Professional Documents
Culture Documents
-second edition-
Ta ke 2
special edition
www.pigames.net
3
Welcome to the world of Active Exploits and Impresa is relatively
Exploits Diceless Roleplaying TAKE2. simple—conversion guidelines are
Introduction
This is the second release of the core available at the Precis Intermedia
rules. If you are familiar with the first web site.
edition, learning TAKE2 should be a Before we begin, let’s discuss what
breeze. Extra features and 2 means. You will see this symbol
new/updated rules have been added throughout the book. It is a signal to
to both enhance and simplify game you, the reader, that the accompa-
play, while maintaining full compati- nying text indicates a change from
bility with the original version and the first edition rules and how you
existing settings. should go about reconciling your
TAKE2 has also been written so existing characters or setting infor-
that it maintains as much consis- mation. Changes will be minimal
tency as possible with Impresa and, in most cases, you will only be
Modular Roleplaying System and required to make a mental note.
Impresa Express. These two systems You will also see 3 appear with
are very similar to Active Exploits in some optional rules. This indicates
their foundation, using abilities, that the rules present are dependent
gimmicks, and so on. Whereas on other optional rules listed beside
Active Exploits uses diceless the symbol.
mechanics, Impresa’s task resolution The rules have been separated
is managed through rolling ten-sided into four distinct sections, with two
dice. Conversion between Active others as complimentary chapters.
Introduction
gimmicks here. Of course, not all of Now that you know what to
them are necessary and you can expect, let us review the purpose of
always add more, but this is a this book before continuing.
master list you can use for easy refer-
ence.
C what is roleplaying-----------------------------------------------------------
Roleplaying is similar to the and quickly. He should also give the
production of a film and requires players room to explore their charac-
two or more people. One person ters while preventing them from
assumes the role of director, who getting out of control.
sets the stage and casts the actors There are many different schools
and extras. The remaining players of thought as to how roleplaying
are the actors, assuming the person- games should be played. Some
alities of their respective characters people let the dice determine their
within the confines of the game. fate, while others prefer to narrate
The most important function of their own destinies. Whatever your
the director is to produce an inter- preference, roleplaying is a story-
esting story which flows smoothly telling game meant to entertain.
C diceless roleplaying?-----------------------------------------------------
Roleplaying games typically use a group. Playing in this cinematic
combination of dice to determine fashion will make the game much
the outcome of a situation. Active more entertaining than rolling dice
Exploits removes that element of every few minutes. Some elements
chance to encourage players to think of chance have been substituted
before they act and then roleplay with a form of resource manage-
their way out of situations or ment and secrecy on the director’s
describe their actions in such a way part. At the end of the day, don’t
as to inspire the others in their worry about this and just have fun.
Introduction
talent and capacity to learn. it. There are five degrees of diffi-
culty: trivial, routine, challenging,
Skills improbable, and impossible. Each
Each character has some sort of requires a specific amount of effort
training or life experience which to be exerted in order for the task to
provides knowledge and proficiency succeed. Now, the director is not
used in aid of a career or simply going to tell the players outright
survival. Whereas abilities determine what the difficulty is, so that it adds
a character’s potential, skills deter- an element of chance (and risk). The
mine what he knows or is trained to players will not know how much
do. effort to exert, just like in real life,
Tasks and Effort making the game a bit more inter-
Whenever a character attempts to esting.
put an ability or skill to use in order Experience
to accomplish some feat, it is called As skills are used by characters,
a task. More complex or difficult they will gain experience points.
tasks require the character to exert These points may be used to add
effort, which represents the char- effort to a related task, increase the
acter’s concentration and energy skill’s rating, or even learn a new
expended. Since effort is a measure skill.
of the character’s potential, it is
derived from his abilities. Health
Exerting a lot of effort can be very As with reality, characters can tire
tiring and is limited by the discipline from excessive activity, collapse from
ability. If a character exerts more illness, or become comatose from
effort than his discipline rating in a injuries. In order to simulate various
single turn, he begins to tire. This health conditions, all characters use
may affect future tasks, because if meters to track their level of fatigue
he becomes fatigued enough, it will and injury. Additional meters, such
reduce the amount of effort which as dementia, toxemia, and etheria,
he is capable of expending. There is may also be added as optional
also something called free effort. components. As a character’s health
This works exactly the same as degrades, he finds it more difficult to
regular effort, except that it does not accomplish certain tasks.
contribute to fatiguing a character.
Think of it more as a bonus to
succeed rather than actually an exer-
tion by the character.
Skill is also important and
increases the amount of free effort
used on a task. Since the character is
somewhat versed in the skill, it
merely aids him in the task.
Let’s recap. Abilities exert effort as
a measure of potential. Skills add a
bonus due to training and experi-
ence. What do we measure these
numbers against? Difficulty. The
7
Introduction
C what else is there?---------------------------------------------------------------
Apart from the rules presented in this book, you need nothing additional to
play. That is, nothing additional in the way of materials. You will need a little
imagination and inspiration—novels, television, and films are great resources
for ideas. Precis Intermedia also offers setting books should you wish to
further your exploits. There are both free and affordably-priced setting books
available for Active Exploits Diceless Roleplaying.
A wealth of new and optional rules is also available at:
https://www.pigames.net/store/articles.php
If you would like to keep up to date on the rules or new settings, share ideas
with others, or ask questions, feel free to check out the Precis Intermedia
message boards at:
https://www.pigames.net/forum
8
This chapter discusses
the quick-play variant of
Active Exploits. It is meant as an
introduction to diceless roleplaying
and can either be disregarded for the
advanced rules once the basics are
understood or utilized as the main rules
set for your gaming group.
All rules are subject to your own preferences,
so if you like a specific mechanic from the
1
advanced rules, but wish to continue using
these, it is just a matter of amalgamating the
two to make your own house rules. Nothing is
written in stone—please experiment and use
any combination of rules with which you feel
the most comfortable.
basic exploits
9
C Abilities-------------------------------------------------------------------------------------------------------------
The most important element of a Fitness
character (aside from his back- The fitness ability represents the
ground, motivations, and nature) is character’s strength, agility, and
his potential, which is measured by physical health.
four abilities. These determine his
basic exploits
C special abilities---------------------------------------------------------------------------
Special abilities may also be used Special abilities may be designed
to add magic and other powers to to work with existing skills or utilize
the game. Since not all characters brand new ones based on your
possess these abilities, they are needs There is no real limit as to
ignored unless a specific game what they can represent—magical
setting makes use of any or all of power, new senses, business
them. Special abilities function in the contacts, super powers, or even a
same manner as standard abilities. A hyperspacial link to other worlds.
few sample are included below, but
you can create your own depending
10
on your needs.
ESP
SPECIAL ABILITY RATINGS
The ESP special ability, better
-1 cursed or allergic reaction known as extra sensory perception,
0 no ability; typical acts as an extension to awareness by
+1 subtle ability increasing a character’s sense of intu-
+2 obvious ability ition. It also allows a character to
+3 unusual ability utilize ESP-based skills such as
telepathy and telekinesis.
basic exploits
+4 super ability
+5 unimaginable ability Conduction
The character is able to conduct
electricity. This ability measures the
level of his body’s safe conductance.
It allows characters to utilize conduc-
tion-based skills such as streaming
and pulsing.
In addition, all abilities may exert effort for tasks related to their use.
11
C aspects----------------------------------------------------------------------------------------------------------------
2 Aspects were called Mutable Abilities in the first edition rules.
2 Revelation is not used in the basic rules.
Aspects can be used to regulate or Discipline
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LUCK RATINGS
0 unlucky
1 typical luck
2 lucky
3 very lucky
4 super lucky
5 supernatural influence
6 master of fate
basic exploits
game setting makes use of any or all typically granted in exchange for
of them. Special aspects function in favors and if a character does not
the same manner as standard live up to his end of the bargain, this
aspects. A few samples are aspect may be taken away or the
presented below, but you can create entity may punish him. Endowment
your own depending on your needs. is used to supplement other abili-
ties—choose an endowed ability and
expend points to add extra free
ENDOWMENT RATINGS effort to tasks involving the chosen
0 no capacity ability. Endowment points may be
1 weak capacity
restored by renegotiating a new
agreement with either the same or a
2 subtle capacity
different entity, but only one entity
3 obvious capacity at a time.
4 unusual capacity
5 super capacity ENDOWMENTS
6 unimaginable capacity physical affects fitness
sensory affects awareness
spiritual affects creativity
intellectual affects reasoning
Wealth social affects influence
Wealth represents a character’s
overall assets and cash flow. The
character can produce the amount
of cash indicated on the table below Regenerative Metabolism
within a matter of hours by The character is a mutant and
expending the corresponding possesses an extra gland which
number of points. The expenditure produces a chemical that stimulates
of points is not required for loans, healing at an accelerated pace. Each
credit, or the accumulation of cash. point expended restores one grade
Wealth is restored at either the end of injury. This aspect is restored at
of an episode or story (director’s the end of each episode.
discretion).
Aura
The character possesses a natural
WEALTH RATINGS defense against ESP. Each point
expended increases the difficulty of
0 destitute $5
an ESP-based task directed at him by
1 poor $20 one grade. This aspect is restored
2 privileged $1000 when the character completes a
3 comfortable $10,000 restful night’s sleep of at least eight
4 rich $250,000 hours.
5 millionaire $500,000
6 billionaire $5,000,000
13
C skills------------------------------------------------------------------------------------------------------------------------
2 This edition of the rules does not differentiate between aptitudes and
academia, although skills which cannot be used unskilled (those followed by *)
are the same as the latter.
2 The apprentice skill rating has been replaced with novice. Feel free to use the
term with which you are more comfortable.
basic exploits
basic exploits
Computers covers the operation,
Gambling allows a character to play hacking, and basic repair of all
games of chance and deduce the computer systems.
odds of winning in a given situa- Electrical is the knowledge of
tion. The character can also bluff designing, building, and repairing
when this skill is used with influ- electronic devices.
ence in place of awareness.
Financial covers all basic avenues of
Subterfuge is the art of concealing monetary application, including
one’s true motives. It can also be accounting, business manage-
used for disguises, forgery, and ment, and trading.
sabotage when used with the
mechanical or electrical skills. First Aid is the application of basic
medical techniques in order to
sanitize and bandage small
Creativity-Based Skills
wounds, and act in emergency
Crafts is the shaping and baking of
situations. A successful task indi-
clay pottery and forging of crude
cates that one grade of fatigue is
metallic alloys such as bronze.
restored to the patient at the end
Design covers all forms of artistic of the day.
training, including painting,
Investigation is the acquisition of
drawing, sculpting, metal working,
data through examination, obser-
graphic design, photography, and
vation, inquiry, and research.
even forgery.
Engineering* covers a wide array of
Instrument is the art of designing
construction arts—architectural,
and playing musical scores with a
civil, and aerospace.
specific type of instrument. For
example, string, percussion, or Leadership is the art of delegating
horn. responsibility and gaining the
trust, respect, and loyalty of one’s
Literacy is the art of language and
subordinates. Influence can be
literature. Literacy is used for
used in place of awareness, if the
reading and writing, and analyzing
director prefers.
the written word when used with
reasoning instead of creativity. Legends is the knowledge of super-
stitions, the occult, fairy tales, and
Performance is the art of oration,
mythology.
singing, acting, and performing on
stage. Influence may be used in Mechanical is the knowledge of
place of creativity, if the director designing, building, and repairing
prefers. mechanical devices.
Medicine* is the knowledge of
healing and treating the wounded
or ill.
15
Natural Sciences* covers a wide ESP-Based Skills
array of studies, including Mesmerism can be used to put
astronomy, biology, chemistry, another person within eye contact
geology, and physics. into a hypnotic trance. The target
Parapsychology* is the methodical character may then be given
study and organization of the instructions which he must carry
paranormal and other occurrences out. The difficulty of the task is
determined by the complexity of
basic exploits
basic exploits
acter has certain responsibilities figure, or businessman.
which permit him to exercise Servitude indicates that the char-
special rights. He can be involved acter is in debt to another person
in law enforcement, the justice and must work it off as a servant
department, or even city hall. (butler, maid, assistant, etc.).
Connections indicates that the char- Tolerance to Pain indicates that the
acter has friends or associates in character is somehow immune to
some sort of criminal, political, pain and can ignore all penalties
community, religious, or military caused by fatigue and injury.
organization which he can call on Vulnerability indicates that the char-
for assistance. The connections acter is extremely sensitive to a
can also take the form of students, specific substance or mystical
followers, or employees. force (such as ESP). He receives
Fugitive indicates that the character two (2) grades of fatigue when
is an outlaw and on the run from directly exposed and double the
law enforcement agencies. He normal amount of injury or
should avoid the law as much as fatigue when the contact is the
possible. result of an attack.
Internal Compass indicates that the Wealth indicates that the character
character can never become lost is extremely rich. He can usually
in the wilderness or a city. He can scrape together enough cash for
extrapolate his general location any deal.
from signs in nature.
Internal Clock indicates that the
character possesses a knack for
always knowing the exact time
and date.
Military Rank indicates that the char-
acter is in the military and holds
an officer’s rank. He may also
have access to sensitive material
and weapons.
Multilingual indicates that the char-
acter can speak up to two
languages in addition to his native
tongue as a result of growing up in
a household or culture where
more than one language is used.
17
C principles-----------------------------------------------------------------------------------------------------
2 This is new to Active Exploits and is merely a simplified alternative to
convictions.
and aspirations. They help define a conflict (meaning roleplay it), he can
character’s purpose in the game and do so without expending discipline
reward him for achieving that which or gaining fatigue. However, if the
his principles represent. It is the director is not convinced by his
director’s task to announce when a performance, he may still suffer
principle belonging to a character from effects of guilt.
comes into play. There are three
types of principles. Each has its own Faults
method of interaction. Faults represent a character’s over-
whelming personal demons. These
Codes can take the form of habits, depend-
Codes represent a character’s encies, and fears. This principle
moral values and ideological beliefs. comes into play when a character is
This principle comes into play when faced by one of his faults—it may be
a character is faced with commiting suppressed by expending one point
actions that oppose his code, or of discipline or luck, or gaining one
receives information or witnesses grade of fatigue. Otherwise, the
events contradicting it. Codes may character must react appropriately.
be suppressed by expending one For example, a fear of spiders might
point of discipline or gaining one cause a character to scream or run
grade of fatigue. Otherwise, the away at the sight of one; or the
character suffers from severe guilt or smell of cigarette smoke may force a
distress and receives an increase in character to partake of his nocotine
difficulty by one grade on all non- fix. Alternately, if the player wishes
fitness tasks until the effects subside to act out the urge (meaning role-
SAMPLE PRINCIPLES
CODES
• religion; the character is a devout follower and would not stray from the
teachings of his faith
• the character believes that the earth is alive, and protecting all animals and
ecosystems is his duty
• chivalry; the character follows the knightly code and would never hurt an
innocent or refuse aid to anyone in distress
FAULTS
• alcohol addiction
• acrophobia; the character is deathly afraid of heights
• nervous tics; the character has bizarre mannerisms which cannot be
controlled, except by extreme concentration
OBJECTIVES
• get married, own a house, and have two children
• secret mission; retrieve special document
• earn pilot’s license
18
play it), he can do so without short term objectives and either two
expending discipline or gaining (2) points of luck or one (1) point of
fatigue. However, if the director is discipline (not additional discipline,
not conviced by his performance, he it is merely restored to the char-
may still indulge in the appropriate acter’s initial rating, if points have
behavior. been expended) for long term objec-
tives.
Objectives
basic exploits
Objectives represent a character’s
personal ambitions, life-long goals,
or even directives pertaining to his
occupation or other responsibilities.
This principle comes into play when
a character achieves his objective—
he receives one (1) point of luck for
C health----------------------------------------------------------------------------------------------------------------------
2 All forms of health now have fives grades of severity instead of four.
2 Fatigue can either be represented by the symbol S or the abbreviation FAT.
2 Injury can either be represented by the symbol W or the abbreviation INJ.
Health is used to measure a char- Fatigue
acter’s current physical condition. Fatigue represents excessive effort
There are two types of health which which wears down a character,
are measured in this version of the causing him to tire. Fatigue can
rules: fatigue and injury. Both have result from blunt trauma and phys-
five grades of severity. The amount ical strain. When a character has
of effort which the character can sustained five grades of fatigue, he
exert on a task may be reduced falls unconscious. If he receives any
when fatigued or injured. This more fatigue, it is applied as injury.
penalty is not applied from fatigue
during combat situations, however, Injury
since a character is most likely Injury represents the character’s
pumping large amounts of adrena- physical well being and can result
line to keep him going. from lacerations, breaks, and burns.
