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| Ss Use The Key That Unlocks Adventure Roleplaying Rules for the Worlds of West End Games eg Wwiko | Seas Fe DESIGN Ed Stark -, EDITING AND ADDITIONAL MATERIAL Bill Smith, Miranda Horner COVER DESIGN & GRAPHIC DESIGN Stephen Crane GRAPHICS Brian Schomburg ADDITIONAL GRAPHICS Rich Hawran, Tom ONeill, Steven Brown INTERIOR ILLUSTRATION Paul Daly, Jaime Lombardo & Ron Hill, Karl Waller ADDITIONAL ILLUSTRATION Brian Schomburg MASTERBOOK LOGO DESIGN AND ILLUSTRATION Stephen Crane "THE MASTERBOOK PLAYTEST TEAM Sandy Addison, Grant K. Beery, Tim Bobko, Jeff Cisneros, Shane Hensley, Ed Ladner, Dave Lemon, Steve Lorenz, Greg Masse, Kirsten Masse, Brian McGhee, Bill Olmesdahl, Tom ONeill, Brian Sean Perry, Daniel Phi Brian Schomburg, Ron Seiden, Jesse VanValkenburg ‘pion Dealt Sow Paver» Arosa PubsherTieonurcr: Denne Paler» Asocigie Publter: Richard Hawran «Senos Ear, Greg Ferbed Tiliors Miranda Horner, Peter Sehwelahofer, Bi ict Steplten Crane # Graphic Ast: Tim Bobko, Steven Brow, "Tors ONeill, Brian Schomburg* Sales Mana ceesclag Manage. Won Seiden * Warehouse Stanager Ed ‘econ Karen Bay Joely Riceto = lin’ Army Glacobbe WEST END GAMES + RR 3 BOX 2345 + HONESDALE, PA 18431 TM and © 1904 Wort Bnd Games. Al Rights Reserved ———<—— > ste + Table of Contents - — Introduction ...... 5 Basic Rules Overview 8 MasterBook Character Sheet... Chapter One: Character Creation . 25 "The Character Story 25 ‘The Numbers 26 ‘tribe Vale 26 ‘reribute Pinte 2s Derived Atttbmtes on 28 "Toughness 28 Movement Rates 9 ‘Skill Adds and Skil Points 0 Filling Out the Character Shoot ou 84 Chapter Two: Background ‘Advantages and Compensations 2» Developing Advantages and ‘Compensation’ 30 ‘The Advantage Columns 2 ‘avastaner:Colare | 2 Aoanagee’ Car * ‘vantage Car 7 Advantagor Catron TV 80 ‘The Compensation Columns 52 ‘Compensatins Column 82 CCompensties Column 1 38 Companestins: Column It or [Additional les a ‘Getting Ri of Compensntios od tg Advent 61 Cctomisine Compensation: and ‘Advantages a ‘Alone, Mtants and Pesan Species 82 Chapter Three: The Rules 0.00.68 Ditnculty Numbers 3 ‘rbtrary DN s Opposed DNs a 6 Motiers cot ‘The Die System os "The Bonvs Charm “s ot Aaaine 3 ‘Stopping Re Agains ro ‘The Success Chart « ‘Combat and Interaction Skills Catia! Faire (General Success 09 Dame on 69 ‘eck °° Defense “9 Dtersining Damage 0 Damage Eifects| 70 Fine Aid n Combat Opt100 73 Rage 73 Maximum Darnage MAX 78 Genera Comat Meiers 73 Ranged Weapane 78 Ranged Weapons cBoscle Powered) 74 and-toHland Attacks Hi Locations 74 CcoveCancealment 15 ‘Surprise Modine 1 Damage Options 7 Damage Cap Saet ‘Nan-Lethal Ata omckout Attacks Bleeding Interaction a Teractive Cap Teuimidation 8 anil =” Manewver 0 Che a Poomuion 8 Interrogation se Hiypooism 8s Life Posmes rs Toereing Die Point #3 Reducing Darna and Unters 84 ‘Time and Rounds 86 ations a8 Init 35 Movement nm 8 ‘Simple Movement 2 ‘Taeel Seale ss Comples Movereat 8 *9 = a ce Mult Targeting a Combined ActIONS oo eo ‘Many-in-One 2 Coordinating Actions 93 ‘The Value System so o Chapter Four: Skills and Skill Use 97 MasterBook Skil List 0 Agility 98 Dexterity 102 Endurance & Strength 108 Intellect Mind Charisma Confidence Improving and Learning SKIS Chapter Five: The Card Deck ‘Anatomy of a Card “Anatomy ofthe Card Deck. ‘abe of Cards The Hand v, The Pol Enhancement CAPA ence Subplot Cards "The Petre Cards Cardin Combat and Interaction Determining iit nn Inte ie Effet Approved Aton Line Critical Skil Resolution More on Getting Cards Bramples of Card Play Chapter Six: Creating and Using Special Effects ‘Typon of Special fects Mage CChareterities of Special ict sing Special Bets Building the Special Brfect ‘The Basie Elemente ‘step 1-8 ‘The Optional Elements Steps 6-15, step 16 Optional Modifiers Stape 17-25 on the Fiy® Casting Chapter Seven: Basic Equipment Weapems enn ‘Adventuring Gear Chapter Eight: Gamemastering ‘MasterBook World Creation Adventure Creation Populating Your Adventures 135 ns 181 159 Ne Page 2 $$$ psterfooK--———_ ¢ Welcome to MasterBook ¢ MasterBook is a universal roleplaying game rules system — this means it is ‘lexible enough to be used with virtually any game setting you can imagine! You might be a scout ship pilot exploring the outer reaches of space; a two-fisted adventurer battling angry natives to recover a lost treasure; a psychic battling demons from another dimen- sion; or any one of a thousand other roles! MasterBook contains all the rules you need to start playing in a setting of your own creation. But what if you don’t want to make up your own world? West End Games sells Worldbooks for use with MasterBook that introduce you to exciting universes to explore! These include: The World of Bloodshadows The World of Indiana Jones The World of Tank Girl The World of Species The World of Necroscope and many more to come! The MasterDeck In this book, you will see references to the MasterDeck, cards that can be used to enhance your gameplay with this system. These are op- tional, and are not required for you to use the MasterBook system. ‘The Mast2rDeck is sold separately by West End Games. To order, send a check or money order for $10 to: West End Games MasterDeck RR 8, Box 2345 Honesdale, PA 18431 Page 3 ston copeiggutigntitkrstte oes ree ———$—— = NasterfooK--———————. we ra MP because the character failed so badly Damage Attacks To hit character in combat, the attacking character will normally be using one ofthe “Atiack Skills” lised on the chart “Interactive and Attack Skills.” ‘Compare the character's attack skill total to the target character's passive defensive or active defense (soe below). If the attack skill total is equal to or higher than the target's defense, the attack has hit. [fit is lower, the attack misses, Martial arts (most focuses), melee comba! and unarmed combat ean only be used if the attacking character is within two meters of the target character. Dodge is used for ranged attacks: ranged attacks can be used at longer ranges, up to the range of the weapon Defense ‘The default difficulty is the target character's defense skill or Attribute; this is ealled a passive defense ‘The target character can also choose an active defense, which means the character is actively trying to get out of the Way of the attack; the character gets to roll the dice and add a bonus number, which becomes « minimum of +3 EEE * Success Chart + Result General Taunw Push Points Success Damage Intimidation Trick Maneuver (Shock Taken) 0 Minimal 2 stymied ‘stymied fatigued 18) 1 Solid on stymied stymied fatigued, 112) 2 Solid KL stymied stymied fatigued 1 3 Solid 02 stymied stymied fatigued 214) 4 Solid a stymied stymied fatigued 213) 5 Good Knockdown 08 untrained untrained fatigued 212) 6 Good Knockdown K3. untrained untrained fatigued 36) 7 Good Knockdown KO ‘untrained ‘untrained stymied 34) 8 Good! Wad K/0 2 untrained untrained stymied. 38) 9 Superior Wnd K/05, untrained untrained stymied 46) 10 Superior 2Wnd Knockdown K3 setback setback stymied 45) u Superior 2Wnd K/O 5 fethack setback stymied 4a) ia Superior 2Wad KO 5 setback setback’ stymied/fatigued 5(7) 33 Spectacular | 3Wnd Knockdown K3__ setback. setback stymied/fatiguel. 