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minimal-opend6-srd.rtf
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{\rtf1\ansi\deff0{\fonttbl{\f0 \fswiss Helvetica;}{\f1 \fmodern Courier;}}
{\colortbl;\red255\green0\blue0;\red0\green0\blue255;}
\widowctrl\hyphauto
{\pard \qc \f0 \sa180 \li0 \fi0 \b \fs36 Mimimal OpenD6 System Reference Document\par}
{\pard \ql \f0 \sa180 \li0 \fi0 \par}
{\pard \ql \f0 \sa180 \li0 \fi0 Mimimal OpenD6 is a {\field{\*\fldinst{HYPERLINK "https://en.wikipedia.org/wiki/System_Reference_Document"}}{\fldrslt{\ul
System Reference Document
}}}
based on Mini Six, from {\field{\*\fldinst{HYPERLINK "http://www.antipaladingames.com/"}}{\fldrslt{\ul
AntiPaladin Games
}}}
, used in accordance with the {\field{\*\fldinst{HYPERLINK "http://www.antipaladingames.com/p/license.html"}}{\fldrslt{\ul
Mini Six Standard Trademark License
}}}
and the {\field{\*\fldinst{HYPERLINK "https://ogc.rpglibrary.org/images/7/73/OpenD6_OGL_v2.pdf"}}{\fldrslt{\ul
Open Game License
}}}
used with {\field{\*\fldinst{HYPERLINK "https://opend6.fandom.com/wiki/OpenD6"}}{\fldrslt{\ul
OpenD6
}}}
.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 \outlinelevel0 \b \fs36 Definitions of Common Game Terms\par}
{\pard \ql \f0 \sa180 \li0 \fi0 Mimimal OpenD6 wasn't written to be read from the standpoint of the novice gamer; someone who's never seen a roleplaying game before. So, if you're lost the following definitions might prove helpful.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 {\b Adventure:} The story the player characters are taking part in. Rescue the princess, slay the dragon, blow up the space station, break up the car theft ring. It is like having one episode of a television show or a single movie. It might be finished in a single night or take several sessions to complete.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 {\b Campaign:} Linked adventures that tell a larger story. For instance it could resemble a series of novels telling an epic quest or a television series where each adventure is episodic and the main common factor are the recurring characters.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 {\b Game Master (GM):} The person in charge. They are sometimes called narrators. They run the adventure and act as impartial judge helping to keep the game moving.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 {\b Non-Player Character (NPC):} All of the characters controlled by the Game Master. They are the heroes' allies, enemies, extras in the background, and everyone in between. If it's a character not controlled by a player, it's an NPC. These characters do not follow normal creation guidelines. They are built on the needs of the story and for the purpose the GM has in mind for them.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 {\b Player Character (PC):} The protagonists, be they hero or antihero. These are the characters controlled by the players.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 {\b Round (rd or /r):} Approximately ten seconds of time in the game world. How to track the speed of simple actions and combat.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 {\b Scene:} An intense fight, a thrilling car chase, a meeting with NPC's, each extended moment of interaction with each other or others is a scene. Just like in a play or a story, when the action winds down it's the end of a scene.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 {\b Session:} A single gathering of gamers. When you are done for the night and everyone is going home, it is the end of the session. Please respect your host by cleaning your area before you leave; it's just the nice thing to do.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 {\b Target Number (TN):} This is the number you need to roll or higher to succeed at whatever you are attempting. General challenges are broken down into six levels of difficulty (see {\field{\*\fldinst{HYPERLINK "#general-non-combat-challenges"}}{\fldrslt{\ul
General (non-combat) Challenges
}}}
). Combat target numbers are based on the target's defensive scores like block, dodge, etc. Sometimes you will attempt to affect another character through certain skills, such as {\i Seduce} or {\i Persuasion}, which can be resisted by the target's skill. In this case you must beat the defender's roll to succeed. The TN of a given action might be modified by the GM depending on circumstances.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 \outlinelevel0 \b \fs36 About this Book\par}
{\pard \ql \f0 \sa180 \li0 \fi0 Minimal OpenD6 is a member of the {\field{\*\fldinst{HYPERLINK "https://opend6.fandom.com/wiki/OpenD6"}}{\fldrslt{\ul
OpenD6
}}}
family of games. It's cinematic and flexible like its parent, but its goal is to be lighter and faster, keeping the heart of the system's mechanics but streamling the rules.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 {\field{\*\fldinst{HYPERLINK "#how-to-make-a-character"}}{\fldrslt{\ul
How to Make a Character
}}}
details character creation while {\field{\*\fldinst{HYPERLINK "#the-game-mechanics"}}{\fldrslt{\ul
The Game Mechanics
}}}
and {\field{\*\fldinst{HYPERLINK "#combat"}}{\fldrslt{\ul
