You are on page 1of 161

/ diceless roleplaying


-second edition-

Ta ke 2

special edition

www.pigames.net

ALL THE ADVENTURE, NONE OF THE DICE!


Version 1.5P
Written and Designed by Brett M. Bernstein. Edited by Matt Drake.
Contributions by Matt Drake and James Hargrove.
©2002-2004 Precis Intermedia and Brett M. Bernstein, All Rights Reserved.
Active Exploits, Active Exploits Take2, Impresa, genreDiversion, and
“All the adventure, none of the dice!” are trademarks of Precis Intermedia.
Special thanks to everyone on the Active Exploits Discussion List and all the past
supporters who have contributed to making this system what it is today.
For questions and comments: https://www.pigames.net/contact
or post at the pigames.net message boards.
table of contents

0. Introduction 3 Combat Risks . . . . . . . . . . . 51


1. Basic Exploits 9 Damage Classes . . . . . . . . . 52
Abilities/Special Abilities . . . 10 Drugs and Medicines . . . . . 53
Aspects . . . . . . . . . . . . . . . 12 Other Damage Sources . . . . 54
Special Aspects. . . . . . . . . . 13 Armor Classes . . . . . . . . . . 55
Skills . . . . . . . . . . . . . . . . . 14 Permanent Injuries . . . . . . . 55
Gimmicks. . . . . . . . . . . . . . 17 Vehicles. . . . . . . . . . . . . . . 56
Principles . . . . . . . . . . . . . . 18 Vehicle Abilities/Flairs . . . . . 57
Health . . . . . . . . . . . . . . . . 19 Vehicle Aspects . . . . . . . . . 58
Creating Characters . . . . . . 20 Vehicle Gimmicks . . . . . . . . 59
Task Resolution Basics . . . . . 24 Vehicle Integrity . . . . . . . . . 59
Vehicle Task Conditions/Stunts. 60
Special Tasks . . . . . . . . . . . 26
Vehicle Task Risks . . . . . . . . 61
Experience . . . . . . . . . . . . . 26
Vehicle Recovery . . . . . . . . 61
Combat . . . . . . . . . . . . . . . 27
Vehicle Damage . . . . . . . . . 62
Determining Damage . . . . . 29
Character Sheet . . . . . . . . . 63
Recovery . . . . . . . . . . . . . . 31
Vehicle Sheet . . . . . . . . . . . 64
Character Sheet . . . . . . . . . 32
2. Advanced Exploits 33 3. Live Exploits 65
Flairs . . . . . . . . . . . . . . . . . 34 4. Adaptive Exploits 71
Accented Abilities . . . . . . . . 37 5. Setting Specifics 79
Open Aspects . . . . . . . . . . 37 The Arcane . . . . . . . . . . . . 80
Fields of Expertise. . . . . . . . 37 Martial Arts . . . . . . . . . . . . 95
Convictions . . . . . . . . . . . . 38 6. Director’s Notes 103
Threads . . . . . . . . . . . . . . . 41
Optional Forms of Health . . 43
7. Impresa Express 115
Optional Aspects . . . . . . . . 44 8. genreDiversion i 123
Adv. Task Resolution Basics . 45 9. Master Lists 135
Task Conditions . . . . . . . . . 45 Skills . . . . . . . . . . . . . . . . 136
Task Risks/Stunts/Outcome. 47 Fields of Expertise. . . . . . . 144
Advanced Combat . . . . . . . 48 Gimmicks. . . . . . . . . . . . . 145
Combat Conditions . . . . . . 49 Templates . . . . . . . . . . . . 150
Combat Stunts . . . . . . . . . . 50 Vehicles . . . . . . . . . . . . . . 153
2 Weapon Traits . . . . . . . . . . 51 Reference. . . . . . . . . . . . . 154
introduction

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.

Chapter 1: Basic Exploits Chapter 5: Setting Specifics


First we go over the basic rules, Once you have perused the rules
intended to get you into the action and have a firm understanding of
as quickly as possible. them, we move on to setting-specific
rules for the arcane (magic and
Chapter 2: Advanced Exploits occult) and martial arts. New abili-
Then we move on to the ties, skills, and gimmicks can be
advanced and optional information, found here.
such as convictions, threads, vehi-
cles, expanded tasks, and combat Chapter 6: Director’s Notes
rules. This chapter can be used right Finally, we touch on what the
away by readers accustomed to the director needs to know in order to
make his job a lot easier, while
first edition or by those wishing to
helping his players enjoy the game.
expand upon the basic rules.
Chapter 7: Impresa Express
Chapter 3: Live Exploits This chapter expands upon the
If you are interested in live action existing rules to integrate our scal-
roleplaying (LARP), this section is a able dice-based system with Active
must. These rules provide a common Exploits, providing better compati-
method for interacting with large bility with our other games that have
groups of people. a Going Diceless option.
Chapter 4: Adaptive Exploits Chapter 8: genreDiversion i
For those who want to modify an In the same fashion as the
existing system for diceless play, this previous chapter, this one is meant
chapter provides some useful guide- to integrate Active Exploits with our
4 lines and tips for doing so. rules-lite, dice mechanics.
Chapter 9: Master Lists
You’ll find a huge list of skills and

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.

C what do i need to play?-------------------------------------------


This book is your por tal to adven- a pen or pencil, and these rules.
ture for any genre imaginable. It can Although it is not necessary, you
be expanded with new rules and should also have a photocopied or
possibilities by adding supplemental printed character sheet (there are a
game settings published by Precis few different sheets provided) ready
Intermedia and licensed third parties. for each player. Obviously, aside
from the materials listed above,
Since Active Exploits was designed you’ll need two or more friends and
to permit game play without the a little imagination.
need for dice, it only requires paper, 5
Introduction
C basic concepts---------------------------------------------------------------------------------
The rules presented here are only detailed series of actions, rather than
guidelines for play. If you prefer not using an abstract flow of time. Some
to use a specific rule, that’s fine, but examples would be combat and
consider what the rule does. contests of skill.
Chances are the rule won’t make
sense at first, but as you play and Turn
understand how the system works, Whenever the focus element is
you will probably come to realize used, turns are utilized to track its
why it was included. The following progress. A turn represents five
concepts will help familiarize your- seconds and is tracked in order to
self with the basics of the rules. You ensure that players act in an orderly
won’t know how to play by reading and fair manner.
these descriptions, but they will help Player Character
you grasp the details presented in Player Character is the term
later chapters. applied to all roles which are
Story assumed by the players. These are
This is a complete plot line or sometimes also referred to as prin-
adventure which the director has cipal or supporting characters, or
decided to utilize for play. It can protagonists.
encompass many subplots or simply Non-Player Character
consist of a single, long and compli- Non-Player Character is the term
cated tale. applied to all major roles acted out
Episode by the director as opposed to the
It is very likely that a well thought- players. These are sometimes also
out story will take longer than a referred to as supporting characters
single session of play. Each gaming or antagonists.
session is therefore referred to as an Extra
episode since more than one is Extras represent the minor roles
required to make up a complete (characters not important to the
story. story) which are acted out by the
Scene director. These are sometimes also
Scenes encompass an entire referred to as incidental characters.
exchange of dialog or non-time Setting
specific actions (ritual prayer or This is the game-world in which
riding on a stagecoach, for example) the story is told. The game could be
in one particular location. The exact played in a futuristic utopia, ancient
amount of time is irrelevant—it takes fantasy land, or even an alternate
as long as necessary to complete the reality. These rules can be adapted
exchange. The purpose of a scene is to fit whichever setting you require
to allow for a quicker passage of by limiting or adding skills, or
time, resulting in smoother game creating new special abilities. We’ll
play by ignoring tedious events. get to them later.
Focus Abilities
This element of play represents a Each character in the game has a
point in the story when a scene is set of abilities which are used to
6 broken down into an orderly and represent what he is capable of
accomplishing. These abilities are more difficult the task, the more
used to measure a character’s raw effort/skill is required to succeed at

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

physical, sensory, spiritual, mental, Awareness


and social capacities. The awareness ability represents
the character’s use of his senses, and
Abilities are rated on a scale from is the power of observation and intu-
|-1| to |+5| and will most likely not ition.
change during play. A negative value
denotes a penalty on all related Creativity
tasks, while a positive value indicates The creativity ability represents
the maximum amount of effort the character’s spiritual, personal,
which may be applied to related and artistic affinity, or in other
tasks (and replenished at the end of words, inspiration, originality, and
every turn). We will explore the style.
concept of effort soon, but in the
meantime, it describes how much Reasoning
energy the character exerts in order The reasoning ability represents
to accomplish a task. the character’s mental ability—logical
deduction, rational thought, and
memory.
ABILITY RATINGS
Influence
-1 disabled The influence ability is optional
0 average and relates to a character’s potential
+1 talented in social situations—charisma and
+2 very talented popularity.
+3 super human
+4 beyond human
+5 unimaginable ability

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.

EFFORT MAY BE EXERTED FOR THE FOLLOWING USES


FITNESS
• physical maneuvers such as in fights or sports
• maintaining and regaining balance
• climbing, jumping, throwing, and catching
• using physical strength
• increasing the speed at which one acts in combat
AWARENESS
• searching for hidden clues
• discovering someone sneaking about
• predicting the outcome of a situation based on intuition
• increasing the speed at which one acts in combat
CREATIVITY
• inventing a new fashion style or buzz word
• thinking up an elaborate speech or story
• finding new and useful ways to accomplish tasks
REASONING
• studying academia
• attempting an educated guess
• using common sense
• predicting the outcome of a situation based on logical deduction
INFLUENCE
• intimidating, interviewing, or interrogating people
• seducing members of the opposite sex
• bargaining and negotiating
ESP
• adding effort to awareness-based tasks (at director’s discretion)

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
basic exploits

assist abilities, and as such, will The discipline aspect describes a


change very often. Unlike abilities, character’s willpower, composure,
these are not connected to skills and and resolve. It determines how much
do not replenish easily; once spent, effort a character can exert in a turn
aspects can only be regained under before tiring and allows him to press
certain circumstances (discussed on in the face of danger and even
below). Aspects are rated on a scale extreme pain. Although it cannot be
from zero (0) to six (6), each having raised above the starting value, disci-
its own measure of the scale. pline is restored to that value at the
end of each episode.
Luck
The luck aspect is fate incarnate.
Consider what happens when the DISCIPLINE RATINGS
universe intervenes on behalf of 0 feeble will
your character—you get lucky. Luck 1 weak will
may be restored through the use of 2 average will
principles (we will dicuss them soon) 3 strong will
or the director may decide to reward 4 iron will
a character with one (1) point for
5 super-human will
good roleplaying.
6 unimaginable will

LUCK RATINGS
0 unlucky
1 typical luck
2 lucky
3 very lucky
4 super lucky
5 supernatural influence
6 master of fate

POINTS MAY BE EXPENDED FOR THE FOLLOWING USES


LUCK
• increases the amount of effort used by one for each point expended
• one point may be expended to increase the amount of damage
inflicted in an attack against someone or something
• decreases the amount of fatigue or injury sustained by one for each
point expended
DISCIPLINE
• decreases the amount of fatigue or injury sustained by one for each
point expended
12
C special aspects------------------------------------------------------------------------------
As with special abilities, special Endowment
aspects are used to add magic and Endowment indicates that the
other powers to the game. Since not character has access to supernatural
all characters possess these aspects, powers granted by an entity existing
they are ignored unless a specific in another realm. Endowments are

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

Skills are used to represent general Fitness-Based Skills


knowledge, training, and fields of Archery covers the use and construc-
study for each character. Every skill is tion of bows and arrows.
governed by a single ability and Athletics helps a character climb,
rated on a scale of unskilled, novice, swim, throw objects, perform
proficient, and expert. acrobatic stunts, and dodge
A character’s ability and skill attacks.
ratings determine his chances of Brawling covers punching, kicking,
success when attempting a task. grappling, and parrying in combat
Other factors may also apply, but situations.
these are directly related to the char-
acter. Any skill may be attempted Driving covers the operation of auto-
unskilled unless it has an asterisk (*) mobiles, trucks, and motorcycles.
next to it. Feel free to add your own It can also be used for general
skills to fit the setting. vehicle maintenance when used
with reasoning instead of fitness.
Unskilled Firearms covers the use of any pistol
This is the default rating for all or rifle. It can also be used for
skills and indicates that the character general gun maintenance when
has no training or experience with used with reasoning instead of
the specific skill. fitness.
Novice Melee is used to fight an opponent
This rating (also called apprentice) using hand-to-hand weapons such
represents that the character has a as staves, knives, swords, and
basic understanding of the skill or at clubs.
least the minimum of experience Piloting* covers the operation of air-
and training required to use it. based vehicles such as helicopters
Proficient and planes. It can also be used for
This level of prowess indicates that general vehicle maintenance when
the character has had professional used with reasoning instead of
training or extensive experience in fitness.
the skill. Riding is the knowledge of control-
ling horses (or other riding
Expert animals) and steering horse-drawn
This level of mastery indicates that wagons and carriages.
the character is at the top of his
field. An expert is typically unsur- Sailing is the art of steering and navi-
passed in understanding or experi- gating a boat using only the wind
ence. and the sails. It can also be used
for general sail-boat maintenance
when used with reasoning instead
14 of fitness.
Awareness-Based Skills Reasoning-Based Skills
Criminal covers racketeering, confi- Boating is the building of small
dence scams, picking locks and wooden sea vessels, such as
pockets, safecracking, hiding from canoes, rafts, or rowboats. It can
the law, and escaping from bonds also be used to steer boats when
such as chains or ropes. Fitness used with fitness instead of
may be used instead of awareness reasoning.
for physical maneuvers.

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

which are inexplicable by science.


It can also be used to identify the instructions—simple one-word
supernatural creatures and their commands are routine, while
properties. longer, more complex orders are
challenging. Tasks which instruct
Social Sciences* covers a wide array the target to put himself in harm’s
of studies, including economics, way are improbable.
law, politics, sociology, and
theology. Telekinesis is the power to move
objects with the mind. Difficulty is
Streetwise is the knowledge to based on the range to target, but
survive on the streets. It is the the size of the item should also
urban equivalent of the survival affect it.
skill. Influence can be used in
place of awareness, if the director Telepathy allows a character to
prefers. communicate his thoughts to
another person or animal without
Survival is the knowledge of staying speaking. Reading someone’s
alive in the wilderness. Survival thoughts is a bit harder and
allows characters to build shelters, increases the difficulty by one or
locate food sources, hunt, and two. The difficulty is determined
follow paths. by range.
Influence-Based Skills (Optional) Conduction-Based Skills
Leadership (see Reasoning-Based Absorption allows a character to
Skills) absorb electricity directly into his
Performance (see Creativity-Based system. Once absorbed, it may be
Skills) redirected using another conduc-
tion-based skill (at the director’s
Seduction is using the allure one has discretion).
with the opposite (or the same)
sex to convince them to listen to Pulsing is the power to radiate multi-
the character. directional electromagnetic,
signals at defined frequencies,
Streetwise (see Reasoning-Based thereby jamming other signals or
Skills) using it to communicate. The
possibilities are endless and may
be further defined by the director.
Streaming allows a character to
radiate a focused bolt of electrical
energy from his body. This bolt
may be directed at a specific
target, or used to power or over-
load electrical items. For example,
a stream may power-up a televi-
sion set or overload a computer
16 system.
C gimmicks----------------------------------------------------------------------------------------------------------
Gimmicks are special properties Prestige indicates that the character
which may be used to better define is widely known in a region,
a character’s background, physical nation, or even the world for one
oddities, or personality. reason or another. He could be a
Authority indicates that the char- famous musician, actor, political

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.

Principles represent a character’s (typically a few days). Alternately, if


personal goals, mission objectives, the player wishes to act out the
basic exploits

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.

FATIGUE GRADE INJURY GRADE PENALTY


1 dazed bruised -
2 stressed sprained -1
3 strained wounded -2
4 exhausted maimed -3
5 unconscious incapacitated —
19
C creating characters---------------------------------------------------------
The very first thing we must do intended to portay superheroes,
before creating characters is deciding powerful wizards, giants, and crea-
which reality level the game will tures out of mythology rather than
feature. There are three levels: mere mortals.
dramatic, heroic, and epic. This is
basic exploits

important, since the very nature of Step 1: Creating an Identity


the game will determine just how What is the character’s age,
powerful the characters truly are. height, weight, hair color, eye color,
and style of dress? Is he attractive?
Once the director has chosen a Does he have any disfiguring scars?
reality level, we can begin creating a It is not necessary to provide exact
character. This is a relatively simple details. Approximations will suffice
process and involves assigning as long as the director, other players,
ability, aspect, and skill ratings, and and yourself can visualize him.
choosing gimmicks and principles.
When designing your character, Where did he grow up? What is
please keep in mind that the purpose his nationality? What language does
here is to create someone you will he speak? What does he like or
enjoy portraying. Having the power dislike? In which trade or profession
to crush the other characters or win is he trained? What does he do for a
every challenge set before him can living? Is he wealthy?
become monotonous after a while. Players should discuss all character
Remember, the best characters in concepts with the director first. Bear
your favorite films and novels are in mind that the director runs the
always flawed. They are not perfect, show. A particular concept may not
because if they were, where would be compatible with the story he has
all the fun be? created.
Dramatic Step 2: Assigning Ability Ratings
Dramatic games focus on story All characters possess a zero (0) in
and character development. They all abilities by default. The reality
are intended to simulate real world level is used to determine certain
situations rather than those present factors.
in high octane movies. Special abilities and aspects may
Heroic only be used if the director author-
izes them. He may choose to restrict
2 The first edition rules used the term their use or even create new ones.
pulp instead of heroic. The terms The use of special abilities and
are identical for purposes of char- aspects also means that the director
acter creation. will need to decide how many addi-
Heroic games focus more on tional bonus/points are available to
action than drama, but character be allocated to them.
development is still an important a˘ The total number of bonuses
element. They are intended to which may be allocated
provide swashbuckling and wild-ride among the abilities is:
adventures. Dramatic |+2|
Epic Heroic |+4|
Epic games focus on the surreal Epic |+6|
and super-human ability. They are Add +1 if using Influence
20
b˘ The starting value for the Step 3: Assigning Skills and Skill Ratings
luck aspect is 4. The reality level determines the
Dramatic 4 number of skills at specific ratings
Heroic 4 and how many extra experience
Epic 4 points to allocate among them (we’ll
c˘ The starting value for the discuss experience soon, so just trust
discipline aspect is: us when we say that they are impor-
tant).

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

views does the character have? Is


he sees fit as long as it works with he honorable? Is he moral?
the character’s background.
Faults: What kind of personality
does the character have? Does he
get upset easily? Does he suffer
from an irrational fear? Is he
mentally unstable or paranoid? Is
he in the habit of repeating a
particular phrase or making a
gesture?
Objectives: What motivates him?
Does he have a dream? Is he in
search of wealth, power, or some
archaeological artifact?