516) ad ‘Spectacular |» 3Wnd KOS setback setback stymiedfatiguel 516) 15 Spectacular 3Wnd KO7 break uplsetback —stymied/fatiqued 648) 16 Spectacular 4Wad Knockdown K5 break uupssethack _—setbackifatigued 67) 7 Spectacular+ 4Wnd KO7 break uuplsetback setback/fatigued 66) 18 Spéetaeular+ | Wnd Knockdown KS break tup/setback setback/fatigued_7(9) cry Spectaculart 5Wnd KO7 break tup/setback _aetback/fatiguod7(8) 20 Spectacular+ 6Wnd Knockdown K5 player's call player's call __ player's call UM 4 Spectacular+ Wad player's call player's call player's call 8110) se ee Basic Rules Overview @ Page 13 > asterfook--—_—_——, Combat and Interaction Skills uc Til cn, Rowdee wa tp so Tiemann tes and ei Att de et ands (1 seed de °T" stands for interaetion rounds, stands for non-rownds, which is any time the characters, are not in rounds of any type, + The second column lists the skills or Attributes used to resist them, * The third column lists which column on the Success Chart to use to determine results, * Interactive and Attack Skills + Attack Defense Columa, Rounds Attack Skills martial arts ‘melee parry* or Agility Damage c melee combat or Agility elec parry" or Agility Damage Q unarmed combat or Agility melee parry’ or Agility Damage © [ire earabat** or Dexterity ‘dovige o Agility Damage ¢ Interaction Skills intimidation or Confidence willpower oF Confidence Intimidation Gt ‘aunt o Charisma uilipower oF Confidence ‘Taunt/Tvick Gr trick or Intellect willpower 6 Intellect ‘Taont/Tvicke or imanedvér$ or Agility maneuiert or Agility Maneuver f con or Confidence willpower or Intellect Taunt/Trike LN charm or Charisma willpower oF Confidence General LN . bpérsubsion or Charisria’ willpower oF Contidence General LW. “interrogation or Confidence willpower or Confidence General LN Aypnotism or Mind selpower oF Mind General LN * Characters use melee parry if they are defending while using @ melee weapon; they can use unarmed parry if unarmed; they can also use some focuses of martial arts. ** Allother ranged weapons skills work the same way. They ineludeenergy weapons, gunnery, heavy energy weapons, heavy weapons, martial arts (depending upon focus), missile weapons or thrown weapons, + Depending on what the character is doing, riding, driving or piloting, the character may substitute other skills for maneuver. They can include acrobatics, beast riding, light, vehiele piloting (for all vehicles; depends on the focus) or mechanical maneuver (for power battlesuits and similar things). ete Pa cialaciiaiaainaienineinnin Determining Damage K, he suffers a K; it he has a K, he takes an O (and is now unconscious) Add the result points tothe damage value of the weapon and. A*KO" means the character immediately suffers a knock- read the results on the Damage Column, ‘out result, ANumber: Fvery damage result ends in a number, This is Tt takes 30 minutes of rest to heall a K. A character who has the number of shock points the character takes from the | been KO'd goes unconscious for one minute. damage of the attack. A character can take a number of shock Knockdown: A knockdown is simply that —the character points equal to his resist shock ar Endurance before going | falls down (if possible). All physical actions, even defensive or Berea eee Alper ae re tre Chesca bel doketanteronpaunarniant:| Seema sas eaters eae savnae insti An uneanaion carats Hee shock “Wad, 2d, 3nd eto: “Wad stanford esr see nd ef ee | nT sl hae enna ae _ BONO orKO:Eacheterisonehalfota"KO" eatin | nn city aounded Aire eee theca ego a es ge say dd Anvofveniecentne arse tone Pawel agen ore A*K/O" result means that if the character does not have a # is apa Rasy —— Basic Rules Overview # Page 14 $$ > Masterfoor$——————. ‘+4 wounds equals incapacitated ‘= 5 wounds equals mortally wounded + 6 wounds means the characteris dead. * Wound Level Chart + Wound Healing _ Healing Level Modifier(s) Rate Difficulty Light nomodifier One day 10 Moderate -2to physical One day 2 skills Heavy Ao physical Three days 14 &-2wall other skills Incapacitated 8 all skills Three days 16 Mortal automatic KO* One day 18 Dead” dead dead we mean it; you're dead * See below The “healing rate” is how often a charactor gets to try to heal. After this time period has elapsed (from the time of the ‘most recent wound), the character generates a bonus number andadds to his Endurance (ral all tens again and Life Points ‘may be spent on this total). Ifthe character meets or exceeds ‘the DN listed above, then he has healed to the next less-severe ‘wound level and takes on those modifiers (or, ifthe character was lightly wounded, he becomes healthy). If the character falls, he has to Wait @ length of time equal to the healing rate to try again, ‘There are special rules for mortally wounded and dead characters, + Mortally wounded characters take one shock point every round. When the shock points equal his resist shock or Endur- ance, he dies. A mortally wounded character needs to be first aiied as soon as possible ‘See “First Aid” below), + Dead characters get a chance to survive. Ifsomeone ean get to the character and perform a successful first aid on him before the end of the next round (10 seconds), the character becomes mortally wounded. +#1Wnd: For every result point over 20, the character takes one additional wound, First Aid First aid is used tokeep characters alive, When a character suffers a wound of some sort, frst aid can be used to stabilize ‘he wound and temporarily imorove the condition. A success- ful first aid total (gee the diffieulty on the “First Aid Chart") allows a character to funetion as if she were one level less ‘wotunded, and it removes all shock and KO conditions. Mortally Wounded: First aid can be used on mortally wounded characters to keep them from dying. Ifthe first aid roll is successful (see the difficulties below, the character can. actas ifincapacitated and nolonger suffers ane shock point per round. Mortally wounded characters may also be stabilized (see below). Dead: Dead characters ean be saved if another character successfully performs firs ad in the round during or after the character “dies.” If the first aid attempt is successful, the character becomes mortally wounded. ‘Stabilized: Characters may attempt to stabilize amortally wounded character. Ifthe charactor performing first aid ean. ‘make a first aid attempt at the “dead” DN, the character is stabilized: he is still mortally wounded, but no longer suffers shock every round and can make a healing roll in one day. ‘Stabilization can be attempted ance per minuteon a character who is mortally wounded. « First Aid Chart « Conaition DN Shock, KO 8 Lightly wounded 8 Moderately wounded 4 Heavily wounded B Inenpatated “ Mortaly wounded & Dead 2 * Cover and Concealment « Concealment is: Defensive Modifier One Quartor 8 One Half 45 ‘Three Quarter 48 Complete +2 Complete Plus ae Cover ‘Toughness Modifier Negligible 0 Weak 2 Moderate 4 Strong 46 Very Strong, 48 “Impenetrable” a * Surprise Modifiers « Suprise Attacking Damage Levels ‘Modifier Modifier Blindside 42 0 Partial Surprise 42 0 Complete Surprise +5 2 ‘The modifiers for a blindside attack arecumulative with either partial surprise or complete surprise modi fers, but neither partial surprise nor complete surprise ‘are cumulative with each other. Oe Basic Rules Overview # Page 15 * Ranged