRPG 5/29/09 1:13 PM Equipment A Player may select any type of equipment or gear that is related to their character. or history that they feel is relevant to their character. Ammunition Arrows Astrolabe Backpack Binoculars Blanket Briefcase Bullets C-4 Explosive Camera Gloves Canteen Goggles Cloak Glue Compass Grappling Hook Cooking Gear Gun Powder Detonator Ink Fishing Gear Lantern Flint and Steel Life Jacket Gas Mask Lighter Lockpick Kit Maps Matches Mechanic's Tools Paper Phone Radio Rope Scissors Shovel Silencer Sleeping Bag Tape Tape Recorder Telephone Tent Torch Watch :: StorY :: Creating a character's Story is the final step in Character Creation. Virtually any personal experience can define a character’s background and also provide the Player with a sense of their character’s personality. as long as the items fit with their role. allies. and challenges. Characters may have access to larger items.

When the game begins. each player will need to have a deck of standard playing cards that contains only one Joker. they may draw a new Hand from their deck. To overcome it. If not. If the character's Ability Score is equal to or greater than the Level of Challenge. Level of Challenge 1-3 4-6 7-9 10-12 13-15 16-18 19-21 22-24 25+ Description Automatic Easy Fair Hard Tough Daunting Formidable Epic Legendary Page 31 of 39 . the Seer determines the Level of Challenge. The suits come into play only under special circumstances designated by the Seer. (Ability Score = Ability + Skills + Bonus Points + 1 Card from Player's Hand) The following table gives approximate Levels of Challenge and their description. the character's Ability Score must be able to succeed against the Level of Challenge with the combined points of the appropriate Primary or Secondary Ability. and one card from the Player's Hand. Bonus Points. Players determine if their characters are capable of success by performing Ability Checks. only the numbers on the cards are used. When a player has no more cards to play. :: Ability checkS :: During a Game. Skills. Players may choose to draw cards from their deck for Ability Checks. they fail and the character may be affected in some way. each player draws a number of cards equal to their Hand rank from their deck. If a Player uses all of the cards in their deck. but cards played this way go directly to a Player's Discard Pile after they are used. they may reshuffle a new deck from the Discard Pile. they succeed. When a character faces a challenge or contest of skill. For most challenges.CartoRPG 5/29/09 1:13 PM :: Part 2 :: Playing a gamE To play through a campaign with the Cartomancer Roleplaying System. During the game players will use and discard cards from their Hand to accomplish certain feats and tasks. A Player cannot draw a new Hand from their deck until they have discarded all the cards from their current Hand. characters will face challenges and obstacles which they will need to overcome in order to succeed or reach their goals.

the Joker. enough to overcome the challenge. The Player will use their character's Finesse Score to attempt this since this a feat that requires stealth and dexterity. the result is the same: automatic success. the Player uses the numbered card towards their Ability Check and receives a +1 Bonus. they cannot be used from a Player's Hand for Ability Checks. the Player receives a +1 Bonus. Face Cards represent the many guises of Fate. to discard a Face Card during an Ability Check in exchange for a Draw attempt. As such. The Seer decides that the presence of guards at the wall sets the Level of Challenge for this first task at 10. they are affected by a Degree of Consequence determined by the Seer. The Joker represents an unpredictable bit of luck that a character can use to alter a situation that may seem impossible.CartoRPG 5/29/09 1:13 PM If none of the cards in a Player's Hand are enough to succeed against the Level of Challenge. they receive another +1 Bonus and draw again. even if the Player has enough points to overcome a challenge. Example of Play A sword-wielding warrior is going to attempt to sneak into a fortress and assassinate an enemy. If the Player happens to draw another Face Card. The Ace of Spades represents a counterbalance to the luck of the Joker. and draws again. if the Ace of Spades is the result of a Draw attempt. for an additional 6 points. However. Page 32 of 39 . Once the card is played. A Player may choose to play an Ace of Spades from their Hand for an Ability Check as normal. & the ace of spadeS ♣♦ In the Cartomancer Roleplaying System. So to make sure that the plan goes smoothly. the Player plays a 6 card from their Hand. The Player must succeed against the Level of Challenge with an equal or greater amount of points. If the drawn card is another Face Card. The Player draws a card from their deck and uses its value for the Ability Check. the Ability Check is an automatic success. repeating this process until a numbered card is revealed. If they do. even if the Player does not have enough combined points to overcome the Level of Challenge. A Player may choose to play a Joker card from their Hand for an Ability Check. 3 + 1 = 4. A card played this way must be used for the Ability Check even if its not enough to succeed. If the drawn card is a numbered card of the same suit as the discarded Face Card. not nearly enough. The warrior's first task is to make sure that he is successful at remaining unnoticed. Adding up all of the numbers results in a Finesse Score of 10 (3+1+6). however. Hard. A Player may choose. The Player then uses the numbered card towards their Ability Check and adds all Bonuses. ♠♥ Face cards. still not enough to beat 10. If a Player fails an Ability Check this way. The warrior's Finesse is 3. the Player can still try to overcome it by attempting a Draw. so to that the Player adds the character's Stealth Skill which is a 1. If the Joker is the result of a Draw attempt. the result is an automatic failure. it is discarded.