CHARACTER CREATION BY EXAMPLE


Our character, Detective Stan Winston, will be physically adept and intelligent at
the same time. He was a marksman at the police academy. That’s as much as we
need for Step 1. Of course, your characters should be fleshed out a bit more than
that.
On to Step 2. We’ll be using the dramatic level when playing Detective Winston,
so we’ll set up his abilities like this: fitness |+1|; awareness |0|; creativity |0|;
reasoning |+1|; and influence |+1|. Luck is at the default of 4 and discipline is at
the default of 2. If we wanted to increase his fitness rating to |+2|, we could do this
by reducing his discipline to 1, but that would leave him very susceptible to fatigue
and injury.
In Step 3, we assign skills. Here is what we decide: brawling (proficient); driving
(proficient); athletics (novice); investigation (proficient); criminal (novice); and the
director has authorized fireams (expert). We’ll dump his extra experience into
firearms to make him a real crack shot.
The only gimmick that fits his background is authority, so we give that to him in
Step 4.
Step 5 is all about principles and we decide that he believes in justice, but also
has violent outbursts due to stress from his job. So his code is justice and his fault
is rage. We decide not to give him an objective.
And that’s pretty much it. Sure, there are some loose ends in his background that
need to be tied up, but that’s easy enough, and you don’t need the rules for that.
22
Name Detective Stan Winston
Setting
1 /
diceless roleplaying

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

Brown 1994 Sedan •P QE Investigation


Qn 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 QQQQQ QQQQQ QQQQQ QQQQQ

Qn QP QE
6
QQQQQ QQQQQ QQQQQ QQQQQ

Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ

Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ

Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ


background, notes, etc.
Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ

Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ

9 Qn QP QE

Qn QP QE
QQQQQ QQQQQ QQQQQ QQQQQ

QQQQQ QQQQQ QQQQQ QQQQQ

Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ

Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ

Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ

© 2003 Precis Intermedia. This form may be copied for personal use only.

1. Name and Setting


Write your character’s name and the 5. Principles
setting with which he will be used Write down the character’s principles.
here. 6. Skills
2. Aspects Write down the character’s skills.
Check off the current number of Check off the appropriate skill rating
points next to the appropriate aspect. for each, as well as the current
Write in the name of any special number of experience points.
aspects on the right, beside the gray 7. Gimmicks
boxes, which should be checked as Write down the character’s gimmicks.
well. 8. Equipment
3. Abilities Write down the character’s posse-
Write in the rating of each ability, and sions or any equipment he is currently
the name and rating for any special carrying.
abilities used in the gray boxes. 9. Background and other notes
4. Health Meter Write down the character’s history or
Check off the appropriate boxes any other information which would
when fatigued or injured. prove useful during play. 23
C task resolution basics--------------------------------------------
2 The success table has been removed in favor of simple addition. Since the
mechanics are pretty much the same, the table is still usable if preferred by
players and can be found in Chapter 6. Conditions have also been simplified
into different types of tasks for the basic rules, making the game run more
smoothly.
basic exploits

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.

Tasks are tests of skill and/or beyond what is needed to succeed is


ability. There are many elements of a called overkill and is used by the
task which can affect the outcome. director to determine additional
All tasks are resolved by exerting effects at his discretion (additional
effort from one or more abilities. damage, further distances, etc.).
Characters may exert an amount of Some examples of difficulty are
effort up to the rating of the appro- listed below.
priate ability. If used in conjunction
with a skill, the appropriate ability is EFFORT REQUIRED
that which the skill is based upon. If
trivial tasks 1*
the ability has a rating of |-1|, the
total amount of effort applied to the routine tasks 2
task (from other sources) is reduced challenging tasks 4
by one (1). improbable tasks 6
Luck points may also be expended impossible tasks 8
(and not regained until a later time
determined by the director) in order Trivial
to increase the amount of free effort Trivial tasks require a negligible
by one (1) for each point. amount of effort and little or no
Skills also add free effort to the training. They represent actions
task. The actual amount depends on which we commonly take for
the skill rating. In addition, up to granted. The director has the option
three (3) points of experience to bypass task resolution and permit
belonging to the related skill may be the character to succeed automati-
expended in order to increase the cally.*
amount of effort (not free effort) by
Routine
one (1) for each point.
Routine tasks require a minimum
of effort and very little skill. They
FREE EFFORT represent every day labors which
unskilled 0 often become second nature. As
novice +1 with the trivial difficulty, the director
proficient +2 may bypass task resolution and
expert +3
decide for himself whether or not
the character succeeds at the task.
The amount of effort required for Challenging
a success is dependent upon the Challenging tasks require signifi-
24 difficulty of the task. Any effort cant effort and/or skill. They repre-
sent mostly innocuous action which
SAMPLE DIFFICULTIES
must rely on the proper training and
experience. Most challenging tasks TRIVIAL
will only be successful by skilled • typing a letter
characters. • walking up stairs
• making a sandwich
Improbable
Improbable tasks require extreme • chopping firewood

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

TASK RESOLUTION BY EXAMPLE


While chasing a suspect on rooftops, Detective Winston attempts to jump across
a wide gap. Since falling is rather low on his list of things to do, Winston exerts 1
point of effort from fitness to do so. Because jumping is covered by the athletics skill
(and his rating in athletics is novice), the detective receives +1 free effort. He also
decides to spend 1 point of luck just in case.
The director decides that the difficulty is challenging since the distance he must
jump is about 3 meters (or 10 feet) and the character has enough speed to give him
a boost. This means that the character needs a total of 4 points of effort in order to
succeed.
The 1 point of effort from fitness, 1 point from his athletics skill, and 1 point of
luck totals three, meaning he fails the jump and falls to the ground. Ouch!
Let’s suppose that he had a fitness of +2 and allocates 2 points instead of 1. This
is enough for him to succeed, so he would be able to continue his pursuit of the
suspect.
Let’s take this one step further. We’ll say that somehow he was able to exert 3
points of effort from his abilities (the how doesn’t matter, we’re concentrating on
the result). This means that he exerted more effort than his discipline rating, so he
gains 1 grade of fatigue. He can counter this by spending 1 point of discipline, but
he’d rather save that in case he fights the suspect, so his fatigue is increased by one
grade.
25
C special tasks---------------------------------------------------------------------------------------
Contested Tasks minutes, or hours) and the incre-
A contested task is a direct mental amount of time at which a
competition against another char- character receives a bonus. If a char-
acter. Both players attempt their acter spends more time on the task
tasks with difficulties assigned by than the minimum, add one (1)
basic exploits

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

Move Other modifiers may be applied to


The character can walk, run, attack tasks as well. Environmental
crawl, climb, or swim. Distances are situations may increase difficulty. For
in meters per turn. The amount of example, it may be improbable to hit
effort (or difficulty) required for someone in the dark or challenging
these actions is determined by the when he is running. Other factors
desired speed and the skill used is such as technical knowledge may
athletics. The director may either increase a character’s free effort on a
allow a character to move the task. For example, a character’s engi-
desired distance simply by forfeiting neering skill may add an extra point
the required effort for the remainder of free effort to his firearms skill to
of the turn or make the character correct a jam.
attempt a task. Archery: Indirect or direct projectile
Attack attacks such as with bows, cross-
The character may attack an oppo- bows, and slingshots. An Aiming
nent. The actual skill used varies by Modifier is used if one turn is
attack, but the fitness ability is spent aiming—the task receives
almost always the source of effort. one (1) extra point of free effort.
Base difficulty for all attacks is Athletics: Thrown attacks such as
routine, except for ranged weapons with rock, knives, and grenades.
(listed below), or resisted and Brawling: Unarmed attacks such as
contested tasks. punching, kicking, and grappling.
All hits are assumed to be non- Firearms: Handgun attacks such as
specific. In other words, the damage with pistols and even shotguns
is caused by hits to the chest or from and assault rifles. A Recoil
general bruising. If a specific body Modifier is applied if burst fire is
part is targeted, the attack receives used or mulitple shots are fired.
an increase in difficulty by one This number represents a decrease
grade. A success indicates that the in effort on the task (this can be
targeted body part is hit. If the roll is ignored if firing at targets within
not successful, but it would have short range or the weapon is
been if a specific body part was not mounted or is otherwise stabi-
targeted (i.e. one less difficulty), the lized), but also increases the
attack is successful, but the specific damage by one (1) grade if used.
body part is not hit.

RANGE DIFFICULTY THROWING DISTANCE


p point blank trivial 3m
s short routine 6m
m medium challenging 20m
l long improbable 50m
e extreme impossible 75m
28
An Aiming Modifier is used if one Athletics: Unarmed blocks with the
turn is spent aiming—the task whole body or arms and legs.
receives one (1) extra point of free Brawling: Unarmed parries and
effort. deflection of strikes.
Melee: Melee attacks such as with Melee: Blocking incoming projec-
swords, axes, staves, knives, and tiles, unarmed strikes, or melee
clubs. attacks with a shield or melee

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.

Each type of weapon or strike Armor can be used to protect


inflicts a specific amount of either against certain types of damage.
fatigue or injury if the attack is When a character wearing armor is
successful. Unarmed attacks inflict attacked and the armor offers
no damage unless there is overkill, in protection against the type of
which case it is limited to one (1) or damage inflicted by that attack,
two (2) points of fatigue, depending reduce the amount of damage by
on just how much overkill. Special the rating of the armor. It is impor-
attacks such as punching with brass tant to note that not every part of
knuckles or biting may inflict injury the body may be protected by the
at the director’s discretion. Melee armor. The director should also take
attacks may inflict additional this into account when determining
damage (above and beyond their damage. The armor rating is a fixed
damage rating) from overkill. All value and would stop all attacks
extra damage from overkill is up to which inflict an equal or lesser
the director, but it should be limited amount of damage. In order to
to one to two points. produce realistic results when 29
dealing with armor (a lucky pene- If a character receives two or more
trating shot or striking between grades of injury, or three or more
joints), any attack which results in grades of fatigue (before the expen-
more than two (2) points of overkill diture of an aspect to decrease
partially penetrates the armor and fatigue or injury), he is knocked
inflicts one to two points of damage. down and must spend the next turn
returning to his feet or may act on
A character may also expend luck the ground, but the total effort
basic exploits

or discipline in order to ignore one applied to a fitness-based task is


grade of fatigue or injury per point. reduced by two.

WEAPON TYPE DMG PB SHORT MEDIUM LONG AMMO


snub nosed pistol 2INJ 5m 10m 40m 75m 6
9mm and .45 3INJ 5m 10m 40m 75m 9
magnum 4INJ 5m 10m 40m 75m 6
carbine 4INJ 5m 10m 40m 100m 20
assault rifle 4INJ 5m 10m 50m 100m 20-50
heavy machine gun 6INJ 5m 20m 50m 150m 50-100
hi-tech laser pistol 5INJ 10m 20m 30m 50m 50
hi-tech laser rifle 5INJ 10m 20m 30m 75m 100
club 1FAT - - - - -
knife 1INJ - - - - -
staff 1FAT - - - - -
sword 2INJ - - - - -
arrow 2INJ 10m 25m 75m 100m 1

TYPE OF ARMOR ARMOR RATING PROTECTION


heavy skins/clothing 1 fatigue
leather armor 2 fatigue
medieval armor 1 fatigue & injury
older bullet-proof vest 2 fatigue & injury
modern armored vest 3 fatigue & injury
synthetics 3 fatigue & injury
hi-tech armor 4 fatigue & injury
hi-tech force field 5 injury

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

Luck IIIIII IIIIII IIIIII


Discipline IIIIII IIIIII IIIIII

fitness awareness creativity reasoning influence

Principles and gimmicks health

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

Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ


equipment
Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ

Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ

Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ

Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ

Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ

Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ

Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ

Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ

Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ

Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ


background, notes, etc.
Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ

Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ

Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ

Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ

Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ

Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ

Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ

© 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.

By now, it should be obvious that the potential to accomplish the task


abilities are somewhat generalized. in the first place.
That is, each encompasses a wide In the course of a game, a player
array of related traits. For example,
advanced exploits

may realize that he can not succeed


the fitness ability regulates both at a task after he has already exerted
strength and dexterity. Some players effort, but before determining the
may find this restricting and want to outcome. If the character possesses
further define specific functions of a flaired ability of |-2| or less, he has
an ability. To remedy this, let us the option to fail gracefully at a task
introduce Flairs.
Whereas abilities measure a FLAIRS BY EXAMPLE
general talent of the character, flairs Going back to our friendly neigh-
modify those abilities by refining the borhood detective, Stan Winston, we
talent. Flairs can be either positive or decide that he would be better off
negative, but must follow the limita- with better dexterity since he is a
marksman. To balance this, we’ll
tions established for abilities in the make him a bit stiff and reduce his
character creation rules. flexibility. This means that his
For every flair assigned during dexterity flair is +1, but flexibility is -1.
So, his rating for dexterity-based tasks
character creation, there must be a is +2 (1 + 1), but for all tasks based on
balance—each positive flair must flexibility, his rating is 0 (1 - 1).
have a negative flair to balance the We’ve also decided that he is
character. The flair does not have to getting a bit senile, so we’ll reduce his
belong to the same ability, however. memory flair. To balance this, we
want to keep him on his toes, so we
The purpose of flairs is actually increase his instincts. To recap, he has
two-fold. The first, as mentioned the memory flair for reasoning at -1
above, is to fine-tune a character’s and the instincts flair for awareness at
ability. The second is intended to +1. He has a rating of 0 (1 - 1) for all
tasks which rely on his memory and a
enhance player interaction. When a rating of +1 (0 + 1) for all tasks when
player describes his character’s he is surprised.
actions, flairs may be called upon to
embellish the scene with the goal to Assigning Flairs
A character with a fitness rating of
create a more cinematic atmos- |+1| can also have a flair with a
phere. This paints a clearer picture of rating of |-2| for all tasks involving
the action, thereby engaging the physical strength. This would mean
players and increasing the excite- that the character has an ability rating
ment. of |-1| (1 - 2) for situations where
strength is a factor, but the original
When a flaired ability of |+2| or |+1| for all other fitness tasks. Since
greater is used in this fashion and |-1| is the lowest possible rating for
the director believes that the player an ability, the flair could not be |-3|
(this would bring the rating down to
properly conveyed the feel of the |-2| which is not possible).
task in narration alone, it is auto- Conversely, the flair’s rating could not
matically successful without the be more than |+1| for a dramatic
need to compare effort. Of course, game, because |+2| is the maximum
allowed for dramatic level characters.
34 this assumes that the character had
of challenging difficulty or greater. Awareness-Refining Flairs
The player must narrate the results Hearing comes into play when a
of the failure in a vibrant and cine- character attempts to sense
matic manner. If this is accomplished anything by listening.
to the satisfaction of the director, Vision comes into play when a char-
the character receives one point in acter attempts to sense anything
luck, revelation (see convictions), or by looking around.
any aspect which has been reduced
during play (director’s choice). Touch comes into play when a char-
acter attempts to sense anything
When using flairs, the director by touching with his hands, feet,

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

tain harmony with a band or generations. This would apply to


orchestra while singing or playing sibling, parents, grandparents,
an instrument. parents’ siblings, children, and
Emulate comes into play when a grandchildren.
character is attempting to mimic
another person, such as by acting Conduction-Refining Flairs
on stage or as part of a disguise. Range comes into play when a char-
acter attempts to discharge elec-
Reasoning-Refining Flairs tricity over a distance without
Memory comes into play when a conductive materials other than
character attempts to remember those normally present in an
something from his past or some- atmosphere.
thing which he observed recently.
Deduction comes into play when a
character attempts logical and
deductive analysis.
Numbers comes into play when a
character attempts mathematical
analysis.

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.

Open aspects function in the the ability in order to maintain game


same manner as regular aspects, balance. We have chosen to differ-
except that there is no defined limit entiate regular aspects from the
to their rating. They can range from open variety for one reason—the
zero (0) to infinity (∞); five (5), one latter should be used sparingly. They
hundred (100), and one thousand can be both burdensome and unbal-
(1000) are all theoretically possible, ancing to the game. Any given
but will most likely be limited by setting should be limited to using no
actual game usage. The director more than one open aspect.
may, at his option, impose a limit on

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.

advanced tasks. This simulates how When creating characters using


a character may be well versed in fields of expertise, the rules for abili-
the field, but not its fringe, theoret- ties and aspects are unchanged, but
advanced exploits

ical, or neglected components. the number of fields of expertise


While fields of expertise may not possessed by a character is limited
be raised (since they are already at by the reality level.
expert level), experience is used in
the same manner as skills when it FIELDS OF EXPERTISE
comes to task resolution. This comes Dramatic 1
in handy when attempting those
Heroic 2
fringe actions.
Epic 3 to 5
The director is free to create his
own fields of expertise for charac-
ters, but a sample list is provided in
Chapter 9.

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).

Most of us live in a society of of history or everyday life. Beliefs


values, traditions, and beliefs. To must be overcome in order to ‘think
some, these concepts are nothing outside the box’ (see Conviction
more than unnecessary chores, while Tasks, below).
others see them as the cornerstone
Values
of humanity. Convictions are used to
Values represent a character’s
simulate these notions as well as the moral or ethical code. They are used
baser, instinctive and subconscious to determine how the character
concepts such as fears, desires, and would react in certain situations.
dependencies. Convictions are Values must be overcome in order to
broken down into five categories. violate ‘proper’ behavior and proto-
Each affects game play differently. cols.
Beliefs Fears
Beliefs represent particular Fears represent irrational anxiety
elements of a character’s perception or dread often brought on by
of reality. They are used to define phobias. Fears must be overcome in
what the character thinks is going on order to act without apprehension or
38 around him and how he views facets panic.
Temptations trigger must have one belief (the
Temptations represent subcon- character denies that the situation
scious desires and dependencies. every occurred), fear (the character
Some are the result of past experi- fears the situation), or temptation
ences (upbringing, trauma, etc.), (the character is tempted to ease his
while others are brought on by anxiety by way of intoxication or
addictive substances such as drugs nervous tics) assigned to it. These
and alcohol. Temptations must be represent the mind’s way of coping
overcome in order to refrain from with whatever is associated to the
the specified action. situation.