When a character has sustained five
grades of injury, he falls unconscious
and is totally incapacitated. If he
receives any further injury, the char-
acter dies.
basic exploits
Dramatic 2
Heroic 4 You may choose to lower the
Epic 6 rating of one of your character’s
Discipline may be reduced by skills by one level in return for an
one point to receive one incease of one level in another. This
benefit (see the Benefits box can only be done once and as
below). always, it is subject to the director’s
approval. In addition, the director
d˘ The maximum rating for may also allow extra novice-level
each ability is: skills for heroic and epic characters
Dramatic |+2| to fit their backgrounds, or allow
Heroic |+4| one expert-level skill for dramatic
Epic |+5| characters for the same reason.
e˘ If an ability’s rating is |-1|,
receive one benefit (see the h˘ The total number of novice-
Benefits box below). level skills with which the
character automatically
The maximum number of begins play is:
|-1| abilities a character may Dramatic 2
have is: Heroic none
Dramatic 2 Epic none
Heroic 3
Epic 4 i˘ The total number of
proficient-level skills with
f˘ The maximum rating for luck which the character
is 6. automatically begins play is:
g˘ The maximum rating for Dramatic 3
discipline is: Heroic 3
Dramatic 4 Epic 6
Heroic 5 j˘ The total number of expert-
Epic 6 level skills with which the
character automatically
begins play is:
POOR ABILITY/ASPECT
Dramatic 0
BENEFITS Heroic 2
FOR EACH |-1| ABILITY OR Epic 3
REDUCTION IN DISCIPLINE:
k˘ The amount of extra experi-
• you may add |+1| to any ability
ence points which may be
as long as it does not go over
allocated among the skills
its maximum
possessed by the character is:
• you may add one point to an Dramatic 3
aspect as long as it does not go Heroic 6
over its maximum Epic *
• you may choose one additional * 9 minus the total number
skill at novice level in step 3 of skills chosen 21
Step 4: Assigning Gimmicks Step 5: Assigning Principles
Gimmicks are also important and Principles are optional, but like
typically aid the character in some gimmicks, they add flavor to the
way, although some can also be game and can increase the enter-
detrimental to him. They add flavor tainment factor. Remember, there
to the game, but are not necessary are codes, faults, and objectives.
in order to enjoy play. The director is Codes: What religious or political
free to allow as many gimmicks as
basic exploits
Luck XXXX
IIIIII
2 IIIIII IIIIII
Discipline XX
IIIIII IIIIII IIIIII
basic exploits
+1
fitness
0
awareness
0
awareness
+1
reasoning
+1
influence
3
Principles and gimmicks health
Code: Justice 4
Fault: Rage
5 Fatigue
dazed I -
injury
I bruised
stressed I -1 I sprained
Authority strained I
exhausted I
-2
-3
I wounded
I maimed
7 unconscious I -— I incapacitated
Skills
•
Qn QP QE Brawling
QQQQQ QQQQQ QQQQQ QQQQQ
equipment
Qn •P
Q QE Driving
QQQQQ QQQQQ QQQQQ QQQQQ
9mm •n QP QE Athletics
Q QQQQQ QQQQQ QQQQQ QQQQQ
Handcuffs 8 •n QP QE Criminal
Q QQQQQ QQQQQ QQQQQ QQQQQ
•E Firearms
Qn QP Q •••QQQQQ QQQQQ QQQQQ QQQQQ
Qn QP QE
6
QQQQQ QQQQQ QQQQQ QQQQQ
9 Qn QP QE
Qn QP QE
QQQQQ QQQQQ QQQQQ QQQQQ
© 2003 Precis Intermedia. This form may be copied for personal use only.
2 The first edition rules used the symbol § to denote an increase in difficulty by
a number of grades equal to the number, while ¡ denoted a decrease.
Although you can still use these symbols, this version of the rules writes out
the change in difficulty. For example: increase by one grade of difficulty.
basic exploits
effort and skill. These are typically ROUTINE
unfamiliar and somewhat dangerous • filleting a fish
actions. It is unlikely that anyone • making an arrow
other than a highly skilled character • riding a calm horse
will be able to succeed at an improb- • starting a fire
able task. CHALLENGING
• writing an elegant poem
Impossible • picking a lock
Impossible tasks require a
• painting a landscape under time
maximum of effort and skill, and are
constraints
not likely to be successful. They
represent dangerous and infeasible IMPROBABLE
actions. The director should always • forging a document based on
caution a player once he announces second hand knowledge
how much effort is being applied to • swimming in rapids
the task (but not before). If the char- • picking an unfamiliar lock
acter decides to back down at this IMPOSSIBLE
point, he may do so, but cannot • breaking a thick board with your
alter the amount of effort exerted head
on the task. • shooting an arrow while
severely intoxicated
• properly cooking a whole
chicken in ten minutes
• finding a needle in a haystack
the director (routine under normal point of free effort for each incre-
circumstances, but adjust for mental amount of time beyond the
weather, lighting, reach of weapon, minimum spent concentrating. If the
etc.). The character with the highest minimum amount of time is not
overkill wins the contest. If there is a met, reduce the amount of effort
tie, the director can either call it a applied to the task by one (1) or two
draw or base the win on who has (2) points.
the highest relevant ability or skill
rating. United Tasks
Some tasks can be performed by
Resisted Tasks multiple characters with one acting
A resisted task is one which is as the leader. Only the leader must
attempted in order to counter a check for success, but he may add
previously successful task or thwart one (1) extra point of free effort for
one which is directed at the char- each additional character assisting
acter (an attack, for example) using who contributes more than one (1)
a different skill or ability. For point of effort, and has a skill rating
example, attempting to parry a of at least novice for simpler tasks
punch. The original task’s overkill (such as lifting) or proficient for
determines the amount of effort more complex tasks (such as
required to succeed, although in surgery).
cases where difficulty can vary
(ranged combat, for example), the Prostrated Tasks
difficulty is increased by the amount Whenever a character exerts an
of overkill. amount of effort (but not free
effort) greater than his discipline
Sustained Tasks rating in a single turn, he gains one
Some tasks either require a (1) grade of fatigue. This represents
specific amount of time or may be pushing one’s self by way of extreme
more easily acheived by spending concentration or physical strain. This
extra time on the attempt. The effect may be countered by
director must decide the minimum spending one point of luck or disci-
time required (if applicable; this pline.
number can either be in turns,
C experience------------------------------------------------------------------------------------------------------
One point of experience is gained attached to the respective skill and
whenever a character succeeds at a may be used to add extra effort to
challenging, improbable, or impos- tasks (see task resolution), but no
sible task. Directors may also award additional effort is gained in this situ-
one point of experience for failed ation. Twenty (20) experience points
tasks if the situation was roleplayed can also be expended to raise the
in an entertaining manner by the respective skill rating by one level.
26 player. This experience point is
New skills at novice level may also Abilities cannot be raised under
be obtained by expending twenty normal situations. Intense condi-
(20) experience points. These may tioning, however, can result in a
be taken from any existing skill(s). slight change in ability (no more
The character must have a darn than one point). Maximums listed in
good reason for gaining this new the character creation section still
skill, however. “Because I want to” apply. This increase costs twenty
just doesn’t do it. The character experience points which may be
basic exploits
must have attempted to perform taken from any skill related to the
tasks covered by the desired skill respective ability. For example,
many times throughout play or he intense physical training over a
must have a highly skilled teacher period of several months can
guiding him in its use. These rules increase a character’s fitness rating
are not about maxing out characters, by one (|+1|), but he must also
but rather roleplaying, so make sure expend twenty experience points
there is a logical and story-driven from any fitness-based skills. All
reason for a new skill. changes are at the discretion of the
director.
C combat-------------------------------------------------------------------------------------------------------------------
2 Combat has been drastically simplified in this version of the rules.
Whenever a situation arises which fatigued (see prostrated tasks).
calls for more detail (like combat), Additional actions occur after every
the characters act on a turn by turn character has had a chance to
basis. This is referred to as bringing complete their first. Effort may also
the scene into focus. Each turn repre- be exerted on additional actions in
sents approximately five (5) seconds. order to act in haste. It is up to the
The first step is to determine the director to determine if multiple
order in which characters act. By actions chosen by the character are
default, all characters act simultane- feasible given the situation. Basically,
ously. Players may decide to exert a character may run across the room
effort from fitness or awareness (or and fire his gun, or stay alert while
ESP) in order to act in haste, defusing a bomb, but he cannot run
however. This means that they can across the room and defuse the
perform a task before the others, bomb at the same time.
usually at the expense of accuracy. If an action occurs before another
When haste comes into play, charac- character may act, it is resolved
ters act in order of highest amount before play continues. All simulta-
of effort exerted to lowest. If there neous actions have no effect on
are ties, the actions occur simultane- each other. In other words, if Joe hits
ously. Bob with his gun, Bob may still act.
More than one action may also be After all simultaneous actions occur,
attempted each turn, but once effort however, damage is applied, and
has been exerted for a task (or Bob may just be down for the count.
haste), it is not available until next The following actions may be
turn, and if too much effort is attempted in a turn:
exerted, the character can become
27
DIFFICULTY WALK RUN CRAWL/CLIMB SWIM
trivial 2m 15m 1m 2m
routine 3m 20m 2m 4m
challenging 5m 30m 4m 8m
improbable 7m 40m 6m 12m
impossible 9m 50m 8m 16m
basic exploits
basic exploits
Defend weapon such as an axe. The
The character may defend against director should increase the diffi-
an opponent. As with attacks, the culty of the defense task for less
actual skill used varies by defense. probably actions like blocking an
This is a resisted task, so the amount arrow with a sword. Also used to
of overkill from the defense roll parry or deflect the strike of a
becomes the amount of effort melee attack.
required for all attacks except Athletics: Evading and dodging
firearm, thrown, and bow/crossbow; strikes, avoiding contact entirely.
the difficulty is merely increased for This should be made more difficult
these. No additional actions are when dodging projectile attacks
possible during a turn in which a (impossible is appropriate
character blocks an attack. An even depending on your setting).
simpler method for handling defense
is covered in Chapter 6. Use Skill
The character may attempt a non-
combat related skill.
C determining damage------------------------------------------------------------
2 Damage classes are not used in the basic rules. See Chapter 2 for a discussion
on them.
30
COMBAT BY EXAMPLE
Detective Winston has found his suspect, who is holding a 9mm pistol. Both
parties have their guns drawn...
The suspect, who is currently doped up, decides to exert 1 point of effort from
fitness to act in haste. The detective does not. This means that the suspect can act
first. He shoots (using his novice firearms skill), exerting another point of effort from
fitness. Since the two of them are in short range, the effort required to succeed is
2. The suspect hits Winston, but with some quick thinking, he dives for cover (actu-
basic exploits
ally, he expends 2 points of luck) and is grazed by the bullet (the expenditure of 2
points of luck reduces the 3 grades of injury down to 1; the fact that he dived just
helps to explain why the damage was lessened). Since Winston is knocked down,
however, he cannot act until next turn.
On the next turn, Winston goes all out since his life depends on it. He exerts one
point of fitness to act in haste, but the suspect is a bit cocky and does not. The
detective fires his gun at the suspect (using his expert firearms skill), expending his
last 2 points of luck and 2 points of experience. Since the range is still short, the 7
points (2 from luck, 2 from experience, and 3 from expert skill) is plenty. In fact, all
this effort means that there is overkill (7 points less the 2 required). The director
decides that the overkill has killed the suspect, since 3 grades of injury is inflicted by
the weapon plus 2 extra grades from the overkill. There is always the chance of
revival by rushing the suspect to the hospital, but Winston is not in a charitable
mood after being shot himself.
C recovery-----------------------------------------------------------------------------------------------------------
Recovery of a character’s health Ability
and ability relies on treatment, rest, Abilities are always restored to
and the passage of time. their starting values at the beginning
of each scene or turn (if in a focus
Health situation like combat).
Fatigue may be decreased at a
rate equal to the character’s fitness Aspect
rating per day (negative and zero Discipline is restored to its original
values are counted as a one). For value at the beginning of each
example, if Jim’s fitness rating is episode, while other aspects may
|+2|, he can remove two grades of not be restored except by specific
fatigue each day. rules as previously mentioned
Injury may be decreased at a rate (achieving objectives, good role-
equal to the character’s fitness rating playing, etc.).
per week (negative and zero values
are counted as a one).
The first aid skill can increase the
rate at which fatigue is restored by FIELD MEDICINE
one grade, while the medicine skill bruised trivial
can increase the rate at which both sprained routine
fatigue and injury are restored (also wounded challenging
by one grade). The difficulty is deter-
maimed improbable
mined by the extent of injury (see
incapacitated impossible
table at right).
31
Name
Setting
/
diceless roleplaying
Fatigue injury
dazed I - I bruised
stressed I -1 I sprained
strained I -2 I wounded
exhausted I -3 I maimed
unconscious I -— I incapacitated
Skills
© 2003 Precis Intermedia. This form may be copied for personal use only.
Now that we’ve got the
basics out of the way, let’s
move on to some more advanced
options. First, we’ll discuss these
options related to abilities, special abil-
ities, skills, and other concepts revolving
around characters. Then we’ll go more in
depth with tasks and focus situations, such
as combat.
Bear in mind that all of this is optional. You
2
can mix and match whichever rules work best
for your group. Whether you come up with a
completely new mechanic or just modify an
existing one, please share it with others.
advanced
exploits
33
C flairs-----------------------------------------------------------------------------------------------------------------------
2 This is new to Active Exploits and expands the definition of a character’s
ability.
advanced exploits
should prohibit the raising of ability etc.
ratings by expending experience.
Instead, experience should be used Smell comes into play when a char-
to raise a single flair at a time. For acter attempts to sense anything
example, since a player cannot raise by smelling.
his character’s fitness ability, he opts Taste comes into play when a char-
to increase the character’s dexterity acter attempts to sense anything
flair. by tasting.
Fitness-Refining Flairs Instinct comes into play when a
Dexterity comes into play when a character is surprised. He may
character attempts tasks involving expend effort from this flair.
hand-eye coordination, such as Cognizance comes into play when a
firing a gun, using a pencil, character attempts to observe his
catching a ball, and parrying a surroundings without knowing
strike. what it is he is looking for.
Muscle comes into play when a char- Empathy comes into play when a
acter attempts tasks involving his character attempts to discern
strength. This includes arm what another character is thinking
wrestling, kicking in a door, doing or feeling.
push-ups, and blocking.
Agility comes into play when a char- Creativity-Refining Flairs
acter attempts tasks involving Manipulation comes into play when
physical grace and full body coor- a character is negotiating terms of
dination, such as walking a tight a deal or attempting to bribe or
rope, swimming, and dodging a seduce.
blow. Improvisation comes into play when
Quickness comes into play when a a character is performing tasks
character attempts tasks involving which require materials, notes, or
outrunning another person or rules which are not available.
performing sustained tasks in Giving a speech without notes or
shorter times (counters part or all repairing a watch without a screw-
of a penalty from acting in less driver are two examples. This basi-
than the minimum time required). cally allows him to find an alter-
It can also be used to add extra nate source when his plans have
effort in order to act in haste. been unexpectedly altered.
Flexibility comes into play when a
character attempts tasks involving
contorting or stretching one’s
body (even freeing oneself from
bonds). 35
Visualization comes into play when ESP-Refining Flairs
a character is attempting to trans- Touch comes into play when a char-
late an image in his head (such as acter attempts an ESP-based task
a mental photograph) to a painted upon touching the target. For
or drawn form. In other words, example, when he is touching
when he is trying to illustrate on someone with whom the char-
paper what he sees mentally. acter wishes to use telepathy.
Harmony comes into play when a Family comes into play when a char-
character is attempting to acter directs an ESP-based task at
compose a musical score or main- a family member within two
advanced exploits
Influence-Refining Flairs
Charm comes into play when when
a character attempts tasks in
which his personality is a factor—
making people like or trust him,
for example.
Financial comes into play when a
character attempts tasks in which
his wealth is a factor—convincing
someone to loan him money or
agree to a business deal, for ADDING OTHER FLAIRS
example. It is also possible for flairs to be
Appearance comes into play when a used with special abilities. For
character attempts tasks in which example, an ability for use with
magical spells, called arcane can be
his appearance is a factor— getting modified by flairs so that more effort
close to a child or another person can be exerted when used at specific
in a dark ally, for example. ranges or perhaps, less effort when
targeted at more than one person.
We’ll get to additional special abilities
and their compatible flairs later.
36
C accented abilities---------------------------------------------------------------------
2 This is new to Active Exploits and USING ACCENTS
serves to reduce the number of special The director invents a new
abilities required by characters if they accented ability for his space opera
wish to use different properties of the campaign. He calls it ‘psionics’ and
same ability. creates the following flairs: active,
passive, and intrusive. Psionics may
not be used by a character without a
Accented abilities rely on flairs to flair.
define their use and are, therefore, Julian takes psionics with the
advanced exploits
always rated at zero (the flair repre- passive flair at a rating of |+2|. This
sents the actual rating). Unlike means that he cannot use psionics for
regular abilities, if a character does tasks involving active or intrusive use.
not possess a particular flair, he When he attempts those involving
passive, however, he can exert a
cannot benefit from the flair’s maximum of 2 points of effort from
effects. psionics.
C open aspects-----------------------------------------------------------------------------------------
2 This is new to Active Exploits and replaces the Infinite Mutable Abilities as
introduced in Dreamwalker Diceless and the Ravaged Europe fantasy series.
C fields of expertise-----------------------------------------------------------------
2 This is new to Active Exploits and is meant as an alternative to using skills.
Fields of expertise replace the When attempting tasks, the
need for skills. Each represents a director must determine the appro-
single occupation or trade to which priate ability to be used. If the action
the character belongs, but encom- is within the field, but not the
passes many skills. The use of fields central focus (a policeman delivering
of expertise is different to that of a baby, for example), the director
skills. has two courses of action. He can
All fields of expertise are just either reduce the field’s rating from
that—expert skill areas. This means expert to proficient (or even novice),
that all characters who possess a or increase the difficulty of the task.
field of expertise possess it at expert The former is best when using basic
level. tasks, while the latter is best for 37
FRINGE KNOWLEDGE BY EXAMPLE
Sophie Nestine is a mighty heroine in a fantasy setting. One of her fields of
expertise is healer. For tasks directly related to healing, such as first aid and curing
the sick, she is an expert. When it comes to tasks such as finding antidotes to toxins
or defeating an epidemic, she is only a novice, because these situations do not
happen often (and can only be accomplished in theory); Sophie is not as experi-
enced with these.
C convictions-----------------------------------------------------------------------------------------------
2 Convictions have been reorganized in this version of the rules, but their
function remains the same.
3 Convictions require the use of Dementia (a form of health) and Revelation (an
aspect).
advanced exploits
Triggers ———
Triggers represent situations which
cause irrational impulses upon which
the character reacts. These are often In order to gauge the severity of a
the result of past experiences which conviction, each is assigned one of
lead to emotional scarring. Each four ranks.
Inclination
Inclination indicates that the char-
SAMPLE CONVICTIONS
acter has strong tendencies toward
BELIEFS the conviction and often uses it as a
• false memories of abuse/trauma guide for behavior and/or ambition.