Daunting. The Player checks their Hand and sees an Ace. The Seer determines a Level of Challenge at 19. The Seer determines that the Level of Challenge is 13. The warrior's Finesse Ability (3) and Stealth Skill (1) add up to 4. The Player receives a +1 Bonus point and draws again: a 4 of Diamonds. but he is still 10 points short. Formidable. "he slips and falls out of his boot. 12 points short of success. to do this quietly. and a 5.success! As the warrior reaches the top of the fortress wall and enters through a window. only to discover that he has stabbed a decoy! A torch flares to life in the room and reveals the Emperor and two guards in a previously darkened corner.it's a very steep wall and it wasn't really built for climbing. it is not enough. the Level of Challenge is 16.CartoRPG 5/29/09 1:13 PM Next. The Player adds up the warrior's Finesse of 3. The result is a Face Card. 9 points short of the goal. The Player decides to attempt a Draw and draws a card from their deck. It's a trap! The warrior flees towards the window and decides that it would be easier to climb up rather than down. he WILL be the stuff of legend! The Player attempts a Draw and draws a Joker! Automatic success! "As the warrior is pulled downward." the Seer says. plus a Climbing Skill of 2. The Seer determines that.. Page 33 of 39 . because he is attempting to assassinate someone in a darkened and possibly guarded room. The Player decides that the warrior will make one last effort to escape. salutes the Emperor who is looking out from above. The Seer sets the Level of Challenge at 25. The Seer tells the Player that a guard has grabbed the warrior's foot as he scrambled out the window and is pulling him back into the Emperor's room. fast asleep. a 3. If he gets out of this. and lands outside of the fortress wall into a hay cart. Fortunately. since the warrior is being chased by guards as well. so this kind of task in not completely unfamiliar to him. This gives him a Finesse Score of 6 so far (3+1+2).. for a total Finesse Score of 16! Success! The warrior inches closer to the sleeping Emperor and unsheathes his sword. the challenge will be to climb the wall of the fortress. The Player can choose to allow his character to be captured or attempt another Draw. the Emperor.. he finds his target. None of their remaining four cards have enough points to meet the Level of Challenge. the character has the Espionage Skill at 2. Tough. Legendary. He drives the blade downward.. The Player chooses the latter ("You'll never take me alive!" the warrior cries) and draws a card. the Jack of Spades. a 2. which the guard was holding onto. The Player draws a 10. The warrior then jumps up into the driver's seat. and drives the horse and the hay cart into the cover of night. Finesse (3) + Climbing Skill (2) + Bonus (1) + Draw (4) = 10. which is hitched to a pair of horses. All that remains for him to do is to assassinate the Emperor and sneak back out of the fortress. plus a 8 from their Hand for a total Finesse Score of 13 points . Unfortunately.