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

may allow him to reduce the convic-


Conviction Tasks tion by one grade of severity. The
A conviction task is one which is number of experience points
attempted to perform an action required is determined on the
which requires a conviction at current grade (see table at right).
commitment or compulsion rank to Reducing an inclination means that
be overcome (for example, a char- the character no longer possesses
acter with a compulsion to not kill the conviction.
attempting to shoot someone). It is also possible for characters to
Experience may not be applied to gain or increase the severity of
the task unless the character convictions according to their
expends one point of revelation. The behavior. If the director witnesses a
difficulty of the task is also increased trend or habitual behavior from the
by one grade if the conviction is at character (or player), he may assign
compulsion rank. a new conviction or an increase in
an existing conviction’s severity
Changes in Conviction
based on that behavior. For
Convictions can be very hard to
example, Bob, a private detective,
break for some people, especially
runs to the bar every single day after
compulsions. Characters may,
work. Since he never goes a day
however, reduce the severity of their
without drinking, the director may
convictions by spending experience
give him the temptation (alcohol)
points. Here’s the catch—the director
conviction at inclination level. If this
may only allow this if he feels that
has been going on for years, the
the character has made sufficient
director may even decide to make it
effort to control or resist the relevant
a commitment or compulsion.
conviction. In other words, if the

SUCCEEDING AT CONVICTIONS BY EXAMPLE


CONVICTION TASKS Detective Winston is a gentleman.
He has a compulsive trigger whenever
• the character gains one point of someone strikes a lady. The good
dementia as a result of guilt and detective is under cover on a drug
anxiety bust and sees the dealer slap
Veronica, the dealer’s mistress.
• the character may not receive Winston must remain calm while
any experience from the task inspecting the merchandise. Using the
• the character receives one point criminal skill, he makes sure the goods
of revelation as a result of are legitimate. The task receives an
increase in difficulty by one grade,
accepting the fact that over- because of his trigger. He can only
coming his conviction is a possi- spend experience on this task if he
bility, albeit a difficult one expends one point of revelation.
40
C threads---------------------------------------------------------------------------------------------------------------
2 This is new to Active Exploits and is used to explore group interactions.
Threads can be assigned within a Synergy
group of characters to help describe Synergy represents an uncanny
its dynamics in terms of rapport, connection linking two characters.
rivalry, dissent, synergy, and adora- This is most often the result of the
tion. The number of threads characters being married to each
connecting each character to other, growing up in the same

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

ADVANTAGES OF USING THREADS


RAPPORT
• a character may expend one point of revelation or luck on behalf of another
advanced exploits

linked character attempting to overcome a shared conviction


• a sustained task using a skill possessed by linked characters receives one point
of free effort if both of them contribute
• a contested task using a skill possessed by linked characters receives one
point of free effort if it is established that the original task was performed by
the linked character
RIVALRY
• the character gains one point of luck if he manages to thwart the plans of a
linked character
• the character may automatically resist a temptation or trigger if it occurs
while he is attempting to thwart the plans of a linked character
DISSENT
• the character who wins a debate or argument receives one point of revelation
and automatically resists or opposes one conviction the next time it comes
into play
• the character who loses an argument cannot resist or oppose one conviction
the next time it comes into play
SYNERGY
• a united task using a skill possessed by linked characters receives one extra
point of free effort if both of them contribute
• a character may expend one point of revelation on behalf of another
linked character attempting an improbable or impossible task
ADORATION
• a subservient character may automatically resist a conviction if it occurs while
he is in the presence of a linked character
• a subservient character must obey a linked character unless he seeks to hurt
their relationship

DEMENTIA ETHERIA PENALTY TOXEMIA


1 sensitive pallid - exposed
2 agitated enfeebled -1 tainted
3 distracted impaired -2 infected
4 irrational muted -3 afflicted
5 delirious consumed — diseased
42
C optional forms of health-----------------------------------
In addition to fatigue and injury, which rely on etherial power as well
three optional types of health may as the creativity ability. Etheria may
be used. be decreased at a rate equal to the
character’s creativity rating per week
Dementia or by select spiritual rituals.
2 Dementia can either be repre- Toxemia
sented by the symbol D or the
abbreviation DEM. 2 This is new to Active Exploits and is

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.

Etheria FIELD TREATMENT


2 This is new to Active Exploits and is sensitive trivial
represented by the abbreviation agitated routine
ETH. distracted challenging
Etheria represents the character’s irrational improbable
detachment and isolation from his delirious impossible
spiritual self. Etheria typically results
from magical and otherworldly SURGERY w/PROPER FACILITIES
attacks. When a character reaches bruised trivial
his maximum etheria, he is totally sprained trivial
separated from the magical and spir-
wounded challenging
itual energies present in the world—
maimed challenging
penalties from etheria are applied to
all tasks involving special abilities incapacitated improbable
43
C optional aspects------------------------------------------------------------------------
Revelation Mystic Edge

2 Revelation is no longer required for 3 Mystic Edge requires the use of


play unless convictions or flairs are Etheria (a form of health).
used.
The mystic edge aspect represents
The revelation aspect represents magical power which may imbue
moments of epiphany and sudden mundane objects such as swords,
clarity of thought. Its primary use is rocks, and musical instruments. The
advanced exploits

for convictions and flairs. effect of the expended points on an


imbued item ceases after a number
of turns equal to the character’s orig-
inal mystic edge rating (the value
before the expenditure).

POINTS MAY BE EXPENDED


FOR THE FOLLOWING USES
REVELATION
• increases the amount of effort used by one for each point expended on a
contested, resisted, sustained, or conviction-related task
• one point may be expended to cancel the effects of delirium
• one point may be expended to cancel the effects of overcoming a conviction
• one point may be expended to allow experience to be used with conviction-
related tasks
• six points may be expended to lessen a compulsion to a commitment
• decreases the amount of dementia sustained by one for each point expended
• one point may be expended to turn a normal success into a triumph (see task
outcome later in this chapter)
MYSTIC EDGE
• inflicts one grade of etheria per attack from an imbued weapon
• increases the amount of overkill achieved by one per point expended on a
successful task
• decreases the amount of etheria sustained by one for each point expended

POINTS MAY BE INCREASED


IN THE FOLLOWING WAYS
REVELATION
• a player narrates one of his character’s convictions in a convincing and enter-
taining manner
• a player acts out one of his character’s negative flairs in a cinematic style
• a character successfully resists a conviction at commitment or compulsion
level
MYSTIC EDGE
• a number of points equal to the character’s creativity rating is gained each day,
although the mystic edge rating may not be raised above its starting value
44
C advanced task resolution basics--
In addition to using grades of diffi-
culty (routine, challenging, etc.), the DIFFICULTY BY EXAMPLE
director can express difficulty as the An improbable task requires 6
actual amount of effort required in points of effort for a success, but the
order for a task to succeed. The director may decide to lessen the
amount to 5 or increase it to 7 in
following notation affects the order to use less extreme changes in
amount of effort required rather difficulty.
than grades of difficulty: ±xDIFF;

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

or otherwise hampered in his move- 2 Injury is applied during combat


situations, unlike the first edition
ment and maneuverability. Fitness- rules.
based tasks receive +2DIFF.
The character has gained more
Feinted than one grade of injury. All tasks
The character is attempting to receive an increase in difficulty
bluff or misdirect others before based on the severity of the injury.
executing a planned action in the This replaces the method used in the
same turn. Only one additional previous chapter.
action is possible that turn, but if the
feint is successful, it receives -1DIFF. Demented
Additional actions may be permitted The character has gained more
for each additional point effort than one grade of dementia. All
exerted from the improvisation flair, reasoning and awareness tasks
however. receive an increase in difficulty
based on the severity of the
dementia. This replaces the method
used in the Optional Forms of
Health section earlier in this chapter.
FEINTS BY EXAMPLE
Detective Winston has been Etheriad
jumped in a dark ally. He has decided The character has gained more
to feint a punch after returning to his than one grade of etheria. All tasks
feet in order to gain the upper hand.
The attacker anticipated the punch involving special abilities which rely
and tries to block it. Both the detec- on etherial power as well as the
tive’s and the attacker’s tasks were creativity ability receive an increase
successful: the feint worked because in difficulty based on the severity of
the attacker blocked it, not realizing the etheria. This replaces the
that it was not the main strike.
Winston follows up the feint punch method used in the Optional Forms
with a real one from the other hand. of Health section earlier in this
This task receives a reduction in diffi- chapter.
culty by 1, but he has less effort to
work with. Not to worry; the perp
used all of his effort to block. He
could use luck or experience to
increase effort, however, but so can
Winston.

FATIGUE INJURY DEMENTIA ETHERIA DIFFICULTY


stressed sprained agitated enfeebled +1
strained wounded distracted impaired +2
exhausted maimed irrational muted +3
46
C task risks---------------------------------------------------------------------------------------------------
Some tasks are inherently Slight
dangerous and pose the threat of The task can be somewhat
harm if not completed successfully. dangerous and if a character fails, he
There are several grades of risk and gains one (1) grade of fatigue.
the director is free to assign any one
to a task in order to raise the stakes Precarious
and simulate a real threat to the The task is fairly dangerous and if
character. a character fails, he gains one (1)
grade of injury.

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.

THE EFFECTS OF TRIUMPHS AND CALAMITIES


TRIUMPH
advanced exploits

• instead of the standard overkill rules, damage is either increased by two


points or doubled at the director’s discretion
• the character may narrate the outcome of the task in place of the director; he
can embellish his actions in order to paint a vibrant and entertaining picture
of events; the director must moderate his narration, however, preventing it
from hindering the story or game play
• another character may expend one point of luck in order to cancel this
triumph
CALAMITY
• if the task was assigned a risk, the damage to the character is either increased
by one or doubled at the director’s discretion
• the character may expend one point of luck in order to cancel a calamity
• the character may not gain experience from a calamity (unlike regular failures)

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.

Just as regular tasks may be modi- Large Target


fied by conditions, so may combat. The target is larger than normal
and makes for easier prey. This task
Concealment receives -1 to -3DIFF (director’s
The target of an attack is partially discretion based on the target’s size).
hidden in a patch of similar color or
shading. For example, camouflage in Poor Visibility
a jungle. While spotting the target The target is hard to spot because
may be difficult, it is only marginally of poor lighting, fog, or smoke. This
more difficult to hit when his loca- task receives +1 to +4DIFF (director’s
tion is known. This task receives discretion based on the level of visi-
+1DIFF. bility).
Cover Small Target
The target is hiding behind partial The target is smaller than normal
cover and makes it harder for the and makes for tougher prey. This
attack to hit. This task receives +1 to task receives +1 to +3DIFF (director’s
+3DIFF (director’s discretion based discretion based on the target’s size).
on the degree of cover).
Moving Target
In/Under Water The target is moving, preventing a
The combat exchange is occurring clear and stable shot. This task
in or under at least a few feet of receives +2DIFF.
water. This task receives +1DIFF
when the character is submerged up
to his waist and +2DIFF when totally
submerged.
49
C combat stunts----------------------------------------------------------------------------------
3 Combat stunts require the use of Advanced Tasks.

Combat stunts function the same Disarm


as regular task stunts. The more The character attempts to knock a
common ones are listed below. weapon (or other object) out of an
opponent’s hand. This can be done
Wrong Hand by hitting it with a strike or melee
advanced exploits

The character attempts to attack weapon, or by locking his joints in a


using his off-hand. This is a rather grapple (which may be contested). A
clumsy action, unless the character is success indicates that the weapon
ambidextrous. This task receives drops to the ground. This task
+2DIFF. receives +2DIFF.
Precision Take Weapon
The character attempts to focus This is similar to the disarm stunt,
his attack (a strike or gunshot) on a except the character actually
particular location on a target (oppo- attempts to take the weapon. This
nent’s body, bullseye, etc.). This task may be a contested task against
receives +2DIFF. each character’s fitness (muscle,
Sweep agility, or even flexibility flairs may
The character attempts to sweep be used) if there is sufficient warning
the legs of an opponent either with for the opponent to react. Success
his own legs or a melee weapons indicates that the character now
such as a staff. A success indicates wields the weapon. This task
that the opponent is knocked down. receives +3DIFF.
This task receives +2DIFF. Quickdraw
Unbalance The character attempts to ready
The character attempts to make his weapon and use it in the same
his opponent fall to the ground by action. This also requires the expen-
way of shoving or throwing. This diture of two (2) points of effort
task receives +2DIFF. from either awareness or fitness and
it receives +1DIFF.
Pin
The character attempts to keep his Dive
opponent on the ground once he is The character attempts to plunge
knocked down. This is a contested head first away from an area or into
task against each character’s fitness a body of water. The risk should be
(muscle, agility, or even flexibility gauged by the height of the dive.
flairs may be used). Unarmed Block
Constrict The character attempts to block a
The character attempts to grapple melee weapon with his bare hands
an opponent, making it difficult for (or arms or legs). This makes the
him to breathe. This is a contested task a precarious risk if blocking a
task against each character’s fitness weapon which causes fatigue and
(muscle, agility, or even flexibility disastrous if it causes injury.
flairs may be used). Otherwise, the block is handled
normally.
50
C weapon traits-----------------------------------------------------------------------------------
3 Weapon traits require the use of Advanced Tasks.

We have covered two forms of Spray Fire


task modifiers so far—conditions The weapon is capable of firing a
(environmental and situational large number of rounds at a high
factors) and stunts (advanced skill rate (approximately twenty rounds).
use). Weapon traits are also task This increases the damage by two

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.

While regular task risks are Confined Spaces


abstract in nature, combat risks are The area in which a character is
more defined. Either way, risks are fighting is very restricting. The use of
something which characters should large melee weapons such as swords
avoid unless seeking an adventurous and staves may be blocked by an
setting. obstruction and cause the weapon
to bounce back at the character,
51
causing damage. Characters should Breaking Weapons
only receive a fraction of the The character is attempting to
damage normally delivered by what- attack an opponent or structure
ever weapon he is using. which is heavily reinforced. This can
potentially break a weak weapon,
Kinetic Damage such as a staff or wooden nightstick,
The character is attempting to if striking a strong wall of cement
block an attack which may cause with excessive force.
fatigue (blunt trauma) from the
kinetic energy of the attack. For Falling
example, blocking a club with a See Falls in Other Damage
advanced exploits

shield or taking a bullet to armor Sources.


may still cause damage, because
while there is no bodily penetration,
there is impact on his person.

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.

CLASS WEAPON TYPE DAMAGE


A1 wooden bludgeons 1FAT
A2 metal bludgeons 2FAT
A3 large smashing bludgeons 3FAT
B1 knives 1INJ
B2 swords and small axes 2INJ
B3 large axes 3INJ
C1 arrows and crossbows 2INJ
C2 antique firearms 3INJ
C3 modern firearms 4INJ
D explosives 4-10INJ
E heavy weapons and machine guns 5-8INJ
F1 stun weapons 4FAT
F2 laser wapons 5INJ
F3 particles weapons 6INJ
52
C drugs and medicines--------------------------------------------------------
Drugs and medicines function against a member of the opposite
similarly, but are created by different sex in the presence of an aphrodisiac
means. Drugs are synthetic in receive -1DIFF.
nature, requiring a chemistry lab and
a lot of experimentation, more often Magical Potions
than not. On the other hand, medi- Magical spells can create potions
cines are typically herbal remedies, with special properties. The director
created from plants and naturally is free to invent whatever he desires.
One such use could be a way to

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.

C other sources of damage------------------------------------


advanced exploits

Since natural disasters also occur sustained after a number of turns


in this world, it is possible for char- equal to the character’s fitness rating
acters to be harmed in situations plus two. Once the character is
besides combat. A few are covered unconscious, he receives injury
below. instead of fatigue. It is also possible
to receive other damage from the
Smoke and Fire actual cause of the asphyxiation. For
Characters who are on fire suffer
example, if a character is being
one (1) to two (2) grades of injury
choked by someone, he may also be
per turn (director’s discretion based
taking damage from whatever is
on the intensity of the flames) until
wrapped around his neck.
the fire is extinguised. If characters
are in enclosed spaces where smoke Exposure
becomes overbearing, they receive A character who has been in the
one (1) to two (2) grades of fatigue wilderness during periods of extreme
(director’s discretion based on the heat or cold, or has been otherwise
amount of smoke) per turn. exposed to the elements, is subject
Falls to one (1) grade of fatigue per day
Falling a great distance can either until he can find shelter or receive
cause fatigue or injury at the medical attention. Characters with
director’s discretion. For example, a the survival skill avoid gaining
fall on a padded mat may cause only fatigue each day if they take the
fatigue damage (‘having the wind appropriate precautions. Injury is
knocked out of you’), while a fall on also possible from severe conditions
jagged rocks would most likely cause such as frostbite and dehydration;
sever injury. The damage is equal to the exact details are up to the
one (1) grade per six foot drop. This director.
can also apply to being thrown by Radiation
another character as part of an
Characters exposed to radiation
attack, such as by martial artists (for
gain fatigue or injury once per hour.
example, add extra grades for
The type of damage depends on the
overkill).
the proximity of the source—a
Asphyxiation nearby source inflicts injury, while a
Characters can normally hold their distant one inflicts fatigue. The
breaths for a minute or two at the damage rating should be adjusted
most. But when caught off guard, based on the strength and distance
they can receive damage from of the source, ranging from one (1)
asphyxiation. A character in this situ- grade for slight exposure or extreme
ation gains one (1) grade of fatigue. distance to four (4) grades for direct
54 Another grade of fatigue is then contact or active sources.
C armor classes----------------------------------------------------------------------------------
Just as weapon classes simplify the
use of applying damage, armor ARMOR BY EXAMPLE
classes may be used to generalize all Medieval armor only protects
types of armor which fall into the against damage from class A and B
weapons (bludgeons and bladed
same category. In addition, each weapons). This type of armor was
class offers specific protection clearly never designed to stop bullets
against different classes of damage. or energy weapons.

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

unsettle some people. The character tion, or numbers flair) is reduced by


gains the disfiguring scar gimmick one (|-1|). This cannot be raised via
(see master gimmick list in the back normal experience rules.
of the book).
Muscle Atrophy
The character’s fitness rating (or
muscle, agility, or flexibilty flair) is
reduced by one (|-1|). These can be
raised via normal experience rules in
the Basic Exploits section.

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

is greater than the frame rating in a points of damage would be reduced


single turn, the vehicle receives one to one if the vehicle currently has a
grade of mechanical stress (see shields rating of three. If the amount
Vehicle Integrity). of damage is greater than the
vehicle’s shields rating, however, not
only does the vehicle receive struc-
FRAME RATINGS tural damage, but its shield rating is
0 feeble frame also reduced by one (1) point.
1 weak frame
2 avrage frame
SHIELDS RATINGS
3 strong frame
4 reinforced frame 0 no shields
5 armored frame 1 weak shields
6 next generation frame 2 avrage shields
3 strong shields
4 reinforced shields
5 multi-layered shields
6 next generation shields

POINTS MAY BE EXPENDED FOR THE FOLLOWING USES


FRAME
• one point may be expended to negate one damage grade inflicted upon the
vehicle
• one point may be expended to negate one damage grade inflicted upon
passengers
SHIELDS
• one point may be expended to extend protection of shields to a nearby smaller
craft
• two points may be expended to extend protection of shields to a nearby craft
of the same size
58
C vehicle gimmicks-------------------------------------------------------------------------
The director may assign (and Passenger Capacity
create his own) gimmicks to vehicles The vehicle is able to carry a large
as if they were characters. For amount of passengers by way of
example, vehicles can use gimmicks extra seating. The number depends
such as prestige, internal clock, and on the purpose and frame of the
vulnerability. Some additional vehicle—the director is free to
gimmicks specific to vehicles are decide.
listed below.

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.

STRESS GRADE DAMAGE GRADE PENALTY


1 engaged dented -
2 distressed impaired -1
3 overworked breached -2
4 overheated compromised -3
5 disable wrecked —
59
C vehicle task conditions-------------------------------------------
3 Vehicle task conditions require the use of Advanced Tasks.