• schizophrenia The character will not voluntarily
• paranoia place himself in a situation which
• paranormal occurences requires the conviction to be over-
• religious doctrine
come, unless it is the result of
another conviction or important part
VALUES of the story. The character can over-
• code of honor come it without effort, however.
• chivalry
• loyalty Habit
• religious teachings/piousness Habit indicates that the character
• lawyer’s ethics has acted upon the conviction so
FEARS often, it has become a routine occur-
• fear of spiders rence in his life. The character will
• fear of heights avoid the need to overcome the
• fear of social interaction conviction subconsciously, not even
• fear of divine justice
realizing what he is doing. In order
to overcome it, the character must
TEMPTATIONS realize that the conviction exists and
• drugs, alcohol, nicotine that he is facing it.
• nervous disorders
• greed Commitment
• impulsive Commitment indicates that the
• lust character either has pledged to
• sadism uphold the conviction or acknowl-
TRIGGERS edges its existence and consciously
• disrespectful people nurtures it to a point where it has
• failure of tasks become a major factor is his life. The
• witnessing injustice character can easily overcome the
• poverty
conviction with conscious effort, but
doing so would mean going against
• social inequality his very nature. 39
Compulsion
EXPERIENCE COSTS
Compulsion indicates that the
character is psychologically or ideo- inclination 5
logically compelled to uphold or act habit 10
upon his conviction. It can not be commitment 15
overcome without consequences. It compulsion 20
is also unlikely for a character to
even attempt overcoming a compul-
character is repeatedly going against
sion unless under extreme pressure
the conviction or otherwise
due to the presence of danger or
attempting to ignore it, the director
coercion.
advanced exploits
advanced exploits
another is variable, depending on household, or sharing occupational
the backgrounds and beliefs present duties. Being in the presence of
in the group. All threads should be these characters can be very discon-
defined before play and at the certing as they tend to finish each
director’s discretion. Characters other’s sentences and operate as if
linked with specific threads gain they were a single entity at times.
certain advantages when the
director feels that the players have Adoration
narrated their actions appropriately. Adoration represents two charac-
ters linked by an overwhelming
Rapport desire to be with one another. This is
Rapport represents a common set not necessarily a sexual attraction, as
of convictions and/or career
training between characters. This SAMPLE THREADS
often strengthens the resolve of a
RAPPORT
character when attempting to over-
• professor and his student
come his convictions.
• doctor and his nurse
Rivalry • fellow engineers
Rivalry represents a set of • brotherhood of policemen
common temptations and/or trig-
RIVALRY
gers which often lead two characters
• competing safecrackers
to compete for fame, riches, or other
• ambitious businessmen
objects of their desires. This can
• egotistical martial artists
often lead to one character crossing
• fellow drag racers
the other in order to prevent him
DISSENT
from succeeding. While there is no
• liberals vs. conservatives
way to stop them from playing dirty,
violence should be avoided in favor • satanists vs. christians
of eliminating clues or finding allies • parapsychologists vs. scientists
to block a rival. • new generation vs. the old
SYNERGY
Dissent
• identical twins
Dissent represents a set of
• indoctrinated cult members
opposing convictions (beliefs or
• husband and wife
values) between characters which
• comedy writing team
leads to debates, arguments, and
ADORATION
animosity. This has the potential to
• lovesick student and her college
add conflict and subplots, increasing
professor
the players’ immersion into the
game, and thereby enhancing • master and his willing servant
intrigue and excitement. • Patty Hearst and her kidnappers
41
it may also manifest as idol worship. by another or a mentor using his
One character is typically in a more ever present student to perform
dominant position and may use this menial tasks such as laundry or
bond for his own profit. Examples bringing him coffee.
might be a character who is stalked
advanced exploits
represented by the symbol T or
Dementia represents excessive abbreviation TOX.
strain on one’s psyche, causing
severe mental issues such as Toxemia represents a poisoned
psychoses. It can result from fright or blood stream, eventually causing
altered states of reality. When a disease or even death. It can result
character has sustained five grades from viral or bacterial infections, and
of dementia, he becomes delirious the introduction of toxic material
and control of the character is such as poisons, alcoholic spirits, and
handed over to the director until the drugs. After the character receives
dementia level is lowered. The five grades of toxemia, the character
director may also choose to give the begins to receive fatigue, injury, or
character a mental illness as a result dementia, depending on the source
of delirium (see new gimmicks). of toxemia. For example, a hallu-
Penalties from dementia are applied cinogenic agent which is meant to
to all reasoning and awareness tasks. affect one’s reality would apply addi-
Dementia may be decreased at a tional health levels to dementia,
rate equal to the character’s aware- while a sedative would go to fatigue.
ness rating per week (negative and The director should pick the most
zero values are counted as a one) or obvious form based on the highest
by psychological treatment (the dosage. The rate at which toxemia is
psychology skill can increase the rate decreased is dependent on the type
at which dementia is restored by one of toxin or at the director’s discre-
grade). The difficulty is determined tion. Penalties are not used for
by the extent of dementia (see table toxemia until another form of
below). health is affected because of it.
advanced exploits
Reducing the difficulty by one
where + or - is increase or decrease would be noted as -1DIFF. Increasing
respectively, and x is the amount of the difficulty by 1 would be noted as
change. To recap, changes in the +1DIFF. So, +2DIFF would increase a
task requiring 3 effort to 5. -3DIFF
grade of difficulty refer to changes in would decrease a task difficulty of 7
the established difficulties (trivial, down to 4.
challenging, etc.), while ±xDIFF
refers to numeric changes in diffi-
culty (+1, -3, etc.).
C task conditions----------------------------------------------------------------------------
2 The first edition applied bonuses and penalties as changes in effort. They are
now changes in difficulty when using conditions.
In addition to the specific types of the guilt and mental stress resulting
tasks presented in the previous from the situation.
chapter, the director can also apply
the effects from the following condi- SURPRISE BY EXAMPLE
tions when resolving tasks. Detective Winston is patrolling a
dark ally. A perp tries to sneak up
Harried behind him. Combat ensues with
The character is attempting a task Winston being surprised. Because of
at an accelerated pace. This task this, Winston cannot exert more than
one point of effort this turn on haste
may not be prostrated and receives or the actual task. Fortunately, his
+1DIFF. instinct flair is +1, so Detective
Winston can use that point of effort
Surprised towards haste or a task related to
This is an impulsive task awareness.
attempted when the character is
caught off guard. No more than COERCION BY EXAMPLE
|+1| (or the rating of the character’s Detective Winston’s niece has been
INSTINCT flair if the task is related to taken hostage. Her captor insists that
the AWARENESS ability or the director if Winston does not hand over the
decides that it may be used) may be gun, the niece gets it. The good detec-
applied from an ability for this task. tive has run out of ideas and reluc-
tantly gives his gun to his enemy.
Since this was a coerced task,
Coerced Winston is feeling stressed out and
The character is attempting a task guilty that he couldn’t save his niece.
against his will. The character gains Now he’s really in a mess. He gains
one grade of dementia if the task is one grade of dementia to simulate
successful. This is used to simulate this.
45
Encumbered Fatigued
The character is carrying heavy or The character has gained more
bulky equipment which weighs him than one grade of fatigue. All tasks
down and affects his movement and receive an increase in difficulty
maneuverability. Fitness-based tasks based on the severity of the fatigue
receive +1DIFF or +2DIFF (director’s (but not during combat). This
discretion) replaces the method used in the
previous chapter.
Subdued
The character has been knocked Injured
down, fallen, physically restrained,
advanced exploits
advanced exploits
Disastrous
The task is extremely dangerous
and if a character fails, he gains two
(2) grades of injury.
C task stunts----------------------------------------------------------------------------------------------
Stunts are feats of ability which A few examples of stunts are listed
are beyond the ordinary. They are below.
typically more difficult than your
average task and often increase the Walking a Tight Rope
risk. Stunts are similar to conditions, The character attempts to walk
except that instead of being the across a narrow rope. The difficulty
result of situational or environmental for this stunt is impossible and if the
factors, they result from a character’s rope is high off the ground, the risk
choice of action. The director is free is disastrous (or falling; see advanced
to disallow certain stunts depending combat).
on the degree of realism intended Impersonation
for his setting. The director may also A character may attempt to imper-
allow characters to exert effort from sonate another by altering his
the creativity ability towards stunts. speech and body patterns (using the
This simulates a character’s style and performance skill). This is mostly for
ingenuity when attempting unusual the sake of entertainment—anything
and sometimes surreal feats. The use else may require additional skills and
of creativity should be limited, increase the difficulty. The difficulty
however. It should be reserved only for this stunt is improbable.
for stunts which the director feels
are legitimately original and imagi-
native.
C task outcome----------------------------------------------------------------------------------------
Determining the outcome of an triumphs and calamities. These
advanced task is slightly different replace the use of overkill in most
from that of a basic task. In addition situations and are completely
to failing and succeeding, there are optional.
two other possible outcomes— 47
Triumph Calamity
The director declares a triumph The director declares a calamity
when a character achieves overkill when a character fails at a task by
equal to two (2) or greater. This two (2) or more points of effort.
represents a superb success and This represents a miserable botch
provides extra effects. and provides extra effects.
C advanced combat------------------------------------------------------------------------
Interrupting Haste The director needs to maintain a
Let us suppose that a character sense of logical flow and progres-
has decided to act in haste and runs sion. Just because a character acts
toward his opponent. Does this faster than another, it does not
mean that the opponent will get mean that he will be able to strike
attacked first? Not necessarily. If the first. Elements such as distance and
character has some distance to run a weapon’s reach must also be
to reach his opoonent, he is ripe for factored into the equation.
an attack from his opponent. Ouch!
Deferring Actions
Characters who act in haste are
INTERRUPTIONS BY EXAMPLE
not only permitted to declare and
Detective Winston is running to execute actions before those who do
dive at another character. His move-
ment may be interrupted by an action not, but they are also allowed to
taken against him. If Winston gets save their actions and wait in a state
shot and falls to the ground, he no of readiness. Once their opponent
longer has a target at which to dive. acts, the character may choose his
Or, after he begins his run, the own course of action, executing it
target decides to take cover and he simultaneously. Characters who
can no longer dive at his opponent.
Or, his opponent is wielding a staff defer actions may not be surprised
and strikes Winston thanks to its long unless they are totally oblivious to
reach. The strike causes Winston to the source of the surprise.
fall, thereby interrupting his move-
ment.
48
Continuous Actions
CONTINUOUS BY EXAMPLE
Actions from a previous turn
which are not dependent on timing Detective Winston blocked a punch
last turn. His opponent exerted one
and position, such as blocking and point of effort to act in haste this
carrying objects are considered to be turn, but Winston did not. Winston
still in effect the following turn until must wait for his opponent to act
the character gets a chance to first. Then and only then may
Winston declare an action and
declare a new action. execute it. Until that point, however,
since he has not been able to declare
his action yet, the good detective is
still continuing his block from last
advanced exploits
turn.
C combat conditions----------------------------------------------------------------
3 Combat conditions require the use of Advanced Tasks.
advanced exploits
modifiers, but they are derived from (2) grades of injury when directed at
the abilities of weapons. a single target. The task receives
+1DIFF at medium, long, and
Scope extreme ranges and -1DIFF at point
The weapon may be aimed more blank and short ranges. No other
accurately by way of its attached actions are possible in a turn when
telescopic sight. The task receives spray fire is used.
-1DIFF at medium, long, and
extreme ranges when at least one Heavy Weapons
turn is spent aiming. The weapon is extremely heavy (a
sledge hammer, for example) and
Burst Fire may increase the difficulty of a task
The weapon is capable of firing (usually +1 to +3DIFF) when used by
short bursts of typically three weaker characters (fitness ratings of
rounds. This increases the damage |-1| and |0|). The decision to
by one (1) greade of injury when increase the difficulty is up to the
directed at a single target, but the director. It may not be necessary to
task receives +1DIFF at medium, penalize all tasks, just those which
long, and extreme ranges. Any addi- require a bit more muscle in order to
tional attacks at the same target succeed. An increase in risk may also
next turn receive -1DIFF. be relevant. For example, a character
with a low fitness rating who is
attempting to hammer (with a maul
no less) a reinforced wooden door
may be required to make a task with
a +2DIFF penalty and a slight risk of
injuring himself with the maul.
C combat risks---------------------------------------------------------------------------------------
3 Combat risks require the use of Advanced Tasks.
C damage classes-------------------------------------------------------------------------------
The basic rules included a damage
listing for the more common types DAMAGE BY EXAMPLE
of weapons. Since this cannot All knives are of class B1 and inflict
possibly include all forms of 1 grade of injury. While this may be
weapons, we have included stan- slightly innacurate since some knives
are sharper or longer than others, it
dardized classes of damage. Each simplifies the process of determining
class represents a general category which weapon does what.
of weapon or attack. You are free to
use this as a guide for designing your
own weapons or to simplify weapon
damage by referencing a single class
for all weapons of the same cate-
gory.
advanced exploits
occurring substances. Many are
passed down from generation to reduce a character’s level of etheria.
generation as cultural traditions. Poisons
The application of both drugs and Poisons are used to inflict injury
medicines are identical and affect a upon ingestion or any other means
character’s health or even a task. which cause them to enter the
Specific effects are categorized in bloodstream. This can either be a
one of several ways. Each time a one time effect (three grades of
medicine or drug is introduced into injury) or a continuing effect (one
the character’s body, he gains one grade of injury each hour) and repre-
grade of toxemia in addition to the sent snake venom, insect bites, or
specific effects. This represents the poisonous substances such as
presence of outside agents working arsenic and cyanide. Weaker, non-
to alter or harm the character’s phys- fatal poisons are possible too—they
iology. inflict fatigue instead of injury.
Anesthetics Radiation
Anesthetics are used to numb a Radiation, while not technically a
character’s pain (hence pain killers drug or medicine, functions similarly
like aspirin and morphine are also in to poisons and toxins, so it is
this category even though, they are included here. Radiation can inflict
technically something different).
fatigue or injury as with poisons or
They are usually applied directly to
simply increase the character’s
the skin, although ingestion or injec-
toxemia level. The exact nature and
tion is also possible. Anesthetics
degree of the radiation is up to the
reduce the penalty on tasks for
director.
being injured by one.
Antidotes Relaxants
Antidotes are used to counter the Relaxants are used to calm people
effects of poisons. While antidotes by numbing the senses. One grade
don’t reverse existing fatigue or of dementia is automatically reduced
injury, they do cease the poison when ingested. One grade of fatigue
from inflicting additional harm. All is inflicted by each dose. In addition,
poisons require specific antidotes— all awareness-based tasks received
the director should require players to +1DIFF.
get their antidotes right or they Salves
could do even more damage. Salves are used to heal wounds.
Aphrodisiacs One grade of fatigue is automati-
Aphrodisiacs use pheromones to cally reduced when applied, and one
cause attraction between the sexes. additional grade of injury is restored
All influence-based tasks used during normal recovery time. 53
Toxins Sedatives
Toxins are similar to poisons, Sedatives are used to promote
except instead of inflicting fatigue or sleep by inflicting two (2) grades of
injury, they inflict toxemia through fatigue per dose.
any means desired by the director.
Toxins can take the form of radia-
tion, bacterial and viral infections, or
even toxic gases.
advanced exploits
ARMOR TYPE PROTECTION RATING
heavy skins/clothing A 1
leather armor A 2
makeshift shield A 2
B 1
medieval armor AB 1
medieval shield AB 2
older bullet-proof vest ABC D 2
modern armored vest ABC D 3
modern shields AB 3
C 1
synthetics ABC D 3
F2 1
pressure suit A 3
B 1
armored pressure suit A 4
B 2
CD 3
E 1
hi-tech armor ABC 4
DE 3
F2 2
hi-tech force field ABC D E F1 F2 5
F3 3
C permanent injuries----------------------------------------------------------------
When a character has been injuries. The director must decide
maimed or incapacitated, there is a the outcome of these injuries at the
chance that he will suffer from end of a story, although he can be
permanent injury due to infection or generous and allow the character to
improper treatment. For that matter, heal completely. The following
it may be impossible to treat some outcomes may be used (or ignored):
55
Small Scar(s) Damaged Sensory Organ
Scar tissue from the character’s The character’s awareness rating
injuries is barely noticeable to the (or a specific sensory flair) is reduced
casual eye, but nevertheless, it is by one (|-1|). This cannot be raised
present and apparent to anyone via normal experience rules.
looking carefully.
Head Injury
Disfiguring Scar(s) The character has suffered from
The character carries a physical brain trauma and lost part of his
reminder of his experiences. His scar mental ability. The character’s
is apparent at first glance and may reasoning rating (or memory, deduc-
advanced exploits
C vehicles---------------------------------------------------------------------------------------------------------------
Using vehicles, such as motorcy- There are two other types of vehi-
cles, military jets, starships, and so cles which can only be pitted against
on, is based upon the same concepts other like craft—starships and sea
used for characters. Each has a set of vessels. These vehicles do not
abilities, aspects, and health normally cross into the domain of
assigned, although vehicle abilities others. For example, a starship oper-
are actually limited by the skill of the ates in space and a sea vessel only
driver or operator (see below). The operates on or below the seas. There
only concept that really separates may be times, however, when one
vehicles from characters is that of of these vehicles is required to func-
scale. Automobiles and Airplanes are tion in a different domain. In such
close enough in scale that they can cases, the director must use his own
work together with some literary judgement how to handle the situa-
license by the director. In other tion. For example, a starship may be
words, having a military jet strafe a able to operate within an atmos-
highway with its machine gun would phere and land. If it comes under
work with little problems, although attack while landing, the director
racing a motorcycle against the may assign a new set of abilities to
same jet would require a little reflect its potential in a different
common sense from the director environment (perhaps its handling
(the jet would obviously win the rating is decreased and its speed is
56 race). increased within an atmosphere).