the Player will need to discard. a Player determines the character's Endurance Score by adding together the character's Endurance. or burn. the character succeeds. a Player pays its Activation Cost by discarding a card from their Hand for each Level of the Power they intend to use. If a character has and uses the Meditation Skill. Willpower is regained at the rate of 1 point every other round. 3 cards from their Hand. Endurance represents a character's physical toughness and a character's ability to survive harmful situations. Using Extraordinary Abilities During the course of a game. Characters can only cast spells that are equal to or lower than their Level of Magic Skill. To perform an Endurance Check. any relevant Skills. If the character is distracted or interrupted. a character may wish to use Powers or Magic to influence the outcome of a situation. a Player may not attempt a Draw for the Willpower or Endurance Score. To use Magic. a Player determines a character's Willpower Score by adding together the character's Willpower. Page 34 of 39 . the rate of recovery is reduced to 1 point per round. In game terms this is called burning a card. As with other Ability Checks. Willpower represents a character's mental toughness and a characters ability to withstand psychic intimidation and attacks. the spell fails. if a character wants to use Electrokinesis to hurl a bolt of lightning (a Level 3 Power). however. and one card from their Hand. if the Willpower Score is equal to or greater than the Level of Challenge.CartoRPG 5/29/09 1:13 PM :: Willpower and endurance checkS :: There are times when a character will need to overcome challenges that will test the character's resolve. a Player must burn 1 card from their Hand and temporary lose 1 Willpower for each Level of the Spell that is cast. The Player may only use a card from their Hand. To activate a Power. Unlike other Ability Checks. the character succeeds. so the Player will have to select their cards carefully. Any cards that were burned and Willpower used to activate the spell are lost and are recovered as normal. If the result is equal to or greater than the Level of Challenge. Casting a spell requires that a character concentrate for the duration of the spell's casting time. To perform a Willpower Check. the Seer sets a Level of Challenge that must be overcome in order to prevent permanent damage to a character's mind or body. When a character's mental or physical resolve is affected. Bonuses and one card from their Hand. any relevant Skills. For example. Bonuses. Player's may have their characters use any of their Extraordinary Abilities at any time as long as the Player can pay the Activation Costs for doing so. both mentally and physically. The value of the burned cards is ignored.

At the beginning of the next Combat Round. Page 35 of 39 . and may play 1 card from their Hand. At the beginning of a Combat Round. Then. Enhanced Weapons.CartoRPG 5/29/09 1:13 PM :: Combat and contestS :: There are times when a character will have to face combat situations or direct contest with another character in order to reach their goals. which is Finesse rank plus any modifiers (Skills. If a Player decides to Parry an attack. If the offensive character's Attack Value is greater than (not equal to) the defender's Defense Value. If both values are equal or the defender's is greater. then the second highest. Virtues. the attack has been evaded. If a Player draws a Joker for initiative. all Activation Costs must be paid as well. Disputes between characters and opponents are settled during Combat/Contest Scenes. but receives a +1 Bonus to their next Attack Value. all Defending characters may choose to Evade. All ties are considered to happen at the same time in the story of the game. the character must still Evade it. If a player chooses to use Powers or Magic during combat. and so forth. If the defender has chosen to Evade the attack. Virtues. The result is the offensive character's Attack Value. or Parry.) plus 1 card. The Combat Round continues until all defending and attacking characters have had a turn to act. or who will take the first action. The Combat Round Combat begins when the first Player announces an attack. they may choose for their character to surrender combat or attempt a Draw for each remaining Combat Round. that Player's character may act whenever they choose during that Combat Round. by drawing a card from their deck. This is the end of the Combat Scene. If a Player's Hand is discarded before the end of the Scene. A Character's Defense Value can be increased by +1 during combat if the Player decides to directly Block an attack instead of attempting to Evade it. the defender takes Damage.) together. which are a sequence of turns between the opposing characters. Enhanced Weapons. Players' Hands return to maximum and every Player involved determines initiative. etc. they must attempt to overcome the Attack Value with their Defense Value. To make an attack. The Player or opponent with the highest number or Face Card goes first. the Player adds their Finesse rank and any other modifiers (Skills. A Combat/Contest Scene consists of one or more Combat/Contest Rounds. Players draw for initiative again and the process is repeated over and over until each Player has discarded their Hand in combat or until winners and losers are determined. Block. etc.