Stressed Poor Visibility


The vehicle has gained more than The target is hard to spot because
one grade of mechanical stress. All of poor lighting, fog, or smoke. This
tasks receive an increase in difficulty task receives +1 to +4DIFF (director’s
based on the severity of the stress. discretion based on the level of visi-
advanced exploits

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.

MECHANICAL STRESS STRUCTURAL DAMAGE DIFFICULTY


distressed impaired +1
overworked breached +2
overheated compromised +3

C vehicle task stunts-------------------------------------------------------------


3 Vehicle task stunts require the use of Advanced Tasks.

Vehicle stunts are usually a func- Precision


tion of a pilot’s skill, although the The character attempts to focus
vehicle’s abilties may also be a an attack at a particular location on
factor. a target vehicle’s frame or a specific
passenger. A success indicates that
Aiming the location or passenger is hit. The
The character attempts to aim a difficulty to hit a passenger is
projectile weapon while steering the adjusted by the current integrity of
vehicle. This does not increase the the target vehicle. For example,
difficulty, but at least one point of targeting a passenger on a vehicle
effort from fitness must be spent for with an integrity of 3 adds +3DIFF to
this stunt. The collision risk is also the task. The collision risk is also
present. present.
60
High-Speed Maneuvers Ram
When a vehicle attempts The character attempts to steer
handling-based tasks at high speeds, the vehicle into another, causing a
it receives +2 to +4DIFF and the colli- violent impact. The target vehicle
sion risk is present. receives a number of grades of
damage equal to the amount of
Nudge effort exerted from the speed ability.
The character attempts to push The ramming vehicle receives half of
another vehicle off the road or to that amount. The collision and flam-
follow a specific route. The collision mable risks are also present.
risk is also present.

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.)

CLASS WEAPON TYPE DAMAGE


D explosives 4-10STR
U antique cannons 2STR
advanced exploits

V1 rockets 5STR
V2 torpedoes and missiles 6STR
X1 laser weapons 3-4STR
X2 particle weapons 4-6STR
X3 ion weapons 1-4MEC

C other sources of damage------------------------------------


Storms and Extreme Environments Shockwaves
These can all cause disruption to a Exploding vehicles and objects can
vehicle’s circuits and inflict one or cause shockwaves which may
two grades of mechanical stress. disrupt a vehicle’s course or cause
Shields may also fail to work in these structural damage. Shields can block
conditions. an amount of damage from shock-
waves up to their rating as well as
Radiation limit course deviation. The amount
Light or latent exposure to cosmic of damage is left up to the director.
radiation can cause a vehicle’s crew
to sustain fatigue, while severe and Impediments
constant exposure can cause injury. Contact with small impediments
Shields can block an amount of like speed bumps and buoys can
damage from radiation up to its inflict one or two grades of mechan-
rating. ical stress.

62
Name

Setting
/
diceless roleplaying

Luck IIIIII IIIIII IIIIII


Discipline IIIIII IIIIII IIIIII

fitness awareness creativity reasoning influence

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

Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ

Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ

Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ

Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ

Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ

Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ


background, notes, equipment, etc.
Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ

Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ

Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ

Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ

Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ

Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ

Qn QP QE QQQQQ QQQQQ QQQQQ QQQQQ

© 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

Gimmicks, cr ew, passengers, cargo, notes, etc. weapons and armor

© 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.

PASSAGE OF TIME GRADES RESTORED


none (no time passes) 1
days 2
weeks 3
months 4
years all

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

Each successful contested task task would have normally deter-


gives the character one (1) point of mined the outcome of a situation.
experience if and only if it was a fair Experience may be used to
match. This means that characters increase the amount of effort used
cannot go around picking on weaker in a task or negate one grade of
individuals simply to gain experi- injury per point. No more than two
ence. The opponent must possess (2) points of experience may be
the same field of expertise or one in used at a time. Points used to
which the action is a key compo- increase effort are counted after all
nent. The director may also award a modifiers to the task—fields of
point to anyone he feels has done a expertise do not double or other-
superb job of roleplaying when a wise alter this value.

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.

NEW EXPERTISE BY EXAMPLE


Detective Winston, whose field of expertise is law enforcement, has successfully
completed five attempts at delivering babies over the course of his five month tour
(the tour being part of the live action game). As a result, he can spend 10 experi-
ence points (if he has them) to make this task part of his law enforment expertise.
All future attempts are considered to be central to law enforcement for him.
68
C contested task flow of events--------------

EXERT EFFORT
Exert effort from one ability.

FIELD OF EXPERTISE? UNSKILLED? FRINGE TASK?


Double effort; or add 1 if it is 0. Proceed to next step. Add 1 to effort if it is 2 or more.

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.

WEAPON TYPE DAMAGE


COMPARE EFFORT
unarmed 0/1*
The character with the largest
club 1
amount of effort wins the contest.
knife 1
Both characters fail if it is a tie.
staff 1
sword 2
arrow 2
snub-nosed pistol 2 FAIR MATCH?
9mm and .45 3
magnum 4 If the contest was fair, the winning
carbine 4 character receives one experience
assault rifle 4 point.
ARMOR TYPE RATING
heavy machine gun 6 medieval armor 1
hi-tech laser pistol 5 older bullet-proof vest 2
hi-tech laser rifle 5 modern armored vest 3
COMBAT?
synthetics 3
* A difference of 2 or more points Stop here unless the contest hi-tech armor 4
of effort is required to inflict occurred during combat and the hi-tech force field 5
1point of damage. winner was the attacker.

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

Setting / diceless roleplaying

fitness awareness creativity reasoning

fields of expertise injury

I bruised -
I sprained -1
I wounded -2
I maimed -3
I incapacitated —

character background, gimmicks, notes

© 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.

C converting to Active exploits------------------


Converting characters from other Converting Abilities
ability/skill-based game systems to Determine a corresponding Active
Active Exploits is relatively easy. Ability for each Adaptive Ability by
Unless the scale used for the consulting the table below. If an
Adaptive Abilities and Skills is not Active Ability has more than one
collapsible into broad levels of capa- corresponding Adaptive Ability,
bility and achievement, a calculator simply compute the average rating
is not necessary. of all corresponding Adaptive
Abilities.

ACTIVE ABILITY CORRESPONDING ADAPTIVE ABILITIES


fitness strength, dexterity, agility, coordination, movement
awareness awareness, perception, intuition, insight, empathy, reflexes
creativity style, cool, artistry, appearance
reasoning intelligence, intellect, reasoning, ego
influence presence, charisma, charm, manipulation, personality
72
Unimaginable is rare and may repre-
AVERAGING BY EXAMPLE
sent superheroes and magically-
System A uses two abilities which gifted characters; the equivalent
can correspond to fitness—strength
and dexterity. As instructed, compute of an Active Ability rating of +5.
the average rating of both Adaptive In cases when measurement of
Abilities. So a strength rating of 8 and
dexterity of 12 would result in an the original scale is not very
average rating of 10 ((8+12)/2). apparent, conversion to the Active
Scale requires some math. This may
When using flairs, assign a flair to or may not be accurate as some
each corresponding Adaptive Ability systems use exponential scales or
to determine the rating (a further only measure mortal levels.
step is added to properly assign flairs Discretion is required when applying
later). the results to Active Abilities. The
following steps are required to
FLAIRS BY EXAMPLE convert the scale when you cannot
Expanding on the example above, readily discern Active Categories.
the fitness (muscle) flair would have a 1. Compute the maximum number
rating of 8 (from strength) and the
fitness (dexterity) flair would have a of values, by subtracting the
rating of 12 (from dexterity). lowest possible value from the

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

completely replaced with the closest


Fitness (muscle) 1, fitness (agility) Active Skill. If the scale is not easily
6, and fitness (dexterity) 4 average apparent, use the same procedure
out to 3. Consulting the table below,
the character’s fitness rating is 0, (the steps required to convert abili-
muscle flair is -1, agility flair is +2, and ties and aspects) to convert
dexterity flair is 0. This results in the Adaptive Skills to the Active Skill
following: fitness 0 (muscle -1; agility scale—unskilled, novice, proficient,
+2). We don’t need to indicate and expert (see Master Conversion
dexterity since its rating is the same as
fitness. Table).

ASPECT CORRESPONDING ADAPTIVE ABILITIES


luck luck, fate, destiny, karma
discipline willpower, endurance, stamina, constitution

MASTER CONVERSION TABLE


FINAL FINAL FINAL
RESULT ACTIVE CATEGORY ABILITY ASPECT SKILL
0 disabled -1 0 unskilled
1 disabled -1 1 novice
2 average human 0 2 novice
3 average human 0 2 novice
4 average human 0 2 proficient
5 above average human +1 3 proficient
6 above average human +2 3 proficient
7 superhuman +3 4 proficient
8 superhuman +4 5 expert
9 unimaginable +5 6 expert
10 unimaginable +5 6 expert
74
Converting Gimmicks
SKILLS BY EXAMPLE
There is no set way of handling
A character from System A has the gimmicks. Adaptive Gimmicks may
counterfeiting skill. This skill can either
be carried over to Active Exploits or either be converted to Active
replaced with the design skill. Gimmicks, flairs, principles, or
The skill’s rating is a 4 on a scale convictions. The director should use
from 0 to 6. Step 1 is to calculate the his best judgement. A few sugges-
maximum possible values: 7. Step 2 tions are presented below.
can be skipped since 0 is the lowest
possible value. Step 3 is to divide the • If the Adaptive Gimmick modi-
skill rating of 4 by the result from step fies an ability, it should either be
1 and multiply by 10: 4/7*10=5.7, made an ability flair or a
rounding down to 5. Step 4 is consult gimmick.
the Master Conversion Table, which
gives a result of proficient for skills. • If the Adaptive Gimmick modi-
fies a skill, it should either be
made a new, special skill or a
GIMMICKS BY EXAMPLE gimmick.
A disadvantage which reduces the • If the Adaptive Gimmick modi-
character’s strength by 2 when faced
with a holy symbol could be made fies a task, it should be made a
into a gimmick which reduces the gimmick which alters the

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.

C adapting another system------------------------------------


Adapting your current system for Aspects
diceless play via Active Exploits can Because the system’s own abilities
also be accomplished with a few are being maintained rather than
easy steps. Unlike the previous converting to those normally used in
methodology, all conversions are Active Exploits, aspects may feel
done during task resolution with the unnatural and should be ignored. If
exception of an initial set of calcula- the system has a willpower, stamina,
tions in order to speed the conver- constitution, or endurance ability,
sions. however, it should be used to mirror
the discipline aspect. That is, if the
Abilities number of points allocated from
No changes to abilities are abilities for a task is greater than the
required as all conversions are willpower, stamina, constitution, or
performed by the director while endurance ability (choose one), the
determining the outcome of tasks. character gains fatigue (see Health,
When players attempt tasks, they below).
may allocate a variable number of
points from an ability as if they were Skills
exerting effort. Once allocated, the Like abilities, no conversions are
points may not be used until the end necessary until a task is attempted.
of the turn. 75
Health the system has a meter for tracking
Active Exploits’ health system may fatigue rather than serious wounds,
be used or you may stick with that it is applied to that meter.
of the system you are adapting. If
you choose the latter, all weapons OVER-EXERTION BY EXAMPLE
and damage values must remain In a system that uses hit points, and
consistent with those built for the the maximum amount for a character
system which you are adapting. If is 20, applying fatigue from over-exer-
damage is determined by rolling an tion is done by inflicting an amount of
damage equal to 20 divided by 5
amount of dice, the average value (one-fifth), or 4.
capable of being delivered (or half
the maximum value) should be Penalties due to injury should also
chosen. Armor ratings may either be be applied to tasks. If penalties are
deducted directly from the damage not provided with the original
value or you may find the system, use the table below to deter-
percentage of the maximum armor mine the effects on tasks resolution.
value (armor value divided by
maximum armor value) and mutliply Preparation
the damage by that value. In order for the task resolution
process to move faster, the following
adaptive exploits

HEALTH BY EXAMPLE steps should be performed before


play begins.
We are using a damage system
which has a health scale from 0 to 20 1. Compute the maximum number
and adapting it to Active Exploits’ of ability values, by subtracting
health system. A character sustains an
amount of damage equal to the roll of the lowest possible value from
two six-sided dice. The average of this the highest and adding one. This
roll is roughly six and the character’s result is called the Effort Factor.
armor value is five (maximum armor
value for the game is twelve). We may 2. If the lowest possible value is
either reduce the damage by the greater than zero, you will also
armor value, making it one (6-5=1), or need to use an Effort Offset,
multiply damage by 0.41 (percentage which is equal to the difference
of armor based on the maximum between the lowest possible
permitted amount, or 6/12), reducing
the damage to two (6x0.41=2.46, value and zero.
rounding down to 2). Of course, we
could have just simplified this by using
Active Exploits’ damage system with PREPARATION BY EXAMPLE
general damage and armor classes to If the scale runs from 2 to 20, there
determine these effects. are 19 possible values, and therefore,
the Effort Factor is 19. Because the
lowest value of 2 is greater than 0,
When applying the effects of over- the Effort Offset is 2 (2-0=2).
exertion (gaining fatigue from
exerting too much effort), the reduc-
tion in health is equal to 20% (or
one-fifth) of the maximum value. If

HEALTH LEVEL PENALTY FOR PENALTY FOR


IS THIS % OF MAX BASIC EXPLOITS ADVANCED EXPLOITS
40-59% -1EFFORT +1DIFF
60-79% -2EFFORT +2DIFF
80-99% -3EFFORT +3DIFF
76
Tasks
TASK CONVERSION BY EXAMPLE
Tasks are perfomed like Active
Exploits (either Basic or Advanced 10 points are allocated to a task
from an ability. The Effort Factor is 19
Exploits), applying effort to tasks. A and the Effort Offset is 2.
character attempting a task may allo- ((10 - 2) / 19) x 10
cate any number of points from a breaks down as follows:
relevant ability. Free effort is also a) 10 - 2 = 8
applied from skills and any condi-
b) 8/19 = 0.42
tions, risks, or other factors are
applied to the total amount of effort c) 0.42 x 10 = 4.2;
rounded down to 4
applied (Basic Exploits) or the diffi-
culty rating (Advanced Exploits). d) A result of 4 for an ability
converts to 0 effort on the
The total number of points allo- Master Effort Table.
cated must be converted to Active
Exploits’ scale. This is done with the Free effort from luck is computed
following formula: the same way. Experience may also
be applied directly to effort as it can
( Effort Factor )
points allocated - Effort Offset
x 10 be used to alter the chance of
success, making it possible to

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.

MASTER EFFORT TABLE


LUCK SKILL
RESULT EFFORT FREE EFFORT FREE EFFORT
0 -1 0 0
1 -1 0 +1
2 0 +1 +1
3 0 +1 +2
4 0 +2 +2
5 +1 +3 +2
6 +2 +4 +2
7 +3 +4 +2
8 +4 +4 +3
9 +5 +5 +3
10 +5 +6 +3
77
C common system scales-------------------------------------------------
1 TO 20 SCALE
LUCK SKILL
ABILITY ASPECT SKILL EFFORT FREE EFFORT FREE EFFORT
1-2 -1 0 unskilled -1 0 0
3-4 -1 1 novice -1 0 +1
5-6 0 2 novice 0 +1 +1
7-8 0 2 novice 0 +1 +2
9-10 0 2 proficient 0 +2 +2
11-12 +1 3 proficient +1 +3 +2
13-14 +2 3 proficient +2 +4 +2
15-16 +3 4 proficient +3 +4 +2
17-18 +4 5 expert +4 +4 +3
19-20 +5 6 expert +5 +5 +3

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:

1. The information allows direct accesss


to the settings so the director does not
need to develop them.

2. The framework for each setting provides an

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

mirroring ours, but lacking physi- Guardians


cality and corporeality. The Astral Guardians are the monitors of the
Realm is sometime entered unknow- gateways between the realms. They
ingly while we sleep, exposing oppose actions taken by or on
ourselves to the nightmares that behalf of the Shambalans and refuse
occupy it. to be worshiped, endowing mortals
only when it suits their needs.
Some entities require they be
worshiped before granting endow- Guides
ments to mortals, while others will Guides often come to us in our
only do so at their own whim. This dreams, offering advice and knowl-
can also limit the manner in which edge. Their ultimate goal seems to
the endowment ability is used. be the enlightenment of humanity.
While they do not typically make
Some entities will also go out of
their presence known, there are
their way to ruin the plans of other
times when they contact individuals
astral inhabitants. Because of this,
openly during meditation and
characters may expend endowment trances. They oppose actions taken
points to cancel out the use of by or on behalf of the Overlords and
endowment by other characters if Jinn, and endow mortals without
their respective entities oppose each the need of making covenants with
other (one point cancels out one them. Their endowment may only
point). In addition, points may also be used to add free effort to
be used to add effort to a task reasoning-based skills.
attempted by another character if
their respective entities do not Jinn
oppose each other (one point adds Jinn are the masters of the Astral
80 one point of free effort). Realm and seek worship. They
oppose actions taken by or on Overlords
behalf of the Mythos and Oni, and Overlords are the masters of
their endowment is used in the same mortal souls, and guide departed
manner as the discipline ability. souls to their destinies from behind
the scenes or by way of worshipping
Mythos minions. They oppose actions taken
Mythos are the masters over man, by or on behalf of the Guides and
beast, and vermin, and commonly Jinn, and their endowment is used in
recruit minions to interfere with the the same manner as the revelation
societies and cultures of man. They ability.
oppose actions taken by or on
behalf of the Jinn and Oni, and their Shambalans
endowment may only be used to Shambalans are the fabled
add free effort to any fitness-based creators of our realm and everything
skill. in it. They seek to inspire the
creativity of the mortal realm.
Oni Shambalans oppose actions taken by
Oni are the masters of nature and or on behalf of the Guardians, and
seek to motivate change and evolu- their endowment may only be used
tion in all living creatures, while to add free effort to any creativity-
preserving the harmony of shared based skill.
existence. They oppose actions
taken by or on behalf of the Mythos,
and their endowment may only be
used to add free effort to any aware-
ness-based skill.

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.

Faith represents pure devotion to the deity and doctrines, respectively)


the character’s deity and in return, and cannot be used by anyone with
he radiates divine energies which the channeling ability. Faith can be
can be harnessed to create miracles. used to exert effort for any appli-
This ability requires the character to cable skill which does not violate the
possess the beliefs and values character’s values.
convictions (to represent his faith in

C the necromancy ability----------------------------------------------


Necromancy is the ability to task with its manifestation ability
command the spirits of the Astral and an appropriate skill (director’s
Realm. Spirits can resist the effects discretion).
of necromancy by contesting the

C the manifestation ability------------------------------------


setting specifics

Manifestation is a spirit’s ability to


interact with our world. This ability MANIFEST DIFFICULTIES
may only be used by Astral inhabi- 0 trivial
tants. In addition to providing access 1 routine
to manifestation-based skills, astral
2 routine
inhabitants may also use the mani-
3 challenging
festation ability to attempt any
fitness-based skill while in a corpo- 4 improbable
real state (manifested or in posses- 5 improbable
sion of a mortal or corpse). Most 6 impossible
manifestation-based tasks are
contested by the target’s discipline
rating (see the table at right).