C vehicle abilties--------------------------------------------------------------------------------
Vehicles are capable of performing
certain abilities in much the same MAX VEHICLE EFFORT
way as characters. Every vehicle is
unskilled 0
assigned two abilities: handling and
novice +1
speed. These may be used to exert
free effort for piloting or driving proficient +3
tasks. While it is considered free expert +5
effort when determining prostrated
advanced exploits
tasks for characters, it is not free Speed
effort when doing the same for Speed represents the vehicle’s top
vehicle fatigue, referred to as velocity and acceleration.
mechanical stress (see Vehicle
Integrity). Handling
Handling represents the vehicle’s
VEHICLE ABILITY RATINGS maneuverability and responsiveness.
-1 poor performance
0 average performance EFFORT MAY BE EXERTED
+1 good performance FOR THE FOLLOWING USES
+2 excellent performance SPEED
+3 outstanding performance • outrunning another vehicle or
+4 next generation performance object
+5 unimaginable performance • catching up to another vehicle
or object
Like character abilities, vehicle • reaching a destination in a given
abilities are rated on a scale from time
|-1| to |+5|. The amount of effort HANDLING
which may be exerted from these • precision steering
abilities is limited by the piloting or • ramming another vehicle
driving skill of a character, however. • sharp turns, stunts, and regaining
control of vehicle
• dodging incoming fire
C vehicle flairs--------------------------------------------------------------------------------------
These examples should help you Sub-Orbital
understand how to assign your own This flair covers the operation of
flairs for use with the handling space vehicles when travelling with a
ability. planet’s upper atmosphere.
Off-Road Surface
This flair covers the operation of This flair covers the operation of
land vehicles off the beaten-track. sea vehicles on the surface of the
water.
Hyperspace
This flair covers the operation of Submerged
space vehicles when travelling at This flair covers the operation of
super-luminal speeds. sea vehicles beneath the surface of
the water. 57
C vehicle aspects--------------------------------------------------------------------------------
Frame Shields
The frame aspect represents the The shields aspect represents the
size, efficiency, durability, and effectiveness of a vehicle’s defensive
degree of shelter offered to the energy fields when used with science
passengers of the vehicle. This fiction settings. All damage
aspect functions in the same manner sustained by the vehicle is reduced
as dicipline for characters. Whenever by the current shields value. For
effort exterted from vehicle abilities example, laser hit inflicting four
advanced exploits
advanced exploits
Power Booster
Cargo Capacity The vehicle has a one-shot device,
The vehicle is able to carry a large which can boost the vehicle’s speed
amount of cargo by way of roof ability by |+1| for five turns or |+2|
racks, cargo bays, or storage for two turns. Once used, the device
containers. must be recharged. The director may
choose to limit recharging to fueling
stations, docks, or construction
yards.
C vehicle integrity--------------------------------------------------------------------------
Vehicles possess health levels just Mechanical Stress
like characters. Rather than a Mechanical stress represents
measure of health, however, we fatigue and wear on the vehicle’s
refer to them as a measure of the drive components (engine, transmis-
vehicle’s integity. There are two sion, ailerons, etc.). When a vehicle
types of vehicle integity: structural receives five grades of stress, it is
damage and mechanical stress. Like disabled and may not function.
character health, both have five Mechanical stress my be abbreviated
grades of severity and the amount of as MEC.
effort which may be exerted by the
vehicle’s abilities can be reduced Structural Damage
when damaged or stressed. Structural damage represents
damage sustained by the vehicle.
When it receives five grades of
damage, the vehicle may not func-
tion and offers no protection to its
passengers. Structural damage may
be abbreviated as STR.
This replaces the penalties to effort bility). Military vehicles, those fitted
by normal health rules if conditions with infrared technology, or charac-
are used in play. ters with night vision can ignore this
condition.
Damaged
The vehicle has gained more than Impediment
one grade of structural damage. All The vehicle’s performance is
tasks receive an increase in difficulty hindered due to an obstacle, hill,
based on the severity of the patch of mud, turbulence, or other
damage. This replaces the penalties rough terrain. The task receives +1
to effort by normal health rules if to +4DIFF depending on the severity
conditions are used in play. of the impediment.
advanced exploits
C vehicle task risks------------------------------------------------------------------
3 Vehicle task risks require the use of Advanced Tasks.
All standard risks previously listed own effort exerted for use with a
may either be applied to the passen- vehicle skill is also counted. This
gers or the vehicle itself. In the case damage is applied to both the
of the latter, mechanical stress may vehicle (structural damage) and the
be substituted for fatigue and struc- passengers (injury). Characters
tural damage may be substituted for wearing seat belts receive one less
injury. The following risks may also damage grade and half of that value
be used. is converted to fatigue instead of
injury.
Collision
A failure indicates that the vehicle Flammable
has crashed into an obstacle, A failure indicates that the vehicle
another vehicle, or building. Assign a bursts into flames, causing D class
number of damage grades equal to damage to the vehicle as well as
the current amount of effort exerted injury to passengers.
from speed. Luck and a character’s
C vehicle recovery--------------------------------------------------------------------------
Mechnical Stress Structural Damage
Mechanical stress may only be The only way to remove a
restored by one grade after at least vehicle’s structural damage is to
one hour of rest. This gives the have it repaired, but only if it has not
internal components time to cool passed beyond the compromised
down. Repairs can be performed at level of damage. Repair requires the
any level of stress, provided the appropriate engineering skill. A rele-
vehicle is at rest. vant piloting skill is also acceptable,
but the task should be penalized for
more difficult repairs. Parts may also
MAKESHIFT REPAIRS
be a factor and should be taken into
dented trivial account when characters are
impaired routine performing repairs. The difficulty is
breached challenging determined by the extent of damage
compromised improbable (see table at left).
61
C vehicle weapon damage----------------------------------------------
Additional classes are provided for scale (space ships vs space ships,
larger vehicle weapons. They are tanks against tanks and helicopters,
assumed to be used at the proper etc.)
V1 rockets 5STR
V2 torpedoes and missiles 6STR
X1 laser weapons 3-4STR
X2 particle weapons 4-6STR
X3 ion weapons 1-4MEC
62
Name
Setting
/
diceless roleplaying
flairs health
Fatigue injury
dazed I - I bruised
stressed I +1DIFF I sprained
strained I +2DIFF I wounded
exhausted I +3DIFF I maimed
unconscious I -— I incapacitated
dementia etheria
sensitive I - I pallid
agitated I +1DIFF I enfeebled
distracted I +2DIFF I impaired
irrational I +3DIFF I muted
gimmicks, convictions, and thr eads delirious I -— I consumed
toxemia
I exposed I tainted I infected I afflicted I diseased
Skills
© 2003 Precis Intermedia. This form may be copied for personal use only.
vehicle type
Setting
diceless roleplaying
/
frame IIIIII IIIIII mechanical structural
str ess BASIC ADVANCED damage
shields IIIIII IIIIII engaged I - - I dented
distressed I -1 EFFORT +1 DIFF I impaired
flairs
overworked I -2 EFFORT +2 DIFF I breached
overheated I -3 EFFORT +3 DIFF I compromised
speed handling
disabled I -— — I wrecked
© 2003 Precis Intermedia. This form may be copied for personal use only.
Since the very nature
of Live Action Roleplaying
encourages social interaction
and only quick rules exchanges, the
Live Exploits rules have been stream-
lined to play very quickly and smoothly.
This is the most basic set of rules utilizing
Active Exploits.
This chapter is not about explaining how to
organize, plan, or design live action games,
3
since that is not the purview of this book.
Instead, you will find mechanics derived from
other parts of this book used to power a live
action game.
live exploits
65
C abilities-------------------------------------------------------------------------------------------------------------
Abilities work the same as the Also, effort from only one ability
rules presented in the Basic Exploits may be exerted per turn. Special
section. Note that aspects are not abilities may also be assigned
used, however, so fatigue is not depending on the setting and discre-
gained by over-exerting oneself. tion of the director.
C fields of expertise-----------------------------------------------------------------
Fields of expertise are used in the same manner as described in the
Advanced Exploits section.
live exploits
C gimmicks----------------------------------------------------------------------------------------------------------
Gimmicks may also be used. No changes should be required in order to
accommodate them in these rules.
C health----------------------------------------------------------------------------------------------------------------------
Injury is the only form of health game sessions, but the number of
used for these rules. Injury reduces grades restored depends on the
the amount of effort exerted, as per amount of time which passes in-
Basic Exploits. Injuries heal between game.
66
C task resolution----------------------------------------------------------------------------
Determining the outcome of tasks not enough to warrant expert knowl-
in Live Exploits is quite easy edge, the character must exert two
compared to the Advanced or even (2) or more points of effort in order
Basic Exploits. Whenever a character for it to gain the extra point.
attempts an action and it is in the Other modifiers may also come
purview of his training, he is into play, but these are at the
successful unless another character director’s discretion if he happens to
contests the task or it is considered be judging the contest. Modifiers
a complex task. directly affect the total amount of
The validy of a basic, successful effort which the character is using. A
task may be questioned by players positive modifier increases effort
and brought to the attention of the and a negative modifier reduces it.
director if he was not present to After all the modifiers are applied,
live exploits
witness it. The director has final say the winner of the contest is the char-
as to the outcome of the task. Both acter who has the largest amount of
players questioning tasks and those effort. In the case of ties, both char-
attempting them should carefully acters fail.
consider their actions. Crying wolf or
performing game-balancing actions Complex Tasks
can have serious consequences and Complex tasks are those which are
it is unlikely that any director will uncontested and either affect a
stand for it. number of people, affect the plot of
a story directly, or are near-impos-
Contested Tasks sible. The director is required to
Contested tasks are the only situa- judge such tasks as they can create
tion where effort comes into play. serious problems in the game. The
All players involved in the contest following guidelines should be used:
announce how much effort they are
exerting simultaneosuly—a good way • The character requires a field of
of doing this is by counting to three expertise which covers the situa-
and then holding out their hand(s) tion completely.
with the chosen number of fingers • If the character has only fringe
extended to represent the amount of training, he must also possess the
effort used. Effort may only be used appropriate ability at a rating of at
from one relevant ability (physical least |+1|.
exertion requires the effort to come Ultimately, the decision is left up
from fitnesss and writing poetry to the director and he can ignore the
requires effort from creativity, for guidelines above if he so chooses.
example).
If the task falls under the training
and knowledge of a field of
expertise, the amount of effort is
doubled (or increased to one if it
was zero). If the task is only loosely
connected to the field (fringe
training), the effort is increased by
one (1), but only if it is greater than
one (1). In other words, if the task is
somewhat covered by the field, but
67
C damage-------------------------------------------------------------------------------------------------------------------
Successful attacks inflict damage the environment. All damage is
on the opponent. The amount is reduced by any armor being worn
determined by the nature of the (see the Live Exploits Reference
attack (see the Live Exploits page). A character may also expend
Reference page). The director may up to two points of experience to
also apply damage from other negate one grade of injury per point.
sources as part of complex tasks or
C experience------------------------------------------------------------------------------------------------------
live exploits
C optional rules----------------------------------------------------------------------------------
Threads and principles would also Another interesting option is to
work quite well with live action role- have players make note of all tasks
playing (consult the respective at which their characters succeed
section of this book). House rules that are not central to their field(s)
and other options from the of expertise. When this task is
Advanced Exploits section may be performed more than four times
employed, but please keep in mind successfully, the player may spend
that live action is intended to be ten (10) points of experience to
quick and easy, so as not to drag out make it part of his character’s field
encounters. of expertise.
EXERT EFFORT
Exert effort from one ability.
live exploits
MODIFY TASK
The director may give extra effort
or penalize effort depending on
the circumstances.
ADD EXPERIENCE
If experience points are expended
on the task, count them as addi-
tional effort. Maximum is 2.
ARMOR?
DAMAGE
If the loser is wearing armor,
Consult the table above to deter-
consult the table above and
mine how much damage is
subtract it from the damage.
inflicted on the loser. EXPEND EXPERIENCE?
If the loser expends experience, he
may subtract it from the damage.
Maximum is 2.
HEALTH
Increase the loser’s injury by the
final damage value.
69
Name
I bruised -
I sprained -1
I wounded -2
I maimed -3
I incapacitated —
© 2003 Precis Intermedia. This form may be copied for personal use only.
This chapter is intended
to provide a framework for
the integration of Active Exploits
with other dice game systems based
on the ability/skill relationship. Two
methods are provided, one for
converting characters to Active Exploits
and one for adapting the existing system to
Active Exploits’ effort-based tasks resolution
mechanics.
4
A calculator is required, as is extreme famil-
iarity with Basic and/or Advanced Exploits.
Because of this and the fact that the director
will need to improvise, it is recommended
that you get some practical experience with
those sections before attempting to integrate
another system.
adaptive
exploits
71
C lexicon-------------------------------------------------------------------------------------------------------------------
Special terms are used to help Active Gimmick
differentiate elements between This is any gimmick used in Active
Active Exploits and the chosen Exploits.
system for integration. Before
Active Scale
getting started with either method- This is the level scale used to
ology, definitions of these terms are define abilities in Active Exploits:
provided. (-1) to (+5).
Ability/Skill-Based System Active Skill
This is a set of gaming mechanics This is any skill used in Active
which rely on abilities (otherwise Exploits.
known as traits, stats, and attrib-
utes) and skills to define and regu- Adaptive Ability
late characters’ capabilities and This is any primary ability (trait,
actions. Skills are often dependent stat, or attribute) used in the system
being adapted for diceless play.
on a corresponding ability.
Adaptive Gimmick
adaptive exploits
Active Ability
This is any trait, advantage, disad-
This is any primary ability used in vantage, merit, or flaw in the system
Active Exploits—fitness, awareness, being adapted for diceless play
creativity, reasoning, and influence. which affects abilities, skills, or tasks
Active Category or adds new capabilities not relying
on itself to act as an ability or skill.
This is a descriptive rating used to
convert a computed value from an Adaptive Skill
Adaptive Ability or Skill to an Active This is any skill used in the system
Ability or Skill rating. being adapted for diceless play.
adaptive exploits
highest and adding one (1).
Special abilities may also be used,
especially if there is an Adaptive STEP 1 BY EXAMPLE
Ability with no corresponding Active
If the scale runs from 0 to 100,
Ability. there are 101 possible values. If the
Once you have made a list of the scale runs from 5 to 20, there are 16
Adaptive Abilities to be converted, possible values.
the scale in which the Adaptive
Abilities are based must be 2. If the lowest possible value is
converted. In some cases, you can greater than zero (0), reduce the
arbitrarily separate the scale into the rating of each Adaptive Ability
Active Categories below. by the difference between the
Disabled is typically zero ability or lowest possible value and zero.
less, but can vary greatly from
system to system; the equivalent STEP 2 BY EXAMPLE
of an Active Ability rating of -1. If the scale runs from 5 to 20,
reduce the rating with which you are
Average Human is often quite currently working by 5 (5-0=5). This
different from game to game. In would make a rating of 10 into a 5.
fact, this level may even be rare in
systems that feature larger than
life characters; the equivalent of 3. Divide the rating of each
an Active Ability rating of 0. Adaptive Ability by the result
achieved in Step 1 and multiply
Above Average Human is the norm the result by ten (rounding
for most systems; the equivalent down).
of an Active Ability rating of +1 to
+2.
STEP 3 BY EXAMPLE
Superhuman is common among Continuing from the previous
operatic and pulp systems; the example, divide a rating of 5 by the
equivalent of an Active Ability possible values of 16. The result is
rating of +3 to +4. 0.3125. Multiplying that by 10 results
in 3.125, rounding down to 3.
73
4. Consult the Master Conversion Converting Aspects
Table (next page) to determine Aspects such as luck and discipline
the Active Category to which the are converted in the same manner as
rating belongs. The final rating abilities, although their final ratings
can then be assigned to the are different since they use a slightly
Active Ability based on the different scale (see Master
values corresponding to each Conversion Table). Use the table
Active Category. below to find a corresponding
If flairs are being used for the Adaptive Ability for each. If none are
Active Ability, the rating for the available, the director should assign
Active Ability remains the same, a rating based on the character’s
but the individual ratings for its other abilities.
corresponding flairs may be Skills
different—because flairs are Most systems should provide
modifications to a specific ability, some description of what the
only the difference between the various skill ratings represent.
Active Ability and the flair are Adaptive Skills may either be
noted as a final result. retained and associated with a
specific Active or Adaptive Ability, or
STEP 4 BY EXAMPLE
adaptive exploits
adaptive exploits
amount of effort a character can exert amount of effort used or the
on muscle-based tasks by 1 when difficulty of the task.
faced with a holy symbol. Or, instead
of affecting effort, it could increase • If the Adaptive Gimmick repre-
the difficulty of the same task by sents or causes emotional strain
+2DIFF. There are no set rules, so the or specific behavior, it should
director should experiment and use
his discretion. either be made principle, convic-
tion, or gimmick.
adaptive exploits
succeed at tasks normally impos-
Put simply: sible. Experience can either be
a) Subtract Effort Offset from awarded to specific skills as it is
points allocated normally done with the Active
Exploits rules or awarded to the char-
b) Divide result by Effort Factor acter as a lump sum for general use.
c) Multiple result by 10 (rounding Skills also provide free effort
down) depending on their rating. If it is not
d) Consult the Master Effort Table apparent to which Active Category a
to convert effort and free effort skill belongs, it may be computed by
from abilities and skills. using the formula and consulting the
Master Effort Table.
0 TO 10 SCALE
adaptive exploits
LUCK SKILL
ABILITY ASPECT SKILL EFFORT FREE EFFORT FREE EFFORT
0-1 -1 0 unskilled -1 0 0
2 -1 1 novice -1 0 +1
3 0 2 novice 0 +1 +1
4 0 2 novice 0 +1 +2
5 0 2 proficient 0 +2 +2
6 +1 3 proficient +1 +3 +2
7 +2 3 proficient +3 +4 +2
8 +3 4 proficient +3 +4 +2
9 +4 5 expert +4 +4 +3
10 +5 6 expert +5 +5 +3
0 TO 8 SCALE
LUCK SKILL
ABILITY ASPECT SKILL EFFORT FREE EFFORT FREE EFFORT
0 -1 0 unskilled -1 0 0
1 -1 1 novice -1 0 +1
2 0 2 novice 0 +1 +1
3 0 2 novice 0 +1 +2
4 0 2 proficient 0 +2 +2
5 +1 3 proficient +1 +3 +2
6 +2 3 proficient +2 +4 +2
7 +3 4 proficient +3 +4 +2
8 +4 5 expert +4 +4 +3
Bold rows indicate super-human ability. If the original scale does not include
super-human ability or if it is mostly super-human ability, you will have to edit
78 the scale using the Active Categories rather than using the formulas.