Combat
}}}
provide all the needed mechanics to play a complete game. Beyond these short sections are additional rules and options to expand your game.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 {\field{\*\fldinst{HYPERLINK "#vehicles-1"}}{\fldrslt{\ul
Vehicles
}}}
and {\field{\*\fldinst{HYPERLINK "#the-simple-magic-system"}}{\fldrslt{\ul
The Simple Magic System
}}}
are rules that will only come up in some games. {\field{\*\fldinst{HYPERLINK "#sample-characters-by-genre"}}{\fldrslt{\ul
Sample Characters by Genre
}}}
provide GMs with a ready list of NPCs and monsters to populate the game. {\field{\*\fldinst{HYPERLINK "#optional-rules"}}{\fldrslt{\ul
Optional Rules
}}}
provides rule variants to help change up the game to better fit the style of the campaign desired.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 In {\field{\*\fldinst{HYPERLINK "#making-the-game-your-own"}}{\fldrslt{\ul
Making the Game Your Own
}}}
the GM will find a little advice on creating the campaign and adapting other OpenD6 materials to their Minimal OpenD6 games. In {\field{\*\fldinst{HYPERLINK "#sample-settings"}}{\fldrslt{\ul
Sample Settings
}}}
you will find several sample settings that are nearly ready to go as is.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 What you won't find in ths book are a lot of detailed examples, exhaustive rules to cover every possible scenario, or a large list of modifiers. Instead, we are trusting GMs, with the help of their players, to apply common sense to make the game fun for everyone. Don't slow the game down by wasting time digging for rules that aren't there. And most importantly, when the rules conflict with fun, fun wins.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 \outlinelevel0 \b \fs36 Dice Basics\par}
{\pard \ql \f0 \sa180 \li0 \fi0 This game uses regular six sided dice. The number before the \u8220"D\u8221" is how many to roll, and any number after a + is how much to add to the roll. For instance 2D+2 means roll two dice and add two to the resulting total.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 One die rolled is always the Wild Die. Use a different color die to represent this or roll the dice one at a time making the last die rolled the wild die. If the wild die results in a six, then roll again adding the six and the new result together. If a six comes up on the reroll, then you add six and reroll again! Keep doing it until the wild die lands on something other than a 6.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 \outlinelevel0 \b \fs36 How to Make a Character\par}
{\pard \ql \f0 \sa0 \li360 \fi-360 1.\tx360\tab Distribute 12 dice between the four attributes. No attribute may have less than one nor more than four dice assigned to it.\par}
{\pard \ql \f0 \sa0 \li360 \fi-360 2.\tx360\tab Distribute 7 dice to skills and perks. No skill may have more than two dice assigned to it at character creation.\par}
{\pard \ql \f0 \sa0 \li360 \fi-360 3.\tx360\tab Select Complications.\par}
{\pard \ql \f0 \sa0 \li360 \fi-360 4.\tx360\tab Choose gear.\sa180\par}
{\pard \ql \f0 \sa180 \li0 \fi0 {\b Splitting Dice:} skill and attribute dice may be split into \u8220"pips.\u8221" Each die is equal to three pips. An attribute must always have at least 1D. An attribute may have dice only (no bonus pips), +1 or +2. Going to \u8220"+3\u8221" advances the die code to the next largest die. Example progression is 1D, 1D+1, 1D+2, 2D, 2D+1, etc.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 \outlinelevel1 \b \fs32 Attributes\par}
{\pard \ql \f0 \sa180 \li0 \fi0 Each character has four attributes which measure basic physical and mental abilities that are common to every creature. Characters distribute 12D among the four attributes. These are normally rated on a scale of 1D to 4D, although perks may change these limits. When putting dice into each attribute you can put whole dice in each or use a mixture of whole dice and pips.\par}
{\pard \ql \f0 \sa0 \li360 \fi-360 \bullet \tx360\tab {\b Might} represents physical strength, toughness, and amount of damage dealt when striking unarmed.\par}
{\pard \ql \f0 \sa0 \li360 \fi-360 \bullet \tx360\tab {\b Agility} represents aim and coordination.\par}
{\pard \ql \f0 \sa0 \li360 \fi-360 \bullet \tx360\tab {\b Wit} represents mental creativity and intelligence.\par}
{\pard \ql \f0 \sa0 \li360 \fi-360 \bullet \tx360\tab {\b Charm} represents charisma, resolve, and leadership.\sa180\par}
{\pard \ql \f0 \sa180 \li0 \fi0 \outlinelevel1 \b \fs32 Skills\par}
{\pard \ql \f0 \sa180 \li0 \fi0 Characters are further defined by skills. Players may allocate up 7D on skills to best represent the unique talents of their character. Unspent skill dice can be used to purchase Perks.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 Skills are areas of expertise that represent focus and training. When putting dice into each skill you can put whole dice in each or use a mixture of whole dice and pips. No more than 2D may be spent in each skill during character creation. Each skill defaults to the level of the related attribute. For example, a character who has a Might of 3D has 3D in all skills under Might before allocating any dice. If two dice are added to {\i Brawling} it is recorded as 5D.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 The following is an incomplete skill list designed to serve as an inspiration for what may be used in a game. Each game should have a tailored list of appropriate skills which might include new skills or modify examples given. For example a typical sword and sorcery game might use an expanded list of melee skills to further define its warriors while a science fiction game may lump them all into a unified skill named \u8220"Melee Combat.\u8221"\par}