Weapons + ‘This table is used for fire combat, energy weapons, gunnery und the similar heaty weapons skills. Other skills may be used with this table as appropriate. Fire Options Attacking Modifier Burst Fire as Single - Full Auto Gf possible) +3 Single Fire as Multi (if possible) 2 Aim (for one round) 42 (next round) “Trick” Shot. 4 ‘Sweep (Ranged) (if possibile) 2 Hit Location special Defensive Modifier Damage Modifier o =] ‘i “1 0 + -2 (game round) + varies ca 0 + special special * Ranged Weapons (Muscle-Powered) « This table is used primarily for thrown weapons and missile weapons. Weapons that are muscle powered butemulate fire weapons (like a *belt-fed crossbow") should use the standard ranged weapons table, Missile Options Attacking Modifier Defensive Modifier Damage Modifier ‘Aim (for one phase) 42 (next round) -2 (same round) 4 “trick? Shot 4 varies ce Hit Location special special special * Hand-to-Hand Attacks + ‘This table is used for unarmed combat, melee combat, and martial arts primarily. Attack Options Attacking Modifier Defensive Modifier Damage Modifier Stott Range 3 2 a Sweep (Hand-to-Hand) +3 a 5 Grab a 4 3 “Knockdown” 3 0 first wnd beenmes knockdown All-out 4 6 + * Hit Locations + Hit location is a special option that allows a character to shoot a specific point on his target's body. The table is used to determine the modifiers for hitting a target of human proportions in different areas of his body. Note that aiming at an arm or leg aetually causes less damage — this is because the character took extra care ta shoot fan area that is “less vital.” Hit Location Attacking Modifier Head 8 Chest 7 Abdomen 4 Loft or Right Arm 3 Loft or Right Lex 2 Effects +12 to damage +3 to damage +6 to damage -2 to damage “1 to damage Damage Optional Rules Damage Cap: Maximum result points equals damage value of weapon Non-Lethal Attack The frst "Waal becomes three shock points Knockout Attacks: Use General Success Columa forthe attack (not the damage): for each sueceas level, change one Wind! to three soc, Bleeding: Any number of “Wnds” become “bleeders": the character takes one shock per round for each bleeder. Interaction Interaction can have a number of results, depending upon hhow many result points the “attacking” character gots on the “target” character. The results are explained below; in situa- tions where two results are indieated on the chart, both results happen. SS Basic Rules Overview # Page 16 idation ied: Target loses first die roll again (ihe gets to roll ice again, only one is lost) strained: Character acts untrained next round: skill do not count and no roll-agains for specializations or skill ‘Setback: Something “bad” happens to the character. ‘Break: Affected character wil try torun away or surrender ‘ound ifhe or she ean’t significantly improve condition, t/Trick SUp/Sethack:Target character issetack, while taunting or reg character is "up" next rourd — automatically gets to I bath dive ver Patigued: Target character suffers two shock points of | Characters begin with five Life Points. No, character may jore than 10 Life Points. Characters en spend 1 Life ‘Pesnt for the following things: ‘= Boll both dice again, adding the new rolls to the first rolls. ‘GSeracters may not spend move than one Life Point on any one ‘setion (except hero or drama cards — soe the section on the ‘seri deck) * Can cancel someone else's Life Points for roll agains only. ‘= Reducing damage. May cancel three “packages” of damaze. Character may only spend one Live Point to cancel damage Som any one attack, Packages of damage: ‘+ 1 wound; Up to three shock poin:s; K; O; Knockdown + Reduce Interaction Result 1 Life Point reduces an interac- ‘bon by one result, Time and Rounds ‘One combat round is 10 seconds Characters can perform one action per round; when per forming more than one action, they must use the “Multi- Action rules Initiative * Rounds Procedure * 6, Declare Rounds 1. Determine Initiative 2, Announce Approved Actions* 3. Actin Initiative Order 4, Summarize Results (Gam=master) 6. Award Cards/Flip Over Cards” 7. End Rounds or Begin a New Round © Only when using the card deck for initiative eee enn mmm <-aastel | ROOK + Determining Initiative + In combat rounds, characters aet in Agility order. In interaction rounds, characters act in Confidence order, ‘No Cards: Each character generates a bonus mum ber. Cards: Use the initiative lines: “S" for standard seenes, “D" for dramatic scenes. “P” stands for player characters, “G” stands for gamemaster characters. * Act in Initiative Order + Characters must declare and take all actions at this time. Ifa character is attacked and they haven't gone yet, they may declare an active defense, but if they also want todo ather actions they must declare them at this time. Characters ean choose an opportunity action — they will act after everyone else has gone, but all actions are ‘at +2 to the DN. Movement Simple Movement (Ground Movement Only): A char- acter may move two times his movement rate in meters per round as a“simple aetion,” Acharacter with an MRG of 7 could move 14 meters as a simple action. ‘Complex Movement: Characters move faster than their simple movesueat, up ta the value of their movement rate find the value on the Value Chart). However, this is aa action they don’t have to roll, but they must use “mmulti-action” rules if they want to do something else in a round, An MRG of 7 has value of 40;a charactor could move up to 40 metors perround fas an action Pushing: Characters can move even farther than their complex movement rate by pushing. See “Pushing” Pushing Character rolls against DN (for climbing, a DN is sets for running, uireming andiong jumping, tneDN is thecharacter’s ‘Moveueat Rate or MAX — sehichever is lower! Find the result points on the Push Colum. Find the Push Resulton the Value Chart, converting that result toa measure of meters —add that measure to the movement, but also take the shock listed ‘A character with a movement rate of 8 (40 meters) pushes when running (DN is 8) He gets a skil total of 16; that’s 8 result points, On the Push Column, that's (3). The character takes 4 shock, and gets a value of3.On the Value Chart, that's ‘meters, The character moves 44 meters this round. Multi-Actions When doing more than one action at once use the multi- action rules, Modify their primary skill by -2, their secondary skill by -3, and so an Basic Rules Overview # Page 17 * Multi-Action Table + Action Priority Modifier to Skill Total Primary 2 ects jeally the same thing at once (or at the same character) ofmany ¢ example, NN Modifier based on the number of g.Roll toseeif the characters succeeded. Ifthe al beats the DN «with the DN Modifiers), then all characters succeeded. Tf the skill total is below the DN, drop down until you find Ns lodifier) that would have succeeded, That tells lodifier for the number of characters who sueveeded, Add that to the Effeet Value of the task. + Many-on-One Table + tof DN. Characters Modifier Effect Modifier, 1 DN 2 DN+t 3 DNs ‘ DN 5 DN+S 6 DNS 7 DN 8 DN+4 8 DN+5 10" DN4S For every tivo characters above nine, add +1 to the DN Modifier and +1 to the Effect Modifier Coordinating Action she can roll for the action, Find gamemaster adds +2 for each ch that total Basic