This section presents
two specific sets of rules addi-
tions. Its purpose is twofold:
5
example of how to design new abilities,
gimmicks, and so on.
setting
specifics
79
the arcane
Magic can be a very diverse Each type of magic must be
element of play. It can take the form powered by an ability and focused
of divinely inspired miracles, spirit into an effect by way of a skill. The
summoning, or even numerology- skill does not necessarily need to be
based inscriptions. Whatever the linked to the actual ability, however,
form, all magic follows the same as in the case of the endowment
simple mechanics as everyday tasks. ability.
C astral inhabitants---------------------------------------------------------------
3 This addition to the Endowment ability may require the use of Convictions to
represent entity worship at the director’s discretion.
These are the entities which char- Some of the more powerful enti-
acters may call upon for power for ties that endow humans with power
use with the endowment ability in exchange for worship and favors
(discussed in Chapter 1). They exist are:
in the Astral Realm, a dimension
setting specifics
setting specifics
C the channeling ability--------------------------------------------------
Channeling is an accented ability Beast allows characters to focus
used to gather pure energy from energies from living animals or
one’s surroundings, convert it to a their derivatives, such as parch-
usable form of magical energy, and ment and leather.
focus it into an effect (or spell) Man allows characters to focus ener-
directed at the same type of source. gies from living human beings.
Channeling can be used to exert
effort for any applicable skill in Plasma allows characters to focus
conjunction with the following flairs: energies from electrical sources,
such as power lines, computers,
Air allows characters to focus ener- and wall sockets.
gies from all gaseous materials,
including oxygen, methane, and Water allows characters to focus
propane. energies from all liquid materials,
such as the sea, alcohol, or soda.
Earth allows characters to focus
energies from all solid minerals Wood allows characters to focus
substances, such as rock, dirt, and energies from all living vegetation
raw gems. or their derivatives, such as trees,
shrubs, weeds, and paper.
Fire allows characters to focus ener-
gies from all occurrences of
flames, heat, or light.
81
C the faith ability---------------------------------------------------------------------------
3 Faith requires the use of Convictions.
setting specifics
physical properties other than
neling-based skill. The runes must appearance. The illusion must be
use a magical language and there- fashioned after an appropriate
fore, can only be read by those magical energy. For example, an
who are familiar with the air-based illusion can appear as a
language. Their effect can either tornado or a water-based one may
be activated upon being read or appear as rain or a puddle. The
made active at the time of writing. director should assign a difficulty
The duration is typically perma- on the task based on the size of
nent, but can be cancelled by the the illusion. A fixed rule on diffi-
countermagic skill. culty is not included here so that
directors can alter the power of
ESP-Based Skills the characters to fit the setting.
Astral Projection allows a character
to remove his consciousness (or Countermagic is the art of draining
soul) from his body while in a magical energy from any arcane
dream state. It then manifests task in order to counter its
midway between our world and effect(s). In essence, this skill is
the Astral Realm. This renders his used to contest any channeling or
soul incapable of interacting phys- faith-based task. In addition, coun-
ically with either world (including termagic may also be used to
communication with both mortals decrease the amount of etheria
and astral inhabitants), but it can sustained by a number of grades
move throughout either, seeing equal to the amount of overkill, if
whatever is present. The char- attempted in the same turn.
acter’s soul must return to his Summoning is the art of conjuring
body within a specific time frame physical objects or creatures. The
(novice skill level: fifteen minutes; summoned target must be fash- 83
ioned after an appropriate magical Divine Archway allows a character to
energy. For example, a beast- bless a door or other portal. Only
based summoning can create a those who share the caster’s reli-
mouse or a plasma-based one can gious beliefs or values may pass
create a bolt of lightning. A fixed through the door.
rule on difficulty is not included Healing Touch allows a character to
here so that directors can alter the restore a number of grades of
power of the characters to fit the injury, fatigue, or dementia equal
setting. Countermagic can be used to the amount of one plus any
to dispel summoned items. overkill from the task.
Warding allows a character to create Mana allows a character to pray for
a protective sphere around himself food. When successful, mana, a
or a circle engraved or inscribed nutritious food source similar in
on the ground. The difficulty taste to coriander, will fall from
should be affected by the desired the heavens in the immediate
size of the circle, but a fixed rule is area. It will dissolve if not
not included here so that directors collected within two hours on a
can alter the power of the charac- hot and sunny day.
ters to fit the setting. A success
indicates that all damage applied Purify allows a character to eliminate
to anyone within the perimeter of all sources of poison from a food
the circle from a source outside of or beverage, or eliminate all toxins
from a person’s body (reduces
it is reduced by a number of
toxemia level to zero, but does not
grades equal to the amount of
heal the character if he has
setting specifics
setting specifics
Manifestation-Based Skills
Lure allows a spirit to entice a char-
acter to approach it. This will most
likely be a trap and lead to the
character’s demise. The difficulty
is based on the target’s discipline
rating (see the manifest difficulty
table).
Paralyze allows a spirit to cause a
target character to freeze in his
tracks. The character may not
move on his own (no walking,
crawling, swimming, etc.) for up
to five turns. The difficulty is
based on the target’s discipline
rating (see the manifest difficulty
table).
Possession allows a spirit to inhabit
the body of a living animal or
human. Once in possession, the
spirit can assume control of the
body at will. By expending one
point of discipline, the character
can temporarily overcome the
possession for up to one hour.
85
C arcane gimmicks--------------------------------------------------------------------------
Astral Magnet Gremlins
For one reason or another, the The character causes all machinery
character attracts entities from the or electronics in his immediate
Astral Realm that have manifested vicinity to jam or malfunction.
into our world. There is no telling
what their motivations or intentions Haunt
are. The Astral inhabitant is tied to a
particular piece of land, structure, or
Astral Vision individual and may not leave unless
The character is haunted by banished.
visions of entities from the Astral
Realm. He can see those present in Immortality
the immediate vicinity, although he The character does not age and
cannot speak to or hear them. This will live forever unless killed by a
can be used to replace the clairvoy- violent act.
ance skill if the director wishes to use Invulnerability
a more abstract method of visions of The character is supernatural in
the Astral Realm. origin and does not receive normal
Disruptive Discharge damage unless exposed to a vulner-
The character is capable of ability. Treat this gimmick as if the
directing focused energy using his character has rmor ratings of 3
channeling ability in order to inflict against ‘A’ damage, 2 against ‘B’ and
setting specifics
setting specifics
way if it does not appear that his Shivers
course of action is linked to his The Astral inhabitant causes the
death. air in his immediate vicinity to dras-
tically decrease in temperature.
Mortal Focus
The character is susceptible to Wind
channeling-based skills. Their difficul- The Astral inhabitant causes
ties are reduced by two (2) grades sudden breezes to emanate from his
(-4DIFF) when targeted at the char- location whenever he uses a mani-
acter. In addition, all channeling- festation-based skill.
based tasks performed by the char-
setting specifics
increased by one grade (+2DIFF)
• the difficulty of all tasks involving the manifestation ability during Beltane is
increased by one grade (+2DIFF)
MIDSUMMER
• all vulnerabilities from herbs inflict one additional grade of fatigue or injury
when exposed during Midsummer
• the difficulty of all tasks involving the channeling ability during Midsummer is
increased by one grade (+2DIFF)
• the difficulty of all tasks involving the manifestation ability during Midsummer
is increased by one grade (+2DIFF)
• the difficulty of all tasks involving the ESP ability during Midsummer is
increased by one grade (+2DIFF)
UMHVAR
• the difficulty of all tasks involving the channeling ability during Umhvar is
reduced by one grade (-2DIFF)
• the difficulty of all tasks involving the manifestation ability during Umhvar is
reduced by one grade (-2DIFF)
LOCATIONS OF SHADING
• the difficulty of all tasks involving the manifestation ability while on holy
ground is increased by two grades (+4diff).
• the difficulty of all tasks involving the manifestation ability while on burial
ground is decreased by one grade (-2diff).
• the difficulty of all tasks involving the manifestation ability for a spectre while
on nature’s grounds is reduced by one grade (-2diff).
89
C astral horrors----------------------------------------------------------------------------
Entities Spectres
Entities are often mistaken for Spectres are less powerful entities
gods, and are the dominant Astral that enigmatically manifest near
powers. There are seven recognized patches of undisturbed areas of
entities (as already discussed), but it nature. They roam swamps, lakes,
is unclear if they are single beings or forests, and the like. These nature
a mass of influential factions. Entities spirits can be childishly playful or
commonly endow mortals with violently protective of their grounds.
supernatural ability in exchange for Legends suggest they might be
worship and subservience. They are related to the Oni (entities) and
also referred to as totems or arche- were stripped of power. They can
types and do not manifest into our manifest in various forms, including
world except to make covenants nymphs, hags, and wailing
with worshippers. banshees.
Ghosts Spirits
Ghosts are the disembodied souls The Astral Realm is home to the
of the dead. It is believed that the spirits which are the servants of the
soul departs the body for the Astral entities. They are sometimes granted
Realm shortly after death and is power in order to manifest in our
eventually reborn into a new, suit- world and carry out the entities’
able host. For one reason or another, wishes. Other times, their jealousy
setting specifics
90
C earthly horrors-------------------------------------------------------------------------
Cults not disposed of properly (stake
Many groups of worship exist in through heart, decapitation, or
our world to serve astral inhabitants. cremation) it will rise again as a
They are often contacted by one vampire, usually the following night.
entity and carry out its wishes in There are four methods for killing
exchange for power. Often, cults are a vampire: driving a wooden stake
violent and distance themselves through its heart, chopping off its
from humanity. head, setting it on fire, or allowing
Vampires sunlight to ignite its body into
Vampires have been hunting flames. It is possible for a vampire to
mortals for thousands of years. Their become incapacitated, but its
origins are unclear, but some say wounds will soon heal and become
they resulted from cross-breeding a threat again unless one of the
between Astral entities and mortals. methods described above is
One legend describes how early employed.
vampires were given the choice Vampires have large fangs which,
between mortal life and an eternal despite modern fiction, cannot be
one. When they chose the latter, the retracted. They are used to drain
gods grew worried that the blood from their victims in order to
vampires’ population would become survive. This must be done once per
too powerful. In order to prevent a week or a vampire’s regenerative
setting specifics
conflict, they gave the vampires the powers will cease to work until fresh
thirst for human blood with the blood is found.
belief that humans would hunt them Vampires sleep during the day,
and keep their populations small. using abandoned buildings, crypts,
Instead, the vampires learned to caves, or whatever shelter is avail-
hunt mortals and prospered as a able. Sunlight is a vampire’s most
society. By the middle ages, the serious threat and will never willingly
hunted had become the hunters; expose itself to it.
man crusaded against evil and
destroyed all vampire settlements, Vampires usually employ ghouls to
turning them into a society of protect them and perform chores
outcasts and creatures of the night. during the day. The vampire makes
Now, their presence has been them drink some of his own blood
forgotten except by a select few. which gives them supernatural phys-
ical ability. Ghouls receive a number
Vampire’s are anarchistic by
of physical endowment points equal
nature. They play by their own rules
to the vampire’s fitness rating. These
and take whatever they desire.
points will disappear after one week
Many remain isolated from human
society, while others prefer to hunt and can only be regained by
mortals in their own backyards. ingesting more of the vampire’s
blood.
Vampires are supernatural,
undead creatures. This means that Werewolves
they walk and talk, but fail to Two varieties of werewolves exist
register as human beings (no heart- in the world today: cursed and true.
beat or pulse). Their only method of The cursed ones carry an infectious
reproduction is by draining a victim viral strain which is paranormal in
completely of blood. If the body is nature and passed on to their victims 91
through a single bite. True were- All werewolves act on instinct and
wolves are the descendants of a are extremely ferocious. Their sharp
strange offshoot of man and wolf. fangs and long claws make them a
The curse of lycanthropy has been formidable opponent. Only cursed
traced back to a band of gypsies werewolves are vulnerable to silver
who traveled Europe during the (presumably, to give them a weak-
middle ages. After being driven off a ness the gypsies could exploit should
patch of land, they put a curse on a they become threatened). The
man, condemning him to a life of bloodlines are capable of regenera-
uncontrollable savagery. tion, making them even more
dangerous.
On the first full moon after the
incident, the man transformed into a Wild Animals
horrifying creature; that of half man From snakes to bears to wolves,
and half wolf. His instincts took over wild animals are always a threat to
and he mauled his entire family. He any adventurer. The Quick and Dirty
awoke a few days later in an isolated Extras rules (see page 108) work
area with no memory of the past best for adding wild animals to the
days’ events. Upon arriving back at game.
his village, he learned of his family’s
fate as well as his own. Zombies
Spirits can animate both animal
Over the course of several and human corpses and do not feel
months, the cursed man decimated pain or possess values, moral or
half of the village’s population. He otherwise. They are commonly
was finally killed by a hunting party, controlled by necromancers. Severed
setting specifics
but not before biting several others. body parts still function as long as
The ravaging continued the next the spirit is in control of the body
month by those who were bitten proper. Banishing the spirit, decapi-
and the curse of the werewolf began tation, or a bullet in the head are the
to spread throughout Europe and only ways to ensure that a zombie
Asia. will stay down.
The origins of the bloodline of
true werewolves are unknown, but
those born into it do not carry the
curse. It is purely a hereditary condi-
tion and cannot be transmitted by A selection of templates can be
any means other than reproduction. found in the back of this book.
Members of the bloodline undergo
painful transformations into wolves
during the new moon and were-
wolves during the full moon.
92
C relics------------------------------------------------------------------------------------------------------------------------
Relics represent a unique magical Zutya’s Crystal Ball
relic, and when in the possession of This relic was created by the
a character, can either be used as an powerful gypsy medium, Zutya. It
ability or aspect. When used as an was in her family for five generations
ability, the relic has a limitless supply until it mysteriously disappeared.
of power and is only limited by its The relic adds two points of free
rating (since it is a potential ability, effort to any ESP-based task when
the rating replenishes each turn). used.
When used as an aspect, the relic
has limited power and when all The First Bible
points are expended, it becomes a This is one of the first complete
mundane item. The director is free bible manuscripts. It is hand-written
to decide how a relic may be used. and has survived for over a thousand
For example, a magical sword may years. The relic adds two points of
add free effort when used to strike free effort to any faith-based task
an opponent, a magical crown may when a full page is read aloud.
add free effort when attempting
Four-Leaf Clover
reasoning-based skills, or a magical
shield may allow its user to expend Four-leaf clovers are rare, so don’t
points to reduce grades of damage. expect a character to find one
The following examples are included anytime soon. If one does, however,
to help you understand how to it provides him with four (4) extra
create your own relics: points of luck. Once the points are
setting specifics
used or the clover is no longer in the
The Ring of Akheton character’s possession, it wilts and
This relic dates back to the time of becomes useless.
the Pharaohs. It provides an extra
two points of free effort to act in Tudor’s Sheathe
haste each turn. It was originally Tudor’s Sheathe is a leather scab-
intended to give Akheton, a bard fitted with small rubies along
despised Pharaoh, additional time to one side, and large enough to hold a
get away from his many assassins. long sword. When a sword is kept in
the sheathe for more than one day,
The Skull of Hritt it inflicts one extra grade of fatigue
Anyone who holds this skull in the when used. No more than one
palm of his hand receives one extra sword can gain this bonus at a time
point of free effort when attempting and if even one ruby is removed, it
necromancy-based tasks. becomes just another scabbard.
The Ivory Queen Thor’s Hammer
This is a chess piece (the Queen) This giant hammer gives its user
made out of ivory. It was endowed up to two extra points of free effort
with the magical ability to increase when attacking, but it requires the
one’s intelligence. A total of four character to have a fitness ability of
points can be expended to add one |+2| or greater.
point of free effort (for each) to
reasoning-based tasks when in a Vampyr Wine
character’s possession. Once each This is the bottled and preserved
point is used, it is lost. If all points blood of a typical vampire. When
are used, the Ivory Queen becomes ingested, the character receives a
a regular chess piece. physical endowment of six points. 93
C arcane damage----------------------------------------------------------------------------------
Damage inflicted by arcane effects etheria, and so on. The amount of
should be based on the source of the damage should be limited to one (1)
effect—fire-based does fire damage, to two (2) grades of damage and is
water-based may cause asphyxiation, left up to the director’s discretion,
telepathy-based causes dementia, based on the amount of overkill (or
raw, unconverted energy causes luck expended).
C what’s next-----------------------------------------------------------------------------------------------
You should have enough of a base martial arts rules in the next
from this section to provide a wealth section), make them par t of a
of ideas for creating your own warlock cabal conspiring to take
arcane abilities, skills, and gimmicks. over the world, or simply use it as-is
Imagination is your only limit. Give for a magical fantasy world. If you
your players ESP or faith to help come up with something cool, let us
track down ghosts and demons know.