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{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 Search\par}
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\cellx1920\cellx3360\cellx4920\cellx6480\cellx8040
\trkeep\intbl
{
{\cell}
{\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 Pilot\par}
\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 Repair\par}
\cell}
{\cell}
}
\intbl\row}
{
\trowd \trgaph120
\cellx1920\cellx3360\cellx4920\cellx6480\cellx8040
\trkeep\intbl
{
{\cell}
{\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 Pistol\u8224?\par}
\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 Science\par}
\cell}
{\cell}
}
\intbl\row}
{
\trowd \trgaph120
\cellx1920\cellx3360\cellx4920\cellx6480\cellx8040
\trkeep\intbl
{
{\cell}
{\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 Rifle\u8224?\par}
\cell}
{\cell}
{\cell}
}
\intbl\row}
{
\trowd \trgaph120
\cellx1920\cellx3360\cellx4920\cellx6480\cellx8040
\trkeep\intbl
{
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 {\b Fantasy}\par}
\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 Axe\u8224?\par}
\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 Bow\u8224?\par}
\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 Magic\par}
\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 Ride\par}
\cell}
}
\intbl\row}
{
\trowd \trgaph120
\cellx1920\cellx3360\cellx4920\cellx6480\cellx8040
\trkeep\intbl
{
{\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 Pole Arm\u8224?\par}
\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 Crossbow\u8224?\par}
\cell}
{\cell}
{\cell}
}
\intbl\row}
{
\trowd \trgaph120
\cellx1920\cellx3360\cellx4920\cellx6480\cellx8040
\trkeep\intbl
{
{\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 Smithing\par}
\cell}
{\cell}
{\cell}
{\cell}
}
\intbl\row}
{
\trowd \trgaph120
\cellx1920\cellx3360\cellx4920\cellx6480\cellx8040
\trkeep\intbl
{
{\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 Sword\u8224?\par}
\cell}
{\cell}
{\cell}
{\cell}
}
\intbl\row}
{\pard \ql \f0 \sa180 \li0 \fi0 \par}
{\pard \ql \f0 \sa180 \li0 \fi0 \u8224? = {\i Combat skills are not allowed specializations}\par}
{\pard \ql \f0 \sa180 \li0 \fi0 \outlinelevel1 \b \fs32 Skill Specializations\par}
{\pard \ql \f0 \sa180 \li0 \fi0 Specializations are focused aspects of a skill. For example, {\i Drive} specializations might include {\i Car} and {\i Motorcycle}. One skill die can be spent to gain three specialty dice. Combat skills don't have specializations. Example: A character with an Agility of 3D focuses on the {\i Running} Speciality of {\i Athletics}. He spends one skill die in it, but records it as Running 6D on his character sheet. He has an {\i Athletics} of only 3D. This is the only time the 2D skill limit can be exceeded during character creation.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 \outlinelevel1 \b \fs32 Perks\par}
{\pard \ql \f0 \sa180 \li0 \fi0 During character creation, unspent skill dice may be spent to acquire Perks. The following perks are meant to serve as examples and inspiration. The cost listed next to each is in whole skill dice.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 \outlinelevel2 \b \fs28 Racial Perks\par}
{\pard \ql \f0 \sa180 \li0 \fi0 {\b Dwarf (1):} You're long lived, you can see in the dark, you receive +2 to smithing or any other craft skill, Your maximum Might is 5D but your maximum Agility is 3D.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 {\b Elf (2):} You're long lived, you can see in the dark, you receive a +1 on all ranged attacks, Your maximum Agility is 5D but your maximum Might is only 3D.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 {\b Reptoid (2):} You're green and scaly, this gives a +1 Armor Value. You also have claw-tipped fingers which grant you +1 damage on unarmed attacks. You might also be asexual. Sorry.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 {\b Robot (4):} You don't eat, breathe, or sleep. You can have your memory wiped. You don't heal but you can be repaired. As long as your memory core survives you may be rebuilt if destroyed.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 \outlinelevel2 \b \fs28 General Perks\par}