C the transformation aspect---------------------------


Transformation allows a character
to change form at will. The type of TRANSFORMATION
change is dependent on the number EXPENDITURES
of points expended, which are recov- 1 facial appearance only
ered at a rate of one per hour. Points 2 mortal appearance only
are not required to be expended in 3 wolf or similar-sized animal
order to return to the character’s 4 bat or similar-sized animal
original appearance and he may do 5 mist or a swarm of insects
so at his leisure.
82
C arcane skills---------------------------------------------------------------------------------------
The following skills are for use proficient: forty-five minutes; and
with the new abilities presented expert: two hours) or his
above as well as the ESP and consciousness will manifest
reasoning abilities. completely in the Astral Realm
and he will become trapped
Reasoning-Based Skills forever.
Alchemy allows a character to mix a Clairaudience allows a character to
potion which, when activated communicate with astral inhabi-
through ingestion or application tants within the character’s imme-
on a surface (painting or throwing diate vicinity. He can hear them as
the potion on it), creates a single if they were speaking and vice
effect from a channeling-based versa.
skill. Once the potion has been
created, it may be activated by Clairvoyance allows a character to
anyone. The duration of the effect look into the Astral Realm and see
is decided by the director as all inhabitants present in his imme-
appropriate for the circumstances, diate vicinity.
but can be cancelled by the coun-
termagic skill. Channeling-Based Skills
Conjuring is the art of illusion. It
Runes allows a character to imbue a allows a character to create an
series of symbols, called runes, insubstantial image which has no
with any single effect from a chan-

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

effort applied from the channeling


sustained dementia, fatigue, or
ability.
injury).
Faith-Based Skills Rapport allows a character to form a
bond with an animal or person,
2 The Inscription and Seals skills have causing the target to trust and feel
been replaced by skills representing comfortable around him. This can
the different types of seals present easily be countered if the char-
in the first edition rules.
acter behaves in a manner which
Bless allows a character to imbue conflicts with the target’s instincts
another with divine emanations. (in the case of animals) or convic-
This causes all attempts at tasks by tions, or becomes hostile toward
the target character which do not him. This lasts for a period of one
violate the original character’s to two days (director’s discretion).
beliefs to receive a decrease in Truth allows a character to sense if
difficulty by one grade for a the words coming out of another
period of one day to a week character’s mouth are true.
(director’s discretion). Ward allows a character to create an
Curse allows a character to block area around a holy symbol (which
divine emanations from another the character must hold) which
character. This causes all attempts protects all those touching him. A
at tasks by the target character success indicates that all attacks
which violate the original char- made against anyone within the
acter’s beliefs to receive an perimeter of the circle receive an
increase in difficulty by one grade increase in difficulty by one or two
for a period of one day to a week grades (director’s discretion).
84 (director’s discretion). Characters or creatures opposed
to the character’s religious beliefs Silence allows a spirit to control the
receive one grade of injury if they speech centers of the human
touch any of the affected charac- brain. The target character may
ters. not speak for up to ten turns. The
difficulty is based on the target’s
Necromancy-Based Skills discipline rating (see the manifest
Animate allows a character to bind a difficulty table).
nearby spirit into a human or Terrorize allows a spirit to manifest
animal corpse for the purposes of an incorporeal appearance that
control. The spirit must obey the strikes fear in one’s very soul.
character’s commands and in turn Characters that witness the mani-
animate the corpse’s lifeless body. festation gain one grade of
Banish allows a character to force dementia.
any Astral inhabitant (but not
powerful entities) to flee the
immediate area or leave the body
of a possessed mortal or corpse.
It may not attempt to return for at
least one day.
Name allows a character to call any
Astral inhabitant (but not
powerful entities) by speaking its
name.

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

etheria-based damage by touching a ‘C’ damage, and 1 against ‘E’


victim. The amount of damage is damage.
equal to the amount of effort Longevity
exerted only from the channeling The character has ceased aging
ability. In addition, for every two due to a secret formula, fountain of
points of effort exerted, the char- youth, or vampire bite which must
acter may throw a bolt of pure be reintroduced once per week.
magical energy at a target using a
normal athletics task. Lycanthropy Bloodline
The character transforms into a
Guardian Angel wolf during a new moon and a were-
The character enjoys the protec- wolf during a full moon.
tion of a guardian angel, who
attempts to divert the character’s Lycanthropy Curse
from danger through natural- The character transforms into a
seeming occurrences. This is basi- werewolf during a full moon. The
cally a part-time job for the director, curse is passed on to anyone unfor-
offering the player some helpful tips tunate enough to be bitten by the
in order to keep the character alive. character in werewolf form.

MANIFESTATION ABILITY AND DURATION


+1 walking and creaking 2 turns
+2 shimmering lights 10 turns
+3 incorporeal human appearance 30 minutes
+4 corporeal human appearance 4 hours
+5 corporeal human, animal, or object appearance 1 day
86
Manifest acter receive a decrease in difficulty
The spirit can assume a physical by two (2) grades (-4DIFF) .
form for short periods of time and is
capable of interacting with our Non-Reflective
world. Once manifested, the crea- The character casts no reflection
ture can substitute the manifest or shadow.
ability for tasks requiring the fitness Protective Aura
ability. The type of manifestation The character has a natural resist-
and duration is determined by the ance to etheria. This acts as armor
creature’s manifestation ability. with a rating of 2 which protects
Mist against all sources of etheria
The Astral inhabitant causes a fog damage.
or heavy mist to appear whenever it Regeneration
uses a manifestation-based skill. The character heals at an acceler-
Mortal Demise ated pace; injury is restored by one
The character dreams about his grade per day and fatigue is restored
death every night. He is now accus- by one grade per hour.
tomed to it, but anything he experi- Resistant Aura
ences while he is wake that hints The character is incapable of using
that his time is near causes anxiety the channeling ability and all chan-
and panic. On the other hand, the neling-based tasks directed at him
character knows how he will die receive an increase in difficulty by
(this should be fleshed out before one grade.
play) and may put himself in harm’s

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-

C the shaded veil--------------------------------------------------------------------------------


The Shaded Veil is an imperfect The Astral World
barrier which separates the Astral Entering the Astral Realm is like
Realm from our world. Parts of the stepping into an abyss. It lacks phys-
Veil thicken and thin during specific icality and is home to billions of
times of the year. When the Veil is creatures and spirits capable of inter-
thin, horrors from the other side visit acting with one another. Our world
us; ghosts are more common and is clearly visible, yet incorporeal to
creatures such as vampires and were- the Astral inhabitants.
wolves become stronger. This We sometimes unknowingly enter
change in the Veil is referred to as the Astral Realm while sleeping,
shading. exposing ourselves to the night- 87
mares of the other side. This also Midsummer occurs for an entire
leaves us vulnerable to possession month beginning on June 15. It is
and ghostly influences. during this period that the Veil is
Spirits wait for times of shading to thickest.
interact with us physically. These Umhvar begins on September 21
occurrences are typically classified as and continues until Samhain. It
hauntings or poltergeist activity. marks the beginning of an
increase in thinning which ends
Times of Shading after Samhain.
Samhain (or more commonly All
Hallow’s Eve) occurs on October Locations of Shading
31 and marks the period of Holy Grounds include churches,
maximum thinning. More spirits synagogues, and other places of
visit our world during this day divine worship. They thicken the
than any other. Channeling ability Veil and disrupt manifestations
is also more common during this from the Astral Realm. The diffi-
period because the thinning of the culty of all tasks involving the
Veil allows more magical energy manifestation ability while on holy
to permeate our world. ground is increased by two grades
Yule occurs for twelve days begin- (+4DIFF).
ning on December 20 and marks Burial Grounds include cemeteries,
the Veil’s recovery from its past tombs, and other burial places.
shadings. It is a period of reflec- They thin the Veil and strengthen
tion for most channeling practi- manifestations from the Astral
setting specifics

tioners. ESP ability is heightened Realm. The difficulty of all tasks


during this period due to the thin- involving the manifestation ability
ning, however. while on burial ground is
Imbolc occurs around February 1 decreased by one grade (-2DIFF).
and is a period of rebirth for both Nature’s Grounds include forests,
worlds. It is during this time that lakes, and other dense areas in
the Veil acts as an umbilical cord, nature. They strengthen the mani-
connecting both worlds so that festation ability of spectres. The
order is restored. difficulty of all tasks involving the
Ostara marks the return of nature’s manifestation ability for a spectre
power over our world. It occurs on while on nature’s grounds is
the first day of spring and lasts for reduced by one grade (-2DIFF).
approximately three days. It is
during this period that we are
more susceptible to entering the
Astral Realm while dreaming and
are often assaulted by nightmares.
This period is also associated with
an increase in werewolf activity.
Beltane occurs for two days begin-
ning on April 30. It marks a rise in
vampire activity. This is usually
credited to the increase in nightly
activity brought on by nice
weather.
88
TIMES OF SHADING
SAMHAIN
• the difficulty of all tasks involving the channeling ability during Samhain is
reduced by two grades (-4DIFF)
• the difficulty of all tasks involving the manifestation ability during Samhain is
reduced by two grades (-4DIFF)
YULE
• the difficulty of all tasks involving the channeling ability during Yule is
increased by one grade (+2DIFF)
• the difficulty of all tasks involving the ESP ability during Yule is reduced by
one grade (-2DIFF)
• the difficulty of all tasks involving the manifestation ability during Yule is
reduced by one grade (-2DIFF)
IMBOLC
• the difficulty of all tasks involving the manifestation ability during Imbolc is
reduced by one grade (-2DIFF)
OSTARA
• the difficulty of all tasks involving the ESP ability during Ostara is reduced by
one grade (-2DIFF)
• the difficulty of all tasks involving the manifestation ability during Ostara is
increased by one grade (+2DIFF)
BELTANE
• the difficulty of all tasks involving the channeling ability during Beltane is

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

it is possible for souls to become of mortal freedoms motivates them


trapped in the Astral Realm, in to manifest in our world and
which case, they never find a new attempt to live as we do. Many are
mortal body and roam the incorpo- capable of possessing human bodies
real plains for all eternity. or corpses. Spirits possessing living
Mortals occasionally use seances bodies are called dybbukim, while
to contact the dead, but the dead those in corpses are zombies.
attempt to contact us every day. Although, it is rare, spirits have
They exist in a state of limbo and been known to animate stone and
use every opportunity to communi- earthen structures such as gargoyles
cate with the living. Most are and golems.
benign, although their activity can
certainly cause panic and night-
mares. Ghosts are not particularly
powerful and have limited manifes-
tation ability.
There comes a time when a
mortal soul can withstand only so
much pain and suffering. When it
reaches its limit, the ghost becomes
a poltergeist and the soul has only
one purpose—to terrorize the living.
Poltergeists use any means available
to them and can be quite effective.

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

EFFORT MAY BE EXERTED FOR THE FOLLOWING USES


KU
• increasing haste while acting in combat
• tasks in which the character is surprised
• archery and firearm attacks
UKEMI
• parrying and dodging attacks or objects
• maintaining one’s balance
setting specifics

• recovering from a fall


TORI
• grappling, including increasing injury by way of adding to overkill
• unbalance an opponent by throwing, pushing, or tripping
• pinning a character on the ground
FUDOSHIN
• maintaining a strong balance and rooting one’s self to the ground
• blocking an attack or object
KOKYU
• relaxing one’s self to reduce fatigue sustained by a brawling attack; difficulty
should be challenging
• contested action involving strength
• throwing objects
ATEMI
• punching and kicking
• melee attacks
• feinted action
SABAKI
• walking, running, swimming, and jumping
• dodging an attack or object
• increasing haste while acting in combat
CHIKARA
• increasing injury when punching, kicking, and throwing objects by way of
adding to overkill
• unbalancing an opponent by grappling
• pinning a character on the ground
96
Kokyu is the discipline of breathing Sabaki is the discipline of moving
and relaxation. It is often one’s body gracefully. Opponents
observed as exhales and kiai commonly speak of certain practi-
(short scream). tioners suddenly disappearing or
Atemi is the discipline of striking an somehow appearing behind
opponent, and understanding his them.
vulnerable areas and typical Chikara is the discipline of extending
responses from such a threat. one’s chi outside of his body. This
is often observed as unusually
warm emanations and static shock
from practitioners.

C martial arts ranks------------------------------------------------------------


Many styles (and schools) of brown, for example) to non-black
martial arts track a student’s belt ranks, and some styles only use
progress by way of rank. Promotions five ranks of white belt rather than
in rank are typically achieved by ten. Of course, colors and ranks
passing a test encompassing specific used can vary from school to school
techniques and body movements. depending on traditions.
Some promotions are given as a
result of the student’s dedication or Korean Belts
the amount of time he has been The Korean belt system is similar
practicing, however. to those used in Japanese martial

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.

Japanese Belts Teaching Ranks


Japanese martial arts use different It is unlikely that a non-black belt
colored belts to track rank. There are (or yellow or green sash) student will
two clear sides of the track: white be assigned to teach others except in
belts (kyu ranks; also called rare cases. Second or first kyu/gup
mudansha) are for beginning students are sometimes responsible
students, while black belts (dan for assisting beginners, especially
ranks; also called yudansha) are when they are disciples, but other
somewhat experienced and have than that, only black belts are
proceeded to learn more advanced permitted to instruct when the head
techniques. Within each group (or teacher is not available.
belt color), there are multiple sub- The head teacher always has the
ranks, which denote progress. Many final say. He is the most respected
styles (and schools), however, assign member of the school. Well, usually,
additional belt colors (green and there are always exceptions. We 97
JAPANESE RANK BELT COLOR MAXIMUM SKILL
10 jukyu white unskilled
9 kukyu white (yellow) unskilled
8 hachikyu white (orange) unskilled
7 nanakyu white (green) unskilled
6 rokyu white (green) novice
5 gokyu white (blue) unskilled or novice
4 yonkyu white (blue) novice
3 sankyu white (brown) proficient
2 nikkyu white (brown) proficient
1 ikkyu white (brown) proficient
1 shodan black proficient
2 nidan black proficient
3 sandan black expert
4 yandan black expert
5 godan black expert
6 rokudan black (red & black) expert
7 nandan black (red & black) expert
8 hachidan black (red & black) expert
9 kudan black (red) expert
10 judan black (red) expert
setting specifics

KOREAN RANK BELT COLOR MAXIMUM SKILL


10 shipgup white unskilled
9 koogup white w/yellow stripe unskilled
8 palgup yellow unskilled
7 chilgup yellow w/green stripe unskilled
6 yookgup green novice
5 ohgup green w/blue stripe novice
4 sagup blue novice
3 samgup blue w/red stripe proficient
2 eegup red proficient
1 ilgup red w/black stripe proficient
1 ildan black proficient
2 eedan black proficient
3 samdan black expert
4 sadan black expert
5 ohdan black expert
6 yookdan black expert
7 childan black expert
8 paldan black expert
9 koodan black expert
10 shipdan black expert
98
CHINESE SASH COLOR MAXIMUM SKILL
yellow unskilled
green novice
red proficient
black expert

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

Sabaki Chi can also be used on an


athletics task to allow him to walk one task is made for all attacks and
on water, or snow and sand without no further actions are possible this
leaving tracks. turn. The effort from Atemi Chi may
not be counted with the task.

C martial arts gimmicks-----------------------------------------------


Action Star Disciple
The character has starred in count- The character is a dedicated
less action movies and is well known student to his teacher. He sleeps in
throughout the world. He can’t enter the school, watching over and main-
a public place without being taining it (i.e cleaning, repairs, etc.).
surrounded by a horde of fans
seeking his autograph. Famous School
The character’s school is known
Competing School for its extremely competent students
The character’s school has a long- or constructive work in the commu-
standing feud with another school. nity. As a result, other martial artists
Competitions are big deals as both view the character with respect
schools wish to defeat the other in when they find out where he trains.
order to win the glory. Some
students of either school may even Famous Teacher
go to extremes to win. The character’s teacher is known
for being extremely adept or
100
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 char-
Infamous School acter 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
Infamous Teacher his excommunication.
The character’s teacher is known School Rivals
for being particularly cruel or incom- The character is at odds with a
petent. As a result, other martial fellow student from his school. They
artists view the character with often compete in order to prove
animosity when they find out about which one is more proficient. Rivals
his teacher. also try to show each other up in
Inner Circle other ways, such as career, wealth,
The character is part of his and love.
school’s inner circle when it comes
to making decisions and knowing
what is going on in its finances,
plans, and events. The character is

setting specifics
also very close to the other members
of this circle.

C martial arts styles------------------------------------------------------------


There are countless styles of Studying martial arts can be a
martial arts, each with its own long process, often taking five or ten
unique techniques and methods of years, or even a lifetime to even
practice. It is these differences which begin to grasp the underlying princi-
determine how chi may be used by ples which give way to chi. Directors
a character—the style indicates are encouraged to make their char-
which flairs may be used by the char- acters work for their knowledge
acter and at which level (the skill when playing dramatic games—make
level determines the sum total them ache and feel fatigued when
allowed of all forms of chi). This is practicing a new style.
only a guide, however, so that direc-
These are just a few examples and
tors are not left with characters who
one person’s observations. The
are Chi Masters. Ignore it, if you’d
director is free to create his own
like. Each style is a separate skill.
styles to fit his needs.
Characters who wish to learn
other flairs, must train in another Aikido (Japanese)
style utilizing it or find a martial arts Aikido focuses on one’s connec-
grand master—they are accessible, tion to the universe and is purely
but require a great deal of practice defensive, although taking the offen-
and training. Good luck, sive is quite simple with enough
Grasshopper! training. Aikido uses an opponent’s 101
momentum against him. This results Wing Chun (Chinese)
in being thrown or guided to a Wing Chun is a no-nonsense style
pinning position. Joint locks are also of martial arts. Its intent is to inca-
used to immobilize and control pacitate an opponent as quickly and
opponents—an experienced practi- efficiently as possible, utilizing
tioner can control the degree of mostly punches and joint locks.
force used. Training with Aikido
weapons (wooden sword, staff, and Kung Fu (Chinese)
knife) are also encouraged in order Kung Fu is the term given to any
to promote better movement and form of Chinese boxing style. Like
timing. Karate, its function and form can
vary greatly.
Karate (Japanese)
There are many forms of Karate. Tae Kwon Do (Korean)
Some bear more resemblance to a Tae Kwon Do shares many similar-
Chinese style rather than a Japanese ities with Karate, although is utilizes
one. Indeed, Karate has many incar- kicks as a more central element.
nations and the use of chi can vary Capeoria (Brazilian)
with each. Capeoria was created by Brazilian
Tai Chi Chuan (Chinese) slaves and has to be one of the most
Tai Chi Chuan is a fighting style fascinating styles to watch.
based on the intricate patterns of Movements are based on rhythm,
movement and breathing of Tai Chi. similar to a dance, but with the
This style shares many similarities intent to confuse and misdirect an
with Aikido, although the movement opponent. Kicks are an important
setting specifics

and use of chi are different. Tai Chi element of Capeoria.