(don’t forget to also let them use the
setting specifics
94
martial arts
There are two basic varieties of the fitness ability, primarily in
martial arts—those which solely rely conjunction with the brawling and
on strength and positioning and melee skills. If you wish to use
those which also focus a character’s martial arts without chi, simply work
internal energy (or chi). These rules with the fitness ability and skills such
are intended for the latter because as brawling and melee.
they rely on chi, which supplements
C chi-------------------------------------------------------------------------------------------------------------------------------------
Chi is the life energy of the be in harmony with the entity or
universe. It propagates itself in object through which it flows. States
nature and permeates all living of unbalance result in illness and
things. If this sounds like “the force” disease. When a character learns to
then you already know what it is. It balance his chi, it can become a
is not a supernatural or mythical source of unbelievable power.
concept—it is real to those who Chi is an accented ability (or, you
understand and can control it. may choose to use it as an aspect,
The Chinese call it chi, the replenishing only after rest or medi-
Japanese call it ki. Regardless of its tation) and can only be used to exert
setting specifics
pronunciation or spelling, it is univer- effort in a manner described by one
sally recognized as the flow of life of the following flairs (based upon
energy throughout not only the Japanese terminology, but generic in
human body, but all animals, plants, nature):
and even streams of water. Chi must
Ku
Ku
a
Uk
ar
Ukemi
em
ik
Ch
Tori
Fudoshin
Sabaki
Tori
Kokyu
Atemi
Sabaki
in
sh
At
do
em
Fu
i
Chikara
Kokyu
95
Ku is the discipline of emptiness of from a fall quicker and safer. This
the mind and one’s faith that is often observed as flexibility,
universal harmony will provide for responsiveness, and subtle move-
him. It allows a character to act on ments.
reflexes and training without inter- Tori is the discipline of restraining
ference from emotions or one’s opponent by recognizing his
thoughts. weak spots (balance, poor posi-
Ukemi is the discipline of protecting tioning, etc.).
one self from harm by preventing Fudoshin is the discipline of immov-
weak points from being exposed ability through blending with
while in combat and minimizing outside momentum.
injury. It also allows a character to
regain his balance and recover
setting specifics
arts.
Ranks are not necessarily a meas-
urement of skill, but they should be Chinese Sashes
a rough indication of it. Some Traditionally, Chinese martial arts
schools are lenient when it comes to were not taught with the aid of
handing out promotions, while progress ranks such as belts. Some
others are quite finicky and rightfully modern (western) school have
so. There can be a huge difference in adapted the use of colored sashes in
proficiency from two students of order to give students incentive to
identical rank, but from different maintain rigorous practice. These
schools. It all boils down to the ranks can vary from school to
teacher and his top students. school.
won’t get into that, however. Here Sidai (Cantonese; student junior to
are some common terms used: another)
Sensei (Japanese; head teacher and Sihing (Cantonese; student senior
all those above him) to another)
Shihan (Japanese; senior teacher Sa Bum Nim (Korean; teacher)
for a region or style) Kyo Bon Nim (Korean; assistant
Sempai (Japanese; student senior teacher)
to another) Kwan Chang Nim (Korean; grand-
Kohai (Japanese; student junior to master)
another) Sun Bae Nim (Korean; student
Deshi (Japanese; disciple, uchi- senior to another)
deshi is a live-in student) Hoo Bae Nim (Korean; student
Sifu (Cantonese; teacher) junior to another)
Sigung (Cantonese; a teacher’s
teacher)
setting specifics
C chi-based skills---------------------------------------------------------------------------
There are also skills which are not thereby reducing injury due to cold
part of specific styles of martial arts, weather and the elements (see expo-
but still utilize chi. They represent sure in Advanced Combat). The
training which is typically taught to director must assign a difficulty
more experienced practitioners or based on the degree of cold (maybe
those of alternate philosophies. challenging for freezing tempera-
tures, improbable for -10°F; also
Healing Arts
adjusting for wind chill). A success
There are various forms of healing
indicates that one (1) grade of injury
arts, but all are based on the princi-
is reduced when received due to the
ples of Chi Kung, a series of exer-
conditions. Overkill can reduce two
cises based on breathing, which are
(2) to three (3) grades.
used to channel energy for the
purposes of bringing one’s body into Kokyu Chi can also be used to
harmony with the elements and raise the character’s inner power.
itself. Not all of the chi flairs are This functions in the same manner
compatible with healing arts, but as above, except that fatigue is
those which are promote different reduced from exposure and pros-
effects. All healing arts tasks require trated tasks. As an option, this may
no less than five minutes worth of also reduce etheria.
preparation. Chikara Chi can be used to
Kokyu Chi can be used to raise the remove bruises from one’s or
character’s body temperature, another character’s body. By 99
preparing his chi and working the Ukemi Chi can be used on a
affected area, the character can parrying task to change all injury
remove bruising. This can be simu- sustained from a bladed weapon to
lated in game play by also removing fatigue.
one grade of fatigue or injury,
although that decision is up to the Killing Arts
director. In heroic stories, it may also There are various ways to kill a
be possible to use Chikara Chi to man, but none more precise than
remove scars. the killing arts. Rumored to exist,
and in reality only known to a few
Similarly, Chikara Chi can be used masters, this knowledge uses chi to
to alter the chi flow in another char- cause an unbalance an opponent’s
acter’s body, so that toxins are own chi flow, leading to disease or
secreted or moved to less susceptible death. Different forms of chi create
areas. This reduces a character’s different effects.
toxemia level in the same manner as
injury and fatigue above. As an Chikara Chi can be used on a
option, this may also inflict etheria. punching task to instantly kill an
extra. This can also be used with a
Shadow Arts time delay, causing the character to
In addition to fighting and healing suffer the attack’s effects up to two
art, some secret societies specialize days later.
in stealth and deception. Atemi Chi can be expended in a
Sabaki Chi can be used to exert turn to allow the character to make
effort on a stealth task. a number of continuous attacks
equal to that amount of effort. Only
setting specifics
setting specifics
also very close to the other members
of this circle.
C what’s next-----------------------------------------------------------------------------------------------
Now that you have a framework or invent entirely new martial arts
for martial arts games, you could use styles. There’s also nothing stopping
it to play in a wuxia, street fighter, or you from adding new chi flairs or
even anime setting. Use the rules to creating a dark chi ability. If you
create you own martial arts skills, come up with something cool, let us
such as chi projection or chi sorcery, know.
102
While everything you
need to play has already been
presented to you, this chapter
contains additional material that
can extend its usefulness and make
the director’s job a little easier. This
includes additional changes from the first
edition,time-saving ideas for task resolu-
tion, balancing game play and characters,
working with non-player characters (or
6
extras), updating characters, an option for
using dice, and notes for creating your own
compatible products.
director’s
notes
103
C aptitudes & academia------------------------------------------------------
Although the terms aptitude and Academia, on the other hand,
academia are no longer used in consist of a large body of knowledge
these rules, they represent an impor- and rely on extensive training. These
tant distinction between skills. As are the skills listed with an asterisk
the director, you may choose to use (*) beside them; the ones which
these labels so that players can cannot be attempted unskilled.
better identify with what their char- Characters need to invest consider-
acters are trying to do. able time and dedication to studying
Aptitudes can be attempted and practicing these skills in order to
unskilled. They represent general even have a chance with them.
knowledge and training, and there- Think of academia as skills which are
fore, anyone has a chance of developed from college, graduate
performing a task based on one. school, flight school, and other
Think of aptitudes as skills which are extensive courses.
developed from trade schools,
apprenticeships, and life experience.
C outcome table--------------------------------------------------------------------------------------
2 This is the success table used in the first edition rules.
Directors can use this success of advanced difficulty levels. The
table as reference to determine the director has the option to bypass
amount of effort required for each task resolution and permit the char-
level of skill. It is virtually identical to acter to succeed automatically when
the basic method for calculating an entry is marked with an asterisk
director’s notes
director’s notes
conviction. For example, a character does not come without a price.
may use a conviction such as a temp- The exact bonus received from
tation for alcohol as a way to possessing a negative conviction or
balance an above normal ability or gimmick is up to the director. For an
skill rating. example of use, see the box below.
The director is free to assign
specific convictions and gimmicks as
negative elements, which would RULE OF THUMB FOR USING
provide bonuses for a character NEGATIVE CONVICTIONS
during his creation. This assignment AND GIMMICKS
is completely relative to the game
• each negative gimmick or
setting and other characters in the
conviction increases any one
group. Put simply, the fugitive
ability by |+1|. this ability may
gimmick in a setting where the law
not be affected by another
is everywhere would be detrimental
gimmick.
to a character and therefore, nega-
tive. OR
Some negative gimmicks may • each negative gimmick or
include fugitive, mannerisms, vulner- conviction increases any one
ability. Some negative convictions skill rating by one level. this skill
may include temptation (alcohol), may not be affected by another
belief (delusions), triggers (insult), gimmick.
105
C rules extortion-----------------------------------------------------------------------------
With the variability of players’ or acting on a conviction retains the
actions, it may be hard for directors illusion of freedom. He may not
to keep the story properly focused. make the best decision, but at least
Directors may be tempted to force the director has not taken away his
their players into a particular course free will.
of action, but this could give the
impression of a lack of freedom, EXTORTION BY EXAMPLE
hindering the players’ enjoyment of
Detective Winston (who has a
the game. trigger of disrespect at the compulsion
One way around this is to extort level) is questioning a suspect. The
players to do what the director director wants the Detective to attack
the suspect, so he has the suspect
wants so that a character’s actions insult Winston’s mother. Winston can
appear normal. Since aspects and either ignore the insult or strike the
health change during play, they are suspect. Since his trigger encourages
the perfect element with which to the detective to act, he must do so to
stay in character.
extort players. Directors can offer
players the choice of gaining fatigue, The director offers a deal with the
player controlling Winston: either
injury, or dementia, or the reduction spend a point of discipline to remain
of an aspect in exchange for a partic- calm or strike the suspect (remaining
ular course of action. This works calm requires discipline). The director
particularly well as a form of can also offer this deal: either gain
one grade of fatigue to remain calm
willpower for the character. In other or strike the suspect (remaining disci-
words, giving the player a choice plined takes a toll on your energy).
between losing a point of discipline
C supplemental experience-----------------------------------------
director’s notes
The director must also decide gimmicks just like regular characters.
whether the extra is feeble, typical, Police would possess the authority
or talented in his ability. This deci- gimmick, while a famous actor
sion along with the game’s reality would possess prestige, for example.
level determines the ability rating. The director must choose the most
relevant gimmick(s) for the extra, or
Luck ignore them completely—gimmicks
Extras typically do not use luck, are not necessary for extras, but go
although the director may add +1 that extra mile to flesh them out.
effort to any one task or ignore one
successful attack targeted at the Gear
extra per episode. The equipment an extra carries
should be limited to that which his
Discipline and Health field of expertise requires. The
Extras do not normally use disci- director is free to give an extra the
pline, gain fatigue from expending property gimmick, however.
director’s notes
If the final total is equal to or
greater than the required total, the
task is successful. If the dice total is
greater than the required total by
ten (10), it is a triumph. If the dice
total is less than the required total by
ten (10), it is a calamity.
director’s notes
etc.) and will any optional rules be implemented? If so, which ones?
• Will the game use the rules as written, or will it allow house modifications to
the rules? If modifications are made to the rules, what will they be?
C updating characters-------------------------------------------------------
Using characters created for the gories or principles. The following
first edition rules with Take2 is very table lists the first edition conviction
simple. The only change required is and the appropriate Take 2 category
that of organizing the older separate to which it should be grouped.
convictions into the newer cate-
director’s notes
Heroes are larger than life and
anime.
villains seek to dominate all. Try it
Apocalyptic using the epic reality rules and see
It’s the end of the world as we just what your characters can get
know and only a handful have away with. Combine this with
survived. Those who did have Science Fiction and set course for
mutated and must scrounge to wild space opera.
survive.
Science Fiction
Creatures of the Night This can include just about
The heroes are the monsters. Will anything futuristic in nature. Take to
they embrace their instincts? Will the stars in starships the size of small
they survive the hunt? cities or go to work in the dark
future of cybernetics and psionics-
Espionage wielding punks.
Go under cover and discover plots
to overthrow the world or assasinate Superheroes
world leaders. Villains have threatened to destroy
the city. Only one group is powerful
Fantasy enough to stop them.
Go back to the Middle Ages or
create a custom fantasy world, Wild Adventure
where magic is prevalent and the Hit the wilds of Africa or explore
sword rules. the Brazilian rain forest. 113
C final words for the director----------------
The director is responsible for every single rule, but the director
creating the plot, setting, and cast of should make sure that he under-
characters. He is also charged with stands the basic rules foundation
propelling the story forward. Hence, (i.e. Basic Exploits), combat, and
he can also be called a storyteller. perhaps a few options.
A good plot will keep the players Players will undoubtedly raise
guessing. It should be well thought- questions during the course of play
out and planned. Since no one can and it is the director’s job to answer
predict every decision made by the them. No one wants to sit around
players, many of the roads travelled waiting for him to find the answer.
will need to be improvised by the The longer it takes, the more
director. As long as a basic storyline distracted the players will be. If it
has been prepared, any divergence takes more than a few minutes to
can be made into an interesting find the answer, make an educated
addition. Movies, books, and televi- guess. While Active Exploits is struc-
sion can all be good sources for tured, it lends very well to a more
stories and plots, even if they come freeform style of play, so the rules
from different genres—the human are not all-important. After all, the
condition is a constant. director is the referee and can make
Powerful wizards and quick- any call he sees fit (as long as it is
tempered gangsters can make the fair). In the end, the game is about
ultimate villains in a story. This having fun, so all players should be
forces all of the characters to pull given chances to interact with the
together for a common goal. Any world and become heroes, even if
back story will do, but a more inter- the rules say otherwise.
esting villain will make for a more The director must also watch over
interesting story. Supporting charac- his players without sacrificing the
director’s notes
7
Because much of Impresa Express is similar to
Active Exploits, only required changes are
noted. Active Exploits is used as the founda-
tion, with the following information amending
the previously established rules.
1 express rules
115
C abilities and aspects------------------------------------------------------
Abilities in Impresa Express are flairs may also be used in the same
identical to those in Active Exploits. manner, changing the amount of
The ratings system, however, is dice rolled instead of the amount of
somewhat different. Because effort exerted.
Impresa does not rely on effort, abil-
Special abilities, such as ESP and
ities are rated on a scale from zero
conduction may be added in the
(0) to six (6) (the full version of the
same manner.
Impresa rules accomodates ability
ratings up to twenty). These ratings Although creating new aspects for
determine how many dice are rolled Impresa Express is simple enough to
when attempting tasks dependent do, the only one used by default is
on the relevant ability. Additionally, luck.
C skills------------------------------------------------------------------------------------------------------------------------
Skills are also identical to those in default for aptitudes. In other words,
Active Exploits, although the ratings academia have no chance of success
are different. Skills are measured on when attempting them unskilled,
a scale from two (2) to eight (8); but aptitudes have a minimal chance
zero (0) is the default rating for to succeed. (Skills with an asterisk
academia, while one (1) is the beside them are academia.)
impresa express
C gimmicks----------------------------------------------------------------------------------------------------------
Gimmicks are used to modify although some adjustments may be
tasks with changes in ability, skill, or required. These are covered on the
difficulty. Their use is little different next page.
116 from that of Active Exploits,
C health----------------------------------------------------------------------------------------------------------------------
No changes are required to the health reduce the number of dice
health system. It functions in the rolled for a task just like the amount
same manner as that of Active of effort is exerted in the Basic
Exploits, except that penalties due to Exploits rules.
C task resolution----------------------------------------------------------------------------
impresa express
All tasks are resolved with ten- succeeding at his task. Unskilled
sided dice. The proper notation for attempts must roll a one in order to
dice rolls is xD, where x corresponds achieve a step. The number of steps
to the number of dice used. For required for success is dependent
example, 2D indicates that two dice upon the difficulty of the task.
are rolled. Adjusting Tasks
The number of dice rolled is equal When adjusting tasks between
to the rating of the appropriate Active Exploits and Impresa Express,
ability. Luck points may also be please bear the following in mind:
expended in order to increase the 1. Changes in effort are identical to
number of dice rolled by one (1) for changes in ability. Therefore, you
each point. The result of each rolled can substitute ±xD where ±x Effort
die which is less than or equal to the is found. For example, if a task in
skill rating is called a step. This repre- Active Exploits calls for +1 effort,
sents how close (how many steps) the same task in Impresa Express
the character has come to would be modified by +1D. 117
2. Changes in difficulty for Basic Sustained Tasks
Exploits may be converted to If a character spends more time on
changes in difficulty for Impresa the task than the minimum, add 1D
Express on a 2:1 ratio. Put simply, to the roll for each incremental
every two changes in grade of amount of time beyond the
difficulty in Active Exploits is equal minimum spent concentrating. If the
to ±1DIFF in Impresa Express. For minimum amount of time is not
example, if a task in Active met, reduce the number of dice
Exploits calls for a decrease of two rolled (director’s discretion).
grades of difficulty, the same task
in Impresa Express would be modi- United Tasks
fied by -1DIFF. Only the leader of a sustained
task makes a roll, but he may add
3. Changes in difficulty for Advanced 1D to it for each additional character
Exploits are identical to changes in assisting who is able to use all his
difficulty for Impresa Express. For dice relative to the skill (all dice for
example, if a task in Active one specific ability are available) and
Exploits calls for +2DIFF, the same has a skill level of two (2) or greater
task in Impresa Express would be for simpler tasks (such as lifting), or
modified by +2DIFF. four (4) or greater for complex tasks
Automatic Tasks (such as surgery).