{\pard \ql \f0 \sa180 \li0 \fi0 {\b Attractive (1):} Others find the character pleasing to look at. This can help reduce suspicions or distract others depending on the given situation. Once per session the character can double one roll for any action related to their appearance. Examples include seduction, a subtle bluff or simply distracting guards.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 {\b Daredevil (2):} Once per session you may throw caution to the wind taking extremely reckless action that may result in your own death. Your dodge, block, and parry are reduced by half however all Might rolls are doubled when resisting damage for one round.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 {\b Destiny (2):} Characters with Destiny feel they are fated to some grand purpose. Once per game session a character may declare a failed roll is not part of their Destiny and immediately reroll to get a different result.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 {\b Favors (1):} People owe you. Once per session you can call in one of those debts. This can take the form of information, a temporary use of equipment (borrowing a truck, plow, pump action shotgun, etc.), a place to hide someone or something for a brief time, or any similar event.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 {\b Lucky (2):} Once per session you can declare you are feeling lucky. Double the result of your next roll.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 {\b Perceptive (2):} The GM may reveal small clues to you that others would miss. Once per session a character may announce they are studying an object or situation and the GM may reveal something that would be impossible for a normal character to determine. If nothing is revealed this perk may be used again. \u8220"Elementary, my dear Watson.\u8221"\par}
{\pard \ql \f0 \sa180 \li0 \fi0 {\b Recall (1):} Any time the character chooses to recall anything he has experienced, the GM must tell him the truth in as much detail as the character would have been aware.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 {\b Sidekick (3):} You have a boon companion willing to join in your adventures. This character only gets 10D to spend on attributes and 4D to spend on starting skills. They normally only receive 1 to 3 CP per session, but never as many as their fearless leader.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 \outlinelevel2 \b \fs28 Esoteric Perks\par}
{\pard \ql \f0 \sa180 \li0 \fi0 {\b Energy Blast (5):} You can throw bolts of pure energy. These do 4D damage and use your {\i Throwing} skill.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 {\b ESP (3):} You can read minds. Targets resist using their Charm vs. your Wits.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 {\b Flying (4):} You can fly (at twice your move).\par}
{\pard \ql \f0 \sa180 \li0 \fi0 {\b Regeneration (3):} You heal 1 wound level/hour.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 {\b Sorcerer (3):} You're magically sensitive. Magic spells actually work for you. See {\field{\*\fldinst{HYPERLINK "#the-simple-magic-system"}}{\fldrslt{\ul
The Simple Magic System
}}}
.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 {\b Telekinesis (3):} You can move stuff with your mind. Make a Wits roll and treat it like the {\i Lift} skill. People resist using their Might.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 {\b X-Ray Vision (3):} you can see through 1 foot of material.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 \outlinelevel0 \b \fs36 Complications\par}
{\pard \ql \f0 \sa180 \li0 \fi0 During character creation only, players may select up to two complications. These grant no additional skill dice during character creation; however, if one comes up in play the character earns one CP. Characters may not earn more than one CP per complication per session regardless of how often it comes up.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 {\b Age:} You're either really old or really young. In addition to all the social issues caused by your age, the GM might choose to impose a penalty to an action based on your character's age. Grandpa throws a hip, a weird dude offers you candy on the street, and it's hard for either of you to seduce the supermodel at the bar. Whenever your age causes you great difficulty receive one CP.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 {\b Crazy:} You have issues that are guaranteed to put the therapists' kids through college. Could be you're just really paranoid, or maybe just a touch too OCD. That fear of most everything could also be a problem. Then again maybe you really are Napoleon and everyone else is wrong, good luck convincing anyone else since you're a lunatic. Hastur, Hastur, Hastur! Take your pills and earn one CP any time your psychosis really gets in the way.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 {\b Enemies:} Someone doesn't like you at all. And they are a credible threat. Maybe they have more friends than you, maybe they're just bigger and meaner; either way you have your own personal bully. You earn the bonus CP when they complicate your life.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 {\b Gremlins:} You have a special touch. Specifically the kind that breaks machines. You're no good with engines, electronics, magical gizmos, or any other trinket. If it's a device, you can't trust it. Earn one CP whenever the GM takes his one free shot on you this way.