Chuan also utilizes powerful strikes
intended to cripple and do serious
harm to an opponent. Weapons
such as the long sword and staff are
often taught in conjunction with Tai
Chi Chuan, although that training is
not technically part of the style.

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

success, but does not reflect the use (*).

UNSKILLED NOVICE PROFICIENT EXPERT


trivial 1 0 0 0
routine 2 1 0 0
challenging 4 3 2 1
improbable 6 5 4 3
impossible 8 7 6 5

C raw ability tasks--------------------------------------------------------------------


There will most likely come a time 1. Choose a skill which is even
when a character will attempt an remotely close to what the char-
action for which there is no apparent acter is attempting.
skill. In this situation, the director 2. Decide whether the character
has two choices. succeeds based on the needs of
the story (see Outcome without
Tasks). Or you could toss a coin as
a last resort, but please do not rely
on tossing a coin every time.
104
C outcome without tasks--------------------------------------------
Trivial and routine tasks occur story to become sidetracked or
every day and are annoyingly encumbered with monotonous and
common. So, why bother wasting unnecessary task attempts.
time in going through the motions It’s all about the drama. Think of
of exerting effort, determing the yourself as the director of a movie or
outcome, and so on? You don’t. In play. Set the scene with language
fact, unless the character is that places the players in the action.
attempting a contested task, don’t Setting the proper mood and main-
bother. The story is more important. taining it is more important than the
If the task helps to progress the rules if the players are enjoying
story, let the character succeed. If it themselves.
hinders the story, make him fail. It is
as simple as that. Do not allow the

C balancing game elements----------------------------------------


Some directors may wish to use fears (people). These should be
game elements such as convictions called into play quite often so that
and gimmicks to balance characters. they become perceived as disruptive
This is a way for characters to to the character’s life and, in turn, a
possess higher than normal ratings negative influence. This is how game
for skills and abilities by suffering balance is achieved. For while the
from the detriments of a gimmick or character may have better ability, it

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

Additional experience may be Players who described their char-


awarded to characters at the end of acter’s actions cinematically or
each episode and story. creatively receive two (2) points of
experience in any combination of
After Each Episode creativity-based skills.
Players who chose to forego
violence and acted their way out of After Each Story
dangerous situations receive two (2) Players who acted heroicly
points of experience in any combi- throughout the story receive two (2)
nation of creativity, reasoning, or points of experience in any combi-
influence-based skills for each occur- nation of skills.
rence. Players who accomplished all
Players who won an honest duel goals set before them receive two
receive one (1) point of experience (2) points of experience in any
in any combination of combat- combination of skills.
oriented skills for each occurrence. Players who were successful at
Players who did not stray from uncovering dastardly plans, secret
their character’s beliefs or back- plot elements, etc. receive two (2)
grounds, receive three (3) points of points of experience in any combi-
experience in any combination of nation of awareness-based skills.
106
skills.
C exploits experience---------------------------------------------------------------
Players may prepare a list of situa- To determine how many experi-
tions during the character creation ence points are gained for each
process in which their characters exploit, consult the table below,
have had previous experience. These using the rating of the most appro-
are called exploits. If a character priate ability .
should find himself in one of these
situations, he gains the use of extra ABILITY RATING EXPERIENCE
experience points. Exploits should fit
logically within a character’s back- -1 1
ground. 0 2
+1 3
The maximum number of exploits
+2 4
which may be chosen for each char-
acter is limited by the reality level +3 5
chosen for the game. +4 6
+5 7
MAXIMUM EXPLOITS
dramatic 2 EXPLOITS BY EXAMPLE
heroic 3 Lonnie has been playing a lot of
poker lately. His most appropriate
epic 4 ability for gambling is awareness (or
could also be influence if he bluffs a
lot), which has a rating of +1.
Therefore, he receives 3 experience
points which can be used whenever
he plays poker.

C quick and dirty combat------------------------------------------


In order to speed up combat reso- the Advanced Exploits section. director’s notes
lution, these rules require only two The director is free to assign modi-
elements to determine the outcome: fiers as needed—one contestant
total effort exerted by each swinging a staff on higher ground,
contestant and a damage value for for example, may receive one
attacks. extra point of effort.
1. All actions occur simultaneously, 3. The contestant with the most
unless effort has been exerted in effort is the victor. If he attacked,
order to act in haste. damage is applied to his opponent
2. Each contestant determines the (factoring in armor, of course). If
form his task will take. This can be the victor defended, he has
an attack or defense. Effort is successfully parried or evaded his
applied and total effort is deter- opponent’s attack.
mined by factoring in the free If the contest was a tie, an
effort from the skill level of the attacker deals one grade of the rele-
relevant skill. Other modifiers may vant type of damage (fatigue or
also be applied, such as those injury) to his opponent.
from conditions (read changes in
difficulty as inverse changes in
effort: nDiff x -1 = -nEffort) from That’s it. Repeat as needed.
107
C quick and dirty extras--------------------------------------------
Extras can be important in a effort, or require the director to keep
game. They are used as henchmen, track of health (although the
friends, obstacles, sources of infor- director may still choose to do so).
mation, and of course, cannon Instead, successful attacks which
fodder. The following text explains inflict fatigue cause extras to fall
how to quickly create extras for use unconscious, and attacks which
in any genre. You will need to inflict injury cause extras to become
become familiar with the Fields of incapacitated. In addition to one
Expertise optional rules from successful attack being ignored from
Advanced Exploits, but apart from luck, an additional attack may be
that, it is relatively simple. ignored for every two points in the
fitness ability. Dementia, etheria,
Abilities
and toxemia are not used with
Extras only possess one ability
extras.
which determines their primary func-
tion. Awareness is not an important Fields of Expertise
ability for extras, as its use is not rele- All extras should have one area of
vant much of the time, but feel free knowledge in which they specialize
to use it should the need arise. (a scientist specializes in science, a
police detective specializes in investi-
TYPE OF EXTRA ABILITY gation, a thief specializes in
burglarly, for example). The director
physical fitness
must use his discretion as to which
intelligent reasoning field of experience an extra
artistic creativity possesses.
social influence
spiritual awareness Gimmicks
Some extras may possess
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.

REALITY LEVEL FEEBLE TYPICAL TALENTED


dramatic 0 +1 +2
heroic +1 +3 +4
epic +2 +4 +5
108
C basic dice option-----------------------------------------------------------------------
There may be times when a more
random method is desired for deter- REQUIRED TOTAL
mining the outcome of a task. For trivial tasks 3
this purpose, we have included a set routine tasks 6
of optional rules utilizing multiple challenging tasks 16
six-sided dice. Since the purpose of
improbable tasks 26
this system is to participate in a dice-
impossible tasks 36
less roleplaying experience, the use
of dice should be reserved for action
sequences or tense moments where When using advanced tasks, all
luck could help break up monotony. references to ±xDIFF (a change in
Tasks require a number of dice actual effort required for success)
equal to the total amount of effort should be multiplied by five (5) in
exerted. This effort can be exerted order to make them compatible with
by abilities, aspects, or bonuses. Skill the dice rules. If you would prefer a
ratings add a bonus to the die roll more thorough set of rules for dice,
rather than free effort. Add this try Impresa Express (a basic version
bonus to the sum of the dice rolled. of our expandable and customizable
house system, utilizing multiple ten-
sided dice) or genreDiversion i (a
SKILL BONUS rules-lite system for our line of mini-
unskilled 0 games which uses two six-sided
novice +5 dice). Both can be found later in this
book for convenience. The founda-
proficient +10
tion (abilities, skills, and gimmicks)
expert +15
of both is identical to Active Exploits.

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.

USING DICE BY EXAMPLE


Detective Winston is exerting 3 points of effort on an investigation task. He rolls
3 dice (one for each point of effort) and gets a 2, 5, and 6, totalling 13. Now, he
adds his skill bonus of +10 (for proficient) to it, making a grand total of 23.
The director has determined that the difficulty of the task is challenging, or 16.
Since 23 if higher than 16, Winston is succesful at the task.
If a condition was applied to the task, however, requiring +2DIFF, the director
would multiply the 2 by 5, making an increase in the difficulty of this dice roll of 10
(2x5), bringing it up to 26. Since the 23 that he rolled is less than 26, Winston fails
this task.
109
C social contracts------------------------------------------------------------------------
Sometimes players wish to have when the players decide that they
more of a say in the game by taking want to alter the social contract
on the roles of additional characters during the course of a game, and
or even sharing their own. This form this is perfectly acceptable.
of play is beyond the purview of A list of common game elements
Active Exploits, but can be easily addressed by social contracts is
adopted as part of a loose frame- presented on the next page. This list
work. As entertaining as it may is by no means all encompassing,
sound to roleplay in this manner, the nor is it intended to be. It is simply
activity shifts to more of storytelling included as an aid to assist players in
rather than roleplaying, and can drafting their own social contracts,
easily turn to chaos without some providing them with some insight
kind of formal agreement between into the myriad of possible factors
the players. Enter the social contract. that can be encompassed by such
Prior to beginning the game, all agreements.
players should participate in the
drafting of a social contract. A social
contract is an implicit verbal or
written agreement made among
individuals that results in the defined
organization of a game’s premise, CONTRACT BY EXAMPLE
setting, and other tenets. That is, a Rachel, Jon, Ben, and Chris are
preparing to play a game based in
social contract is a mutual agree- ancient Greece. They all agree before-
ment drafted by all of the players to hand that they want the game to
adhere to certain rules in regard to focus on soldiers, do not wish the
given elements of a game. Gods to be anything more than ideal-
istic theory, and want to stay as true
director’s notes

When drafting a social contract, to historical Greece as possible (as


the most important thing to opposed to mythic Greece). In addi-
remember is that it exists to organize tion, the Basic Exploits, Quick and
Dirty Extras, and Quick and Dirty
a game according to the wishes of Combat rules will be utilized in order
all participating players. As the to keep the action fast-paced. Finally,
contract exists to ensure that all all players may portray up to two
players enjoy the game, all players extras in addition to their regular char-
should have an equal say in the acters on a first come first served
basis, and Chris will be the director.
drafting process.
In this example, the players have
While some concessions will drafted a simple social contract which
undoubtedly be made by individuals restricts their characters to being
during the drafting process, a good soldiers, expressly forbids the appear-
ance of Gods as physical entities (no
rule of thumb to which to adhere is supernatural elements), suggests the
that of majority rule. In the interest exclusion of larger than life heroics
of promoting fairness, players may (dramatic rules), defines which rules
want to consider actually voting on will be used, indicates that players can
individual tenets of a social contract. control more than one character, and
states who the director is. This is, of
Once a social contract has been course, only one of many possible
drafted, however, it is important to variations of the social contract.
remember that it is not set in stone. Depending upon the preferences of
individual players, many other
Social contracts by their very nature elements of a game may need to be
are mutable. There may come a time addressed in a social contract.
110
COMMON GAME ELEMENTS
GENRE
• What genre best describes the game that you want to play and what tropes
are common to that genre?
• Are all of the players familiar with the chosen genre and its tropes? If not,
should these elements be explained in more detail for players that are not
familiar with them?
• On what elements of the chosen genre will the game focus?
• Will any elements of the chosen genre be implicitly ignored? If so, which
elements will be ignored?
SETTING
• On what elements of the chosen setting will the game focus?
• Will any elements of the chosen setting be expressly ignored? If so, which
elements will be ignored?
• Will any elements be added to the chosen setting? If so, which elements will
be added?
TONE
• What tone will be the established standard for the game?
• Will the game be entirely serious or entirely humorous?
• If serious, will the game allow for any humor at all?
• If humorous, will the game allow for moments of serious drama?
CHARACTER POWER
• Will characters be individual people, entire cultures, or physical objects?
• Will characters be represented as average examples of their type or will they
be represented as extremely powerful (which reality level will they use)?
RULES
• Which version of the rules will be used (Basic Exploits, Advanced Expoits,

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?

Sample Social Contract: Dark Alleys consist of a player adding a line or


The game hereafter known as two of narrative to the story,
Dark Alleys will combine elements of possibly a bit more if all parties
both hard-boiled detective fiction agree, though dragging out narrative
and supernatural horror, though the to hog the spotlight is not allowed.
primary focus should remain on the Finally, although it may be genre
hard-boiled elements. Special appropriate, no lengthy internal
elements for Active Exploits include monologues shall be allowed. Basic
arcane abilities, aspects, gimmicks, Exploits shall be used to resolve
and skills, as well as the revelation tasks, except for those during
aspect, convictions, and dementia. combat which will be resolved using
The players will cooperatively tell a the Quick and Dirty Combat rules.
story that centers on the principal Players are encouraged to set up
character of Ivy Ford; each player conflicts for other players.
taking turns adding narrative to the Sample Social Contract: Reclaimation
story with play proceeding around The game hereafter referred to as
the table in a clockwise motion, Reclaimation takes place at the
beginning with Rachel. Turns shall dawn of Earth’s Second Aeon, 111
following the decline of humanity Wastes on a mission to reclaim a reli-
and the subsequent war that gious artifact of Earth’s First Aeon
scorched the surface of their planet. for their liege, Lord Griffon.
Special elements for Active Exploits Accompanying these two principle
include fields of expertise and princi- characters is a non-player character
ples. Additionally, characters will be named Gregor Storch who has been
designed based on the stories devel- hired by their liege in the capacity of
oped for them by their players rather a guide. The outcome of all tasks
than the normal character creation will be resolved by the players’ narra-
rules. Chad is designated as the tive rather than any set rules,
director, while Herman and Harry although tasks during combat situa-
will assume the roles of the two tions will be resolved using the
protagonists. These protagonists Advanced Tasks rules.
find themselves in the Northern

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-

FIRST EDITION CONVICTION PRINCIPLE


director’s notes

dependency temptations faults


delusional beliefs faults
duty bound values codes
egotist beliefs faults
greedy temptations faults
honor bound values codes
impulsive triggers faults
judicial values codes
loyalty values codes
money hungry temptations objectives
moralistic values codes
paranoid beliefs faults
passionate temptations faults
phobic fears faults
pious values codes
power hungry temptations objectives
raging triggers faults
sadistic temptations faults
timid fears faults
worship beliefs codes or faults
112
C genres---------------------------------------------------------------------------------------------------------------------
The number of settings and Historical
themes available for your game is Fight in the American Civil War;
mind-boggling. You can get good flee Tibet and the Chinese invasion;
ideas from watching movies or tele- explore the pyramids and unlock the
vision, or reading books. There are mummy’s curse; sail the high seas in
numerous sources for stories avail- search of treasure; enforce the law in
able, so we will not disucss that the old west; track down Jack the
element of playing, but a few Ripper in London; or even act out
common genres are listed below. If Greek tragedies.
you like the sound of one, do a little
research and try your hand at Monster Hunters
penning a story around it. Call on super-soldiers, vampire
stalkers, and demons born unto man
Anachronism to hunt down and destroy the
Create a new world where tech- powers of darkness and man’s worst
nology is either more advanced than nightmares incarnate.
it should be or strangely different to
what we are familiar. Try adding Mystery
magically-powered appliances to Call on the heroes to investigate a
modern day or electrically-charged murder—Sherlock Holmes to the
swords to a world of holy knights rescue.
and their crusade against evil.
Occult
Anime Hunt ghosts, investigate the para-
Put together your own Japanese normal, battle evil minions, or intro-
animated cartoon. Portray wild duce other tales of horror.
heroes or clever villains. Anything
Pulp Action
can happen in a universe based on

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

ters are also an important factor in enjoyment of the game. He is the


any roleplaying game. They are characters’ guardian angel and inner
friends, family, enemies, and voice. There will always be times
unnamed extras. when players act foolishly or inap-
Drama is yet another important propriately. This is a sign for good
factor in storytelling. The director directors to either question their
should impart all the gritty details to actions or subtly and fairly punish
the characters by using the mood of them.
the setting. If the characters are Players should always be free to
tracking down a killer in a dark, have their characters act in any
wooded area, describe what they manner they see fit, but just like the
glimpse out of the corner of their real world, actions always have
eyes, the hoots of an owl, or even consequences. When a person
how they might be feeling. When commits acts that go against their
describing what a supporting charac- nature, they are viewed in a whole
ters says, do it with feeling. Act it new light. Relationships may be
out and make the players really strained and their reputation may
experience it. either be blemished or elevated.
The director must also know the
rules if he is to be a referee. It is
unlikely that anyone will remember
114
Impresa Express is
closely related to Active
Exploits, sharing the same under-
lying framework. It uses multiple
ten-sided dice to determine the
outcome of tasks rather than Active
Exploits’ allocation of effort. Impresa
Express shares the same relationship to the
full version of Impresa as Chapter 1 of this
book does to Active Exploits.

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.

IMPRESA RATING DESCRIPTION AE EQUIVALENT


0 disabled -1
1 child-like or poor 0
2 low average 0
3 average +1
4 talented +1
5 gifted +2
6 unimaginable ability +3

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

IMPRESA RATING DESCRIPTION AE EQUIVALENT


2 undertrained unskilled
3 novice novice
4 capable novice
5 proficient proficient
6 seasoned proficient
7 professional expert
8 expert expert

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 quick character creation----------------------------------


Characters for use with Impresa page 105) reduce the amount of
Express can be designed in four easy points available in step 3 by one or
steps. Please note that Impresa step 4 by three. Negative gimmicks
Express is not designed for heroic add points instead of reducing them.
and epic-level games (although the Step 3. Allocate points to abilities.
full version of Impresa is). The exact number of points depends
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. six.
Step 2. Up to three gimmicks may Step 4. Allocate points to skills. No
be chosen for each character. skill may be less than two (unless
Positive gimmicks (director’s discre- unskilled) or greater than eight.
tion; see Balancing Game Elements,

REALITY LEVEL ABILITY POINTS SKILL POINTS


dramatic 14 25
loose dramatic 18 32
light heroic 22 40

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

The number of steps achieved by may be assigned by the director for


the original task becomes the diffi- similar tasks not involving convic-
culty, although in cases where diffi- tions; fright, for example) and the
culty can vary (ranged combat, for ability used is based on the nature of
example), the difficulty is increased the restraint.
by the number of steps achieved
instead.