"'Enough of this foolishness!' the Demon King cries. This could be a problem. a 5. at White Tigress". she has managed to track down the demon and follow him to his lair. "'No more of these games!'. "Let's see how you like the cold. "The temperature in the room drops. The Player decides to play a 7 from their Hand for a total of 18 (6+3 +2+7). an abandoned temple. This time. The Player goes first and declares that White Tigress is going to use a ninja power against her foe. "You won't kill me so easily. So far. Once again. She enters the temple and finds the Demon King waiting for her. faces off against the source of chaos in her realm. The ninja and demon will now enter a Combat Scene to determine victory and also to determine the outcome of the story. the Melee Weapon Skill at 3.CartoRPG 5/29/09 1:13 PM Example of Combat Round : White Tigress Vs. and the Specialized Skill Melee Weapon : Spear at 3. Even if she plays her highest card (8) she still will only have a 19. and throws his spear. which means the Demon King gets to act first. 'I will end your pursuit here!'" the Seer. The Demon King's first Attack Value is a whopping 18 (8+3+3+4)! The White Tigress better have some tricks up her sleeves! The Player declares that the White Tigress will Evade the Attack and adds up the ninja's Defense Value: White Tigress' Finesse is 6 and she also has the Dodge Skill at 3. and every surface becomes covered in frost. now aflame with green fire." Both characters have had a chance to act so the Combat Round ends and the next one begins. as the Non-Player Characters (NPCs) narrates. The Player draws a 6 and the Seer draws an 8. She activates her Cryokinesis Power to cover the demon in frost in hopes of lessening its fire attacks. The Seer draws a card from the Seer's Deck and gets a 4. The Seer says that the demon attempts to counteract the cold with its Pyrokinesis Power and discards 2 cards from the Seer's Deck. the Demon King. and a 2. the Seer says." says White Tigress. The Player refills her Hand to maximum (7 for this campaign) and draws for initiative. the Demon King goes first. The Demon King seems to be weakened for a bit. The Seer adds up the demon's Attack Value: the Demon King has a Finesse of 8. since the ninja's current Defense Value is 11 (Finesse (6) + Dodge Skill (3) + Athletics Skill (2)). "The Demon King lunges with his spear at the White Tigress. To do this. need only draw for initiative." the Seer says. The Seer. Demon King A brave ninja warrior. the demon's Attack Value is summed up: Finesse (8) + Thrown Weapons Skill (3) + Specialized Skill Thrown Weapons: Spear (4) + a drawn card (6) for a total of 21! The Player looks at the remaining cards in her Hand: a Jack. says. "The nimble ninja leaps out of harm's way as the demon closes in. The next Combat Round begins and this time the Player draws a 5 for initiative versus the Seer's draw of a 3. but then surrounds himself with a raging fire. who plays the role of the NPCs. the White Tigress. and the Athletics Skill at 2. an 8. the demon cries at White Tigress." the Player." the Seer adds. 2 points short of Page 36 of 39 . the Player burns 2 cards from her Hand (Cryokinesis Level 2) and targets the demon. as White Tigress.

The next Combat Round begins. she adds a +1 to her initiative for a total of 5. She could play the Jack and risk a Draw attempt. but this time the Player includes the ninja's Swordfighting Skill (3) and her Specialized Skill Swordfighting : Katana (2) for a total of 16. The Player decides that she will use the 8 from her hand which gives her a total of 21! The Seer announces that the Demon King attempts to Evade and adds up his Defense Value: Finesse (8) + Dodge Skill (6) for a total of 14. declares. The Seer Draws a 4 for initiative and so does the Player. he can't use it to defend.CartoRPG 5/29/09 1:13 PM Evading the attack. This time the ninja's Attack Value is determined: Finesse (6) + Swordfighting Skill (3) + Specialized Skill Swordfighting : Katana (2) for a total of 11. Each Player Page 37 of 39 . White Tigress thrusts Heaven's Breath through the Demon King's heart. The ninja gets to act first. but because her character Parried the last attack. A Contest Round is used to settle these disputes between characters without combat. Psyche. The Player informs the Seer that her character is going to attempt to stab the Demon King in the heart. but she would need to draw a 10. Willpower. There are six possible types of Contest Scenes. the Player uses the 5 from her Hand and succeeds with a 21! Her decision to Parry the attack allowed the ninja to use her swordfighting skills to Parry the thrown spear. an artifact named Heaven's Breath. since she knows that the demon's fire drains the soul from its victims. and all that can be heard are the wails of a thousand souls as they're released from their prison. "With a swift and graceful arc. stronger. Finesse. each Player involved in the contest refills their Hand to maximum. Since he is no longer holding the spear. now her Attack Value is 13." describes the Seer. and Endurance. Strength. The monster cries out. The Demon King disintegrates into ash and cinders and drifts away on the wind. because she is now on the offensive. and as in the Combat Scene. as White Tigress. each involved Player draws a card from their deck. The Seer then determines if the contest requires an initiative check. one for each Primary and Secondary Ability: Knowledge. White Tigress knocks the spear aside. If it does. highest number or Face Card goes first and Jokers may act at any time. The Seer draws a card to see if the demon escapes. Ties are considered to occur at the same time. However. To begin. If her character fails. The Player decides that the ninja will Parry the attack and informs the Seer." the Seer says. She adds up White Tigress' Defense Value (6+3+2) again. and draws the Ace of Spades! Automatic Failure! "With the strength of her ancestors. He is still 7 points short of what he needs to Evade the attack. Since a clear winner has been determined. Now. or more perceptive than an opponent. both the Combat Round and Combat Scene end. the ninja also receives a +2 Bonus. she will die. "Yes! Enough foolishness!" the Player. So. grants its user a +2 Bonus if it's used to attack otherwordly beings. The Contest Round There may be situations that a character will face that will require him or her to be more clever. It's a big risk. Her sword.