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 {\b Personal Code:} You live by a creed and you will not cross that line. Maybe you won't fight an unarmed opponent and always make sure they know its coming or maybe you never tell a lie. No matter how you define it, your code has to mean something. Some caped crusaders won't kill, paladins won't resort to deception, and sometimes there is even honor among thieves. Earn one CP whenever your code complicates you or friends' success.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 {\b Skeletons in the Closet:} You've been a naughty boy. Maybe you're a closet smoker. Maybe those hookers buried themselves. Maybe that enemy uniform in the closet really isn't yours. Maybe the bank really meant to let you take all that money out that day. Whatever, the universe doesn't judge. You earn the bonus CP whenever your past comes back to haunt you.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 {\b Unlucky in Love:} Things just don't work out for some guys. Your love interest is always dying, being kidnapped, betraying you, or even worse dumping you. You earn bonus CP when your love life falls apart in a meaningful way.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 {\b Unlucky in Money:} You have a hard time holding onto money. You earn the bonus CP when you lose a significant amount of cash through your own foolishness or bad luck and have nothing to show for it.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 \outlinelevel0 \b \fs36 Gear\par}
{\pard \ql \f0 \sa180 \li0 \fi0 Some games may assume the character has the trappings of a middle class lifestyle, while others may take place in a world of fantasy where only those items in your pack mean the difference between life and death.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 Characters might start with one piece of related gear for each skill they allocated dice to during character creation. For example a pistol for the {\i Pistol} skill, a medic bag for {\i Medicine}, etc. For anything else, beg the GM.\par}
{
\trowd \trgaph120
\clbrdrb\brdrs\cellx1851\clbrdrb\brdrs\cellx2838
\trkeep\intbl
{
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 {\b Weapon}\par}
\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 {\b Damage}\par}
\cell}
}
\intbl\row}
{
\trowd \trgaph120
\cellx1851\cellx2838
\trkeep\intbl
{
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 Axe\par}
\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 +3D\par}
\cell}
}
\intbl\row}
{
\trowd \trgaph120
\cellx1851\cellx2838
\trkeep\intbl
{
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 Club\par}
\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 +1D+1\par}
\cell}
}
\intbl\row}
{
\trowd \trgaph120
\cellx1851\cellx2838
\trkeep\intbl
{
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 Hatchet\par}
\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 +1D+1\par}
\cell}
}
\intbl\row}
{
\trowd \trgaph120
\cellx1851\cellx2838
\trkeep\intbl
{
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 Halberd\par}
\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 +3D\par}
\cell}
}
\intbl\row}
{
\trowd \trgaph120
\cellx1851\cellx2838
\trkeep\intbl
{
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 Knife\par}
\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 +1D\par}
\cell}
}
\intbl\row}
{
\trowd \trgaph120
\cellx1851\cellx2838
\trkeep\intbl
{
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 Mace\par}
\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 +1D+1\par}
\cell}
}
\intbl\row}
{
\trowd \trgaph120
\cellx1851\cellx2838
\trkeep\intbl
{
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 Rapier\par}
\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 +2D\par}
\cell}
}
\intbl\row}
{
\trowd \trgaph120
\cellx1851\cellx2838
\trkeep\intbl
{
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 Staff\par}
\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 +1D+2\par}
\cell}
}
\intbl\row}
{
\trowd \trgaph120
\cellx1851\cellx2838
\trkeep\intbl
{
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 Spear\par}
\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 +2D\par}
\cell}
}
\intbl\row}
{
\trowd \trgaph120
\cellx1851\cellx2838
\trkeep\intbl
{
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 Sword\par}
\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 +2D+2\par}
\cell}
}
\intbl\row}
{
\trowd \trgaph120
\cellx1851\cellx2838
\trkeep\intbl
{
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 Sword, 2h\par}
\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 +3D+1\par}
\cell}
}
\intbl\row}
{
\trowd \trgaph120
\cellx1851\cellx2838
\trkeep\intbl
{
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 Warhammer\par}
\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 +3D\par}
\cell}
}
\intbl\row}
{
\trowd \trgaph120
\cellx1851\cellx2838
\trkeep\intbl
{
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 Bow\par}
\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 +2D+2\par}
\cell}
}
\intbl\row}
{
\trowd \trgaph120
\cellx1851\cellx2838
\trkeep\intbl
{
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 Crossbow\par}
\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 4D+1\par}
\cell}
}
\intbl\row}
{\pard \ql \f0 \sa180 \li0 \fi0 {\b Low Tech Weapons}\par}