DIFFICULTY SCALE LIFTING CAPACITY


1 trivial 45kg / 100lbs
2 routine 60kg / 125lbs
3 complex 80kg / 175lbs
4 challenging 115kg / 250lbs
5 formidable 160kg / 350lbs
6 improbable 230kg / 500lbs
7 impossible 320kg / 700lbs
118
Experience
CONVICTION DIFFICULTY
The use of experience in tasks is
inclination 1 slight different for Impresa Express.
habit 2 Otherwise, it is handled the same
commitment 4 way as in Active Exploits.
compulsion 6 The number of points which can
be expended per task is limited by
Fitness is used when the character the skill from which the experience
is attempting to control responses originates.
from physical stimuli such as crying
out or flinching from pain. Combat is handled similarly to the
methods presented in Active
Awareness is used when the char- Exploits. Because dice are used and
acter must recognize and prevent his can potentially allow for more detail,
habits such as nervous tics and some elements are more expanded.
unconscious speech patterns like
stutters, as well as controlling his
temper. RATING EXPENDITURE
Reasoning is used when the char- 0 0
acter must prevent either compulsive 2-3 1
patterns of behavior such as addic- 4-6 2
tions, or immoral acts such as sadism 7-8 3
or infidelity.

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

weapon has been made more stable


for the purposes of accuracy. There
are three types of bracing—using two
hands, using a shoulder, and using a
mount to stabilize the weapon. Each

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

receives two or more grades of he is no longer being asphyxiated or


injury, or three or more grades of he dies. Once the character is uncon-
fatigue, he is knocked down and scious, he receives injury instead of
must spend the next turn returning fatigue.
to his feet or may act on the ground
with a -1D on all fitness-based tasks

TYPE OF ARMOR ARMOR RATING PROTECTION


heavy skins/clothing 2 fatigue
leather armor 3 fatigue
medieval armor 2 fatigue & injury
older bullet-proof vest 4 fatigue & injury
modern armored vest 5 fatigue & injury
synthetics 5 fatigue & injury
hi-tech armor 7 fatigue & injury
hi-tech force field 8 injury
122
genreDiversion i is
closely related to Active
Exploits, sharing the same under-
lying framework. It uses two six-
sided dice to determine the outcome
of tasks rather than Active Exploits’ allo-
cation of effort. genreDiversion i is consid-
ered a rules-lite system, offering quick and
tidy rules, yet maintaining the flexibility
needed to tackle various genres.

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.

GDi RATING DESCRIPTION AE EQUIVALENT


0 disability -1
1 low average 0
2 average 0
3 high average +1
4 noteworthy +1
5 gifted +2

C vehicle abilities and aspects---------------------


The vehicle Abilities of speed and The vehicle aspects of frame and
handling in genreDiversion i are shields are utilized as regular
identical to those in Active Exploits, genreDiversion i abilities, ranging
although the ratings are slightly from zero to five.
different. genreDiversion i uses
vehicle abilities to modify a char- ABILTIES BY EXAMPLE
acter’s task roll. They represent a A character with a fitness of 3 is
penalty or bonus to the operator’s attempting to outrun his competition
own ability, although his ability in a race. Because his heavily modified
rating may not be reduced below spacecraft’s speed rating is +4, his
total ability would be 7. However, his
zero (0) or increased beyond twice fitness rating doubled is only 6, so the
its value when applied. total ability for speed-based tasks
would be 6.
genrediversion i

GDi RATING DESCRIPTION AE EQUIVALENT


-5 abysmal performance -1
-4 dreadful performance -1
-3 poor performance -1
-2 poor performance -1
-1 below average performance -1
0 average performance 0
+1 above average performance +1
+2 good performance +2
+3 good performance +3
+4 exceptional performance +4
+5 wonder of engineering +5
124
GDi RATING FRAME SHIELDS AE EQUIVALENT
0 feeble/exposed none 0
1 average weak 2
2 above average average 3
3 reinforced strong 4
4 armored multi-layered 5
5 next-generation next-generation 6

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).

IMPRESA RATING DESCRIPTION AE EQUIVALENT


1 passing knowledge unskilled
2 undertrained unskilled
3 novice novice
4 solid training novice
5 proficient proficient
6 seasoned proficient
7 professional expert
8 expert expert

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 health and integrity---------------------------------------------------------


No changes are required to the except that penalties due to
character health and vehicle integrity health/integrity increase the diffi-
systems. They function in the same culty of a task just like in the
genrediversion i

manner as that of Active Exploits, Advanced Exploits rules.

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

the various difficulty values. These effort directly to changes in skill


values differ from those used in total. For example, -1 effort would
Active Exploits. subtract 1 from the task’s skill
total.

DIFFICULTY/MARGIN DESCRIPTION RANGE


-2 to -1 trivial p point blank (-2)
0 to 1 routine s short (0)
2 to 3 complex
4 to 5 challenging m medium (4)
6 to 7 impossible l long (6)
126
2. Changes in difficulty for Basic adapted by reducing difficulty
Exploits may be used directly in instead of adding effort to tasks.
genreDiversion i. For example, a
change of one grade of difficulty Prostrated Tasks
in Active Exploits (increasing A character may choose to over-
routine to challenging) would be exert himself in order to receive
the same as one grade of difficulty -2DIFF on any fitness-based task roll.
in genreDiversion i (going by the In exchange for this bonus, the char-
names of difficulty ratings, this acter receives one (1) grade of
would increase routine to fatigue. Vehicles may also be pros-
complex). trated to receive -2DIFF on any speed
or handling-based task roll in
3. Changes in difficulty for Advanced exchange for one (1) grade of
Exploits are identical to changes in mechanical stress.
difficulty for genreDiversion i. For
example, if a task in Active Composure Tasks
Exploits calls for +2DIFF, the same There are times when a character
task in genreDiversion i would be must restrain or overcome his
modified by +2DIFF. convictions. To do so, he must make
a successful composure roll. The
Calamities and Triumphs difficulty is determined by the char-
If a task not of trivial or routine acter’s level of conviction (or may be
difficulty results in margin less than assigned by the director for similar
the assigned difficulty rating minus tasks not involving convictions;
ten (margin < difficulty–10), it fright, for example) and the ability
results in a calamity. If a task results used is based on the nature of the
in a margin equal to or greater than restraint.
the difficulty rating plus six (margin
=> difficulty+6), it results in a Fitness is used when the character
triumph. is attempting to control responses
from physical stimuli such as crying
Contested Tasks out or flinching from pain.
The character with the highest Awareness is used when the char-
margin wins the struggle. If neither acter must recognize and prevent his
roll is successful or in the case of ties, habits such as nervous tics and
both parties fail. unconscious speech patterns like
Resisted Tasks stutters, as well as controlling his
The difficulty should be increased temper.
by an amount roughly proportional Reasoning is used when the char-
to the original success. acter must prevent either compulsive
genrediversion i

patterns of behavior such as addic-


Sustained Tasks tions, or immoral acts such as sadism
This type of task is not normally or infidelity.
used with the genreDiversion i rules,
although it may be adapted from the
Active Exploits rules, reducing the
difficulty of a task rather than CONVICTION DIFFICULTY
adding effort to it.
inclination -2
United Tasks habit 0
As with sustained tasks, this form commitment 4
of task is not normally used with the compulsion 6
genreDiversion i rules, but may be
127
Automatic Tasks Automatic tasks can also be used
Automatic tasks allow a character for situations not covered by skills or
to forego the process of rolling dice. as a replacement for composure
Instead, the director can look at the rolls—if the character’s raw ability is
character’s ability or skill rating and equal to or greater than the assigned
choose to make the task an auto- difficulty and the task is not
matic success if all of the following contested or disruptive to the story,
conditions are met: it is successful.
• The character’s raw ability is equal Experience
to or greater than the assigned Experience may not be used to
difficulty or the character’s skill alter tasks when using the
rating is equal to or greater than genreDiversion i rules.
two plus the assigned difficulty.
• The task is not contested.
• The player provides a descriptive
explanation of his actions.
• The task does not disturb the
director’s vision of the story.

C personal combat tasks--------------------------------------------


Reaction difficulty. Weapon ranges can be
To determine the order in which handled as they are in Active
characters act, each player rolls one Exploits (as abstracts) or calculated
die and adds his fitness and aware- using a single long-range value.
ness ratings to it. The characters may
then act in the order of highest Defending
result to lowest. If there are ties, Like attacking, the skills used
compare fitness ratings. Various remain unchanged from the Active
conditions may affect the reaction Exploits rules. This is treated as a
roll, by modifying the result. A char- contested task and if a character
acter may perform only one action chooses to defend but an attack
per turn (unless defending). never comes, he may attempt
another action at the end of the
turn.
REACTION MODIFIERS
Aiming
wearing ‘heavy armor’ -1
Characters may aim a ranged
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.

WEAPON ACCURACY DAMAGE RANGE


musket/flintlock +1DIFF 1INJ 50m
revolver - 2INJ 75m
magnum - 3INJ 100m
semi-auto pistol - 2INJ 75m
rifle - 4INJ 300m
assault rifle -1DIFF1 5INJ3 300m
blaster pistol -1DIFF 2INJ4 120m
blaster rifle -1DIFF 4INJ4 120m
stun pistol -2DIFF 4FAT 25m
club/baseball bat - 1FAT -
lead pipe/crowbar - 2FAT -
sword - 3INJ -
arrow +3DIFF2 1-2INJ 200m
1 point blank and short burst fire only
2 indirect fire only
3 point blank and short +1INJ
genrediversion i

4 point blank and short +2INJ

TYPE OF ARMOR ARMOR RATING PROTECTION


heavy skins/clothing 1 fatigue
leather armor 1 fatigue
medieval armor 2 fatigue & injury
kevlar vest 3 fatigue & injury
flight suit 3 fatigue
armored flight suit 4 fatigue & injury
hi-tech armor 5 fatigue & injury
hi-tech force field 5 injury
129
Asphyxiation
MULTI-STRIKES BY EXAMPLE
A character must succeed at a
Josh is wearing a kevlar vest and fitness-based composure roll in order
three people have taken shots at his
stomach. Since each attack is to avoid gaining one (1) grade of
successful, the armor is worn down in fatigue when caught off guard.
that location. The armor rating is 3 Another roll is then made after a
against the first attack, 2 against the number of turns equal to the char-
second, and 1 against the third. If
there was a fourth attack, the armor acter’s fitness rating, and so on until
would remain at 1. he is no longer being asphyxiated or
he dies. Once the character is uncon-
If a character receives a number of scious, he receives injury instead of
grades of injury or fatigue greater fatigue.
than his fitness rating, he is knocked
Radiation
down and must spend the next turn
Characters exposed to radiation
returning to his feet or may act on
gain fatigue or injury once per hour.
the ground with +2DIFF on all fitness-
The type of damage depends on the
based tasks. If the amount of
the proximity of the source—a
damage dice rolled against a char-
nearby source inflicts injury, while a
acter is greater than his fitness
distant one inflicts fatigue. The
rating, he is also knocked down.
damage rating should be adjusted
When multiple called strikes are based on the strength and distance
directed at the same location of a of the source, ranging from one (1)
target and a damage roll applies, the grade for slight exposure or extreme
armor rating used for each attack distance to five (5) grades for direct
past the first is reduced by one (but contact or active sources. A damage
never less than one). roll is made in the same manner as
Optional: If the total amount of damage from an attack, except that
injury sustained by a character from the character’s fitness rating is used
a single attack is less than his armor as the armor value.
rating, it is converted to fatigue
damage. This simulates the physical
impact of the attack even when
armor does its job.
Smoke and Fire
A damage roll is required to deter-
mine the number of grades of
fatigue (one or two dice) or injury
sustained (one to five dice), using
genrediversion i

the character’s fitness rating as the


armor rating.
Falls
This is treated in the same manner
as a damage roll from an attack. The
damage rating is equal to one (1)
per six-foot drop.

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.

Attacking TARGET’S SPEED MODIFIER


As with all vehicle tasks in -5 -3DIFF
genreDiversion i, the speed or
-4 -2DIFF
handling ability is added to the char-
-3 -2DIFF
acter’s own ability (but it will not
reduce it to less than zero or increase -2 -1DIFF
it to more than double the original +2 +1DIFF
rating). A target vehicle’s speed +3 +2DIFF
rating also modifies the difficulty of +4 +3DIFF
the task. +5 +4DIFF

C determining vehicle damage---------------------------


Before damage from energy attacks add one extra die of
weapons (laser, particle, and ion damage. Triumphs can add one,
cannons) can be applied to a vehicle, two, or even double the amount of
it is reduced by the vehicle’s shields— dice at the director’s discretion.
decrease the damage value by the Energy weapons may also be over-
genrediversion i

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

WEAPON ACCURACY DAMAGE


antique cannon +2DIFF 2STR
machine gun -1DIFF (PB & S) 1STR
cannon +2DIFF 3STR
genrediversion i

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

VEHICLE TYPE SPEED HANDLING FRAME SHIELDS WEAPONSLAND


Space Shuttle 0 0 1 — —
Cargo Transport -2/0* 0 2 1 2 laser turrets
Scout +1/+3* +2 1 1 laser turret (linked pair)
Explorer 0/+4* -1 2 1 2 laser turrets (linked pair)
Fighter +4 +3 1 2 laser canons (linked pair;
forward only)
Patrol Craft +2/+1* +2 1 2 laser canons (linked pair; turret)
HK Missile Launcher
(forward)
Corvette +1/+3* -1 3 3 6 particle cannons
(2 forward; 2 aft; 2 turrets)
HK Missile Launcher (turret)
Cruiser -2/+2* 0 4 4 8 laser battery turrets
2 HK Missile Launchers
(turrets)
1 rocket battery (forward)
Dreadnought -4/+2* -3 5 4 10 particle cannons (turrets)
2 HK Missile Launchers
(turrets)
4 rocket batteries
(2 port; 2 starboard)
* Second speed is for supralight travel.
This section provides
comprehensive lists of skills
(plus sample stunts), gimmicks,
extras, arcane creatures, plus refer-
ence sheets and more. The lists are
compiled from the previous sections of
this book, as well as some new items. They
are intended to give directors a helping hand
when designing characters and stories, or
developing ideas.

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.

Quickdraw +1DIFF Maintenance


Ready weapon and shoot in same Uses reasoning.
master lists

turn. Requires expenditure of two Makeshift Repairs


points of effort from awareness or Restore one grade of structural
fitness. damage without the aid of a fully
Maintenance equipped garage. The difficulty is
Uses reasoning. dependent on the extent of damage
(see the Makeshift Repairs Table on
page 61). Uses reasoning.
137
Piloting (spacecraft)* MX Makeshift Repairs
Operation and maintenance of Restore one grade of structural
starships and space shuttles. damage without the aid of a fully
equipped garage. The difficulty is
Ram dependent on the extent of damage
Steer vehicle into another. Risk of colli- (see the Makeshift Repairs Table on
sion. page 61). Uses reasoning.
Atmospheric Maneuvers +1 to +3DIFF
Controlling the vehicle at high speeds Riding FAMX
while in the atmosphere. Risk of colli- Controlling horses and other
sion or flammability. riding animals.
Maintenance Wild Animals +2DIFF
Uses reasoning. Controlling or riding wild, untamed
animals. Risk of falling if riding the
Makeshift Repairs
animal.
Restore one grade of structural
damage without the aid of a fully Training animals +1DIFF
equipped garage. The difficulty is Uses reasoning.
dependent on the extent of damage
(see the Makeshift Repairs Table on Sailing FAMX
page 61). Uses reasoning. Operation, navigation, and main-
tenance of sail boats.
Piloting (watercraft)* AMX
Maintenance
Operation and maintenance of Uses reasoning.
motorboats, yachts, and trawlers.
See Vehicles for more rules regarding Makeshift Repairs
Piloting. Restore one grade of structural
damage without the aid of a fully
Nudge equipped garage. The difficulty is
Push another vehicle into an obstacle. dependent on the extent of damage
Risk of collision. (see the Makeshift Repairs Table on
Ram page 61). Uses reasoning.
Steer vehicle into another. Risk of colli-
sion.
High Speed Maneuvers +2 to +4DIFF
Controlling the vehicle at high speeds
while in the atmosphere. Risk of colli-
sion or flammability.
Maintenance
Uses reasoning.

C awareness-based skills-------------------------------------------
master lists

Criminal FAMX Subterfuge FAMX


Racketeering, scamming, picking Disguises, forgery, misdirection,
locks, pilfering, and other criminal and sabotage. Director may decide
activities. on best ability for the circumstances:
creativity for disguise; influence for
Gambling FAMX fast-talking, etc.
Playing games of chance and
138 bluffing.
C creativity-based skills-------------------------------------------
Crafts FAMX Literacy FAMX
Creating pottery and forging Reading and writing.
crude alloys.
Performance FAMX
Design FAMX Oration, singing, acting, and
Painting, drawing, sculpting, metal performing.
working, and graphic design.

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.

Engineering (Electrical)* MX Masonry A


Designing and constructing Designing and constructing build-
complex electrical and electronic ings from stone.
systems.
Mathematics* AMX
Engineering (Mechanical)* MX Advanced theoretical mathematics
Designing and constructing including, but not limited to statis-
complex mechanical systems such as tics, trigonometry, and calculus.
engines.
Law* AMX
Engineering (Nano)* X Knowledge of corporate, criminal,
Designing and constructing micro- tax, and probate law.
scopic machines.
Leadership FAMX
Engineering (Temporal)* X Command over others.
Designing and constructing time Rallying Troops +1 to +3DIFF
travel devices. Increase the morale of troops by
oration—provides one extra point of
Financial AMX effort to each character present on
Accounting, business manage- their next relevant task. Uses
ment, and trading. Influence.

First Aid AMX Legends FAMX


Basic and emergency medical Occult, superstitions, and mytho-
techniques. logical stories.
General Medicine AMX Parapyschology* MX
Performing standard medical Study of supernatural elements
procedures, diagnosis, and treat- such as ESP and ghosts.
ment.
Field Medicine
Pathology* MX
Restore one grade of injury without Study and diagnosis of diseases
the aid of a fully equipped hospital. and their effects on organs. Also
The difficulty is dependent on the used for autopsies.
extent of damage (see the Field
Medicine Table on page 31). Pharmacology* MX
Study of the effects of drugs and
Genetics* MX chemicals on the human body.
Design, construct, and analyze
DNA. Photography AMX
The art of taking and developing
Geology* MX photographs.
master lists

Science of rock, minerals, tectonic


plates, and other terrestrial Physics* MX
elements. Study of the building blocks of the
universe: gravity, magnetism, and
Herbal Medicine FAMX electricity, and the theories which
Using herbs and other plants to attempt to bind them together: rela-
create a medicine. tivity, quantum theory, and string
140 theory.
Politics* AMX Survival FAMX
Knowledge in the workings of Staying alive in the wilderness.
government.
Theology* AMX
Psychology* AMX Knowledge of religion and its
Performing standard psychological origins.
diagnosis and treatment.
Veterinary Medicine* MX
Field Treatment
Restore one grade of dementia
Knowledge of animal anatomy
without proper extended treatment. and performing medical procedures,
The difficulty is dependent on the diagnosis, and treatment on animals.
extent of dementia (see the Field
Treatment Table on page 43). Warfare AMX
Knowledge of military tactics and
Runes AMX strategy, as well as explosives.
Inscribing magical effects. Defusing a Bomb +1 to +3DIFF
Disarm an explosive device.
Sociology* AMX
Knowledge of cultural and social Xenobiology* AMX
traditions and behavior. Science of non-terrestrial living
organisms (aliens).
Surgery* MX
Performing medical procedures to
repair serious injuries using a fully
equipped hospital. Overkill can be
used to heal more than one point of
injury. The difficulty is dependent on
the extent of injury (see the Surgery
Table on page 43).
Field Medicine
Restore one grade of injury without
the aid of a fully equipped hospital.
Overkill can be used to heal more
than one point of injury. The difficulty
is dependent on the extent of damage
(see the Field Medicine Table on page
31).