If a character with a skill rating of Prostrated Tasks
four (4) or more is attempting a A character may exert an extra 1D
trivial or routine task which is not for any fitness-based task roll by
resisted or contested, it is an auto- choosing to gain one (1) grade of
matic success as long as the number fatigue.
of dice rolled from the appropriate
trait only is greater than or equal to Composure Tasks
the difficulty. There are times when a character
must restrain himself or overcome
Contested Tasks his convictions. To do so, he must
The dice roll with the highest make a successful composure roll.
number of steps wins the contest. The difficulty is determined by the
Resisted Tasks character’s level of conviction (or
impresa express
C combat tasks---------------------------------------------------------------------------------------
Reaction based task per point of awareness
To determine the order in which allocated to reaction.
characters act, each player rolls 1D. The first action occurs in the order
This is called a reaction roll. They determined by the roll. If a character
may act in the order of lowest result is attempting a second action, it
to highest. If there are ties, compare occurs after everyone else has
fitness ratings—higher acts first. completed their first action; if others
impresa express
Players may also add 1D to the roll are also attempting a second action,
for each point of either fitness or the initial reaction roll, once again,
awareness sacrificed for the turn in determines the order in which they
order to increase reaction speed act. This continues in the same
(these points may not be used for manner until all actions have been
the remainder of the turn). The completed. A character may allocate
lowest die is used as the result for
the reaction roll. REACTION BY EXAMPLE
A character may perform one Joe allocates one point from his
action of any kind per turn, plus as awareness rating of 4 in order to
many additional actions as the increase his reaction speed, so he rolls
2D. He may now only roll 3D (4
number of extra dice added to his minus 1) for awareness-based tasks
reaction roll. Additional actions are until next turn.
dependent upon the abilities used to Because he has added 1D from
increase his reaction roll—one extra awareness to the reaction roll, he may
fitness-based task per point of fitness perform one extra awareness,
allocated to reaction and one extra reasoning, or influence-based task this
awareness, reasoning, or influence- turn.
119
dice from the appropriate abilities to type of bracing adds one to the skill
each action, but once used, they are level for the roll, but two hands must
not available for the remainder of be used in order to receive addi-
the turn. It is up to the director to tional bonuses. Maximum Acccuracy
determine if multiple actions chosen is different for each firearm.
by a character are feasible given the +1 the weapon can only be braced
situation. For example, a character by using two hands.
may run across the room and fire his
gun, or stay alert while defusing a +2 the weapon can be braced by
bomb, but he cannot run across the using two hands (+1) or two
room and defuse the bomb at the hands AND a shoulder (+2).
same time. +3 the weapon can be braced by
using two hands (+1); two hands
Movement AND a shoulder (+2); or two
The move action distances are hands, a shoulder, AND a mount
somewhat different since the diffi- (+3).
culty scale is more detailed.
Otherwise, movement is handled Defending
the same way as in Active Exploits. Like attacking, the skills used
remain unchanged from the Active
Attacking Exploits rules. The number of steps
The attack skills remain from the defense roll, however,
unchanged from the Active Exploits becomes the difficulty for all attacks
rules, but weapon accuracy is some- except firearm, thrown, and
what different. bow/crossbow; the difficulty is
Recoil modifiers can either be merely increased for these by the
used as described in Active Exploits, number of steps achieved.
or as specific values defined by each
firearm and applied directly to the
attacker’s skill rating.
Maximum Accuracy indicates the
maximum number of bonuses which
are applied from bracing the
weapon. Bracing indicates that the
impresa express
CRAWL
DIFF RANGE WALK RUN CLIMB SWIM THROW
1 p point blank 2m 15m 1m 2m 3m
2 s short 3m 20m 2m 4m 6m
3 4m 25m 3m 6m 12m
4 m medium 5m 30m 4m 8m 20m
5 6m 35m 5m 10m 35m
6 l long 7m 40m 6m 12m 50m
7 e extreme 9m 50m 8m 16m 75m
120
121
impresa express
WEAPON TYPE RECOIL MAX ACCURACY DAMAGE PB SHORT MED LONG AMMO
snub nosed pistol - +1 1i 5m 10m 40m 75m 6
9mm and .45 - +1 2i 5m 10m 40m 75m 9
magnum -1 +1 3i 5m 10m 40m 75m 6
carbine -1 +2 4i 5m 10m 40m 100m 20
assault rifle -2 +2 5i 5m 10m 50m 100m 20-50
heavy machine gun -3 +3 6i 5m 20m 50m 150m 50-100
hi-tech laser pistol - +1 5i 10m 20m 30m 50m 50
hi-tech laser rifle - +2 7i 10m 20m 30m 75m 100
club - - 2f - - - - -
knife - - 1i - - - - -
staff - +1 3f - - - - -
sword - +1 3i - - - - -
arrow - - 1i 10m 25m 75m 100m 1
C determining damage------------------------------------------------------------
In order to determine damage, roll as well as reaction rolls. If the
a number of dice equal to the amount of damage dice rolled
weapon’s damage rating. Unarmed against a character is greater than
attacks inflict fatigue and use one his fitness rating, he is also knocked
die, plus an extra 1D if the attacker’s down.
fitness is three or greater. Melee
attacks use an amount of dice equal Smoke and Fire
to the damage rating and +1D if the A damage roll is required to deter-
attacker’s fitness is three or greater. mine the number of grades of
The attacking character may also fatigue (one or two dice) or injury
expend luck to increase damage. For sustained (one to five dice), using
each point expended, he may roll an the character’s fitness rating as the
additional die for damage. armor rating.
Each die which is equal to or less Falls
than the armor rating (add one to This is treated in the same manner
armor rating if the target’s fitness as a damage roll from an attack. The
rating is four or greater) prevents damage rating is equal to one (1)
one grade of fatigue or injury from per six-foot drop. This can also apply
penetrating. Each die which does to being thrown by another char-
penetrate inflicts one grade of the acter as part of an attack, such as by
relevant damage to the target char- martial artists (add one to damage
acter. for every three steps achieved in the
If the character is not wearing attack).
armor and his fitness rating is less Asphyxiation
than four, no roll is required. Instead, A character must succeed at a
he receives one grade of injury or fitness-based composure roll in order
fatigue (depending on the source of to avoid gaining one (1) grade of
damage) per die. fatigue when caught off guard.
A character may expend luck in Another roll is then made after a
order to ignore one grade of fatigue number of turns equal to the char-
or injury per point. If a character acter’s fitness rating, and so on until
impresa express
8
Because much of genreDiversion i is similar to
Active Exploits, only required changes are
noted. Active Exploits is used as the founda-
tion, with the following information amending
the previously established rules.
q
123
C character abilities and aspects------
Abilities in genreDiversion i are those in Active Exploits can easily be
identical to those in Active Exploits. converted to gimmicks, altering diffi-
The ratings system, however, is culty instead of effort.
somewhat different. Because Special abilities are not normally
genreDiversion i does not rely on used with genreDiversion i, but this
effort for determining the outcome should not stop you from doing so.
of tasks, abilities are rated on a scale Likewise, aspects are not used with
from zero (0) to five (5). While flairs genreDiversion i, but can be easily
are not used in genreDiversion i, added.
C skills------------------------------------------------------------------------------------------------------------------------
Skills are also identical to those in are different. Skills are measured on
Active Exploits, although the ratings a scale from one (1) to eight (8).
C gimmicks----------------------------------------------------------------------------------------------------------
Gimmicks are used to modify although some adjustments may be
tasks with changes in ability, skill, or required. These are covered on the
difficulty. Their use is little different next page.
from that of Active Exploits,
C vehicle weapons----------------------------------------------------------------------------
All vehicle weapon systems are
either fixed to fire in one direction or FIRING ARCS BY EXAMPLE
mounted on rotating turrets, capable A space cruiser with four turrets
of targeting any object within could lock two of them onto a target
in front of it. The other two can be
multiple bearings. Half of all the locked onto any other firing arc. A
turreted systems may target any naval battleship, on the other hand,
logical firing arc at any given time— cannot target every arc, since its
front, left, right, side, up, down. turrets cannot be aimed straight down
Please use your best judgement. or completely vertical.
125
C quick character creation----------------------------------
Characters for use with Step 3. Allocate ten (10) to
genreDiversion i can be designed in sixteen (16) points to abilities. The
four easy steps. exact number of points depends on
Step 1. Choose a name, profes- the nature of the game and is deter-
sion, and background. Complete the mined by the director. No ability
remaining steps, using this one as a may be less than one or greater than
guide. five.
Step 2. Up to three gimmicks may Or, for a random option, a single
be chosen for each character. die may be rolled for each ability,
Positive gimmicks (director’s discre- rerolling sixes.
tion; see Balancing Game Elements, Step 4. Allocate twenty (20) to
page 105) reduce the amount of thirty (30) points to skills. Again, the
points available in step 3 by one or number is up to the director. No skill
step 4 by three. Negative gimmicks may be less than one (unless
add points instead of reducing them. unskilled) or greater than eight.
C task resolution----------------------------------------------------------------------------
All tasks are resolved with two six- Adjusting Tasks
sided dice. The first step is to deter- When adjusting tasks between
mine the character’s skill total. This Active Exploits and genreDiversion i,
is equal to the sum of the relevant please bear the following in mind:
ability and skill ratings. Next, roll two 1. Changes in effort should be
dice and calculate their sum—this is converted to changes in difficulty.
called the dice total. Snake eyes Therefore, you can substitute
(double ones) is an automatic –(±DIFF) where ±x Effort is found.
success and box cars (double sixes) For example, if a task in Active
is an automatic failure. The differ- Exploits calls for +1 effort, the
ence between the skill total and dice same task in genreDiversion i
total (skill total - dice total) is called would be modified by -1DIFF. A
the margin. A basic task is successful simpler option (although not
when the margin is zero or greater. consistent with the genreDiversion
Different margins are required for i rules) is to convert changes in
genrediversion i
knocked down -2
weapon attack, providing -1DIFF for
surprised -2 each turn spent aiming (up to three
carrying heavy/bulky items -1/-2 turns)—being struck by an attack
stressed/sprained -1 interrupts a character’s aim and he
strained/wounded -2 loses the use of the aiming bonus.
exhausted/maimed -3
CALCULATING RANGES
Attacking
The attack skills remain point blank = within 10m
unchanged from the Active Exploits short = value / 4
rules. Some weapons have accuracy medium = value / 2
modifiers which are applied to the long = value
128
C determining character damage-------------
In order to determine damage, roll Each die which is equal to or less
a number of dice equal to the than the armor rating (add one to
weapon’s damage rating. Unarmed armor rating if the target’s fitness
attacks inflict fatigue and use one rating is four or greater) prevents
die, plus an extra die if the attacker’s one grade of fatigue or injury from
fitness rating is four or greater. penetrating. Each die which does
Melee attacks use an amount of dice penetrate inflicts one grade of the
equal to the damage rating and an relevant damage to the target char-
extra die if the attacker’s fitness acter.
rating is four or greater. Prostrated If the character is not wearing
attacks add one extra die of armor and his fitness rating is less
damage. Triumphs can add one, than four, no roll is required. Instead,
two, or even double the amount of he receives one grade of injury or
dice at the director’s discretion. fatigue (depending on the source of
damage) per die.
130
C vehicle combat tasks------------------------------------------------------
Reaction Evading
This works the same as it does This is the same as defending, but
with genreDiversion i combat, is most commonly used to avoid
except that the vehicle’s speed rating collisions or weapons fire. This is
is added to the reaction roll. treated as a contested task and if a
character chooses to evade but an
REACTION MODIFIERS attack never comes, he may attempt
confined regions -2
another action at the end of the
turn.
obscured regions -3
surprised -2 Aiming
hauling heavy cargo -1/-2 Characters may aim a turreted
distressed/impaired -1 weapon, providing -1DIFF for each
overworked/breached -2 turn spent aiming (up to three
overheated/compromised -3 turns)—being struck by an attack
disable (for weapons fire only) -4 interrupts a vehicle’s aim and it loses
the use of the aiming bonus.
current shields rating. The shields loaded to add one extra die at the
rating is also reduced by one if the expense of gaining one (1) grade of
damage value is greater than its mechanical stress, but only one
current rating. Otherwise, the weapon may be overloaded per
shields rating will increase by one turn.
each turn until it is restored to its Each die which is equal to or less
original value. The damage from all than the target’s frame rating
called strikes to the same location by prevents one grade of mechanical
energy weapons is added together stress or structural damage from
when subtracting the shields rating. penetrating. Each die which does
A damage roll is then made using penetrate inflicts one grade of the
the remaining damage value as the relevant damage to the target
number of dice rolled. Prostrated vehicle. 131
weapon attack is made against
SHIELDS BY EXAMPLE
passengers as a called strike, two
A space fighter with a shields rating sets of damage rolls are made. The
of 2 has been hit by a laser cannon
with a damage rating of 2STR. Luckily, first determines how much damage
the shields reduce the damage to 0, makes it inside the vehicle (using the
and since the damage value is not vehicle’s frame as the armor rating).
greater than the shields rating, the The second is a standard damage
shields remain intact. On the other
hand, if the damage rating was a 3, 1 roll against the target character, but
point of damage would have pene- the number of dice rolled is equal to
trated the shields and the shields the resulting damage from the first
rating would have been reduced by 1. roll.
Shields may also be extended to
protect other smaller vehicles which
are in extremely close proximity at
the expense of gaining one (1) grade
of mechanical stress. Extending the
shields around another vehicle of the PASSENGERS BY EXAMPLE
same size (doubling shields) would
cause two (2) grades of mechanical Chin Ho is firing his gun at a fleeing
car. It has a damage rating of 3INJ.
stress. Let’s assume he hit the car, which has
If the total amount of dice rolled a frame rating of 5. We would roll 3
dice (one for each point of damage),
against a vehicle for damage in one but a roll of 6 is required for each to
attack is greater than its frame actually do damage to the car.
rating, it is knocked off course and Let’s further assume that one point
either must spend the next turn of damage penetrated the car’s frame
correcting its heading or continuing and the shot was originally a called
on the new course. strike to the driver. We now have to
make a damage roll against the driver
If a personal weapon attack is for the 1INJ if the driver is wearing
made against a vehicle, the vehicle’s armor. Fortunately for Chin Ho, he is
frame is a five (5) for purposes of not, so the driver sustains one grade
of injury.
the damage roll. If a personal
rocket - 5STR
torpedo/missile - 6STR
laser cannon - 2STR
laser cannon (linked pair) -1DIFF 3STR
laser cannon (linked trio) -2DIFF 4STR
laser battery -3DIFF 6STR
particle cannon +2DIFF 5STR
ion cannon - 4MEC
hunter-killer missile +3DIFF (L) 8STR
rocket battery -2DIFF (PB & S) 5STR
- (M) 3STR
+4DIFF (L) 1STR
132
C making the game more heroic-------------------
Normal characters probably won’t Another method is to make all
last long in a combat-intensive players roll a bonus die when
game—players should either learn to attempting tasks. Now heroes can
avoid combat or understand the use the sum of the two lowest dice
advantages of taking cover. One as the dice total. This will greatly
way to keep characters in the game increase a character’s odds of
longer is to make them heroes— success. This style of play works best
simply give them a constant armor for one-shot and operatic games,
rating of four (4) or five (5). By and can also be used to simulate
going this route, it will take consid- Active Exploits abilities of +4 and +5.
erable firepower to incapacitate
them.
Galleon
Yacht
Cutter
Patrol Boat
Speed Boat
Sail Boat
Motor Boat
Bomber
Jet Fighter
Private Jet
Prop Plane
Helicopter
Tank
Truck
VIP Limousine
Luxury Car
Sports Car
Typical Car
Motorcycle
VEHICLE TYPE
SPEED
+2
+3
+2
+3
+3
+3
+2
+1
+2
+2
+1
+2
+4
+2
+1
-2
-1
HANDLING
+2
+1
+2
+1
+2
+1
+1
+1
+1
+1
+2
+2
+4
-3
-1
-1
0
FRAME
4
2
3
3
2
2
1
1
1
5
4
3
2
1
1
0
SHIELDS
genrediversion i
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
8 cannons
—
—
—
—
—
lots of bombs
4-6 missiles
—
—
12 rockets
machine gun
machine gun
cannon
—
—
—
—
—
machine gun
—
WEAPONSLAND
133
134
genrediversion i
9
master lists
135
C skills of the times----------------------------------------------------------------
While the director is free to use
any skills described in this book, not SKILLS OF THE TIMES
all are relevant for specific time F fantasy settings
periods. For example, no one would 16th century and older
have any knowledge of computers in antique settings
a fantasy setting (unless, of course,
A
17th - 19th centuries
they are aliens or time travelers). In modern settings
order to indicate the proper usage, M
20th - 21st centuries
symbols are listed with each skill. science fiction settings
Bear in mind that any skill followed X
22nd century and up
by an asterisk may not be used
unskilled. Some of the skills listed
also include sample stunts in order
to better illustrate their use.
C fitness-based skills----------------------------------------------------------
Archery FAMX Roll +2DIFF
Use and construction of bows, Rolling can be used to lessen injury
arrows, and crossbows. received from falls by one grade. It
can also help a character restore
Athletics FAMX balance. The difficulty is +2 if the
Running, climbing, swimming, cause of the fall did not inflict injury,
otherwise it is +4.
throwing, dodging, and gymnastics.
Unarmed Block
Precision +2 to +4DIFF
Block a weapon with bare hands.
Stunts requiring delicate movements
Precarious risk if weapon inflicts
such as walking on narrow ledges,
fatigue or disastrous if it causes injury.
swimming between sharp coral, and
back flips. The director should adjust
Brawling FAMX
the risk accordingly.
Punching, kicking, parrying, and
Sling +2DIFF wrestling. See Advanced Combat for
Hurling items at a target from a sling- more rules regarding Brawling.
like pouch.
Wrong Hand +2DIFF
Evade +1DIFF Strike with character’s off-hand.
Dodging incoming projectiles while
running in a zig-zag motion or erratic Precision +2DIFF
pattern. This is a resisted action, Strike to a particular location.
affecting the difficulty of the attack. Sweep +2DIFF
Dive +2DIFF Sweep legs of opponent to cause him
Plunging head first away from an area to fall.
or into a body of water. The risk of Unbalance +2DIFF
master lists
falling is gauged by the height of the Grappling attack to cause the oppo-
dive. nent to fall.
Dive for Cover +1DIFF Pin
Getting under cover as quickly as Keep opponent immobile. Contested
possible. This takes an entire turn and against fitness.
can also be used as a dodge with a
+1DIFF. Constrict
Strangle opponent. Contested against
136 fitness.
Disarm +2DIFF Heavy Weapons MX
Make opponent lose grip on weapon. Operation and maintenance of
May be contested by fitness. machine guns, grenade launchers,
Take Weapon +3DIFF and mortars.