{
\trowd \trgaph120
\clbrdrb\brdrs\cellx1851\clbrdrb\brdrs\cellx2838
\trkeep\intbl
{
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 {\b Armor}\par}
\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 {\b Value}\par}
\cell}
}
\intbl\row}
{
\trowd \trgaph120
\cellx1851\cellx2838
\trkeep\intbl
{
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 Leather\par}
\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 +2\par}
\cell}
}
\intbl\row}
{
\trowd \trgaph120
\cellx1851\cellx2838
\trkeep\intbl
{
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 Chainmail\par}
\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 +6\par}
\cell}
}
\intbl\row}
{
\trowd \trgaph120
\cellx1851\cellx2838
\trkeep\intbl
{
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 Platemail\par}
\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 +9\par}
\cell}
}
\intbl\row}
{
\trowd \trgaph120
\cellx1851\cellx2838
\trkeep\intbl
{
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 Shield\par}
\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 +4\par}
\cell}
}
\intbl\row}
{\pard \ql \f0 \sa180 \li0 \fi0 {\b Low Tech Armor}\par}
{
\trowd \trgaph120
\clbrdrb\brdrs\cellx1851\clbrdrb\brdrs\cellx2838
\trkeep\intbl
{
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 {\b Weapon}\par}
\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 {\b Damage}\par}
\cell}
}
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{
\trowd \trgaph120
\cellx1851\cellx2838
\trkeep\intbl
{
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 Light Pistol\par}
\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 3D+2\par}
\cell}
}
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{
\trowd \trgaph120
\cellx1851\cellx2838
\trkeep\intbl
{
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 Heavy Pistol\par}
\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 4D\par}
\cell}
}
\intbl\row}
{
\trowd \trgaph120
\cellx1851\cellx2838
\trkeep\intbl
{
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 Rifle\par}
\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 5D\par}
\cell}
}
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{
\trowd \trgaph120
\cellx1851\cellx2838
\trkeep\intbl
{
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 Shotgun\par}
\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 4D+2\par}
\cell}
}
\intbl\row}
{
\trowd \trgaph120
\cellx1851\cellx2838
\trkeep\intbl
{
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 BFG\par}
\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 6D\par}
\cell}
}
\intbl\row}
{\pard \ql \f0 \sa180 \li0 \fi0 {\b Modern Tech Weapons}\par}
{
\trowd \trgaph120
\clbrdrb\brdrs\cellx1851\clbrdrb\brdrs\cellx2838
\trkeep\intbl
{
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 {\b Weapon}\par}
\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 {\b Damage}\par}
\cell}
}
\intbl\row}
{
\trowd \trgaph120
\cellx1851\cellx2838
\trkeep\intbl
{
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 Plasma Pistol\par}
\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 5D\par}
\cell}
}
\intbl\row}
{
\trowd \trgaph120
\cellx1851\cellx2838
\trkeep\intbl
{
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 Plasma Rifle\par}
\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 6D\par}
\cell}
}
\intbl\row}
{
\trowd \trgaph120
\cellx1851\cellx2838
\trkeep\intbl
{
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 Plasma BFG\par}
\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 7D\par}
\cell}
}
\intbl\row}
{
\trowd \trgaph120
\cellx1851\cellx2838
\trkeep\intbl
{
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 Plasma Sword\par}
\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 +4D\par}
\cell}
}
\intbl\row}
{\pard \ql \f0 \sa180 \li0 \fi0 {\b Sci-Fi Tech Weapons}\par}
{
\trowd \trgaph120
\clbrdrb\brdrs\cellx1851\clbrdrb\brdrs\cellx2838
\trkeep\intbl
{
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 {\b Weapon}\par}
\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 {\b (S/M/L)}\u8224?\par}
\cell}
}
\intbl\row}
{
\trowd \trgaph120
\cellx1851\cellx2838
\trkeep\intbl
{
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 Bow\par}
\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 30/100/300\par}
\cell}
}
\intbl\row}
{
\trowd \trgaph120
\cellx1851\cellx2838
\trkeep\intbl
{
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 Crossbow\par}
\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 50/150/400\par}
\cell}
}
\intbl\row}
{
\trowd \trgaph120
\cellx1851\cellx2838
\trkeep\intbl
{
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 All Pistols\par}
\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 30/100/350\par}
\cell}
}
\intbl\row}
{
\trowd \trgaph120
\cellx1851\cellx2838
\trkeep\intbl
{
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 All Rifles\par}
\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 100/350/500\par}
\cell}
}
\intbl\row}
{
\trowd \trgaph120
\cellx1851\cellx2838
\trkeep\intbl
{
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 Shotguns\par}
\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 50/150/400\par}
\cell}
}
\intbl\row}
{
\trowd \trgaph120
\cellx1851\cellx2838
\trkeep\intbl
{