C influence-based skills-------------------------------------------------
master lists

Leadership FAMX Seduction FAMX


See Leadership under Reasoning- Using the allure one has with the
Based Skills. opposite (or the same) sex to
convince him to listen to the char-
Performance FAMX acter.
See Performance under Creativity-
Based Skills. Streetwise AMX
Surviving on the streets.
141
C ESP-based skills-------------------------------------------------------------------------
Astral Projection FAMX Strike +1DIFF
Removing one’s consciousness Telekinetically project mental energies
from his body and exploring the at a specific target with the intent of
Astral Realm. causing harm. This causes the target
to gain one or more grades of fatigue
Clairaudience FAMX or injury if there is sufficient overkill
(director’s discretion).
Communicating with Astral
Inhabitants. Wall +2DIFF
Project a physical barrier around self
Clairvoyance FAMX or another character in order to
Seeing Astral Inhabitiants. deflect incoming attacks. This is the
same as blocking, but by using effort
Mesmerism FAMX from ESP instead of fitness.
Hypnotising other characters.
Telepathy FAMX
Dig +2DIFF Communicating thoughts to
Determine specific commands previ- another character.
ously implanted in another character’s
subconscious. Noise +2DIFF
Scramble mental processes in order to
Deprogram +2DIFF confuse telepathic intruders. This is a
Remove specific commands previously contested task.
implanted in another character’s
subconscious. Shock +1DIFF
Telepathically project mental energies
Telekinesis FAMX into the mind of a specific target with
Moving objects with the power of the intent of causing harm. This
the mind. causes the target to gain one or more
grades of dementia if there is suffi-
cient overkill (director’s discretion).

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.

Killing Arts* AMX


Makes attacks more efficient.

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.

Doctor Rogue FAMX


AMX
Includes training by physicians. It Includes training by cat burglars,
can be used for surgery, pharma- racketeers, and con artists. It can be
cology, pathology, and biology. used to pick pockets, bypass security
systems, attempt confidence scams,
Investigative Priest FAMX and escape from bonds.
A special agent of the Vatican in
search of stigmata or demons. Scholar FAMX
Trained in theology, the occult, and An academic. Studies many
parapsychology. different fields of knowledge, such
as history, art, and literature.
Law Enforcement AMX
includes the training required by Scientist AMX
police officers, detectives, and Inventors and theorists, scientists
federal investigators. It can be used may have training in just about any
for tasks related to weapons, investi- scientific field.
gation, computers, and the law.
Sensei FAMX
Magician A martial arts master.
FAMX
master lists

Trained in the art of illusion.


Nothing magical, just sleight of hand Soldier AMX
tricks. Trained in warfare and combat.
May specialize in a particular tech-
Organized Crime Boss AMX nical field such as aircraft mechanic.
Trained in all aspects of criminal
activity, as well as firearms and Wizard FAMX
surviving on the streets. A practitioner of the arcane.
144
C generic gimmicks------------------------------------------------------------------------
Animal Kinship Internal Compass
The character can understand the The character can never become
language of one classification of lost in the wilderness or a city. He
animal (birds, felines, canines, can extrapolate his general location
rodents, etc.). He may speak to from signs in nature.
them in his own language and they
speak to him in their own. Internal Clock
The character possesses a knack
Authority for always knowing the exact time
The character has certain responsi- and date.
bilities which permit him to exercise
special rights. He can be involved in Jack of All Trades
law enforcement, the justice depart- The character has a knack for
ment, or even city hall. learning new skills. Whenever he
succeeds at a task for a skill which
Connections he does not possess, the character
The character has friends or asso- may spend ten experience points
ciates in some sort of criminal, polit- (taken from any skills) to gain that
ical, community, religious, or military skill at novice level. This skill may
organization which he can call on for never be raised above proficient,
assistance. The connections can also however, since he is a jack of all
take the form of students, followers, trades, but master of none.
or employees.
Lackies
Dependent The character has an entourage of
The character is in charge of fans, devotees, or henchmen. In any
protecting or caring for someone. It case, they are always around to
could be a professional assignment, protect the character and can be
sick family member, or minor. sent away to run errands for him.
Enemies Military Rank
Someone doesn’t like the char- The character is in the military and
acter and either enjoys or is duty holds an officer’s rank. He may also
bound to thwart his efforts. The have access to sensitive material and
enemy may even go so far as to weapons.
actively hunt the character or put a
price on his head. Multilingual
The character can speak up to two
Fugitive languages in addition to his native
The character is an outlaw and on tongue as a result of growing up in a
the run from law enforcement agen- household or culture where more
cies. He should avoid the law as than one language is used.
much as possible.
master lists

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

Natural Weapon Peripheral Vision


The character has some sort of The character can see out of the
natural weapon (claws, fangs, etc.) corner of his eye. This allows him to
which can be used to damage an spend one point of effort on tasks
opponent. This damage rating can while surprised (normally a character
vary, but the table below should be cannot spend effort when
used as a guide. Some weapons may surprised).
also be used to inject venom.

NATURAL WEAPON CLASS DAMAGE


small fangs A1 1FAT
large fangs A2 or B1 2FAT or 1INJ
stingers A1 or B1 1FAT or 1INJ
small claws B1 1INJ
large claws B2 2INJ
horns B3 3NJ
strong tails A3 3FAT

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

Property reached that point.


The character carries a particular
item wherever he goes, such as a Tolerance to Pain
cane or a pocket watch. No matter The character is somehow
what happens, the item is never immune to pain and can ignore all
lost—merely misplaced. It always penalties caused by fatigue and
turns up before the end of an injury.
146 episode.
Vulnerability Wealth
The character is extremely sensi- The character is extremely rich. He
tive to a specific substance or can usually scrape together enough
mystical force (such as ESP). He cash for any deal.
receives two (2) grades of fatigue
when directly exposed and double
the normal amount of injury or
fatigue when the contact is the
result of an attack.

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

(-4DIFF) when targeted at the char-


acter. In addition, all channeling-
based tasks performed by the char-
acter receive a decrease in difficulty
by two (2) grades (-4DIFF) .

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

rat awareness +2 foraging natural weapon (teeth, disease)


wolf fitness +2 hunting natural weapon (fangs, claws)
rat awareness +2 foraging natural weapon (teeth, disease)
cat awareness +2 hunting natural weapon (small fangs, claws)
lion/tiger fitness +2 hunting natural weapon (large fangs, claws)
hawk fitness +1 hunting natural weapon (talons)
horse fitness +2 running natural weapon (legs)
150
C creatures------------------------------------------------------------------------------------------------------
DESCRIPTION ABILITY EXPERTISE GIMMICKS
GHOSTS
ancestral ghost manifestation +1 – haunt (family members),
manifest, shivers
murder victim manifestation +2 – haunt (murder scene),
gremlins, manifest, shivers
war casualty manifestation +3 – haunt (battlegrounds),
manifest, mist, shivers
poltergeist manifestation +3 terrorize haunt (house),
manifest, shivers, wind
SPECTRES
banshee manifestation +3 silence, terrorize haunt (rustic villages),
manifest, wind
hag manifestation +4 terrorize haunt (abandoned cottage
in the woods), gremlins,
manifest
wood nymph manifestation +3 – haunt (tree), manifest
siren manifestation +4 lure, silence haunt (the sea), manifest
SPIRITS
gargoyle manifestation +5 paralyze, possession tolerance to pain,
awareness -1 invulnerability
golem manifestation +1 terrorize tolerance to pain,
fitness +2 vulnerability (water)
awareness -1
dybbuk manifestation possession tolerance to pain
(director’s discretion)
ZOMBIES
graveyard zombie manifestation +4 – tolerance to pain,
fitness -1 vulnerability (salt)
fallen comrade manifestation +4 possession tolerance to pain
(fitness same as character’s original rating)
mummy manifestation +2 – tolerance to pain,
fitness -1 vulnerability (salt),
awareness -1 natural armor (tough hide)
skeleton manifestation +4 – tolerance to pain,
invulnerability
hell hound manifestation +2 hunting tolerance to pain,
fitness +2 invulnerability,
master lists

natural armor (fangs, claws)

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)

CURSED WEREWOLF (WEREWOLF FORM)


Abilities: fitness +4, awareness +1
Aspects: discipline 4
Skills/Expertise: hunting; others variable as per character
Gimmicks: vulnerability (silver), night vision, natural weapon (fangs, claws), lycanthropy curse,
natural armor (tough hide)
Convictions: triggers (rage, threat of attack: commitment)
master lists

TRUE WEREWOLF (WEREWOLF FORM)


Abilities: fitness +4, awareness +1
Aspects: discipline 4
Skills/Expertise: hunting; others variable as per character
Gimmicks: night vision, natural weapon (fangs, claws), lycanthropy bloodline, regeneration,
natural armor (tough hide)
Convictions: triggers (rage, threat of attack: commitment)
152
153
master lists
C vehicles---------------------------------------------------------------------------------------------------------------

VEHICLE TYPE SPEED HANDLING FRAME SHIELDS WEAPONS ARMOR


Motorcycle +1 +2 0 — — —
Typical Car +1 +1 1 — — —
Sports Car +2 +2 1 — — —
Luxury Car +2 +1 2 — — —
VIP Limousine +2 +1 2 — — 3
Truck 0 -1 3 — — —
Tank +1 0 6 — cannon, machine gun 4
Helicopter +2 +2 3 — 10 rockets 2
Private Plane +2 +1 2 — — —
Private Jet +3 +2 2 — — —
Fighter Jet +4 +4 4 — machine gun, 4 missiles 2
Motor Boat +2 +2 2 — — —
Sail Boat 0 +1 1 — — —
Yacht +1 +2 3 — — —
Space Shuttle 0 0 1 — — —
Space Cargo Transport -1 0 2 — laser cannon —
Space Fighter +2 +3 2 2 twin laser canons 1
Space Explorer +3 +2 3 3 4 laser turrets 2
Space Cruiser +1 +1 4 4 8 laser turrets, 4 torpedo tubes 4
Space Dreadnought +2 +1 5 5 10 laser turrets, 10 torpedo tubes5
C basic exploits reference---------------------------------------
FITNESS-BASED SKILLS ESP-BASED SKILLS
Archery Mesmerism
Athletics Telekinesis
Brawling Telepathy
Driving CONDUCTION-BASED SKILLS
Firearms
Absorption
Melee
Pulsing
Piloting*
Streaming
Riding
Sailing

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

Survival dodge athletics

INFLUENCE-BASED SKILLS FREE EFFORT


Leadership unskilled 0
Performance novice +1
Seduction proficient +2
Streetwise expert +3
154
C basic exploits reference---------------------------------------
WEAPON TYPE DMG PB SHORT MEDIUM LONG AMMO
snub nosed pistol 2INJ 5m 10m 40m 75m 6
9mm and .45 3INJ 5m 10m 40m 75m 9
magnum 4INJ 5m 10m 40m 75m 6
carbine 4INJ 5m 10m 40m 100m 20
assault rifle 4INJ 5m 10m 50m 100m 20-50
heavy machine gun 6INJ 5m 20m 50m 150m 50-100
hi-tech laser pistol 5INJ 10m 20m 30m 50m 50
hi-tech laser rifle 5INJ 10m 20m 30m 75m 100
club 1FAT - - - - -
knife 1INJ - - - - -
staff 1FAT - - - - -
sword 2INJ - - - - -
arrow 2INJ 10m 25m 75m 100m 1

ARMOR TYPE ARMOR RATING


heavy skins/clothing 1FAT
leather armor 2FAT
medieval armor 1FAT/INJ
older bullet-proof vest 2FAT/INJ
modern armored vest 3FAT/INJ
synthetics 3FAT/INJ
hi-tech armor 4FAT/INJ
hi-tech force field 5INJ

DIFFICULTY EFFORT REQD CARRYING LIFTING RANGE


trivial 1* 15kg/35lbs 45kg/100lbs point blank
routine 2 30kg/65lbs 60kg/125lbs short
challenging 4 60kg/125lbs 115kg/250lbs medium
improbable 6 75kg/165lbs 230kg/500lbs long
impossible 8 100kg/225lbs 320kg/700lbs+ extreme
master lists

DIFFICULTY THROW JUMP WALK RUN CRAWL/CLIMB SWIM


trivial (1*) 3m 1m 2m 15m 1m 2m
routine (2) 6m 2m 3m 20m 2m 4m
challenging (4) 20m 3m 5m 30m 4m 8m
improbable (6) 50m 4m 7m 40m 6m 12m
impossible (8) 75m 5m+ 9m+ 50m+ 8m+ 16m+
155
C advanced exploits reference-----------------------
FITNESS-REFINING FLAIRS CREATIVITY-REFINING FLAIRS
Dexterity Manipulation
Muscle Improvisation
Agility Visualization
Quickness Harmony
Flexibility Emulate

AWARENESS-REFINING FLAIRS REASONING-REFINING FLAIRS


Hearing Memory
Vision Deduction
Touch Numbers
Smell
Taste
INFLUENCE-REFINING FLAIRS
Instinct Charm
Cognizance Financial
Empathy Appearance

ESP-REFINING FLAIRS CONDUCTION-REFINING FLAIRS


Touch Range
Family

BASIC RISKS
slight +1 fatigue
precarious +1 injury
disastrous +2 injury

harried +1DIFF exhausted (fatigue) +3DIFF


encumbered +1 or +DIFF maimed (injury) +3DIFF
subdued +2DIFF irrational (dementia) +3DIFF
stressed (fatigue) +1DIFF
muted (etheria) +3DIFF
sprained (injury) +1DIFF
overheated (mechanical) +3DIFF
agitated (dementia) +1DIFF
compromised (structural) +3DIFF
enfeebled (etheria) +1DIFF
concealment +1DIFF
distressed (mechanical) +1DIFF
cover +1 to +3DIFF
master lists

impaired (structural) +1DIFF


strained (fatigue) +2DIFF in/under water +1 to +2DIFF
wounded (injury) +2DIFF large target -1 to -3DIFF
distracted (dementia) +2DIFF poor visibility +1 to +4DIFF
impaired (etheria) +2DIFF small target +1 to +3DIFF
overworked (mechanical) +2DIFF moving target +2DIFF
breached (structural) +2DIFF impediment +1 to +4DIFF
156
C advanced exploits reference-----------------------
CLASS WEAPON TYPE DAMAGE
A1 wooden bludgeons 1FAT
A2 metal bludgeons 2FAT
A3 large smashing bludgeons 3FAT
B1 knives 1INJ
B2 swords and small axes 2INJ
B3 large axes 3INJ
C1 arrows and crossbows 2INJ
C2 antique firearms 3INJ
C3 modern firearms 4INJ
D explosives 4-10INJ
E heavy weapons and machine guns 5-8INJ
F1 stun weapons 4FAT
F2 laser wapons 5INJ
F3 particles weapons 6INJ
U antique cannon 2STR
V1 rockets 5STR
V2 torpedoes/missiles 6STR
X1 laser weapons 3-4STR
X2 particle weapons 4-6STR

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
master lists

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

Genre 6, 113 Weapon Traits 51


Gimmicks 17, 22, 59, 66, 72, 75, 86,
100, 108, 116, 125, 145
158
ALSO AVAILABLE FROM
PRECIS INTERMEDIA

Inspired by the earliest of tabletop RPGs,


this rules-lite fantasy roleplaying game relies
on a single six-sided die (1d6) and single,
The Definitive RPG of Thrilling Pulp expanding monster stat (plus any special
Action returns in an all-new second edition. abilities). With quick and easy gameplay, it
Jump into action by creating your very own is great for old-schoolers looking to get more
pulp icon with customizable templates gaming done in less time.
that feature gadgets, special talents,
magic, mystical arts, and even Golden Age
superpowers. Climb mountains, fight off ™
dozens of gibbering goons, fly airplanes
through ravines, defuse bombs, and solve
murder mysteries before breaking for lunch. Hunt for lost treasures among the ruins
of a bygone age in this roleplaying game
inspired by classic pulp tales of Planetary

Romance, Sword and Sorcery, and the Wild
West. Swords, blasters, and sorcery mix with
monsters, robots, and aliens while searching
for fortune and adventure amidst danger
Go back to a time when roleplaying was and intrigue. All this awaitsin the desertno-
a do-it-yourself venture. Create your own man’s land ofthe distant future.
game board on which to play and then add
miniatures or toy figures. Meant to be played ™
rather than learned or studied, the action in
Lair of Sword & Sorcery is quick, fun, and
Experience the ancient world as seen
full of excitement. Will your hero master
through the eyes of those who lived it: one
the arts of the fighter or the mysterious and
filled with magic and sorcery, demons and
deadly skills of the sorcerer? Metal, Steel,
monsters, and incredible powers that hold
Gold, and Iron meets Mystery, Doom, and
the key to the domination of all mankind.
High Adventure.
Reincarnate as an Egyptian Sorcerer, British
Druid, or even an Irish Leprechaun to face
the might and mysteries of the ancient

world. These are man’s greatest adventures.

Watch out, super-villains! One of the ™

earliest super-powered roleplaying games


returns in this all-new edition. Create your Take your fantasy adventures to a chain
own hero in minutes using a wide range of islands filled with danger, intrigue, and
of powers that can be measured with excitement. For use with the Original
universal benchmarks. The fast-playing, Edition rules or an OSR equivalent (B/X
easy-to-learn rules feature various scales of recommended), this book compiles all three
power and a number of options to allow classic Wee Warriors™ Dungeon Kits into a
for customization. A classic reprint of the single volume: Palace of the Vampire Queen
1980/1982 version is also available. (1976), The Dwarven Glory (1977), and The
Misty Isles (1977).
LORDS OF
OLYMPUS

DICELESS OLYMPIAN FANTASY


(Uses a Different Style of Diceless Rules than Active Exploits)

Take on the roles of gods and demigods.


Portray the children of Olympian Gods, Titans, or Primordials.
Explore new realms or the classic worlds of Earth and Mythological Greece.
Visit Zeus’ Olympus, Poseidon’s Seas, or Hades’ Underworld.
Mix politics with intrigue, as power-struggles and vengeance drive stories.
Encounter mythological creatures like Cyclops or Harpies.
Cross paths with mighty deities like Ares or Hermes.
Quest for magical artefacts, such as the weapons or armors of the gods.

©2012, 2014 Precis Intermedia. All rights reserved. Lords of Olympus and Active Exploits Diceless Roleplaying are trademarks of Precis Intermedia.

You might also like