Rules Overview # Page 18 43 “4 jemaster sets a DN for coordi +h coordinating character is tingis one action, and whatever coordination. If they fail, they succeeds at the coordination, he ot ighest skill total; the + that coordina ' | Unless otherwise noted, the character ean attempt skills ‘even if they don’t have any skil adds in the skill: they try the skill with ust their Attribute. Unless otherwise noted, charac ters do not have to specialize in a smaller portion ofthe skill. ‘What fallows is a list of skills. For focuses (in the ease of ‘Sacrskilsandepocalications, see Chapter Four, “Skillsand ‘There are several types of special skills: Specializations: A character can choose to study a more specialized version of the skill. For example, fire combat is a general skill and covers everything from M-16s to Colt.46s to Black powder weapons. A character could specialize in fire combat (pistols). As noted earlier, specialization skill adds cost half the normal amount, ‘Trained skills: Listed in bold on the skilllist. The character cannot even attempt the skill unless they have at least oneskill ‘24d in the skill, Macroskill: Marked with anasterisk *)on the skilllist. The skill covers a very wide range of knowledge and the character jose an area of knowledge, called a focus. Focuses are Chapter Four, “Skills and Skill Use.” Improving and Learning Skills Skill Points are necessary buy skill adds. <=3))|ASTERROOK-=>-——, ¢ Chapter Four: Skills and Skill Use » 1 Life Point buys 3 Skill Points. Increasing skill add: Number of skill points equal to the number of skill adds you will have in the skill after it has advanced, ‘Trained skills: Double the normal cost Specializations: Half the eost (round up) —either for gen. ceral skills or trained skills, ‘Macroshill focuses: Bach focus must be advanced separately as ifit were a “normal” skill (.e., not @ specialization) Teachers: Character must have feaching skill. Ifthe teacher achieves a minimal success, the cost to learn the skills half: if ‘theteacher achieves aspectacular+ success, the costis one-third (round up in both cases), Learning a New Skill General skil (not trained): 4 Skill Point to learn the frst add “Trained Skil: 8 Skill Points to learn the first add Specializations: 2 Skill Points to learn the frst add for a general skill, 4 Skill Point to learn the first add for a rained sla. Learning Time: Characters may not improveaskill by more than one add between adventures, * MasterBook Skill List « actuary pextenrry INTELLECT acti ners Weapons pperation* Beat lg? Fre Combet Camautage Chnbing Genmery” a Conjarsion* alee Hol Rae tole Byte Pigs Weapons’ Demslldons iene? ee Fale ony Waspanit Divination Mediine Msi Tock Picking Formery Boole Martial Arts Mise Weapons! feed Mechanical Prottigaton guts Haram See aay Negation Charm Melee Conbat eho iting? Neontin Melee Parry Psionic peseuasion. fonaing ENDURANCE Mnipetation Summoning” Stealth os rience” om Sinming snenori Supe eience ConFIDENCE Charmed Comtat — iltng Teaching Marae tee Totes con Tak pate Teregaton © Macon mus sla es Intimiden aac SN Sa ul rained Brretns Sura Willpower Of Basic Rules Overview # Page 19 ——~ pore {¢-o2—$—$—$— —$<$$ _<—_ * Chapter Five: The Card Deck ° Hand Vs. Pool When not in round-by-round action, players ean play any. cards from theirhand at any time. They may play any number ofeardsandtradeanycards with other playerson aone-for-one Tin rounds, the players must ‘pick up” their cards, They may not play their cards except as explained below. w After a character performs an action during a round, the layer may place a card face up into his poo! (on the table in front of him), © A player may play any eard from his pool; he may not play cards from his hand. @Aplayercan play any number of cards from his pool, or trade Cards with other players (from their pools only) on a one-for~ fone basis, Playing for the Critical Moment: When a player declares this, he may play as many of is eards as he feels like but he Siseards all cards, This ean be done once per adventure. Beginning Cards: Characters start each act and scene swith a certain mimber of cards based on how many player Characters there are, Player Characters Cards 1 5 2 3 5+ 2 Enhancement Cards ‘The cards have the following effects: Action: +1 to all skill or Attribute totals for one round, Adrenaline; +3 0 any one Dexterity, Strength, Endurance, Toughness or Agility total. Breakthrough: +3 to any one skill total ifthe character has no adds in the skill. The character can act as ifhe or she was trained lie. can roll again on 10s). Claim: Player may pick upany card another playerhasjust played, ‘Dowhle Cross: +6 to any one action ifthe character betrays fone of his party members. ‘Drama: May be spent as a Life Point during an adventure ‘or burned in for 3 Skill Points at any time. Byfect: +2 to the effect value ofany action. This eard may played only ifthe character has succeeded in the basie action, Haste: Character may immediately perform one extra ac- tion. “Hero: May be spent as a Life Point. Idea: Gamemaster gives the player a hint about the devel- ‘opment of the storyline, Leadership: Player may play up to two cards (total) into ‘other player(s) hands and/or draw two cards into his hand, Opponent Fails: Cancels the effect ofan action that hasjust affected the character whose player plays this card. Presence: +3 to the action value of any one Charm or Confidence skill or attribute value. Rally: All players draw one card into their hands. Second Chance: Player gets a second chance to retry the action that was just performed, ‘Seize Initiative: Player may either fip over a new initiative card or keep the card on the top of the stack for the next round, ‘Supporter: Player character “helps” another character do something, giving the other character +3 to the bonus number of any one action during that round. Willpower: +3 to any one Intellect or Mind skill or attribute total Subplot Cards ‘When a player receives a subplot card, he should put the ‘card face upon the table immediately, so the gamemaster can read the subplot line. 'A character may not have more than two subplot cards in effect at any one time and no mare than two Life Points can be ‘awarded to any one character for having subplots that cannot take effect, ‘The subplot eards are as follows: Alertness: Character has a temporary “sixth sense” — at gamemaster’s discretion, will be able to spot a previously ‘unnoticed item, character or clue, Campaign: Can be used to make subplot permanent, (excluding Alertness) Personal Stake; There is something deeply personal or close tothe character during the adventure. Ifa player roleplays the personal stake, the character gets two Life Points at the end of the adventure (may be reduced to one Life Point if the card is played after the adventure is half over), ‘Common Grounds There is a common relationship between the character and some antagonists: villains, aliens, strange characters, the environment or something similar. Connection: The player character knows a gamemaster character who may be able to help in some way. Tfnot used in the game, it may be turned in for an extra Life Point at the end of the adventure. Martyr: After every full Aet that the martyr card has been face up, the