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 BFG\par}
\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 100/400/700\par}
\cell}
}
\intbl\row}
{
\trowd \trgaph120
\cellx1851\cellx2838
\trkeep\intbl
{
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 Grenades\par}
\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 10/20/30\par}
\cell}
}
\intbl\row}
{\pard \ql \f0 \sa180 \li0 \fi0 {\b Missile Weapon Ranges}\par}
{\pard \ql \f0 \sa180 \li0 \fi0 \u8224? Ranges in feet.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 \outlinelevel0 \b \fs36 The Game Mechanics\par}
{\pard \ql \f0 \sa180 \li0 \fi0 \outlinelevel1 \b \fs32 General (non-combat) Challenges\par}
{\pard \ql \f0 \sa180 \li0 \fi0 Characters roll the appropriate attribute plus skill against a set target number based on the task attempted.\par}
{
\trowd \trgaph120
\clbrdrb\brdrs\cellx4320\clbrdrb\brdrs\cellx8640
\trkeep\intbl
{
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 {\b Difficulty}\par}
\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 {\b Target Number}\par}
\cell}
}
\intbl\row}
{
\trowd \trgaph120
\cellx4320\cellx8640
\trkeep\intbl
{
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 Very Easy\par}
\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 2\u8211-5\par}
\cell}
}
\intbl\row}
{
\trowd \trgaph120
\cellx4320\cellx8640
\trkeep\intbl
{
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 Easy\par}
\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 6\u8211-10\par}
\cell}
}
\intbl\row}
{
\trowd \trgaph120
\cellx4320\cellx8640
\trkeep\intbl
{
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 Moderate\par}
\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 11\u8211-15\par}
\cell}
}
\intbl\row}
{
\trowd \trgaph120
\cellx4320\cellx8640
\trkeep\intbl
{
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 Difficult\par}
\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 16\u8211-20\par}
\cell}
}
\intbl\row}
{
\trowd \trgaph120
\cellx4320\cellx8640
\trkeep\intbl
{
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 Very Difficult\par}
\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 21\u8211-30\par}
\cell}
}
\intbl\row}
{
\trowd \trgaph120
\cellx4320\cellx8640
\trkeep\intbl
{
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 Heroic\par}
\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 31+\par}
\cell}
}
\intbl\row}
{\pard \ql \f0 \sa180 \li0 \fi0 \par}
{\pard \ql \f0 \sa180 \li0 \fi0 {\b Very Easy:} Nearly everyone can do it. These checks should only be made if a success is critical to the scenario at hand.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 {\b Easy:} Characters will seldom have trouble with these tasks, but an untrained individual may find them challenging.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 {\b Moderate:} Average characters have a reasonable chance of failing at this level. Consistent success often requires training in the skill or a high level of natural ability.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 {\b Difficult:} Tasks at this level are truly challenging. To succeed a character needs to be well skilled or very lucky.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 {\b Very Difficult:} Challenges of this level fall into the domain of masters in the skill being used; few others will succeed at them.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 {\b Heroic:} These challenges are almost impossible. Only the very lucky or true masters can consistently succeed at them.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 \outlinelevel2 \b \fs28 Order of Actions in a Round\par}
{\pard \ql \f0 \sa180 \li0 \fi0 {\i (a round is considered to be approximately 10 seconds)}\par}
{\pard \ql \f0 \sa0 \li360 \fi-360 1.\tx360\tab Declare all actions planned for the round.\par}
{\pard \ql \f0 \sa0 \li360 \fi-360 2.\tx360\tab Determine order of Initiative by rolling Agility for each character. Highest goes first.\par}
{\pard \ql \f0 \sa0 \li360 \fi-360 3.\tx360\tab Characters make rolls for all actions they are attempting. The target may get an opportunity to resist or avoid the action.\sa180\par}
{\pard \ql \f0 \sa180 \li0 \fi0 \outlinelevel2 \b \fs28 Multiple Actions\par}
{\pard \ql \f0 \sa180 \li0 \fi0 Characters may attempt to do more than one thing on a turn by withholding one die from every action they attempt for each action beyond the first. For instance, if a character tries to shoot twice, he will subtract one die from each attempt.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 \outlinelevel1 \b \fs32 Scaling\par}
{\pard \ql \f0 \sa180 \li0 \fi0 Not all objects are on the same scale. Humans and horses may be close enough to be equals, but humans and dragons aren't. When dealing damage to a smaller scaled target or resisting damage inflicted by it, the larger adds the difference in modifiers to their die rolls or static defenses. Smaller scaled targets attempting to dodge attacks from or actually attempting to attack a larger scaled opponent add the difference to their dodge and attack rolls.\par}
{
\trowd \trgaph120
\clbrdrb\brdrs\cellx5040\clbrdrb\brdrs\cellx8640
\trkeep\intbl
{