any relevant Skills. the character has a Contest Value of 9 (4+3+2). the character loses Health Levels equal to the difference. So far. Few visitors have ever seen it. Once a character's Endurance reaches its maximum. Navigation 2. Internal Compass. the character falls unconscious and begins to lose Endurance at the rate of 1 Endurance Rank per round. a Navigation Skill of 3. 7 levels are absorbed and 1 level of Health is lost. For example: A character with an Endurance of 7 will absorb up to 7 levels of damage. The Seer adds up the Contest Value of the alien scout (Knowledge 3. Health Levels may be recovered at the rate of 1 level every 10 rounds. and even less tend to remember exactly where it is. for an additional point and plays a 3 from their Hand. the damage is greater than a character's Endurance. an Endurance Check is performed to determine how much of the character's Health is affected. the damage is absorbed and the character does not lose any Health Levels. and a specialized skill. Page 38 of 39 . The Knowledge Contest begins and the Player controlling Captain Starchaser adds up the character's Contest Value. just one short or the captain's Contest Value. Lore: Saturn 9. A character dies if all Health Levels and Endurance Ranks are reduced to 0. at 2. The result is a 5 for a total of 12 points. however. That puts the captain's Contest Value at 13 (9+4). Once a winner is determined. Example of Knowledge Contest Captain Starchaser races against time to reach the Saturn 9 outpost before the rebel aliens do. Pretty impressive. A character's Endurance will absorb up to its level of damage before any Health Levels are lost. the Contest Scene ends as well. :: DamagE :: When a character receives Damage from combat or other means. the Contest Round ends. Virtues. To obtain a character's Contest Value a Player combines the points of that character's contested Primary or Secondary Ability. The Captain hopes that the alien's scout and navigator doesn't know about the outpost. If the character receives medical attention the loss of Endurance may be avoided or stopped. If the character is affected by 8 levels of damage. modifiers and the value of one card from their Hand or Deck. The Player decides to use one of the captain's Virtues. The good captain has a Knowledge Ability of 4. If the damage is lower than a character's Endurance. Looks like Captain Starchaser will reach the outpost first. If no other characters choose to challenge the winner. The outpost is hidden in the Tartarus Mountains on the planet's surface. Cartography 2) and draws a card from the Seer's Deck. The Seer determines that this calls for a Knowledge Contest between Captain Starchaser and the alien scout. and the character will regain Endurance at the rate of 1 rank every 5 rounds.CartoRPG 5/29/09 1:13 PM compares the Contest Value of their character to the Contest Value of each opposing character. with no initiative check as this is all happening at the same time. If. When a character's Health Levels are reduced to 0. The character with the highest Contest Value wins.

Page 39 of 39 . and a 3 of Hearts. The following list is used to determine how Experience Points (XP) may be spent to improve an Ability to the next rank or level or to purchase new Skills. At the end of a gaming session. Player's are awarded Experience Points by the Seer. or Spells. Powers. a 3 of Diamonds.CartoRPG 5/29/09 1:13 PM :: The hand of fatE :: In the Cartomancer RPG System. then adjust the Secondary Abilities (Willpower. Whenever a player possesses all of the cards in their Hand of Fate. burned to activate Extraordinary Abilities. if a character has a Knowledge of 4. they receive a Fate Point. than that Player's Hand of Fate consists of a 4 of Aces. Fate Points can be accumulated and used however a Player chooses during the course of a game. Health Levels) accordingly. The rank of a Primary Ability determines which specific playing card is part of a Player's Hand of Fate. a 5 of Clubs. and a Psyche of 3. it is natural for them to improve their Abilities. :: Experience Points :: As a character progresses through Story after Story. Endurance. Strength of 3. but must be erased at the end of a gaming session. each Primary Ability corresponds to one of the suits in a deck of playing cards: Primary Ability Knowledge Strength Finesse Psyche Suit Ace Diamonds Clubs Hearts A Player's Hand of Fate consists of four specific cards that the Player must possess in their Hand. Finesse of 5. So. or add a +1 Bonus to Combat/Contest Values. A Fate Point counts as a single Ace card and may be used during a game to add a +1 Bonus to any Ability Check. Ability Improvement Type Primary Skill Specialized Skill Power Magic XP Cost Current Level x 2 Equal to Next Level Equal to Current Level Next Level + 3 Next Level + 4 New Abilities Type XP Cost New Skill 3 New Specialized Skill 1 New Power 5 New Spell 3 If any of a character's Primary Abilities are altered.

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