character receives one extra Life Point. However, che character must sacrifice his life to perform some gamemas- terdesignated (and usually heroie or nearly impossible) ac- tion, When a player dravs this card, he must deeide immedi- ately whether oF not to play the card. Mistahen Identity: The character is mistaken for someone else of the character is convinced that someone he meets is Someone else. At the end of every Act the subplot isin play, the character gets one Life Point, ‘Nemesis: Someone develops a serious grudge against the character. This character will have a tendency to keep on fuming up during the adventure, Award one Life Point after every Act ‘Romance: The character attracts a romantic interest and must roleplay the situation, At the end of the adventure, the character gets two Life Points, Basic Rules Overview # Page 20 a asteRoK->-—_ : Gf"), > a Kp / fe Hh { al oe 7 Ny. s ry ¥ a Qw/Z v a Basic Rules Overview # Page 21 —\—— =')asterfooK~—_———. ‘Suspicion: The character is suspected of something (nor: ‘mally something illegal or something that would cause certain gamemaster characters to make the character’ life “diff cel) Picture Cards, or “Jokers” Wild: Character ean use any eard in the deck except another picture card. Player ean wait until he uses the Wild card to Getermine which card it will represent. Intertoper: A third party shows up. Disaster: Something really bad happens. Opportunity: The character gets some advantagenus oppor tunity, General: The two general cards allows the gamemaster to ‘make up “setting specific” cards, Cards in Combat and Interaction Flipovera new card every round to determine initiative (on g" and "D" Hines) and approved actions (“Act”). Ifa character succeeds at an approved action, they get a new card at the end of the round. Initiative Line Effects ‘Thesceffectsaffectevory character on theside listed (*P"for player eharacter or °G" for gamemaster character). Fatigued: Each character on the side takes two shock. Flurry: Every characteron theside gets anextra ction that round. “Inspiration: Every character on the side removes all shock, K, O and knockdown conditions, Setback: Something bad happens to the side. ‘Stymted: All characterson the side lose their first roll again. Tip: This sido is up for all actions; can automatically reroll both dice ‘Break, This side attempts to flee or surrender if the side doesn't significantly improve their position within one round, “Shilla: The skill listed is approved for gamemaster charac- ters. Ifa gamemaster character succeeds at that action, the gamemaster may take one card from the player character that thas been acted upon, ‘Conjused: The player charactors are confused. Nocard play for this round. . Chapter Six: Special Effects ° Maxie, miracles, psionies and super-science are all special effects The following. are the special effects skills Magie: “Alteration (magic involving changing something) “Apportation (magic involving movement) Conjuration (magic involving cresting something) Divination (magic involving knowledge or informa tion) ‘Summoning (magie involving drawing things to the caster) Psionies: Pai manipulation Miracles: Faith Super-seience: ‘Super-science Characteristics of a Special Effect Skill Used: The skill used for the effect Difficulty Number: The skill total necessary to use the cffect: Feedback Value: The effect’s feedback. Effect Value: The effect value of the effect. Duration: How long the effect Insts, Range: The effect’s range, Cast Time: How long it takes to create the effect: Using Special Effects ‘Roll the special effect skill, trying to beat the diffieulty number, Subtract the result points from the feedback value. ‘Any remaining feedback is read as damage on the Damage Column (the person casting the effect takes feedback damage). If the result points are higher than the feedback, the character takes no damage. Any remaining result points (after ‘eliminating feedback) are added to the spell's effect value. Building Special Effects For detailed instructions, seo Chapter Six, “Creating and Using Special Effects” Basic Rules Overview # Fage 22 ATTRIBUTES COMBAT BOX Oy sane LEC’ WOUND LEVEL ‘MODIFIERS ‘SHOCK TAKEN Dexreniry Ou no moder etn snce| © Moderate 2 to physical sis O tieavy “4 physical & -2 all ‘other shils STRENGTH -2 to all skills O mortar automatic KO, DERIVED ATTRIB! ‘TOUGHNESS TIFE PORTS, SKILL POINTS MRG (Novena [—] MRC Aforenent MRS (Sovraent [—] MRL cstovement Rate, Simming! ate Jumpin SKILLS ADVANTAGES ‘COMPENSATIONS Pe ken nus DIE 21 26 31 36 41 ROLL 8 3 6 1920 25 30 35 40 45 +5 BONUS # 5 4 89 10 11 12 13 14 +1 EQUIPMENT PLease sans Oe Fees SSSR oe PERSORLIT VSG Eton —s—#@$§@§ + Masterfpor ——————. CHAPTER ONE ¢ Character Creation « ‘This chapter cavers the ereaticn of characters for use with, the MasterRook system. It is intended for creating player haracters, but gamemasters wil find these rules good for ‘creating their own characters ‘There are two parts to characters in MasterBook. One part séeals with the numbers and game mechanics of character ‘==eation — the nuts and bolts, in game terms, ofthe character. The character's numeric values allow the players and the gamemaster to use the MasterBuok rules to define what the ‘Gharacter can and cannot do. * The Character Story ¢ ‘When you are creating a charccter, you are telling a story ‘about this individual. You get to choose what the character Secs (or did before he or she started adventuring) fora living ‘224 all the other details about the character's life ‘The Character Concept For right now, you should concentrate on ereatinga charac- fee that fits inta the world your gamemaster will be running. But don’t forget the other side to character ereation: the story factors. Story factors are things like the character's asic history, the charactors personality, andthe character's gen- ‘eral outlook. ‘When you create your character, thinkofhim orheras.real person, with real feelings and real attitudes — and, perhaps, ‘a real job, a real family, and a real life. You should be comforisble talking about the character you will be playing: that is, you should know the basic answers to questions about that character’ life. ‘Talk to your gamemaster and find out what the game universe is going to be like, and work on creating a character that fits inno that “mold.” You'l still have quite a bit of freedom, While you don't have to delve too extensively into the character's background right now, you do want to have some idea of the character's history. What is/was the character? ‘What sort of skills and knowledge would the charaeter have? ‘Take a look at the sidebar entitled "The Character Concept” to get an understanding * Quick Start + Ifyou want to get started playing quickly, orif you want to just look at some completed characters to got an idea of ‘what yourpossibilities are, take a look at pages 175 through ‘There are 2 pregenerated charactors (character pro: les) that you can use to get started quickly. Every character profile includes: + A complete list of Attribute and Skill Values + The character's Toughness and Movement Rate Values shese are Derived Attribute Values) ‘The character's speeies and sex + A brief description of the character's background + The character’s Background