Take weapon away from opponent. Precision +2DIFF
May be contested by fitness. Shoot weapon at a particular location.
Driving MX Maintenance
Operation and maintenance of Uses reasoning.
automobiles, motorcycles, and
trucks. See the vehicle rules in Jousting F
Chapter 2 for more rules regarding Using a lance on horseback.
Driving.
Melee FAMX
Nudge
Push another vehicle off the road. Risk
Use of knives, swords, staves,
of collision. axes, and clubs. See Advanced
Combat for more rules regarding
Ram Melee.
Steer vehicle into another. Risk of
collision and flammability. Wrong Hand +2DIFF
Use weapon with character’s off-
High Speed Maneuvers +2 to +4DIFF hand.
Controlling the vehicle at high speeds.
Risk of collision. Precision +2DIFF
Use weapon to strike a particular loca-
Maintenance tion.
Uses reasoning.
Sweep +2DIFF
Makeshift Repairs Sweep legs of opponent with weapon,
Restore one grade of structural causing him to fall.
damage without the aid of a fully
equipped garage. The difficulty is Quickdraw +1DIFF
dependent on the extent of damage Ready weapon and use it in same
(see the Makeshift Repairs Table on turn. Requires expenditure of two
page 61). Uses reasoning. points of effort from awareness or
fitness.
Firearms AMX Disarm +2DIFF
Operation and maintenance of Make opponent lose grip on weapon.
pistols, rifles, shotguns, and subma- May be contested by fitness.
chine guns. See Advanced Combat
for more rules regarding Firearms. Piloting (aircraft)* MX
Wrong Hand +2DIFF
Operation and maintenance of
Shoot with character’s off-hand. airplanes and helicopters.
Precision +2DIFF High Speed Maneuvers +2 to +4DIFF
Aim and shoot weapon at a particular Controlling the vehicle at high speeds.
location. Risk of collision.
C awareness-based skills-------------------------------------------
master lists
Instrument FAMX
Playing musical score with a
specific type of instrument.
C reasoning-based skills--------------------------------------------
Advanced Sciences* X Hacking +1 to +3DIFF
Advanced theoretical sciences Breaking in and locating information.
such as genetic engineering, Reconfiguring +2 to +4DIFF
temporal physics, and robotics. Use Reprogramming a system for a
this skill when you don’t require a lot completely new use.
of individual skills.
Court Etiquette MX
Alchemy AMX Behaving properly and under-
Brewing potions with magical standing the protocols of a royal
effects. court.
Manipulate the court
Astronomy* AMX Uses influence.
Knoweldge of the stars, constella-
tions, and other heavenly bodies. Economics* AMX
Knowledge of taxes, commodities,
Biology* AMX currency, and business practices.
Science of living organisms such as
humans, animals, plants, viruses, Electrical MX
and insects. Designing, building, and repairing
electronic devices.
Boating FAMX
Constructing and steering canoes, Hot Wiring +1 to +3DIFF
Engaging a device without the
rafts, and rowboats.
required key.
Botany* AMX
Engineering (Aerospace)* MX
Science of plant life. Also see
Designing and constructing
herbal medicine.
airplanes and space shuttles.
master lists
Chemistry* AMX
Engineering (Astronautical)* X
Design, construct, and analyze
Designing and constructing star-
chemical formulas.
ships and space shuttles.
Computers MX
Engineering (Architectural)* MX
Operation and maintenance of
Designing and constructing build-
computer systems.
ings. 139
Engineering (Civil)* MX Investigation AMX
Designing and constructing Examination, observations, and
bridges and damns. research.
C influence-based skills-------------------------------------------------
master lists
C conduction-based skills---------------------------------------
Absorption FAMX Streaming FAMX
Absorbing electricity into one’s Radiating a focused bolt of elec-
system. trical energy.
Pulsing FAMX
Radiating electromagnetic signals
at defined frequencies.
master lists
C necromancy-based skills-------------------------------------
Animate FAMX Name FAMX
Binding and corntrolling spirits. Calling Astral inhabitants by
name.
Banish FAMX
142 Forcing Astral inhabitants to flee.
C channeling-based skills-----------------------------------------
Conjuring FAMX Summoning FAMX
The art of illusion. The art of manifesting solid
matter.
Countermagic FAMX
The art of nullifying arcane effects. Warding FAMX
Absorb +2DIFF The art of creating protective
Draw energy from a countered effect circles.
instead of simply dispelling it. The
character may redirect all overkill from
his successful absorption to a chan-
neling-based effect of his own.
C faith-based skills------------------------------------------------------------------
Bless FAMX Mana FAMX
The miracle of divine intervention The miracle of food from heaven.
(reduces difficulty on tasks which do
not violate the character’s beliefs). Purify FAMX
Eliminates toxins and toxemia.
Curse FAMX
The miracle of divine intervention Rapport FAMX
(increases difficulty on tasks which Helps people trust the character.
violate the character’s beliefs).
Truth FAMX
Divine Archway FAMX Detects the truth of another char-
Only those who do not violate the acter’s words.
character’s beliefs may enter the
doorway. Ward FAMX
The miracle of divine intervention
Healing Touch FAMX (increases difficulty on attacks
Restores injury, fatigue, or against the protected area).
dementia.
C manifestation-based skills---------------------------
Lure FAMX Silence FAMX
Enticing characters to approach a Rendering a character speechless.
spirit.
Terrorize
master lists
FAMX
Paralyze FAMX Manifesting with a horrific appear-
Freezing a character dead in his ance.
tracks.
Possession FAMX
Inhabiting and controlling the
body of a living animal or person.
143
C chi-based skills---------------------------------------------------------------------------
Healing Arts* AMX Shadow Arts* AMX
Restores health. Keeps a character out of sight.
C fields of expertise-----------------------------------------------------------------
This is by no means a complete Psychologist AMX
list. The fields below are intended to Mental health professionals. Used
give directors a better understanding for psychology.
of fields of expertise, so that they
may create their own to fit the Parapsychologist MX
setting in which they are running. Includes training in parapsy-
chology, the occult, and investiga-
Actor tion.
FAMX
Performer extraordinaire.
Psychiatrist AMX
Combat Pilot Mental health professionals. Used
MX
Trained in aerial warfare and for psychology and general medi-
combat. cine.
Natural Armor
Immunity The character has some sort of
The character can ignore all tough hide, scales, or other defen-
damage from one source. Bullets, sive covering which increases his
extreme color, and fire are some armor rating. The armor value and
examples. form of protection may vary, but the
table below should be used as a
guide. 145
NATURAL ARMOR PROTECTION RATING
tough hide A 1
scales AB 1
carapace AB 2
genetically modified armor/hide AB 3
Prestige Servitude
The character is widely known in a The character is in debt to another
region, nation, or even the world for person and must work it off as a
one reason or another. He could be servant (butler, maid, assistant, etc.).
a famous musician, actor, political
figure, or businessman. This gimmick Stoic
can be used to add one (1) point of The character is very rational and
free effort to an influence-based task can control his emotional responses
a number of times per episode equal when faced with trauma and the
to the character’s influence rating supernatural. He can ignore all
(|+2| would allow a character to use penalties caused by dementia, but is
it two times, for example). not immune to the effects of
delirium once the dementia has
master lists
C arcane gimmicks--------------------------------------------------------------------------
Astral Magnet Guardian Angel
For one reason or another, the The character enjoys the protec-
character attracts entities from the tion of a guardian angel, who
Astral Realm which have manifested attempts to divert the character’s
into our world. There is no telling from danger through natural-
what their motivations or intentions seeming occurrences. This is basi-
are. cally a part-time job for the director,
Astral Vision offering the player some helpful tips
The character is haunted by in order to keep the character alive.
visions of entities from the Astral Haunt
Realm. He can see those present in The Astral inhabitant is tied to a
the immediate vicinity, although he
particular piece of land, structure, or
cannot speak to or hear them. This
individual and may not leave unless
can be used to replace the clairvoy-
ance skill if the director wishes to use banished.
a more abstract method of visions of Immortality
the Astral Realm. The character does not age and
Disruptive Discharge will live forever unless killed by a
The character is capable of violent act.
directing focused energy using his Invulnerability
channeling ability in order to inflict
The character is supernatural in
etheria-based damage by touching a
origin and does not receive normal
victim. The amount of damage is
equal to the amount of effort damage unless exposed to a vulner-
exerted only from the channeling ability. Treat this gimmick as if the
ability. In addition, for every two character has armor ratings of 3
points of effort exerted, the char- against ‘A’ damage, 2 against ‘B’ and
master lists
acter may throw a bolt of pure ‘C’ damage, and 1 against ‘E’
magical energy at a target using a damage.
normal athletics task.
Longevity
Gremlins The character has ceased aging
The character causes all machinery due to a secret formula, fountain of
or electronics in his immediate youth, or vampire bite which must
vicinity to jam or malfunction. be reintroduced once per week. 147
Lycanthropy Bloodline Non-Reflective
The character transforms into a The character casts no reflection
wolf during a new moon and a were- or shadow.
wolf during a full moon.
Protective Aura
Lycanthropy Curse The character has a natural resist-
The character transforms into a ance to etheria. This acts as armor
werewolf during a full moon. The with a rating of 2 which protects
curse is passed on to anyone unfor- against all sources of etheria
tunate enough to be bitten by the damage.
character in werewolf form.
Regeneration
Manifest The character heals at an acceler-
The spirit can assume a physical ated pace; injury is restored by one
form for short periods of time and is grade per day and fatigue is restored
capable of interacting with our by one grade per hour.
world. Once manifested, the crea-
ture can substitute the manifest Resistant Aura
ability for tasks requiring the fitness The character is incapable of using
ability. The type of manifestation the channeling ability and all chan-
and duration is determined by the neling-based tasks directed at him
creature’s manifestation ability. receive an increase in difficulty by
one grade.
Mist
The Astral inhabitant causes a fog Shivers
or heavy mist to appear whenever it The Astral inhabitant causes the
uses a manifestation-based skill. air in his immediate vicinity to dras-
tically decrease in temperature.
Mortal Demise
The character dreams about his Wind
death every night. He is now accus- The Astral inhabitant causes
tomed to it, but anything he experi- sudden breezes to emanate from his
ences while he is awake that hints location whenever he uses a mani-
that his time is near causes anxiety festation-based skill.
and panic. On the other hand, the
character knows how he will die
(this should be fleshed out before
play) and may put himself in harm’s
way if it does not appear that his
course of action is linked to his
death.
Mortal Focus
The character is susceptible to
channeling-based skills. Their difficul-
ties are reduced by two (2) grades
master lists
148
C martial arts gimmicks-----------------------------------------------
Action Star Infamous Teacher
The character has starred in count- The character’s teacher is known
less action movies and is well known for being particularly cruel or incom-
throughout the world. He can’t enter petent. As a result, other martial
a public place without being artists view the character with
surrounded by a horde of fans animosity when they find out about
seeking his autograph. his teacher.
Disciple Inner Circle
The character is a dedicated The character is part of his
student to his teacher. He sleeps in school’s inner circle when it comes
the school, watching over and main- to making decisions and knowing
taining it (i.e cleaning, repairs, etc.). what is going on in its finances,
plans, and events. The character is
Famous School also very close to the other members
The character’s school is known of this circle.
for its extremely competent students
or constructive work in the commu- School Rivals
nity. As a result, other martial artists The character is at odds with a
view the character with respect fellow student from his school. They
when they find out where he trains. often compete in order to prove
which one is more proficient. Rivals
Famous Teacher also try to show each other up in
The character’s teacher is known other ways, such as career, wealth,
for being extremely adept or and love.
compassionate. As a result, other
martial artists treat the character School Outcast
graciously when they find out about The character has been thrown
his teacher. out of the school and excommuni-
cated by its other students. The
Infamous School character may not join other schools
The character’s school is known which are in some way affiliated
for its callous or incompetent with this school or those with which
students, or break with traditions. As the teacher is a friend of the char-
a result, other martial artists view acter’s own teacher. Other martial
the character with animosity when artists view the character with
they find out where he trains. animosity when they find out about
his excommunication.
master lists
149
C extras---------------------------------------------------------------------------------------------------------------------
DESCRIPTION ABILITY FIELD OF EXPERTISE GIMMICKS
police officer fitness +1 law enforcement authority
police detective reasoning +1 law enforcement/investigation authority
security guard fitness +1 surveillance –
soldier fitness +2 infantry/marine training –
military officer awareness +1 officer/special training military rank
government agent reasoning +2 law enforcement/investigation authority
mercenary fitness +1 warfare connections
hitman fitness +2 assassination fugitive
tradesman influence +1 small business connections
artist creativity +2 the arts –
computer tech reasoning +1 computer science/engineering –
design professional reasoning +2 architectural/civil engineering –
surgeon reasoning +2 medicine wealth
street thug fitness +1 street life –
mobster influence +2 racketeering lackies
politician influence +2 politics prestige
knight fitness +2 chivalry and combat authority
man at arms fitness +1 combat –
fighter pilot fitness +2 aerial/space combat piloting military rank
space marine fitness +2 zero-g combat –
spy influence +2 espionage connections
C animals----------------------------------------------------------------------------------------------------------------
DESCRIPTION ABILITY EXPERTISE GIMMICKS
bat awareness +2 nocturnal hunting natural weapon (small fangs)
crocodile/alligator fitness +2 hunting natural weapon (teeth, claws, tail),
natural armor (tough hide)
giant rat fitness +4 foraging natural weapon (fangs, claws),
natural armor (tough hide)
giant spider fitness +4 trapping natural weapon (large fangs,
natural armor (tough hide)
poisonous snake awareness +1 hunting natural weapon (fangs, veonom)
constricting snake fitness +1 hunting/grappling natural weapon (fangs, constriction)
poisonous snake awareness +1 hunting natural weapon (fangs, venom)
master lists
151
YOUNG VAMPIRE
Abilities: fitness +3, awareness +2
Aspects: discipline 6
Skills/Expertise: variable as per character
Gimmicks: immortality, vulnerability (sunlight, fire, symbols of faith), night vision, regeneration,
natural weapon (fangs), non-reflective, invulnerability
Convictions: temptations (human blood: compulsion), fears (symbols of faith, running water:
compulsion), fears (garlic: habit)
TYPICAL VAMPIRE
Abilities: fitness +4, awareness +2, ESP +2
Aspects: discipline 6, transformation 3
Skills/Expertise: mesmerism (proficient); others variable as per character
Gimmicks: immortality, vulnerability (sunlight, fire, symbols of faith), night vision, regeneration,
natural weapon (fangs), non-reflective, invulnerability, tolerance to pain
Convictions: temptations (human blood: compulsion), fears (symbols of faith, garlic: commit-
ment)
ELDER VAMPIRE
Abilities: fitness +4, awareness +2, ESP +4
Aspects: discipline 6, transformation 6
Skills/Expertise: mesmerism (expert); others variable as per character
Gimmicks: immortality, vulnerability (sunlight, fire), night vision, regeneration, natural weapon
(fangs), non-reflective, invulnerability, tolerance to pain
Convictions: temptations (human blood: compulsion), fears (garlic: compulsion)
GHOUL
Abilities: fitness +1
Aspects: discipline 6, endowment (physical) 4
Skills/Expertise: variable as per character
Gimmicks: longevity
Convictions: temptations (loyalty to vampire master: compulsion)
AWARENESS-BASED SKILLS
Criminal
Gambling
Subterfuge
CREATIVITY-BASED SKILLS
Crafts
Design
Instrument
Literacy
Performance
REASONING-BASED SKILLS
Boating
Computers
Electrical ATTACK SKILLS
Financial
First Aid unarmed brawling
Investigation melee melee
Engineering* gun firearms
Leadership thrown athletics
Legends bow archery
Mechanical
DEFENSE SKILLS
Medicine*
Natural Sciences* unarmed block athletics
Parapsychology* unarmed parry brawling
Social Sciences* shield/missile block melee
Streetwise melee parry melee
master lists
BASIC RISKS
slight +1 fatigue
precarious +1 injury
disastrous +2 injury
CD 3
E 1
hi-tech armor ABC 4
DE 3
F2 2
hi-tech force field ABC D E F1 F2 5
F3 3
157
index
Abilities 6, 10, 20, 31, 34, 37, 56-57, Health 7, 19, 29, 31, 42-43, 46-47,
66, 72, 73, 75, 81-82, 95, 53-56, 58, 59, 61, 66, 76,
104, 108, 116, 124 116, 125
Accented Abilities 37, 95
Actions 27-29, 48-49, 120, 128, 131 Integrity 57-59, 61, 125
Armor 29, 55, 76, 122, 129
Aspects 12-13, 31, 37, 44, 56, 58, Martial Arts 95, 97, 101
74-75, 82, 116, 124
Astral Inhabitants 80, 82 Open Aspects 37
Astral Realm 80, 87, 90 Outcome 37, 104-105
Overkill 24, 47
Categories 72-73, 77
Conditions 45, 49, 60 Principles 18, 22, 68
Convictions 38, 118-119, 127
Reality Levels 20, 108
Damage 29, 52, 54, 62, 68, 76, 94, Relics 93
122, 129, 131
Risks 47, 51, 61
Dice 109, 117, 126, 129, 131
Difficulty 24, 43, 45, 117-118, 126-127
Skills 7, 14, 21, 24, 72, 74-75, 83, 99,
104, 116, 125, 136
Effort 7, 10, 12-13, 19, 24, 27, 67, Social Contract 110
76-77
Steps 117
Entities 80, 82, 90
Stories 6, 106
Episodes 6, 106
Stunts 47, 50, 60
Experience 7, 24, 26, 35, 38, 40, 68,
106-107, 119, 128
Extortion 106 Tasks 7, 24-26, 37, 43, 45, 47, 67-68,
77, 104, 109, 117-119,
Extras 6, 108, 150 126-128, 131
Threads 41, 68
Fields of Expertise 37, 66, 108, 144 Turns 6, 27
Flairs 34, 57, 73
Focus 6, 27 Vehicles 14, 56, 124, 153
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