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 {\i Scale}\par}
\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 {\i Modifier}\par}
\cell}
}
\intbl\row}
{
\trowd \trgaph120
\cellx5040\cellx8640
\trkeep\intbl
{
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 Character, Animals\par}
\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 None\par}
\cell}
}
\intbl\row}
{
\trowd \trgaph120
\cellx5040\cellx8640
\trkeep\intbl
{
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 Air Cycle, Car, Little Dragon, Wagon\par}
\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 +2D/+6 to Dodge & Soak\par}
\cell}
}
\intbl\row}
{
\trowd \trgaph120
\cellx5040\cellx8640
\trkeep\intbl
{
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 Big Dragon, Galley, Mecha, Tank\par}
\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 +4D/+12 to Dodge & Soak\par}
\cell}
}
\intbl\row}
{
\trowd \trgaph120
\cellx5040\cellx8640
\trkeep\intbl
{
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 Fighter, Light Transport, Heavy Mecha\par}
\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 +6D/+18 to Dodge & Soak\par}
\cell}
}
\intbl\row}
{
\trowd \trgaph120
\cellx5040\cellx8640
\trkeep\intbl
{
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 Capital Ship, Elder God, Space Station\par}
\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 +12D/+36 to Dodge & Soak\par}
\cell}
}
\intbl\row}
{
\trowd \trgaph120
\cellx5040\cellx8640
\trkeep\intbl
{
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 Mega Space Station, Planets\par}
\cell}
{{\pard\intbl \ql \f0 \sa0 \li0 \fi0 +24D/+72 to Dodge & Soak\par}
\cell}
}
\intbl\row}
{\pard \ql \f0 \sa180 \li0 \fi0 \par}
{\pard \ql \f0 \sa180 \li0 \fi0 \outlinelevel1 \b \fs32 Movement\par}
{\pard \ql \f0 \sa180 \li0 \fi0 A character may move up to 15 feet as a free action or move 30 feet at the cost of one action. If a character wishes to run faster he rolls his {\i Athletics} skill and adds it to his movement. If the only action taken in a round is running, his total move is doubled.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 \outlinelevel1 \b \fs32 Experience\par}
{\pard \ql \f0 \sa180 \li0 \fi0 At the end of each session the GM awards each character a number of character points. The number of points given per session typically varies from 3 to 7 depending on drama, danger, success, and fun!\par}
{\pard \ql \f0 \sa180 \li0 \fi0 \outlinelevel2 \b \fs28 Spending Character Points (CP)\par}
{\pard \ql \f0 \sa180 \li0 \fi0 Any skill may be increased one pip by spending a number of CPs equal to its current number of dice. No skill may be increased more than one pip per session. Skill specializations cost only half as much to raise, rounding up.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 Character points are also used to improve attributes. This costs 10 times the number of dice a character has in the attribute to raise it one pip. All skills under this attribute also improve by one pip. For example, if a character had a Wit of 3D+1 and wanted to improve it to 3D+2 it would cost 30 CP.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 \outlinelevel1 \b \fs32 Hero Points\par}
{\pard \ql \f0 \sa180 \li0 \fi0 Characters start with 1 hero point and may spend it before any roll. Hero Points provide a variety of options, but once spent the point is lost:\par}
{\pard \ql \f0 \sa0 \li360 \fi-360 \bullet \tx360\tab Gaining a +6 to any single roll (up to 3 points may be used at one time when using this effect).\par}
{\pard \ql \f0 \sa0 \li360 \fi-360 \bullet \tx360\tab Just a flesh wound. Once per combat a hero point can be used to reduce the severity of a character's wounds one level.\par}
{\pard \ql \f0 \sa0 \li360 \fi-360 \bullet \tx360\tab Make a small change to their location (locating an unlocked window, finding a can of WD40 and a roll of duct tape, etc).\par}
{\pard \ql \f0 \sa0 \li360 \fi-360 \bullet \tx360\tab \u8220"Buy\u8221" a clue. Sometimes players are at a lost or think they might have missed something. This gives them the option to find that detail that they would have otherwise missed.\sa180\par}
{\pard \ql \f0 \sa180 \li0 \fi0 Hero Points are earned through superior play and given as an incentive by the GM to help encourage the style of action desired in a game. If playing a gritty western and the character makes a clever quip using the \u8220"in-game\u8221" jargon that makes everyone laugh without disrupting play that may be worth a Hero Point. Unless completely against the nature of the game played, extremely clever ideas and grand heroic deeds should always be rewarded.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 \outlinelevel1 \b \fs32 Healing\par}
{\pard \ql \f0 \sa180 \li0 \fi0 {\b Natural Healing:} If a wounded character rests he is allowed a Might check and if successful heals a wound level. The frequency of the check depends on the severity of the character's wounds.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 {\b Assisted Healing:} Characters with the {\i Medicine} skill can attempt to help others heal more quickly. A skill check may be made once per day for each patient treated. On a successful roll, the patient heals one wound level.\par}