Advantages and Compens ‘sons with notes on their rules applications (where necos- sary) Character Creation + Page 25 «The character's equipment with notes on special equi ‘ment ‘© A Bonus Chart for skill rolls and a character illasteation with a character quote ‘There is also room fora few character-related notes, but rot much — this is a complete character Ifyou are not interested in a Quick Start, keep reading fhe chapter and make a copy ofthe Character Sheet page ‘You should note that the back page of the Character Sheet just has “story factors” such as the character eoncept land background — you can just as easily write all of this Information up on a sheet of scratch paper. * The Character Concept « All throughout character creation, there will be a run: ning sidebar including examples of character creation that will help you understand the rules involved. A character willl ereated as you progress through the chapter, and you can model your rules interpretations and choices on this sample character, There will be a sample player and gamemaster involved as well — since the player and the amemaster will haveto interact and make choices through: out the process. ‘The gamemaster's name is Ted, and the player's nameis Lill. Jil asks Ted what sort of game he’s going tobe running, fand he tells her that it will bea “world of high adventure,” similar to the pulp fietion genre portrayed in many books, comics, and movies, Basically, the characters will be normal people with a few unusual abilities —and maybe even some “super” povsers of very low level — and they should foeus on skills related to action and adventure, with a little hit of intrigue and investigation thrown in. ‘ill thinks about some of the movies and books she's seen ‘and read that fit into the high adventure, pulp fiction genre. ‘She comes up with an idea fora character from one of those. ‘She'd ike to play a combination erime fighter/adventuring hero wha goes from place to place helping people in trouble, fightingevil...andtryingtoget rich and famousatthe same time. She alsa wants her character to be able to ereate “super-seience” effects (gadgets and gizmos like rocket packs, inviso-belts, and ray guna) that Ted said were part of the genre. Ted says go ahead, ill starts by writing down the “Genre/Game Setting Deseription’ and her “Basic Character Concept” on copy of the Character Shoot (see page 23) Player Name: ll Character Name: Diane O'Rourke Sone Pip et eae ing spe eee ‘Ror, Sore magi and eel Pas asd, el odie — Ererrnnecne neal Digs a aenarer re wih ed es end wo JRSONALITY note that everything in the Basic Character Concept doesn't have to be something you will definitely ‘work with in the final character. Sonic things won't be possible, and you may come up with other ideas as you progress, The concept is not chiseled in stone—in fact, you Shouldn't even write it in ink. ¢ The Numbers ¢ ‘There are three major numerie elements that go into char- acter creation, and they are common throughout all worlds designed for use with the MasterBook system, They define the basic character you are developing in rauch the same way a skeleton supports a body — they are the “bare bones” of the character, and you need to build off them to create a true character ‘The three numeric elements are: # Attribute Values * Derived Attribute Values Skill Adals Attribute Values Every character ereated under the MasterBook rules sys tem has eight Attributes. Attributes are basic abilities, de. scribed in numbers, that define how naturally talented vour charactor is at physical and mental activities. They are the ‘most basic “stuff” of the character. Tn most eases, characters have Attribute Values between 5 ‘and 13, with 8 and 9 being about average. Characters get 68, Attribute Points to buy their Attribute Values. ‘An Attribute Value of 13 is the normal maximum for a character's Attributes, while an Attribute Value of 5 is the normal minimum. Certain characters from different. game settings may have Attribute Values higher or lower than these minimums and maximums, but those are special eases and they are dealt with elsewhere Bach Attribute is listed below, along with a brief definition ofthe Attribute, There is alsoa "rating scale” after this section that shows the relative “worth” of each Attribute Value— the comparisons are broken don into physical, mental, and interpersonal values. Strength, Agility, Endurance, and Dex- terity are the physical Attributes, Intellect and Mind are the mental Attributes, and Confidence and Charisma are the interpersonal Attributes, Agility Acharacter’s Agility is a rating of that character's balance, gross motor coordination, and limberness, Acharacterwhohas good balance, is good at climbing arean walk across. tight rope has a high Agility Dexterity Fine motor coordination and hand-eye coordination are Oa eS inne Character Creation # Page 26 both aspects of Dexterity. Dexterity covers things like the ability to shoot weapons accurately, the ability to drive a caror other vehicle, and the ability t pick locks or “palm objects” the prestidigitation skill). Strength ‘Acharacter’s physical powerisdefinedbyhisorherStrength Attribute Endurance How hardy and healthy your characteris depends on his or hor Endurance. This has direet bearing on how much damage your character can sustain before becoming unconscious, but also cavers your character's ability to exert him or herselfover long periods of time or resist disease Intellect ‘This attribute covers puzzle saving and intuitive thinking. Intellect is much like mental agility, while Mind is more like mental strength. ‘Intellect covers things like you~ character's ability to notice things (pereeption skill) or hide things, ability to trick or foo! people, and your character's abili:y to apply scientific reason. ing. Mind A character's mental strength, memory, and learning abil- ity are all part of a character's Mind, ‘This covers Your character's ability tolearn, yourcharacter's aptitude for languages and certain other intellectual pursuits. Mind refleets your character's ability to remember knowledge and use it practically, whereas Tatellect is the ability to use intuitive reasoning or “best guesses” tocomeup with asolution to problem, Charisma ‘A character's basic interpersonal nature and ability to relate to others starts with Charisma.This skill reflects how attractive or interesting your character appears to be, as well fas the character's ability to persuade people to do things for ‘him or her, It should be noted that this Attribute applies to much more than “physical beauty” — it also cavers how “likeable” your character is or whether or not people are likely to trust the character, Confidence Emotional hardiness and strength come from Confidenee, as doa character's more devious interpersonal relationship skills. This eovers things like a character's ability to intimi date, as well as his or her religious convictions and spiritual strength, Comparing Attributes ‘The following chart ean be ased to compare Attribute Values to “real world” standards, Examples of mental, physi cal, and interpersonal attributes are given. What Attributes are Used For As stated above, Attributes are the basic abilities of your character. Whenever a character tries to do something — which is éalled performing an action in game-speak — that character uses the basic abilities defined by the Attribute. The * Attribute Value Comparison Chart « Attribute Value Relative Quality 13+ Superhuman’ 18 Exceptional — A genius; an Olympic o professional athlete of the highest caliber ‘would have attributes this high (but would. also have many skill adds as welll; a movie idol 11-12 Outstanding — A very adept or extremely, bright character; in top physical shape; @ very popular person 9-10 High average —smart; in good shape; per sonable 7-8 — Lowaverage—notoverly intelligent; mod erate conditioning; bland 6 Below average — unintelligent; in poor physical shape; dull or abrasive Wall below average — stupid’; almost no physical ability; unpleasant and unpopular 5 Thecharacter has either a severehandicap, or another reason for being so below *nor- mal.” higher the Attribute, the better the chance the character has of succeeding. But Attributes are only basic, innate ability. Skills, de- seribed below, are added onto Attribute Values to increase knowledge and ability. High Attributes are good, but without knowledge and practice they are limited in their applications, Ifyou want a character who is good physically —an athlete, a fighter, or a really talented sneak, for example — then you want to have high physical Attributes (Agility, Dexterity, Strength and Endurance). Intelligent characters, like scien tists, doctors, and detectives, need high mental Attributes Intellect and Mind), And characters who are good at interac. tion —con men, charmers, and masters of disguise —want to have high interpersonal Attributes (Charisma and Conf dence) Assigning Values ‘Now that you know what the three types of numeri values yourcharacterwillhave are, youcan beginning thinking about hhow you wall get actual values in those blanks, Let's start with your character's basie Attributes. * Changing Attributes Later « Itis very unlikely that, once you finish basictharacter generation, any ofyour character's Attributes will change by more than one or two points during the course of your character's career. Changing a character'sbasis abilities ‘will not happen easily, s0 choose Attribute Values your character can live with. pe Character Creation + Page 27 Attribute Points ‘There are several different ways you could a points, but we're only going to present one here — other ‘WorldBooks may propose alternate methods, and you should feel free to come up with your own, This method is meant to be simple and direct, very character begins with 68 Attribute Points that ean be used to “buy” Attribute Values. It works out that, using these points, you could buy all Attribute Values (for each of your eight Attributes) at an average value of 8.5 — your ‘character would be a little bit better than average in overy~ ‘thing (though you should know you can only buy Attributes in whole number units — to obtain an average, half your At tributes would be at a value of nine, and the other half would be at eight), Of course, if you want, you could slight a few Attributes and make a Tew others a little higher. Allocate these points as you see fit and then move on to the next step. * Assigning Attribute Points + Jill decides that, since her character is mainly physi cal in nature, with some decent mental abilities, sheTl go with the following Attribute Values: [E)awuir (i) anmazer [Borman Esme [Bjarormsce G7] eowmevce CE sraascr ‘This gives her character, Diane, average or above average abilities in her mental and physical Attributes (except Strength), even though it costs her a little in the Interpersonal Attributes, ¢ Derived Attributes « ‘While Attribute Values are chosen and assigned numbers, Derived Attribute Values are generated by use of simple math- ematical formulas (presented below). Derived Attributes area product of other abilities the character has. ‘Each game setting provided for use with the MasterBook rules system may have new Derived Attributes, but these are the most basic ones, common to virtually every character. Toughness ‘The most commonly-used Derived Attribute, Toughness is the physical hardness and natural armor of a character's body. Itis the “natural way” characters resist taking damage— itis how tough they are. "Toughness is not included as just another Attribute for a reason — even though people differ in how tough they are, the basie human body (which is the template over which other species are overlaid using MasterBook can only be so tough — or so fragile For that reason, Toughness comes from two basie At tributes: Strength and Endurance, The more physically pow- erful — and the more muscular — a characteris, the tougher his or her body is, That's the Strength contribution. The more physically fit and healthy the charactor is, the more he or she can resist punishment from the outside, That’s the Endurance contribution. * Derived Attributes: Toughness + Jill's character has. Strength of 7 and an Endurance of 8. A seven Strength gives her 3 Toughness points, and ‘anine Endurance gives her 7 Toughness points. That's a total Toughness of 10. Deniveo arrmpures | Oren Toughness Formula ‘Todetermine your character's Toughness, use the following table. Add together the “Toughness Points” your character tars from his or er Endurance and Strength values and you willarrive ata Toughness value of7 to 12 * Toughness Chart * Strength ‘Toughness Points wWtols 4 Tt0s 3 5t06 2 Endurance ‘Toughness Points ita la 8 Stoll 7 Thos 6 5to6 5 So, @ character with a Strength of 12 and an Endurance of 10 has a Toughness of 11 (4 + 7). ‘Note: When using Chapter Two, “Background Generation” itis possible that characters will increase their Strength or Endurance Attributes past 13 (or lower them past 5) If so, ‘Toughness is affected on a one-for-one basis. If a character .guins one point af Strength, his Toughness isthen increased by ‘one point, However, if, during an adventure, a character undergoes @ change in his Strength or Endurance (perhaps by magic, attribute increases, or through some sort of nasty accident), thecharacter's Toughness isnot affected. Afteracharaeter has begun adventuring, Toughness is treated as an independent Attribute. SNe Character Creation # Page 28 Movement Rates Movement rates are used to determine how fast your ehar- acter ean move using different types of movement. The most, basic modes of travel are listed later on, along with the jormulas you ean use lo detenmine your character's base movement rates, Movement Rate Formulas “MR” stands for“Movement Rate,” and this abbreviation is followed by a letter that stands for the type of movement rate, Note that every movement rate has a “Maximum value” or “MAX." This is the fastest 2 normal character ean move using that Movement Rate, regardless of what the result of the formula is ‘Movement rates are given in a value. Use the Value Chart in Chapter Three, “The Rules” to convert that value to a <-a)|ASTERROOKe> number of meters every ten seconds (one round) ‘Always round off to the nearest whole number (rounding down if you get a*.5") when figuring movement rates, except nocharactercan havea movement ratelower than 1 (anything less is treated as one). * Movement Rate Chart ‘Type of Movement MRG Movement Rate, Ground (running? Formula Maximum MRG IAGLAGSTRVE 8 MRS: Movement Rate, MRS = Swimming IAGLAGHSTRI 5. MRC: Movement Rate, MRC = Climbing ISTRISTR+AGIVI0 MRE: Movement Rate, Jumping MRS = TRASTR+AGI/I0 (ang jumping) So, a character with 2 13 Strength and a 13 Agility would have the following movement rates: MRG = 10, MAX 8 MRS = 6, MAX 5 MRC = 4, MAX 3 MEU = 4, MAX 3 Acharacter with an 8Strength and an 8 Axility would have the following movement rates: MRG MAX8 MRS MAX 5 MRC MAX 3 MRI = 2 MAX 3 And a character with a 5 Strength and a 5 Agility would MRC = 1 MAX 3 MRI = 1, More average characters would, of course, have more aver age movement rates, Also, make eertain to keep track of your ‘movement rate even if your character has a movement rate above the MAX; it will help him or her later because he ean push” his movement rates (see Chapter Four, Skills and Skill Use" and Chapter Three,-The Rules * Derived Attributes and + Movement Rate Values Jills Strength is 7and her Agility is 9. Hermovement rrates can be computed as follows: MRG (Ground): [9+9+7/4 = 6 (MAX 8) ‘MRS (Swimming): [9+9+7)/6 = 4 (MAX 5) ‘MRC (Climbing): [9+9+7}/10 = 2 (MAX 3) MMRJ (Long Jumping): (94947/10 = 2 (MAX 3) Character Creation # Page 29 $$ = asteroor —— —_ Itshould henoted that most characters will have movement. ratos at or near their species maximum. This is because only. practice and training (ie., skills) distinguish people who have better movement rates. An Olympie-elass runner. for example, has practised the skill running for years and will be better at itthan eome character with a high Agility fa character's Strength or Agility increased or decreased duringan adventure, the movement rates should be refigured, There are several skills that characters can use to push their movement rate limits (climbing for climbing (MRC), running for running (MRG), swimming for swimming (MRS) and long jumping for long jumping (MRJ). Rules for pushing are explained in Chapter Three, "The Rules.” * Skill Adds and Skill Points « Skill adds reflect knowledge, learning, and practice. A character's basic abilities are defined by his or her Attribute ‘Values, but the character's skill adds improve on those at- tributes, polishing and adding to them. The more adds the character has stacked onto an Attribute, the more talented ‘that charactor is, The uses of each skill are explained in Chapter Four, “Skills and Skill Use.” How Skill Adds Work Every skill is based on a particular Attribute. In Chapter Four, “Skills and Skill Use,” skills are listed by Attribute beeause of this. Usually, when a character does nat have skill adds in a particular skill, heor she ean use the basic Attribute ‘to attempt the skill anyway, but sometimes at a substantial penalty; some skills areso specialized that they cannot be used ‘with just the Attribute For example, if a character wanted to fire a gun, that character would use the fire combat skill, or lacking that, the Dexterity Attribute that fire combat is listed under. How Skill Adds “Add” Each skill add adds directly to the Attribute Value when determine the character's shill value. For examplo, ifa character has a 12 Dexterity and one add infire combat, hehas a 13 firecombat skill value. Ifhe had two adds in fire eormbat, he'd have a 14 skill value. His Dextority is stilla 12, but when he uses that sill, hegains the benefitofthe extra knowledge and practice. Other Benefits to Having Skills ‘Thore are several bonofits to having adds in skills. Some skills, called trained shills, cannot be used at all (or at a very substantial penalty) if the character does not have any skill adds in those skills. This is beeause the skill is so hard to w ‘or figure out normally that trying untrained would be practi ‘ally impossible. Some examples of trained skills include ‘medicine, aircraft piloting, and language; they arenotedon the skill list in bold. Anotherreason a character might assign points toskill adds, is that only characters with skill adds get to benefit from roll- ‘agains. Roll-agains allow characters to roll higher — and higher is always better. Thats coveredin Chapter Three, “The Rules.” Types of Skills ‘As mentioned above, there are different types of skills Untrained: Unless otherwise indicated, skills are consid ‘ereduntrained. This means the character can attempt the skill ‘with just their basic Attribute, Ifthe skill isnot in bold on the skill list, it can be used untrained Trained: These are skills that can only be used if the character has skill adds in them, They are listed in bold on the skill Hist Goneral: Unless otherwise indicated, skills are general and they do not have an asterisk (*) by them on the skill lst Macrosilts: A macroskill is used to "sum up” large lists of skills instead of listing each one separately. A macroskill skill is really just a skill name for alarge blanket of skill knowledge. For example, the skill vehicle piloting could cover ground vehieles, water vehieles and air vehicles such as flying bal- Toons, jets, or helicopters — but a person who knows how to fly aballaon wouldn't necessarily have any idea of how to fly ajet plane. So, each area of knowledge within a macroskill skill must be chosen individually — vehicle piloting: balloon; ‘hele piloting: jet: vehicle piloting: helicopter; these are called focuses. Maerdskills are listed with an asterisk (*) on the skill list and the skill description lists sample “focuses.” Specialisations: Under each skill deseription (see Chapter Four, “Skills and Skill Use"), there are a number of sample specializations listed. Specializations are more focused, more specific versions of general skills (or focuses of macroskills). A ‘general skill eovers a goneral of knowledge, while specializa. tions eover narrow parts of that general skill For example, fire combat is a general skill i covers any slugthrowing weapon, from the M-16 ta the Colt 45 to the old broech-loader. However, a character may want to learn only about pistols. The character would choose the pistols special- ization of ire combat, so the character would have fire combat (pistols) listed. formally, choosing a specialization is optional — it is “cheaper” (in skill points) to both purchase and improve ater inthe game), but covers a much morelimited area. Acharacter can almost always have a specialization in a general skill without actually learning the general skill; he or she has just learned that specific knowledge without learning anything else. There are some special rules for learning specializations, but they are covered under “Assigming Values, Skill Points Skill points are used in much the same way attribute points were assigned, but with more choices, Your character is as: signed acertain numberof skill points using either the system efined here, an alternative system in one af the WorldBooks, or one of your own ereation). This system takes into account how intelligent and how “welllearned” your character is, and assigns skill points ac- cordingly. The more intelligent and well-learned your charac- ter is, the more skill points he or she will have, Use the charts below to determine the number of skill points your character starts with. Character Creation + Page 30

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